feat: add completition of work only after work is done
This commit is contained in:
@@ -49,6 +49,7 @@ height = 5.774
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[sub_resource type="BoxMesh" id="BoxMesh_kek77"]
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[sub_resource type="PrismMesh" id="PrismMesh_5vw27"]
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size = Vector3(3, 5, 2)
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[sub_resource type="BoxMesh" id="BoxMesh_4c57u"]
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@@ -146,30 +147,41 @@ mesh = SubResource("BoxMesh_5vw27")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 0, -6)
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[node name="smallTree" parent="TaskZone/ForestZone" instance=ExtResource("6_5vw27")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.13034248, 0.23380828, -0.6683569)
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transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, 1.891, 0, -0.22)
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[node name="smallTree2" parent="TaskZone/ForestZone" instance=ExtResource("6_5vw27")]
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transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, -0.043, 0, -1.767)
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[node name="smallTree3" parent="TaskZone/ForestZone" instance=ExtResource("6_5vw27")]
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transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, 0.13, 0, 0.614)
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[node name="highTree" parent="TaskZone/ForestZone" instance=ExtResource("7_kek77")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.78092957, 0.23380828, 0.17081833)
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transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, -1.539, 0, 0.171)
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[node name="GuardZone" type="Marker3D" parent="TaskZone"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 8)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/GuardZone"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.354011, 0)
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mesh = SubResource("CylinderMesh_5vw27")
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[node name="StudyZone" type="Marker3D" parent="TaskZone"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 6)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/StudyZone"]
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transform = Transform3D(1, 0, 0, 0, 10, 0, 0, 0, 1, 0, 5, 0)
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transform = Transform3D(3.279775, 0, 0, 0, 5.511466, 0, 0, 0, 1, 0, 2.8180213, 0)
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mesh = SubResource("BoxMesh_kek77")
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metadata/_edit_group_ = true
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[node name="RestZone" type="Marker3D" parent="TaskZone"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, 5)
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[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/RestZone"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.4911091, 0)
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mesh = SubResource("PrismMesh_5vw27")
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[node name="MeshInstance3D2" type="MeshInstance3D" parent="TaskZone/RestZone"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3897309, 1.399735, 1.0352364)
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mesh = SubResource("PrismMesh_5vw27")
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[node name="FoodZone" type="Marker3D" parent="TaskZone"]
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@@ -1,5 +1,7 @@
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extends CharacterBody3D
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signal arrived_at_target(sim_id: int)
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const DEBUG_LOGS := false
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@export var move_speed := 3.0
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@@ -8,6 +10,7 @@ const DEBUG_LOGS := false
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@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
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var has_reported_arrival := false
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var sim_id: int = -1
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var npc_name: String = ""
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var profession: String = ""
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@@ -30,6 +33,24 @@ func set_target_position(pos: Vector3) -> void:
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if current_target.distance_to(pos) < 0.1:
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return
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current_target = pos
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has_reported_arrival = false
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nav_agent.target_position = pos
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await get_tree().physics_frame
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current_path = NavigationServer3D.map_get_path(
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get_world_3d().navigation_map,
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global_position,
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pos,
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true
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)
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path_index = 0
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debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
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if current_target.distance_to(pos) < 0.1:
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return
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current_target = pos
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nav_agent.target_position = pos
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@@ -50,6 +71,12 @@ func _physics_process(delta: float) -> void:
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if current_path.is_empty() or path_index >= current_path.size():
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velocity = Vector3.ZERO
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move_and_slide()
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if not has_reported_arrival and current_target != Vector3.INF:
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has_reported_arrival = true
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debug_log("Arrived at target")
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arrived_at_target.emit(sim_id)
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return
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var next_pos := current_path[path_index]
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+28
-14
@@ -1,6 +1,11 @@
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class_name SimNPC
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extends RefCounted
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const TASK_STATE_IDLE := "idle"
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const TASK_STATE_TRAVELING := "traveling"
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const TASK_STATE_WORKING := "working"
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const TASK_STATE_COMPLETE := "complete"
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var id: int
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var npc_name: String
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var profession: String
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@@ -9,6 +14,7 @@ var energy: float
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var strength: float
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var intelligence: float
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var current_task: String = "idle"
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var task_state: String = TASK_STATE_IDLE
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var position: Vector3
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var is_starving := false
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@@ -31,7 +37,6 @@ func _init(
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intelligence = _intelligence
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hunger = randf_range(20.0, 80.0)
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energy = randf_range(40.0, 100.0)
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position = Vector3(randf_range(-8.0, 8.0), 0.0, randf_range(-8.0, 8.0))
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func simulate_tick(village: SimVillage) -> void:
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@@ -48,30 +53,30 @@ func simulate_tick(village: SimVillage) -> void:
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energy = clamp(energy, 0.0, 100.0)
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if not task_complete:
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task_progress += 1.0
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if task_progress >= task_duration:
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task_complete = true
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if task_state == TASK_STATE_IDLE or task_state == TASK_STATE_COMPLETE:
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choose_new_task(village)
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return
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choose_new_task(village)
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func choose_new_task(village: SimVillage) -> void:
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task_progress = 0.0
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task_complete = false
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if task_state == TASK_STATE_TRAVELING:
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return
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if task_state == TASK_STATE_WORKING:
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task_progress += 1.0
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if task_progress >= task_duration:
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task_complete = true
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task_state = TASK_STATE_COMPLETE
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func choose_new_task(village: SimVillage) -> void:
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if hunger > 75.0:
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if village.food > 0:
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set_task("eat", 2.0)
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hunger -= 25.0
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else:
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set_task("gather_food", 5.0)
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return
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if energy < 30.0:
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set_task("rest", 4.0)
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energy += 20.0
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return
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if village.food < 15.0:
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@@ -107,3 +112,12 @@ func set_task(task: String, duration: float) -> void:
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task_duration = duration
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task_progress = 0.0
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task_complete = false
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task_state = TASK_STATE_TRAVELING
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func start_working() -> void:
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if task_state != TASK_STATE_TRAVELING:
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return
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task_state = TASK_STATE_WORKING
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task_progress = 0.0
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task_complete = false
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@@ -56,6 +56,7 @@ func simulate_tick() -> void:
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for npc in npcs:
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var old_task := npc.current_task
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var old_state := npc.task_state
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var was_complete := npc.task_complete
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npc.simulate_tick(village)
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@@ -67,6 +68,10 @@ func simulate_tick() -> void:
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village.apply_npc_task(npc)
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village_was_changed = true
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npc.task_complete = true
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.current_task = "idle"
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if DEBUG_LOGS:
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print(
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npc.npc_name,
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@@ -74,6 +79,8 @@ func simulate_tick() -> void:
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npc.profession,
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" | task: ",
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npc.current_task,
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" | state: ",
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npc.task_state,
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" | progress: ",
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npc.task_progress,
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"/",
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@@ -86,11 +93,24 @@ func simulate_tick() -> void:
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round(npc.energy)
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)
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if old_state != npc.task_state:
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print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
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if village_was_changed:
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village_changed.emit(village)
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if DEBUG_LOGS:
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print(village.get_summary())
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func notify_npc_arrived(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
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npc.start_working()
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
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return
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func eat_food(amount: float) -> void:
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village.food -= amount
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@@ -61,8 +61,12 @@ func spawn_npc_visual(npc: SimNPC) -> void:
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visual.global_position = npc.position
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visual.setup_from_sim(npc)
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active_npc_visuals[npc.id] = visual
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if visual.has_signal("arrived_at_target"):
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visual.arrived_at_target.connect(_on_npc_visual_arrived)
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else:
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push_error("WorldViewManager: NPCVisual has no arrived_at_target signal")
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active_npc_visuals[npc.id] = visual
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debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
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func update_npc_targets() -> void:
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@@ -111,3 +115,15 @@ func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> vo
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if target != null:
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visual.set_target_position(target.global_position)
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func _on_npc_visual_arrived(sim_id: int) -> void:
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debug_log("NPC visual arrived. sim_id=%s" % sim_id)
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if simulation_manager == null:
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push_error("WorldViewManager: simulation_manager missing during arrival report")
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return
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if simulation_manager.has_method("notify_npc_arrived"):
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simulation_manager.notify_npc_arrived(sim_id)
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else:
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push_error("WorldViewManager: SimulationManager has no notify_npc_arrived method")
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