ReviewOS

stacks/the-settlers-iii-remake

[S3-029] Implement physical goods, piles, and bounded inventories

#31
Closed chris opened this 9 days ago ·
9 days ago

S3-029: Implement physical goods, piles, and bounded inventories

Parent and ownership

Parent epic: https://github.com/stacksjs/the-settlers-iii-remake/issues/7 Source owner: stacksjs/the-settlers-iii-remake. Master roadmap: https://github.com/stacksjs/the-settlers-iii-remake/issues/4.

Problem and observable result

Locate every good in a pile, inventory, or cargo. Reserve goods without duplication. Enforce receiving and output capacities.

The current application is a browser prototype. Passing the Riverlands campaign does not establish original-game or native parity. This issue is complete only when its stated behavior has retained evidence.

Evidence and interfaces

Ordered commands advance an integer-tick world. Goods have locations and reservations, people have identities and jobs, and a player view renders only actual simulation state.

Pin the inspected revisions and fixture hashes in the implementation evidence. Original-game observations govern rules and timing. JSettlers is implementation evidence, not an authoritative balance specification. Unknown values remain explicitly unverified.

Acceptance criteria

  • Locate every good in a pile, inventory, or cargo.
  • Reserve goods without duplication.
  • Enforce receiving and output capacities.
  • The visible result agrees with the underlying simulation or platform state, including failure paths.
  • Tests exercise the maintained public interface and retain reproducible fixtures or execution receipts.

Test matrix

  • Compete for the same stack.
  • Check stock conservation at capacity boundaries.
  • Exercise invalid input, cancellation or interruption, and repeated execution where this interface permits them.
  • Verify determinism/conservation for simulation changes and resource ownership/disposal for platform changes.
  • Run owning-repository lint, relevant type checks and tests. Capture actual native output for native capability claims.

Scope constraints

Implement this behavior as a complete verifiable slice. Do not silently expand into adjacent tickets or substitute simplified gameplay. Keep the shared TypeScript simulation, shared stx signals, and ts-css conventions. Native gameplay and HUD must not depend on a WebView. HomeOS reuse must not introduce a kernel dependency into the game. Existing unrelated edits and authored guidance must be preserved.

Blocked by

Upstream release and adoption

Application behavior belongs here. If a reproduction identifies a framework defect, repair and release its owning source first, update Stacks where affected, then install the verified packages here.

No node_modules edits, copied runtimes, generated-source string patches, fabricated globals, successful no-op implementations, or skipped release gates. Push tested conventional commits as Chris to the owning origin/main without coauthor trailers or force pushes.

Completion evidence

  • Implementation commits and relevant upstream issue links.
  • Exact checks and results, fixture hashes, and screenshots/native execution evidence where applicable.
  • Published package versions, downstream lockfile identity, and release receipts when affected.
  • Remaining limitations stated explicitly. Partial work does not close this issue.
8 days ago

Staffing controls can now return idle construction workers and their tools to carrying. Ground drops also preserve ownership when another player's pile is nearby. These fixes are covered by #204 and #205.

329 unit tests and 385 browser steps passed, including save/reload. CI and validation details.

The player test got tools and storage working, but lost the rival match. Testing the original tutorial map then exposed a separate staffing stall: unreachable trained workers kept blocking reachable carriers. That is tracked in #206.

8 days ago

Workers stranded outside the claimed land no longer block staffing a reachable workplace.

Implementation, passing CI and validation details. Crew limits, goods accounting and older save rules are preserved.

9 days ago

Completed: physical goods, piles and bounded inventories

  • Every good is in a pile (loose, doorstep, input, construction or storage) or in one settler's hands (resources/game/engine/logistics.ts). Settlement totals are derived (view().goods, statistics()).
  • Reservations: deliveries reserve outgoing goods and incoming room; completion or cancellation releases them exactly once. audit() verifies every pile's reservations against live jobs, worker trips and production cycles.
  • Capacities: doorsteps hold eight and storage areas six piles of eight (manual candidates); full doorsteps stop production.

Tests: competing sites never receive more stone than exists; conservation is checked every tick; capacity boundaries and storage piles are exercised; the audit catches deliberately broken reservations and stray goods.

Evidence base for this update (all on main, authored as Chris):

  • 3ca4847 deterministic session, rules profile, routing, goods, carriers, construction, production, territory, visibility, saves and replays
  • da2a104 reference building geometry and the delivery livelock fix
  • b2efc1f the browser game on the engine, expanded original-media import
  • 7b1cc36 worlds from decoded original maps
  • a495e7a, 0a3ff46, 0e7889e, e5c1a53, f3b71ce, ed1dc8f controls, missions, render scene, save migration, checkpoints, audit and statistics

Checks: ./buddy lint (0 problems), bun run typecheck (app, tools, stx), ./buddy test --unit (106 tests, 0 failures), bun run assets:verify, bun run content:verify, and the production browser scenario. CI passed on 0e7889e and 9e2ba7c (which contains f3b71ce), including the production Chrome check.

Rule values are the roman-engineering 0.2.0 profile (resources/game/engine/rules.ts). Every value names its evidence class: manual candidates (M) from the pinned manual, reference-remake geometry (E), or placeholders (U) that name their owning issue. qualificationGaps() lists them and the profile cannot qualify a release. Adopting observed original values remains with S3-002/S3-007; nothing here is an original-executable observation.

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