Author reusable mission sites with finite scavenging stock
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@@ -33,3 +33,9 @@ The server selects a living friendly survivor for each spectator and replicates
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## Base objective presentation
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`ERR_Objectives` subscribes to phase and tick events and publishes one native `SCR_Task` per active phase, completing the previous task or failing it on defeat. Core mission rules alone advance phases. Native task replication carries current instructions to joining players; task markers remain list-only because the discovery registry owns map disclosure. Radio descriptions update on five-second boundaries and show interruptions. These APIs compile against installed vanilla scripts; actual task UI presentation and remote-client delivery still require gameplay validation.
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## Authored sites and finite scavenging
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Core reads `ERR_ScenarioDefinition` from `Configs/ERR/EveronSites.conf`. `ERR_SiteService` owns the resulting locations, guards, containers and stock. The scenario component handles pending/ready/failed preparation separately from mission progression. Location IDs are supplied by configuration and replicated; templates carry no fixed scenario identity. Initial inventory items are created once, and retries move the same entities into the container. Readiness requires observed physical inventory contents. A completed service never refills stock or replaces destroyed sites.
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`ERR_DocumentComponent` binds each mandatory physical clue to a radio location. Core recovery applies it only to that destination; optional generic enemy intel retains its broader discovery behavior. Definition validation requires an accessible, guaranteed clue route and a starting map. Native tests mutate separate definition instances to verify invalid inputs are rejected. [Authoring details and current stock](site-authoring.md).
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