merge: integrate remote player quest slices
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@@ -322,6 +322,9 @@ func _run() -> void:
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opportunity_bush_state.set_amount_remaining(1.0)
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player.global_position = opportunity_bush.interaction_point.global_position
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player.call("try_interact")
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var carried_after_gather: float = simulation_manager.get_player_state().get_inventory_amount(
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SimulationIds.RESOURCE_FOOD
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)
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_check(
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(
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simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
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@@ -338,13 +341,14 @@ func _run() -> void:
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village_ui.call("_refresh_npc_inspector")
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_check(
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(
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player_opportunity.get_status() == OpportunityStateRecord.STATUS_RESOLVED
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is_equal_approx(carried_after_gather, 1.0)
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and player_opportunity.get_status() == OpportunityStateRecord.STATUS_RESOLVED
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and "Resolved village need" in inspector_label.text
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and "◆ Player restocked the pantry" in inspector_label.text
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and whisper_kicker.text == "NEED MET"
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and "The player restocked the pantry" in whisper_message.text
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),
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"Player gathering should resolve the restored need in debug detail and transient HUD"
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"Player gathering and depositing should resolve the restored need in debug detail and transient HUD"
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)
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var woodpile_state: StorageStateRecord = simulation_manager.get_woodpile()
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