First Playable

A small restaurant (entrance, 4 tables, fridge, prep counter, grill, pass, dish station) that the player can rearrange in a grid-based edit mode, then press Start and watch autonomous customers, servers, and cooks run the whole service loop with no direct control: spawn → wait for a table → seat → order → cook (through a data-driven recipe's steps) → deliver → eat → pay → leave, or abandon unhappy if patience runs out. Three data-driven dishes (Burger, Grilled Chicken, Salad). A management UI shows money, customer/order counts, a working/walking/idle staff breakdown, and an event log; clicking any agent opens a live debug inspector (state, task, path length, blocked time, stats). Simulation speed is adjustable (pause/1x/2x/4x); the RNG is seeded for reproducibility.

Verified this session (see WORKLOG.md for full detail):

  • Full customer lifecycle confirmed end-to-end through real UI interaction, not just code review.
  • Multiple customers served concurrently (14 in house at once in one live run).
  • Staffing visibly changes throughput: 1 server + 1 cook served 7/17 lost in a 300s run; adding a second server + cook under identical conditions served 19/0 lost.
  • Layout visibly changes throughput: a deliberately scattered kitchen layout collapsed a run from several served customers to 0 served under identical seed/staffing.
  • The in-editor drag-to-reposition workflow was tested with real pointer events (not just data-layer calls) — moved the Dish Station live, watched the grid and event log update, and confirmed the simulation kept running correctly afterward.
  • 25/25 automated tests pass (tests/tests.html), covering recipe execution, order/customer state transitions, task assignment, payment calculation, pathfinding edge cases, and regression coverage for four deadlock bugs found and fixed while building this (see WORKLOG.md).

Known limitations and recommended next steps are in README.md and the session's final summary.

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