feat: add typed pantry storage site
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@@ -181,8 +181,8 @@ task choice, physical travel, work completion, resource change, and direct
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player assistance. NPC `gather_food` and `gather_wood` tasks now use finite
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world `ResourceNode` instances (berry bushes and trees) rather than abstract
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zone markers. The obsolete farm and forest markers have been removed. Separate
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temporary activity markers remain for eating, rest, study, and patrol. The
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migration is documented in
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temporary activity markers remain for rest, study, and patrol; eating and food
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transfer now target the typed village pantry. The migration is documented in
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[the ResourceNode plan](RESOURCE_NODE_MIGRATION.md).
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## Current technology
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@@ -293,25 +293,29 @@ stop moving, change appearance, and no longer collide.
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### Current activity markers
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The main scene contains placeholder activity markers for guard duty, study,
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rest, and food. The former farm and forest zones and their decorative geometry
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have been deleted.
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and rest. The former farm and forest zones and their decorative geometry have
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been deleted, and food storage now uses a typed pantry site.
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**Migration status:** NPC `gather_food` and `gather_wood` target `ResourceNode`
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instances (berry bushes and trees), with no marker fallback. The remaining
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markers are direct transitional targets for non-resource NPC tasks:
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markers are direct transitional targets for non-resource NPC tasks, while
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storage actions now route to a typed pantry site:
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- patrol → guard marker;
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- study → study marker;
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- rest → rest marker;
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- eat → food marker.
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- eat/deposit/withdraw → `StorageNode` (`village_pantry`).
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The player also harvests food and wood directly from nearby `ResourceNode`
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instances. Extraction returns the actual amount removed, updates the village by
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that amount, and releases an NPC reservation if the source is depleted.
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The food bullet above is the historical transition point: active eating,
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deposit, and withdrawal now resolve to `WorldObjects/StorageSites/VillagePantry`
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instead of a pantry marker.
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Storage, rest, study, and guard behavior should later migrate to target types
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that match their actual semantics rather than treating every usable object as a
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resource source.
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Rest, study, and guard behavior should later migrate to target types that match
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their actual semantics rather than treating every usable object as a generic
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marker.
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### Jajce scaffold
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@@ -323,7 +327,8 @@ resource source.
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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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- remaining food, guard, study, and rest activity markers;
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- typed village pantry storage plus remaining guard, study, and rest activity
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markers;
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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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@@ -503,8 +508,9 @@ These are expected prototype constraints, not necessarily isolated bugs:
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- Action and profession IDs are stable and definition-backed, but activity
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marker mapping and several action effects remain hard-coded.
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- Temporary activity markers remain for eating, rest, study, and patrol; NPC
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and player food/wood gathering use `ResourceNode` instances with no fallback.
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- Temporary activity markers remain for rest, study, and patrol; NPC and player
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food/wood gathering use `ResourceNode` instances with no fallback, while food
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transfer uses the typed pantry `StorageNode`.
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- Current NPC, village, resource, storage, event, clock, and RNG state serialize
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through world schema v3. F5/F9 provide one validated local quicksave; a save
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menu, metadata, and player-transform persistence remain deferred.
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