Define resource deposit data model for ores and clay #26
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liamjd/UntitledColonyBuilder#26
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Resource placement (
docs/resource-prospecting.md,docs/colony-game-resource-types.md) needs a concrete data model before any prospecting/mining work can start. This issue records the decision from discussion and scopes the first-cut implementation.Decision: deposits are objects, not a per-tile attribute
TerrainGridalready has a per-tile pattern (_levels,Kindderived from it), but a resource deposit should not reuse it. A deposit is an object with:The deciding factor: paired ore deposits are meant to overlap. A tile can legitimately belong to two deposits at once (see below), which a single per-tile slot on
TerrainGridcannot express. Objects also make the sensor-reveal and contract minimum-resource checks cheap (iterate ~10-30 deposits) instead of requiring a full grid scan.Scope
colony-game-resource-types.md) are placed by seeded rejection-sampling against terrain criteria, deterministic frommap_seedthe same way terrain generation is.resource-prospecting.md, deposits are rich by design ("don't expect them to run out during gameplay") — model as effectively non-depleting for now rather than building out depletion tracking nothing currently requires.Explicitly out of scope for this issue
resource-prospecting.mdposes this as an open question and it isn't resolved here.References
docs/resource-prospecting.md,docs/colony-game-resource-types.md,docs/colony-game-facilities.md(extraction facility types this feeds into).