1.9 KiB
1.9 KiB
The Steward — Food Storage and Transactions
First complete food loop
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.
Authority
StorageStateRecordowns pantry contents and capacity.SimNPC.inventoryowns carried item amounts.SimulationManagerperforms deposit, withdrawal, and consumption transactions.village.foodis a synchronized aggregate view used by the existing UI, priorities, and utility scoring. It is not a second mutation path.PantryMarkersupplies the active-world interaction position for deposit, withdrawal, eating, and current player pantry interaction.
The village pantry has stable ID village_pantry. Storage and NPC inventory
are included in versioned state and deterministic checksums.
Failure behavior
Transactions apply the amount actually available:
- extraction cannot exceed the source;
- deposit cannot exceed storage capacity;
- withdrawal cannot exceed pantry contents;
- eating succeeds only when the NPC carries one food.
If another NPC empties the pantry first, withdrawal returns zero and the NPC replans on its next idle tick.
Deliberate limits
This slice contains one pantry and one carried item type. It does not yet add:
- visible carried props;
- player inventory;
- storage reservations or access capacity;
- multiple households or ownership;
- spoilage, item quality, weight, or stack definitions;
- structured transaction/history events;
- an authored StorageNode scene beyond the current pantry marker.
Those should extend the transaction boundary rather than mutate counters directly.