feat: add completition of work only after work is done

This commit is contained in:
Rijad Zuzo
2026-06-21 00:11:34 +02:00
parent 8a85c6fbba
commit 052b36a4e7
5 changed files with 109 additions and 20 deletions
+20
View File
@@ -56,6 +56,7 @@ func simulate_tick() -> void:
for npc in npcs:
var old_task := npc.current_task
var old_state := npc.task_state
var was_complete := npc.task_complete
npc.simulate_tick(village)
@@ -67,6 +68,10 @@ func simulate_tick() -> void:
village.apply_npc_task(npc)
village_was_changed = true
npc.task_complete = true
npc.task_state = SimNPC.TASK_STATE_IDLE
npc.current_task = "idle"
if DEBUG_LOGS:
print(
npc.npc_name,
@@ -74,6 +79,8 @@ func simulate_tick() -> void:
npc.profession,
" | task: ",
npc.current_task,
" | state: ",
npc.task_state,
" | progress: ",
npc.task_progress,
"/",
@@ -86,11 +93,24 @@ func simulate_tick() -> void:
round(npc.energy)
)
if old_state != npc.task_state:
print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
if village_was_changed:
village_changed.emit(village)
if DEBUG_LOGS:
print(village.get_summary())
func notify_npc_arrived(npc_id: int) -> void:
for npc in npcs:
if npc.id == npc_id:
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
npc.start_working()
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
return
func eat_food(amount: float) -> void:
village.food -= amount