feat: validate expanded resource discovery
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@@ -652,11 +652,12 @@ Completed after the architecture gate:
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The practical next sequence is:
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1. 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 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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1. Continue growing resource discovery with finite `ResourceNode` instances
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placed in meaningful foliage, animal-camp, berry, and village-stockpile
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contexts. The first distance/safety/comfort scoring pass, twelve authored
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resources, and placement validation exist; next additions should increase
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authored variety only when they preserve reachability, stable IDs, scoring
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metadata, and clear player interaction ranges.
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2. Expand persistence only when schedules, player state, or a real save menu
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creates a concrete requirement.
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@@ -550,6 +550,12 @@ profession, and NPC comfort range. The first scoring pass stores
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`safety_risk`, `comfort_distance`, and `discovery_priority` on resource state
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and uses them when selecting NPC resource targets.
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The first validated spread contains twelve finite resources: berry bushes and
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patches, animal camps, trees, and one village woodpile. Placement is guarded by
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headless tests for stable IDs, food/wood coverage, semantic contexts,
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discovery metadata, navigation reachability, and non-overlapping pantry/player
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interaction range.
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## Test scenarios
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At minimum, exercise:
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@@ -36,10 +36,10 @@ func _run() -> void:
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"Runtime should not retain duplicate flat-world objects"
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)
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var resource_root := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes")
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_check(resource_root.get_child_count() == 8, "Runtime should contain eight Jajce ResourceNodes")
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_check(resource_root.get_child_count() == 12, "Runtime should contain twelve Jajce ResourceNodes")
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_check(
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simulation_manager.resource_states.size() == 8,
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"Simulation authority should bind all eight Jajce resources"
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simulation_manager.resource_states.size() == 12,
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"Simulation authority should bind all twelve Jajce resources"
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)
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var navigation_map: RID = main_scene.get_world_3d().navigation_map
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@@ -102,7 +102,7 @@ func _run() -> void:
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)
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if failures.is_empty():
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print("[TEST] Jajce runtime passed: 6 NPCs, 8 resources, typed sites")
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print("[TEST] Jajce runtime passed: 6 NPCs, 12 resources, typed sites")
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quit(0)
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return
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@@ -116,19 +116,42 @@ func _run() -> void:
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ids
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== [
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"animal_camp_01",
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"animal_camp_river_01",
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"berry_bush_01",
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"berry_bush_02",
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"berry_patch_river_01",
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"berry_patch_south_01",
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"tree_01",
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"tree_02",
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"tree_north_outskirts_01",
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"tree_south_edge_01"
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"tree_river_resource_01",
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"tree_south_edge_01",
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"wood_pile_village_01"
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],
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"Jajce resources should preserve all stable and discoverable IDs"
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)
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var metadata_valid := true
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var food_count := 0
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var wood_count := 0
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var animal_context_count := 0
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var berry_context_count := 0
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var village_context_count := 0
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var outskirt_context_count := 0
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for resource in resources:
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var node := resource as ResourceNode
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var id := String(node.node_id)
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if node.resource_id == SimulationIds.RESOURCE_FOOD:
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food_count += 1
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if node.resource_id == SimulationIds.RESOURCE_WOOD:
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wood_count += 1
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if id.begins_with("animal_camp"):
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animal_context_count += 1
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if id.begins_with("berry_"):
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berry_context_count += 1
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if id.contains("_village_"):
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village_context_count += 1
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if id.contains("_outskirts_") or id.contains("_edge_") or id.contains("_river_"):
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outskirt_context_count += 1
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metadata_valid = (
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metadata_valid
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and node.comfort_distance > 0.0
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@@ -136,6 +159,12 @@ func _run() -> void:
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and node.safety_risk <= 1.0
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)
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_check(metadata_valid, "Jajce resources should define discovery metadata")
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_check(food_count >= 6, "Jajce should expose at least six finite food resources")
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_check(wood_count >= 6, "Jajce should expose at least six finite wood resources")
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_check(animal_context_count >= 2, "Jajce food discovery should include animal-camp contexts")
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_check(berry_context_count >= 4, "Jajce food discovery should include berry contexts")
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_check(village_context_count >= 1, "Jajce discovery should include at least one village stockpile")
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_check(outskirt_context_count >= 4, "Jajce discovery should include outskirts/river contexts")
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_check(world.has_node("WorldObjects/StorageSites"), "JajceWorld should expose StorageSites")
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var pantry := world.get_node("WorldObjects/StorageSites/VillagePantry") as StorageNode
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_check(pantry != null, "JajceWorld should include a typed VillagePantry StorageNode")
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@@ -190,6 +219,24 @@ func _run() -> void:
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var adapter := ActiveWorldAdapter.new()
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adapter.pantry_storage = pantry
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root.add_child(adapter)
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var food_candidates := adapter.get_resource_candidates(SimulationIds.ACTION_GATHER_FOOD)
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_check(food_candidates.size() >= 6, "Adapter should expose all authored food candidates")
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var candidate_metadata_valid := true
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for candidate in food_candidates:
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candidate_metadata_valid = (
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candidate_metadata_valid
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and candidate.has_all(
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[
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"target_id",
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"position",
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"resource_id",
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"safety_risk",
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"comfort_distance",
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"discovery_priority"
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]
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)
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)
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_check(candidate_metadata_valid, "Adapter resource facts should include discovery metadata")
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var manager: Node = load("res://simulation/SimulationManager.gd").new()
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manager.debug_logs = false
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manager.active_world_adapter = adapter
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@@ -202,6 +249,10 @@ func _run() -> void:
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manager.resolve_npc_target(npc.id, Vector3.ZERO),
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"Target resolver should find Jajce resources without a parent path"
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)
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_check(
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npc.target_id != &"animal_camp_river_01",
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"Target resolver should not choose the far risky animal camp while safer food exists"
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)
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var selected := ResourceNode.get_by_id(npc.target_id)
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if selected != null:
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var selected_state: ResourceStateRecord = manager.get_resource_state(selected.node_id)
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@@ -10,7 +10,14 @@ func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
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if node.action_id != action_id or node.interaction_point == null:
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continue
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candidates.append(
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{"target_id": String(node.node_id), "position": node.interaction_point.global_position}
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{
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"target_id": String(node.node_id),
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"position": node.interaction_point.global_position,
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"resource_id": String(node.resource_id),
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"safety_risk": node.safety_risk,
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"comfort_distance": node.comfort_distance,
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"discovery_priority": node.discovery_priority
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}
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)
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return candidates
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@@ -255,6 +255,24 @@ safety_risk = 0.35
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comfort_distance = 24.0
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discovery_priority = -0.5
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[node name="BerryPatch_South_01" parent="WorldObjects/ResourceNodes" instance=ExtResource("2_resource")]
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position = Vector3(-18, 0, -6)
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node_id = &"berry_patch_south_01"
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initial_amount = 7.0
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yield_per_action = 1.5
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safety_risk = 0.12
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comfort_distance = 24.0
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discovery_priority = 0.1
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[node name="AnimalCamp_River_01" parent="WorldObjects/ResourceNodes" instance=ExtResource("2_resource")]
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position = Vector3(20, 0, 16)
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node_id = &"animal_camp_river_01"
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initial_amount = 4.0
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yield_per_action = 1.0
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safety_risk = 0.45
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comfort_distance = 30.0
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discovery_priority = -0.75
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[node name="Tree_01" parent="WorldObjects/ResourceNodes" instance=ExtResource("2_resource")]
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position = Vector3(6, 0, -8)
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node_id = &"tree_01"
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@@ -296,6 +314,28 @@ yield_per_action = 2.0
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safety_risk = 0.24
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comfort_distance = 26.0
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[node name="Tree_River_Resource_01" parent="WorldObjects/ResourceNodes" instance=ExtResource("2_resource")]
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position = Vector3(20, 0, 18)
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node_id = &"tree_river_resource_01"
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action_id = &"gather_wood"
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resource_id = &"wood"
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initial_amount = 8.0
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yield_per_action = 2.0
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safety_risk = 0.22
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comfort_distance = 30.0
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discovery_priority = 0.1
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[node name="WoodPile_Village_01" parent="WorldObjects/ResourceNodes" instance=ExtResource("2_resource")]
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position = Vector3(5, 0, -13)
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node_id = &"wood_pile_village_01"
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action_id = &"gather_wood"
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resource_id = &"wood"
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initial_amount = 6.0
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yield_per_action = 1.5
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safety_risk = 0.02
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comfort_distance = 16.0
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discovery_priority = 0.75
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[node name="StorageSites" type="Node3D" parent="WorldObjects"]
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[node name="VillagePantry" parent="WorldObjects/StorageSites" instance=ExtResource("14_storage")]
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