feat: derive resource visuals from state
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@@ -904,17 +904,29 @@ of eighteen resources, sit above the carved channel, and expose separate
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terrain-snapped approach points. A forced village query expands beyond the
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initial 24 m range and selects the nested berry exactly by ID.
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The immediate next slice should make those two resource-specific visuals
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reflect authoritative amount/depletion: thin the berry patch and leave a stump
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or equivalent readable tree state after real NPC/player extraction, then prove
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save/restore rebuilds the same presentation without persisting visual-only
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state. Only after both the berry and tree consume that contract should shared
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cluster/depletion tooling be extracted or the workflow copied to a forest
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edge. Do not generalize the resource grid to people/buildings/events or
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introduce active/abstract LOD before those consumers need it.
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The first amount-derived resource presentation slice is complete. A shared
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`ResourceAmountVisual` contract reads the loaded `ResourceNode`'s authoritative
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amount and derives full, low, or depleted presentation without entering saved
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state. Real player berry harvests remove fruit and leaf mass; real NPC wood
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gathers thin the crown and ultimately leave a warm-cut stump. Restoring both
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low and depleted snapshots rebinds the same nodes and reconstructs the same
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visuals from `ResourceStateRecord.amount_remaining` alone.
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The immediate next slice should apply that proven contract to the existing
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`tree_forest_grove_01` and `tree_forest_grove_02` anchors as one bounded
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forest-edge authoring consumer. Preserve both stable IDs, keep decorative
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canopy/understory outside simulation state, and prove reachable expanding
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discovery plus depletion/restore with the shared tree presentation. Do not
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generalize the resource grid to people/buildings/events or introduce
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active/abstract LOD before those consumers need it.
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Recently completed:
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- `Jajce Resource States 05`: the authored river berry/tree now derive full,
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low, and depleted visuals from authoritative amounts. Player and NPC
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extraction drive the changes, save/restore reconstructs low and depleted
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states without visual save fields, and matched Metal frames record the berry
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thinning, sparse crown, fruitless remnant, and stump.
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- `Jajce Resource Grove 04`: two existing river resources now live as nested
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stable-ID anchors inside a restrained decorative bank cluster. Twenty-eight
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understory instances use three MultiMesh batches, bespoke berry/tree visuals
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