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Farming loop

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This diagram represents a complex system for managing a farming simulation, where resources, designated as "Esbirro," are allocated to various farming processes such as plot preparation, sowing, care, and harvest. The system includes mechanisms for adding and resetting resources based on different tiers and needs, and it incorporates automatic and interactive sources for resource generation and utilization.

Resources flow from sources where they are generated, through pools where they are stored or applied, and into drains where they are consumed or deactivated. Registers are used to alter the state or control the flow of resources through the system based on specific conditions or formulas, enabling dynamic interactions within the system. Gates function as decision points, directing resources based on deterministic or probabilistic outcomes.

The farming simulation starts with the preparation of plots, represented by the allocation of resources to base plots, additional plots, and final plots, adjusting according to the game tier. The system then transitions to care behaviors, where resources like water are managed to satisfy the needs of crops. Events and needs are set and resolved, indicating cycles of care and event management crucial for crop growth. Finally, the diagram outlines the harvest process where the results of the farming activities, such as tomatoes and strawberries, are collected.

This high-level overview showcases a versatile system capable of simulating a detailed farming environment, including resource management, event handling, and decision-making processes. The system provides a framework for understanding how different components interact within a gaming simulation, emphasizing resource allocation, utilization, and the sequential nature of farming activities.

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