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gamedev-the-steward/docs/FOOD_STORAGE_ARCHITECTURE.md
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# The Steward — Food Storage and Transactions
## First complete food loop
```text
ResourceStateRecord (berry bush)
-> gather_food extracts actual yield
-> SimNPC inventory carries food
-> deposit_food targets village_pantry
-> StorageStateRecord receives food
-> hungry NPC selects withdraw_food
-> pantry transfers one food into NPC inventory
-> eat consumes carried food and reduces hunger
```
Food is conserved across source, carried inventory, and pantry. It leaves the
world only when consumed.
Animal care extends the same ownership chain without a parallel counter:
```text
village_pantry
-> feed_animal pickup moves one food into exact caretaker inventory
-> existing carried-food prop derives from that inventory
-> delivery consumes caretaker inventory into exact named animal
```
## Authority
- `StorageStateRecord` owns pantry and woodpile contents and capacity.
- `SimNPC.inventory` owns carried item amounts.
- `VillageEconomy` performs deposit, withdrawal, consumption, and
definition-backed completion-cost transactions, including exact
all-or-nothing animal-care pickup and inventory removal.
- `SimulationManager` coordinates action lifecycle and exposes the transaction
results to presentation.
- `village.food` and `village.wood` are synchronized aggregate views used by
the existing UI, priorities, and utility scoring. They are not second
mutation paths.
- `StorageNode` supplies the active-world interaction position and presentation
for deposit, withdrawal, eating, and current player pantry interaction.
The village pantry has stable ID `village_pantry`; the woodpile has stable ID
`village_woodpile`. Storage and NPC inventory are included in versioned state
and deterministic checksums. Patrol and study require one wood on completion:
the effect is applied only when that unit can be withdrawn, and selection does
not choose those actions while the woodpile is empty.
Successful extraction, deposit, withdrawal, and consumption also append
structured economic facts. See [the economic event stream](ECONOMIC_EVENTS.md).
Active NPCs display a small food sack while their authoritative inventory
contains food; this is presentation derived from state, not a second inventory.
NPC animal care therefore uses the same visible prop between pantry pickup and
the claimed goat.
## Failure behavior
Transactions apply the amount actually available:
- extraction cannot exceed the source;
- deposit cannot exceed storage capacity;
- player extraction is limited to storage capacity until player inventory
exists, so overflow remains at the source;
- withdrawal cannot exceed pantry contents;
- animal-care pickup succeeds only when the complete missing cost is available;
- eating succeeds only when the NPC carries one food.
If another caretaker empties the pantry first, animal-care pickup records the
definition-backed shortfall, transfers nothing, releases only the losing
caretaker's exact animal claim, and replans. A caretaker that already carries
the unit never consults pantry stock again before delivery.
## Deliberate limits
The current playable economy still has one authored village pantry and one
woodpile, but it now also has typed item definitions, an apothecary route,
persisted player inventory, and definition-backed activity costs. It does not
yet add:
- regional storage/market ledgers;
- storage reservations or ownership/access policy beyond authored capability
routing;
- multiple households or ownership;
- spoilage, item quality, weight, or stack definitions.
Objective event history, depletion and blocked-task facts, bounded per-NPC
knowledge, proximity witnesses, and the first social consequences now exist.
Long-run event archival, generalized denial facts, wider witness models, and
broader social interpretation remain deferred.
Those should extend the transaction boundary rather than mutate counters
directly.