feat: derive resource visuals from state
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@@ -787,16 +787,19 @@ Completed:
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separate terrain-snapped approach points. Matched captures and a focused
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scenario prove three-batch visual cost, nested discovery, and a forced
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query beyond the first 24 m range without changing the 18-resource state.
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38. `Jajce Resource States 05`: a shared amount-derived presentation contract
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now gives that berry and tree honest full, low, and depleted states. Real
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player berry harvests thin fruit and leaves; real NPC wood gathers thin the
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crown and leave a stump. Low and depleted saves restore the same visuals
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using only `amount_remaining`, with matched Metal comparison frames.
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Next:
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1. Give the authored berry/tree resources state-driven low/depleted visuals
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sourced from their real `ResourceStateRecord` amount. Prove NPC and player
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extraction plus save/restore rebuild the same presentation without adding
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visual fields to simulation state.
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2. Apply the workflow to a second forest-edge consumer only after that contract
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is honest and reusable. Add livestock only with a real identity and
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interaction contract.
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1. Move the existing `tree_forest_grove_01` and `tree_forest_grove_02` anchors
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into one bounded forest-edge authoring cluster. Reuse the proven tree amount
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presentation, preserve both stable IDs, and prove reachable expanding
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discovery plus depletion/restore without serializing decorative foliage.
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2. Add livestock only with a real identity and interaction contract.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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