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Module work

Module work 

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The work economy: jobs and professions, construction and demolition, production recipes, stock and storage, building controls, trackers and roads.

Modules§

construction
Construction sites: the building state machine (StateMachineComponent with the ClearArea, WorkPlace, Build and Residence controllers) and the construction works (GatherRawMaterials, BuildStructure). See docs/JOBS.md.
control
The buildings’ window buttons (ControlUI): a ControlUIConfig names a component (its type id) and a control; the button shows the component’s slot (bit 0 enabled, bit 1 on) and a click calls its slot. See docs/BUILDING-WINDOWS.md.
destroy
Demolition, damage and rubble: DestroyComponent. See docs/JOBS.md “Demolition”.
jobs
The job manager (Game). See docs/JOBS.md.
produce
Workplace production: ResourceProduceComponent’s states and the ConsumeProduce work of ConsumeProduceComponent: the wood cutter, blacksmith, tailor, tavern, quarry and mine. See docs/JOBS.md “Production”.
professions
Professions (Game), workplaces (WorkPlaceComponent, the town manager’s workplace registry Game →) and who takes a job when the player changes a profession’s count. See docs/JOBS.md.
road
Roads: planning a road’s cells, BuildRoad, CompleteRoad and taking a planned road back. See docs/ROADS.md.
stock
StorageComponent ledgers and town storage search (Game). See docs/CITIZEN-AI.md and docs/RESOURCE-PRODUCTION-FLOW.md.
tracker
What the town makes and uses: the stock manager’s counters for each slot (used and made since the last sample) and each workplace’s tracker (what it made this year and last). See docs/TOWN-INFO.md.