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Implement offering sites as transactional, data-driven world interactions that
turn a validated arrangement of local items into one bounded directive for the
owning encounter zone.
The first vertical slice uses a three-slot altar: an elite/leader trophy in the
center and matching ordinary-family components on the left and right request a
telegraphed special pack. The engine primitive remains generic and typed.
Runtime contract
Load immutable site, slot, recipe, eligibility, cooldown, and directive data
from the compiled content catalog. No display-name matching, map-local script,
reflection, or general expression can create an arbitrary mutation.
Represent left/center/right as stable semantic slots with authored world
placement. Items can be placed/retrieved through common inventory/world
transactions; activation captures exact item/entity revisions.
Pure preflight validates the complete arrangement, quantities/qualities,
contributor/party rights, zone generation, active population/reservations,
recipe/site/party/world caps, cooldown, and requested directive.
Commit item consumption, cooldown/exposure state, and encounter reservation
atomically through Implement the transactional gameplay event and action foundation #41. Rejection/cancellation leaves a recoverable item state
and cannot duplicate items, rewards, reservations, or encounters.
Support a small typed directive vocabulary: summon_profile, bias_next_pack, and temporary_threat_tier. Only the pilot directive must
ship initially; every effect remains clamped by the zone policy.
Define deterministic ordering for two simultaneous activations and explicit
outcomes for full population, active unique encounter, cooldown, blocked
placement, disconnect, death, map unload, content transition, persistence
failure, restart, and timeout.
Telegraph accepted activation and the resulting encounter through existing
semantic scene/effect/message contracts. Open a focused protocol/client issue
only if those contracts prove insufficient; never disclose hidden zone
budgets or candidate cells.
Acceptance criteria
A compiled three-slot recipe recognizes only the exact stable-ID
arrangement and rejects missing, swapped, stale, unauthorized, excess,
ambiguous, or invalid items deterministically.
Accepted activation atomically consumes the required items, records the
cooldown, reserves one directive, and produces at most one encounter.
Rejected or cancelled activation loses/duplicates no item, cooldown,
reservation, reward, or encounter.
Two simultaneous players/parties cannot double-activate one site or steal
one another's staged items under the documented ownership policy.
Full population, cap/cooldown, blocked placement, unload, disconnect,
persistence failure, restart, content mismatch, and timeout have explicit
replayable outcomes and cleanup.
Temporary tier/bias effects are bounded in duration and magnitude,
generation-scoped, and cannot mutate already living monsters or bypass
controller entity/threat caps.
The special pack is visibly telegraphed, finite, and attributed; kill
credit, XP, loot, quest/faction metrics, ordinary treasure, and special
reward settle exactly once.
Property/replay/fault tests cover every slot permutation, revision race,
concurrent activation, transaction failure, lifecycle interruption, and
duplicate retry/idempotency path.
Native child of the pack-materialization issue. Depends on server#23, server#41, server#49, server#50, and server#54, plus the compiled
offering contract and cross-stack pilot content.
Independent implementation
New code/tests are fresh MIT work. The authored product mechanic does not grant
permission to copy Classic implementation or fixtures.
Outcome
Implement offering sites as transactional, data-driven world interactions that
turn a validated arrangement of local items into one bounded directive for the
owning encounter zone.
The first vertical slice uses a three-slot altar: an elite/leader trophy in the
center and matching ordinary-family components on the left and right request a
telegraphed special pack. The engine primitive remains generic and typed.
Runtime contract
from the compiled content catalog. No display-name matching, map-local script,
reflection, or general expression can create an arbitrary mutation.
placement. Items can be placed/retrieved through common inventory/world
transactions; activation captures exact item/entity revisions.
contributor/party rights, zone generation, active population/reservations,
recipe/site/party/world caps, cooldown, and requested directive.
atomically through Implement the transactional gameplay event and action foundation #41. Rejection/cancellation leaves a recoverable item state
and cannot duplicate items, rewards, reservations, or encounters.
summon_profile,bias_next_pack, andtemporary_threat_tier. Only the pilot directive mustship initially; every effect remains clamped by the zone policy.
outcomes for full population, active unique encounter, cooldown, blocked
placement, disconnect, death, map unload, content transition, persistence
failure, restart, and timeout.
the shared encounter ledger in Proposal: add a shared encounter participation and reward-attribution ledger #23 plus ordinary combat/death/loot services.
semantic scene/effect/message contracts. Open a focused protocol/client issue
only if those contracts prove insufficient; never disclose hidden zone
budgets or candidate cells.
Acceptance criteria
arrangement and rejects missing, swapped, stale, unauthorized, excess,
ambiguous, or invalid items deterministically.
cooldown, reserves one directive, and produces at most one encounter.
reservation, reward, or encounter.
one another's staged items under the documented ownership policy.
persistence failure, restart, content mismatch, and timeout have explicit
replayable outcomes and cleanup.
generation-scoped, and cannot mutate already living monsters or bypass
controller entity/threat caps.
credit, XP, loot, quest/faction metrics, ordinary treasure, and special
reward settle exactly once.
concurrent activation, transaction failure, lifecycle interruption, and
duplicate retry/idempotency path.
and Proposal: add a shared encounter participation and reward-attribution ledger #23; architecture tests reject a private inventory, spawn, reward, or
scripting engine.
tools/validate.shandgit diff --checkpass.Dependencies
Native child of the pack-materialization issue. Depends on
server#23,
server#41,
server#49,
server#50, and
server#54, plus the compiled
offering contract and cross-stack pilot content.
Independent implementation
New code/tests are fresh MIT work. The authored product mechanic does not grant
permission to copy Classic implementation or fixtures.