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item claim lifecycle: town claim window with stash-or-discard #577

Description

@zgeoff

Settled loot currently just accumulates; this adds a claim step — a town window where settled items are accepted into the stash or discarded.

Draft — whether claiming exists at all, and where it lives, hangs on the town and itemisation game design; treat every behavior below as provisional.

Player story

You return to town and a window holds the loot your runs have settled since you last checked. You pull what you want into your stash and discard the rest; a discarded item never reappears and never gets in the way of future drops. Rebooting mid-claim loses nothing — the window opens on the same unclaimed loot. You never claim an item twice, never lose one you stashed, and never have to claim in a hurry: loot waits indefinitely. In one sentence: your loot waits in town until you decide what's worth keeping.

Scope

  • a lifecycle state on minted items — unclaimed, stashed, discarded — flagged in place, never deleted (an item's identity is its lineage and later systems may reference it)
  • idempotent, owner-scoped claim and discard mutation procedures
  • an unclaimed-items read backing the window (partial index over the unclaimed state)
  • the town claim window screen (workable-only presentation)

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    area/gamearea: simulation, aether, game systemsarea/servicesarea: backend services & contractsarea/webarea: web app shell & UIfeaturenew featureneeds-refinementscope/decision gap — not ready to pick up until refinedp2-mediumpriority: medium

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