feat: define action completion costs

This commit is contained in:
Rijad Zuzo
2026-07-10 10:36:08 +02:00
parent 39989002ca
commit 0f7b12080e
19 changed files with 213 additions and 45 deletions
+55 -16
View File
@@ -179,7 +179,13 @@ func simulate_tick() -> void:
if not was_complete and npc.task_complete and not npc.is_dead:
var completed_task := npc.current_task
var completed_definition := SimulationDefinitions.get_action(completed_task)
if (
var completion_cost_paid := _consume_action_completion_cost(
npc, completed_definition
)
if not completion_cost_paid:
if not npc.target_id.is_empty():
release_npc_reservation(npc.id)
elif (
npc.target_id != &""
and completed_definition != null
and completed_definition.target_type == SimulationIds.TARGET_RESOURCE
@@ -271,11 +277,9 @@ func simulate_tick() -> void:
):
village.apply_npc_task(npc)
elif completed_task == SimulationIds.ACTION_PATROL:
if _consume_wood_for_work(npc, completed_task):
village.apply_npc_task(npc)
village.apply_npc_task(npc)
elif completed_task == SimulationIds.ACTION_STUDY:
if _consume_wood_for_work(npc, completed_task):
village.apply_npc_task(npc)
village.apply_npc_task(npc)
elif debug_logs:
print(
"[SimulationManager] ",
@@ -635,6 +639,15 @@ func get_woodpile() -> StorageStateRecord:
return storage_states.get(SimulationIds.STORAGE_VILLAGE_WOODPILE) as StorageStateRecord
func get_storage_for_resource(resource_id: StringName) -> StorageStateRecord:
match resource_id:
SimulationIds.RESOURCE_FOOD:
return get_pantry()
SimulationIds.RESOURCE_WOOD:
return get_woodpile()
return null
func register_loaded_storage_nodes() -> void:
for candidate in StorageNode.get_all():
var node := candidate as StorageNode
@@ -670,6 +683,14 @@ func _sync_village_wood() -> void:
village.update_priorities()
func _sync_village_resource(resource_id: StringName) -> void:
match resource_id:
SimulationIds.RESOURCE_FOOD:
_sync_village_food()
SimulationIds.RESOURCE_WOOD:
_sync_village_wood()
func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
var available := npc.get_inventory_amount(item_id)
var deposited := get_pantry().deposit(item_id, available)
@@ -711,26 +732,44 @@ func deposit_npc_wood(npc: SimNPC) -> float:
return deposited
func _consume_wood_for_work(npc: SimNPC, action_id: StringName) -> bool:
var woodpile := get_woodpile()
if woodpile == null:
func _consume_action_completion_cost(npc: SimNPC, definition: ActionDefinition) -> bool:
if definition == null or not definition.has_completion_cost():
return true
var resource_id := definition.completion_cost_resource_id
var required_amount := definition.completion_cost_amount
var storage := get_storage_for_resource(resource_id)
var available := storage.get_amount(resource_id) if storage != null else 0.0
if storage == null or available < required_amount:
var reason := "%s: needs %.0f %s (%.1f available)" % [
definition.display_name,
required_amount,
String(resource_id).capitalize(),
available,
]
record_narrative_event(
SimulationIds.EVENT_TASK_BLOCKED,
npc.id,
storage.get_storage_id() if storage != null else &"",
reason
)
return false
if woodpile.get_amount(SimulationIds.RESOURCE_WOOD) < 1.0:
return false
var consumed := woodpile.withdraw(SimulationIds.RESOURCE_WOOD, 1.0)
_sync_village_wood()
if consumed < 1.0:
var consumed := storage.withdraw(resource_id, required_amount)
_sync_village_resource(resource_id)
if consumed < required_amount:
return false
_record_economic_event(
SimulationIds.EVENT_ITEM_CONSUMED,
npc.id,
SimulationIds.STORAGE_VILLAGE_WOODPILE,
storage.get_storage_id(),
&"consumed",
SimulationIds.RESOURCE_WOOD,
resource_id,
consumed
)
if debug_logs:
print("[SimulationManager] %s consumed wood for %s" % [npc.npc_name, action_id])
print(
"[SimulationManager] %s consumed %.1f %s for %s"
% [npc.npc_name, consumed, resource_id, definition.action_id]
)
return true