docs: mark resource node phase 4 complete
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@@ -208,8 +208,9 @@ plugin content, not game architecture.
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- WASD movement is camera-relative.
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- The elevated third-person camera rotates with the mouse and uses smoothed
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follow/focus behavior.
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- Pressing `E` near a task zone directly contributes food, wood, safety, or
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knowledge, or consumes village food.
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- Pressing `E` near a berry bush or tree extracts its configured yield into the
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village through the same `ResourceNode` contract used by NPCs.
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- Guard, study, and food interactions still use their temporary task zones.
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- `Escape` releases captured mouse input.
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### Village simulation
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@@ -300,9 +301,12 @@ primitive geometry and a few tree assets.
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**Migration status:** NPC `gather_food` and `gather_wood` no longer use the
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farm and forest zones. They target `ResourceNode` instances (berry bushes and
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trees) instead. The zone markers remain for:
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- Player interaction (pressing E near farm/forest zones adds resources)
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- Non-resource NPC tasks (patrol → guard_zone, study → study_zone, rest → rest_zone, eat → food_zone)
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The player also harvests food and wood directly from nearby `ResourceNode`
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instances. Extraction returns the actual amount removed, updates the village by
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that amount, and releases an NPC reservation if the source is depleted.
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Storage, rest, study, and guard behavior should later migrate to target types
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that match their actual semantics rather than treating every usable object as a
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resource source.
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@@ -437,6 +441,8 @@ NpcVisual navigates through the active world
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│ ├── SimNPC.gd
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│ ├── SimVillage.gd
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│ └── SimulationManager.gd
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├── tests/
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│ └── resource_node_player_parity_test.gd
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├── world/
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│ ├── resource_nodes/
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│ │ ├── ResourceNode.gd
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@@ -453,11 +459,13 @@ NpcVisual navigates through the active world
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These are expected prototype constraints, not necessarily isolated bugs:
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- Task names and task-to-zone mappings are duplicated strings.
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- Task zones remain for non-resource tasks and player interaction; gather food/wood NPCs use ResourceNode instances instead.
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- Task zones remain for non-resource activities; NPC and player food/wood
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gathering use `ResourceNode` instances.
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- Mutable simulation state is not serializable through a defined save schema.
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- Randomness is not seeded for deterministic replay.
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- Simulation time depends on `_process` and a scene-tree node.
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- There is no automated test or headless simulation harness.
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- Automated coverage currently contains one headless player-parity and
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resource-contention scenario; broader simulation coverage is still missing.
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- Resources are global floating-point counters rather than items in locations
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and inventories.
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- NPCs do not have homes, schedules, possessions, memories, relationships,
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