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MC businesses and Bunker: stock, supplies, value and countdowns on play time - #29
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…ue on play time Adds sourced production data (gta.wiki) for the five MC businesses and the Bunker, saved bars per business (state version 4 with migration), production on play time while supplies last, and a card per owned business with stock, value and "full in" / "supplies out in" countdowns. Upgrade combinations without sourced data do not run on their own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MC combinations without sourced supply use (and staff only) now run on estimates derived from the Bunker's sourced rates, labelled "(est.)" wherever shown with a note on the rule (decision 013). Combinations with neither data nor a rule show "Not tracked". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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What this does
Adds the five MC businesses and the Bunker to the property catalog, with Equipment and Staff upgrades. Production data comes from gta.wiki in
src/data/production.ts. Stock rises on play time while supplies last, and supplies drain as they're used (decision 012).Each owned business gets a compact card on the Businesses tab, collapsed by default:
"Edit" in the footer opens the resync controls. Their actions (Full, Supplies bought, Sold, Raided, Undo) now sit in one row.
Estimates (decision 013, amends 004): gta.wiki lacks MC supply use without both upgrades, and the staff-only rates. LSOS estimates them by stated rules taken from the Bunker's sourced data:
Every number that depends on an estimate is labelled "(est.)", and the card explains the rule. A combination with neither data nor a rule shows "Not tracked".
businesses(bars per property), with a migration and a stored v3 sample test.Closes #6
How to check it
Checklist
npm run verifypasses🤖 Generated with Claude Code