feat: add scattered discoverable resources
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@@ -41,8 +41,8 @@ Do not redo these tasks:
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- hunger, energy, starvation, death, task scoring, and task duration;
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- task-change and village-change signals;
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- visual NPC navigation and arrival reporting;
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- finite berry/tree ResourceNodes plus typed food, guard, study, and rest
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world sites;
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- finite berry/tree/animal-camp ResourceNodes plus typed food, guard, study,
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and rest world sites;
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- aggregate village UI;
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- initial tree assets;
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- a baked navigation region for the current flat test area.
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@@ -436,7 +436,7 @@ Do not move simulation ownership into `JajceWorld` to make wiring convenient.
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**Status: runtime integration complete.** `main.tscn` now instances the reusable
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world and points player/simulation adapters at its stable-ID resources, storage
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site, and activity sites. The duplicate flat world objects were removed.
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The runtime regression checks Terrain3D presence, 24 navigation routes, core
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The runtime regression checks Terrain3D presence, 36 navigation routes, core
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task execution, starvation/death, player extraction parity, reservations, and
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NPC visual lifecycle. Terrain sculpting and presentation polish remain
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separate work, not blockers for this wiring milestone.
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@@ -599,7 +599,7 @@ The adjusted first milestone is complete when:
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The follow-up milestone is complete when:
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- `JajceWorld` is instanced in `main.tscn`;
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- food and wood ResourceNodes work in the terrain;
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- scattered food and wood ResourceNodes work in the terrain;
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- remaining legacy task markers are reconnected;
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- player movement and all existing interactions work;
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- all three current NPCs navigate, work, eat, rest, starve, and die correctly;
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@@ -655,9 +655,9 @@ The practical next sequence is:
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1. Add a cinematic/debug toggle and repeatable simulation-garden demo reset.
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2. Expand resource discovery with many finite `ResourceNode` instances placed
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in meaningful foliage, animal-camp, berry, and village-stockpile contexts.
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The first distance/safety/comfort scoring pass exists; next, add more
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authored resources and validate their navigation/reachability rather than
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reintroducing abstract resource zones.
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The first distance/safety/comfort scoring pass and small authored resource
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spread exist; next, validate placement rules and grow the authored set
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carefully rather than reintroducing abstract resource zones.
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3. Expand persistence only when schedules, player state, or a real save menu
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creates a concrete requirement.
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@@ -325,7 +325,7 @@ distance with resource `safety_risk`, `comfort_distance`, and
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- deterministic shaped terrain data and six game-owned surface layers;
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- fortress, houses, mill, bridge, shader river/waterfall, mist, and smoke;
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- warm sky, fog, shadows, and wind-reactive foliage;
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- four ResourceNodes preserving the flat-map stable IDs;
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- eight ResourceNodes preserving stable food/wood discovery IDs;
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- typed village pantry storage and typed guard, study, and rest activity sites;
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- a temporary baked navigation loop with 24 tested routes;
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- a look-development scene and camera.
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@@ -13,9 +13,9 @@ same contract now runs against the integrated `JajceWorld` runtime.
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The automated baseline verifies:
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- the scene creates six simulated NPCs;
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- four stable-ID ResourceNodes register;
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- eight stable-ID ResourceNodes register;
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- three fixed origins can reach the typed pantry, three typed activity sites,
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and four ResourceNode interaction points (24 route checks);
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and eight ResourceNode interaction points (36 route checks);
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- a two-tick working task completes;
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- starvation still reaches death at its configured threshold.
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