feat: enforce activity site capacity
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@@ -39,6 +39,7 @@ SimulationManager tick
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- consumes active-world facts through ActiveWorldAdapter;
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- checks simulation-owned ResourceStateRecord availability;
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- reserves and returns stable resource target IDs;
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- skips full-capacity activity sites based on authoritative NPC target claims;
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- returns typed activity-site, storage, or wander positions without owning
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presentation.
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@@ -46,6 +47,7 @@ SimulationManager tick
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- exposes loaded resource interaction positions;
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- exposes loaded storage and activity-site interaction positions;
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- exposes activity-site capacity as an active-world fact;
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- contains active-world query facts, not persistent mutable authority;
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- does not choose actions or reserve resources.
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@@ -667,6 +667,9 @@ Recently completed:
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labels, and NPC name/profession labels without changing simulation state;
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- `F12` repeatable simulation-garden demo reset by reloading the current scene
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with the same authored seed and starting state.
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- Activity-site capacity enforcement for rest, study, and patrol target
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resolution, derived from NPC target claims rather than presentation-only
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counters.
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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@@ -534,10 +534,11 @@ transactions. Successful food transfers emit serializable economic events, and
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an active NPC visibly carries food between source, pantry, and consumption.
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Guard, study, and rest are now authored `ActivitySite` instances at
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`JajceWorld/WorldObjects/ActivitySites`. The adapter chooses the nearest loaded
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site that supports the requested action. Capacity is currently presentation
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metadata; reservation/enforced occupancy can be added when multiple NPCs
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compete for the same social/workstation site.
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`JajceWorld/WorldObjects/ActivitySites`. The adapter exposes loaded activity
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site candidates with capacity metadata, and `ActionTargetResolver` skips sites
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whose current NPC target claims already meet that capacity. These claims are
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derived from authoritative NPC target state rather than a presentation-only
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counter.
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**Exit:** temporary activity markers and task-to-marker mapping are deleted,
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not merely unused.
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@@ -395,6 +395,18 @@ func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
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return false
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func get_activity_target_claim_count(target_id: StringName, except_npc_id: int = -1) -> int:
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var count := 0
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for npc in npcs:
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if npc.id == except_npc_id or npc.is_dead:
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continue
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if npc.target_id != target_id:
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continue
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if npc.task_state in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]:
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count += 1
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return count
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func _npc_inventory_id(npc_id: int) -> StringName:
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return StringName("npc_%d_inventory" % npc_id)
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@@ -14,7 +14,7 @@ func resolve(
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npc, origin, definition, simulation_manager, active_world_adapter
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)
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SimulationIds.TARGET_ACTIVITY:
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return active_world_adapter.get_activity_target(npc.current_task, origin)
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return _resolve_activity(npc, origin, simulation_manager, active_world_adapter)
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SimulationIds.TARGET_FREE:
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return {
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"target_id": "", "position": origin + simulation_manager.get_wander_offset(npc.id)
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@@ -49,6 +49,36 @@ func _resolve_resource(
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return best
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func _resolve_activity(
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npc: SimNPC, origin: Vector3, simulation_manager: Node, active_world_adapter: Node
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) -> Dictionary:
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if not active_world_adapter.has_method("get_activity_candidates"):
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return active_world_adapter.get_activity_target(npc.current_task, origin)
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var best: Dictionary = {}
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var best_distance := INF
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var candidates: Array[Dictionary] = active_world_adapter.get_activity_candidates(npc.current_task)
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for candidate in candidates:
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var target_id := StringName(candidate["target_id"])
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var capacity := maxi(int(candidate.get("capacity", 1)), 1)
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if (
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simulation_manager.has_method("get_activity_target_claim_count")
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and simulation_manager.get_activity_target_claim_count(target_id, npc.id) >= capacity
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):
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continue
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var position: Vector3 = candidate["position"]
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var distance := origin.distance_squared_to(position)
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if distance < best_distance:
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best_distance = distance
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best = candidate
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if not best.is_empty():
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return best
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if not candidates.is_empty():
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return {}
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return active_world_adapter.get_activity_target(npc.current_task, origin)
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func score_resource_candidate(
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npc: SimNPC, origin: Vector3, position: Vector3, state: ResourceStateRecord
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) -> float:
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@@ -6,6 +6,7 @@ class FakeActiveWorld:
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var resource_candidates: Array[Dictionary] = []
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var activity_position := Vector3(4.0, 0.0, 7.0)
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var activity_candidates: Array[Dictionary] = []
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func get_resource_candidates(_action_id: StringName) -> Array[Dictionary]:
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return resource_candidates
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@@ -13,6 +14,9 @@ class FakeActiveWorld:
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func get_activity_target(_action_id: StringName, _origin: Vector3 = Vector3.ZERO) -> Dictionary:
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return {"target_id": "", "position": activity_position}
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func get_activity_candidates(_action_id: StringName) -> Array[Dictionary]:
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return activity_candidates
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var failures: Array[String] = []
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var travel_requests: Array[Vector3] = []
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@@ -135,14 +139,22 @@ func _test_target_resolution_and_travel_are_separate() -> void:
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)
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manager.release_npc_reservation(npc.id)
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adapter.activity_candidates = [
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{"target_id": "study_desk_full", "position": Vector3(1.0, 0.0, 0.0), "capacity": 1},
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{"target_id": "study_desk_open", "position": Vector3(4.0, 0.0, 7.0), "capacity": 1}
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]
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var occupying_npc: SimNPC = manager.npcs[1]
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occupying_npc.set_task(SimulationIds.ACTION_STUDY)
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occupying_npc.target_id = &"study_desk_full"
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occupying_npc.task_state = SimNPC.TASK_STATE_WORKING
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npc.set_task(SimulationIds.ACTION_STUDY)
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_check(
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manager.resolve_npc_target(npc.id, Vector3.ZERO),
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"Target resolver should resolve an activity through the adapter"
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)
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_check(
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travel_requests.back() == adapter.activity_position,
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"Activity resolution should publish the adapter's position"
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npc.target_id == &"study_desk_open" and travel_requests.back() == adapter.activity_position,
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"Activity resolution should skip a full-capacity site and publish the open site's position"
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)
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manager.free()
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adapter.free()
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@@ -23,13 +23,17 @@ func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
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func get_activity_target(action_id: StringName, origin: Vector3 = Vector3.ZERO) -> Dictionary:
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var best_candidate: Dictionary = {}
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var best_distance := INF
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for candidate in get_activity_candidates(action_id):
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var position: Vector3 = candidate["position"]
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var distance := origin.distance_squared_to(position)
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if distance < best_distance:
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best_distance = distance
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best_candidate = candidate
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if not best_candidate.is_empty():
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return best_candidate
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match action_id:
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SimulationIds.ACTION_PATROL:
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return _get_activity_site_target(action_id, origin)
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SimulationIds.ACTION_STUDY:
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return _get_activity_site_target(action_id, origin)
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SimulationIds.ACTION_REST:
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return _get_activity_site_target(action_id, origin)
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SimulationIds.ACTION_EAT:
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return _get_storage_target(pantry_storage)
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SimulationIds.ACTION_DEPOSIT_FOOD, SimulationIds.ACTION_WITHDRAW_FOOD:
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@@ -37,25 +41,22 @@ func get_activity_target(action_id: StringName, origin: Vector3 = Vector3.ZERO)
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return {}
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func _get_activity_site_target(action_id: StringName, origin: Vector3) -> Dictionary:
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var best_site: ActivitySite
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var best_distance := INF
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func get_activity_candidates(action_id: StringName) -> Array[Dictionary]:
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var candidates: Array[Dictionary] = []
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for candidate in ActivitySite.get_all():
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var site := candidate as ActivitySite
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if site == null:
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continue
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if not site.supports_action(action_id):
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continue
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var distance := origin.distance_squared_to(site.get_interaction_position())
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if distance < best_distance:
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best_distance = distance
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best_site = site
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if best_site == null:
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return {}
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return {
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"target_id": String(best_site.site_id),
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"position": best_site.get_interaction_position()
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}
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candidates.append(
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{
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"target_id": String(site.site_id),
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"position": site.get_interaction_position(),
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"capacity": site.capacity
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}
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)
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return candidates
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func _get_storage_target(storage_node: StorageNode) -> Dictionary:
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