Save The Tree implementation and acceptance work in progress

Preserve production code, regression fixtures, audio assets and provenance, test infrastructure, and the original-completion plan and progress ledger. Final game and Windows acceptance remain pending; excluded local artifacts and native experiments are not part of this snapshot.
This commit is contained in:
Takeshi
2026-10-11 15:58:00 +09:00
parent 39f6068461
commit b84bade045
235 changed files with 495831 additions and 312 deletions
+6
View File
@@ -64,6 +64,12 @@ func prepare(runtime: Variant, clock: Variant, tree: SceneTree) -> bool:
&"candidate_id": row[0], &"facility_id": row[1], &"current_cell": row[2],
}):
return false
if not _command(&"hire_staff_candidate", {&"candidate_id": &"staff_doran", &"facility_id": facility_ids[&"kitchen"], &"current_cell": Vector3i(2, 0, 1)}):
return false
if not _command(&"set_staff_work_assignment", {&"staff_id": &"staff_doran", &"facility_id": facility_ids[&"kitchen"], &"template_id": &"DAY"}):
return false
if not _command(&"set_facility_conditions", {&"facility_id": facility_ids[&"cafeteria"], &"conditions": {&"related_facility_id": facility_ids[&"kitchen"]}}):
return false
# A small explicitly seeded pantry is part of the disposable scenario; its
# stacks are real and get consumed by the same service pipeline as gameplay.
var cafeteria: Variant = _runtime.facility_service.get_instance(facility_ids[&"cafeteria"])