feat: surface player standing and quest journal in the village HUD
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+20
-1
@@ -86,6 +86,7 @@ func _on_village_changed(village: SimVillage) -> void:
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if rates["wood_per_day"] > 0.01:
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wood_rate = " (−%.0f/d)" % rates["wood_per_day"]
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var opportunity_text := _build_active_opportunity_display()
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var standing_text := _build_standing_display()
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village_stats_label.text = (
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"""
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Village [%s]
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@@ -99,7 +100,7 @@ func _on_village_changed(village: SimVillage) -> void:
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Food Mod: %.2f
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Safety Mod: %.2f
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Knowledge Mod: %.2f
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%s%s
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%s%s%s
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"""
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% [
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speed_text,
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@@ -113,12 +114,30 @@ func _on_village_changed(village: SimVillage) -> void:
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village.food_modifier,
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village.safety_modifier,
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village.knowledge_modifier,
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standing_text,
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opportunity_text,
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event_text,
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]
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)
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func _build_standing_display() -> String:
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if not simulation_manager.has_method("get_player_standing"):
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return ""
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var standing: PlayerStandingRecord = simulation_manager.get_player_standing()
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if standing == null:
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return ""
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return (
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"\n\nStanding\n◆ %s · %.0f/100 · %d need%s met"
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% [
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standing.get_tier_name(),
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standing.get_standing(),
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standing.get_resolved_needs(),
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"" if standing.get_resolved_needs() == 1 else "s",
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]
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)
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func _on_npc_decision_recorded(_npc: SimNPC, _decision: ActionSelectionResult) -> void:
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_refresh_npc_inspector()
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