feat: define action completion costs
This commit is contained in:
@@ -23,8 +23,8 @@ SimulationManager tick
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- reads NPC and village state;
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- evaluates current utility scores;
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- consumes the NPC's deterministic decision RNG;
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- returns an action ID, optional urgent-duration override, branch reason, and
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compared utility scores;
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- returns an action ID, optional urgent-duration override, branch reason,
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compared utility scores, and definition-backed rejection reasons;
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- does not mutate targets, navigation, or visuals.
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### ActionExecutionSystem
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@@ -65,7 +65,9 @@ SimulationManager remains the orchestrator and event boundary. It owns
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simulation records, invokes the focused systems, stores selected actions and
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targets, and translates presentation callbacks into simulation transitions.
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It also publishes the latest `ActionSelectionResult` for presentation; the UI
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does not recompute decisions.
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does not recompute decisions. At completion it atomically pays any
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definition-backed stored-resource cost before applying the action effect. A
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late shortfall suppresses the effect and records a `task_blocked` fact.
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Further decomposition should follow measured pressure rather than splitting it
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into managers for their own sake.
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@@ -220,6 +220,12 @@ an asset catalog.
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Translate the desired animated-film warmth into an original style:
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Keep the gameplay camera as an elevated third-person/top-down player follow
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with gentle dead-zone lag. This supports the cozy farm-builder read and lets
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the player watch several villagers at once. Presentation presets may stage the
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same camera for repeatable captures, but should not replace gameplay with a
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free orbit or close over-the-shoulder view.
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| Element | Direction |
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| --- | --- |
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| Terrain | Broad painterly color regions and exaggerated silhouettes |
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@@ -665,11 +671,10 @@ Completed:
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Next:
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1. Replace the remaining player capsule with a matching stylized presentation,
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then revisit runtime camera framing so the waterfall and village action
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remain readable in the same authored shot.
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2. Continue with the action precondition/material-cost contract and
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relationship consequence work in `LEARNING_ROADMAP.md` before expanding
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visual scope further.
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while preserving the elevated top-down follow, gentle dead-zone lag, and
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cozy farm-builder readability.
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2. Continue with the relationship consequence work in `LEARNING_ROADMAP.md`
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before expanding visual scope further.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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@@ -20,6 +20,11 @@ Events are immutable facts about completed transfers. They do not perform the
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transaction and are not replayed to reconstruct current state. Resource,
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inventory, and storage records remain authoritative.
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An action whose definition-backed completion cost becomes unavailable records
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a zero-amount `task_blocked` narrative fact with the action and shortfall
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reason. This makes late contention inspectable without pretending that a
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transfer occurred.
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## Persistence and determinism
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`SimulationStateRecord` schema v3 stores the ordered event stream and
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@@ -47,7 +52,6 @@ NPC record, so unloading presentation does not lose the fact.
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The stream is currently kept in full for the small simulation garden. Before
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large populations or long-running worlds, add measured retention,
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archival/summary rules, and query indexes. Denied attempts, depletion,
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witnesses, secrecy, causal links, and memories belong in later event/history
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slices; they should extend this record family without making prose
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authoritative.
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archival/summary rules, and query indexes. General denied attempts, witnesses,
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secrecy, causal links, and memories belong in later event/history slices; they
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should extend this record family without making prose authoritative.
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@@ -652,12 +652,11 @@ Completed after the architecture gate:
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The practical next sequence is:
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1. Move proven action preconditions and material costs into a reusable contract,
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beginning with the patrol/study wood dependency, then expose unavailable
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choices and interruption reasons in the NPC inspector.
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2. Grow the existing familiarity seed into one consequence-bearing relationship
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1. Grow the existing familiarity seed into one consequence-bearing relationship
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dimension, such as trust or obligation, driven by structured events rather
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than proximity alone.
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2. Use that dimension in one real choice or response, then expose the cause in
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the NPC inspector before expanding the relationship graph.
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Recently completed:
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@@ -706,6 +705,10 @@ Recently completed:
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wood deposits. Village wood syncs from storage. Economic events track all
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transfers. Patrol and study no longer produce benefits without paying their
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one-wood cost, and utility selection avoids those actions when wood is empty.
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- Action completion costs are definition-backed: patrol and study share one
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stored-resource contract across selection and execution. The inspector shows
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readable unavailable reasons, and a late shortfall creates a persisted
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`task_blocked` fact without applying the work effect.
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- Structured event feed: EconomicEventRecord now supports narrative events
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(task started, NPC slept, NPC died) alongside economic transfers.
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Per-NPC event history with human-readable descriptions exposed in the
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@@ -20,15 +20,18 @@ Each executable action definition contains:
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- default duration;
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- optional preferred profession ID;
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- target type: resource, activity, or free movement;
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- resource action ID when the action targets a ResourceNode.
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- resource action ID when the action targets a ResourceNode;
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- optional completion-cost resource ID and amount.
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The current actions are gather food, gather wood, deposit food, withdraw food,
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patrol, study, eat, rest, and wander. Idle and dead are stable state sentinels,
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not executable action definitions.
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The current actions are gather food, gather wood, deposit food, deposit wood,
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withdraw food, patrol, study, eat, rest, sleep, and wander. Idle and dead are
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stable state sentinels, not executable action definitions.
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SimNPC reads default duration and preferred-profession metadata from these
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definitions. WorldViewManager reads target type and resource-action metadata
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instead of maintaining a separate gather-action map.
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instead of maintaining a separate gather-action map. ActionSelectionSystem and
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SimulationManager share the same completion-cost metadata, so patrol and study
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both require one stored wood without duplicating that rule.
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## Current profession contract
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@@ -49,6 +52,7 @@ The registry rejects:
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- non-positive action durations;
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- invalid target types;
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- resource actions without a resource-action ID;
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- incomplete, non-positive, or unknown completion-cost resources;
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- references to unknown professions or resource actions;
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- definition resources that fail to load.
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@@ -59,10 +63,11 @@ round-tripping.
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## Deliberate boundary
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Definitions currently own identity and the static metadata already proven by
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the prototype. They do not yet own:
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the prototype, including the patrol/study completion-cost contract. They do not
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yet own:
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- utility thresholds and consideration curves;
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- preconditions or costs;
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- general preconditions beyond stored-resource completion costs;
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- completion effects;
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- interruption and failure policy;
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- reservation strategy;
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@@ -179,7 +179,13 @@ func simulate_tick() -> void:
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if not was_complete and npc.task_complete and not npc.is_dead:
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var completed_task := npc.current_task
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var completed_definition := SimulationDefinitions.get_action(completed_task)
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if (
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var completion_cost_paid := _consume_action_completion_cost(
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npc, completed_definition
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)
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if not completion_cost_paid:
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if not npc.target_id.is_empty():
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release_npc_reservation(npc.id)
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elif (
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npc.target_id != &""
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and completed_definition != null
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and completed_definition.target_type == SimulationIds.TARGET_RESOURCE
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@@ -271,11 +277,9 @@ func simulate_tick() -> void:
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):
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village.apply_npc_task(npc)
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elif completed_task == SimulationIds.ACTION_PATROL:
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if _consume_wood_for_work(npc, completed_task):
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village.apply_npc_task(npc)
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village.apply_npc_task(npc)
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elif completed_task == SimulationIds.ACTION_STUDY:
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if _consume_wood_for_work(npc, completed_task):
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village.apply_npc_task(npc)
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village.apply_npc_task(npc)
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elif debug_logs:
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print(
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"[SimulationManager] ",
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@@ -635,6 +639,15 @@ func get_woodpile() -> StorageStateRecord:
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return storage_states.get(SimulationIds.STORAGE_VILLAGE_WOODPILE) as StorageStateRecord
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func get_storage_for_resource(resource_id: StringName) -> StorageStateRecord:
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match resource_id:
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SimulationIds.RESOURCE_FOOD:
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return get_pantry()
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SimulationIds.RESOURCE_WOOD:
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return get_woodpile()
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return null
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func register_loaded_storage_nodes() -> void:
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for candidate in StorageNode.get_all():
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var node := candidate as StorageNode
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@@ -670,6 +683,14 @@ func _sync_village_wood() -> void:
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village.update_priorities()
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func _sync_village_resource(resource_id: StringName) -> void:
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match resource_id:
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SimulationIds.RESOURCE_FOOD:
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_sync_village_food()
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SimulationIds.RESOURCE_WOOD:
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_sync_village_wood()
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func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
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var available := npc.get_inventory_amount(item_id)
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var deposited := get_pantry().deposit(item_id, available)
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@@ -711,26 +732,44 @@ func deposit_npc_wood(npc: SimNPC) -> float:
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return deposited
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func _consume_wood_for_work(npc: SimNPC, action_id: StringName) -> bool:
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var woodpile := get_woodpile()
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if woodpile == null:
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func _consume_action_completion_cost(npc: SimNPC, definition: ActionDefinition) -> bool:
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if definition == null or not definition.has_completion_cost():
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return true
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var resource_id := definition.completion_cost_resource_id
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var required_amount := definition.completion_cost_amount
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var storage := get_storage_for_resource(resource_id)
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var available := storage.get_amount(resource_id) if storage != null else 0.0
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if storage == null or available < required_amount:
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var reason := "%s: needs %.0f %s (%.1f available)" % [
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definition.display_name,
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required_amount,
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String(resource_id).capitalize(),
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available,
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]
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record_narrative_event(
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SimulationIds.EVENT_TASK_BLOCKED,
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npc.id,
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storage.get_storage_id() if storage != null else &"",
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reason
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)
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return false
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if woodpile.get_amount(SimulationIds.RESOURCE_WOOD) < 1.0:
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return false
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var consumed := woodpile.withdraw(SimulationIds.RESOURCE_WOOD, 1.0)
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_sync_village_wood()
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if consumed < 1.0:
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var consumed := storage.withdraw(resource_id, required_amount)
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_sync_village_resource(resource_id)
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if consumed < required_amount:
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return false
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_record_economic_event(
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SimulationIds.EVENT_ITEM_CONSUMED,
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npc.id,
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SimulationIds.STORAGE_VILLAGE_WOODPILE,
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storage.get_storage_id(),
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&"consumed",
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SimulationIds.RESOURCE_WOOD,
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resource_id,
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consumed
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)
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if debug_logs:
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print("[SimulationManager] %s consumed wood for %s" % [npc.npc_name, action_id])
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print(
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"[SimulationManager] %s consumed %.1f %s for %s"
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% [npc.npc_name, consumed, resource_id, definition.action_id]
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)
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return true
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@@ -5,15 +5,18 @@ var action_id: StringName
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var duration_override := -1.0
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var reason: String
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var scores: Dictionary
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var rejections: Dictionary
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func _init(
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selected_action_id: StringName,
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selected_duration_override: float = -1.0,
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decision_reason: String = "",
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decision_scores: Dictionary = {}
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decision_scores: Dictionary = {},
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decision_rejections: Dictionary = {}
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) -> void:
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action_id = selected_action_id
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duration_override = selected_duration_override
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reason = decision_reason
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scores = decision_scores.duplicate(true)
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rejections = decision_rejections.duplicate(true)
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@@ -182,9 +182,13 @@ func _choose_best_work_action(npc: SimNPC, village: SimVillage, all_npcs: Array)
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0.75
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)
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}
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if village.wood < 1.0:
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scores[SimulationIds.ACTION_PATROL] = UNAVAILABLE_ACTION_SCORE
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scores[SimulationIds.ACTION_STUDY] = UNAVAILABLE_ACTION_SCORE
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var rejections := {}
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for action_id in scores:
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var definition := SimulationDefinitions.get_action(action_id)
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var rejection := _get_cost_rejection(definition, village)
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if not rejection.is_empty():
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scores[action_id] = UNAVAILABLE_ACTION_SCORE
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rejections[action_id] = rejection
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for familiar_id in npc.familiarity:
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if not familiar_id is int:
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continue
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@@ -205,10 +209,32 @@ func _choose_best_work_action(npc: SimNPC, village: SimVillage, all_npcs: Array)
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best_action = action_id
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best_score = score
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return ActionSelectionResult.new(
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best_action, -1.0, "Highest current work utility", scores
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best_action, -1.0, "Highest current work utility", scores, rejections
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)
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func _get_cost_rejection(definition: ActionDefinition, village: SimVillage) -> String:
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if definition == null or not definition.has_completion_cost():
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return ""
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var available := _get_village_resource_amount(village, definition.completion_cost_resource_id)
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if available >= definition.completion_cost_amount:
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return ""
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return "Needs %.0f %s (%.1f available)" % [
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definition.completion_cost_amount,
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String(definition.completion_cost_resource_id).capitalize(),
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available,
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]
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func _get_village_resource_amount(village: SimVillage, resource_id: StringName) -> float:
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match resource_id:
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SimulationIds.RESOURCE_FOOD:
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return village.food
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SimulationIds.RESOURCE_WOOD:
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return village.wood
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return 0.0
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func _calculate_score(
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npc: SimNPC,
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action_id: StringName,
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@@ -7,6 +7,8 @@ extends Resource
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@export var preferred_profession_id: StringName
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@export var target_type: StringName = SimulationIds.TARGET_ACTIVITY
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@export var resource_action_id: StringName
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@export var completion_cost_resource_id: StringName
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@export_range(0.0, 1000.0, 0.1) var completion_cost_amount := 0.0
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func validate() -> Array[String]:
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@@ -26,4 +28,12 @@ func validate() -> Array[String]:
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errors.append("target_type '%s' is invalid for '%s'" % [target_type, action_id])
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if target_type == SimulationIds.TARGET_RESOURCE and resource_action_id.is_empty():
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errors.append("resource_action_id is required for '%s'" % action_id)
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if completion_cost_resource_id.is_empty() and completion_cost_amount > 0.0:
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errors.append("completion cost resource is required for '%s'" % action_id)
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if not completion_cost_resource_id.is_empty() and completion_cost_amount <= 0.0:
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errors.append("completion cost amount must be positive for '%s'" % action_id)
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return errors
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func has_completion_cost() -> bool:
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return not completion_cost_resource_id.is_empty() and completion_cost_amount > 0.0
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@@ -129,4 +129,15 @@ static func validate() -> Array[String]:
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% [definition.action_id, definition.resource_action_id]
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)
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)
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if (
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not definition.completion_cost_resource_id.is_empty()
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and definition.completion_cost_resource_id
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not in [SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD]
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):
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errors.append(
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(
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"Action '%s' references unknown completion cost resource '%s'"
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% [definition.action_id, definition.completion_cost_resource_id]
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)
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)
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return errors
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@@ -38,4 +38,5 @@ const EVENT_ITEM_CONSUMED := &"item_consumed"
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const EVENT_NPC_SLEPT := &"npc_slept"
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const EVENT_NPC_DIED := &"npc_died"
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const EVENT_TASK_STARTED := &"task_started"
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const EVENT_TASK_BLOCKED := &"task_blocked"
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const EVENT_RESOURCE_DEPLETED := &"resource_depleted"
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@@ -9,3 +9,5 @@ display_name = "Patrol"
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default_duration = 6.0
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preferred_profession_id = &"guard"
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target_type = &"activity"
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completion_cost_resource_id = &"wood"
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completion_cost_amount = 1.0
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@@ -9,3 +9,5 @@ display_name = "Study"
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default_duration = 6.0
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preferred_profession_id = &"scholar"
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target_type = &"activity"
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completion_cost_resource_id = &"wood"
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completion_cost_amount = 1.0
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@@ -121,6 +121,8 @@ func description(npc_names: Dictionary = {}) -> String:
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return "%s died from starvation" % actor_name
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"task_started":
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return "%s began %s" % [actor_name, action_name if not action_name.is_empty() else item]
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"task_blocked":
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return "%s could not complete %s" % [actor_name, action_name]
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"resource_depleted":
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return "%s was depleted" % source
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_:
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@@ -82,6 +82,15 @@ func _test_selection_and_execution_are_separate() -> void:
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unfunded_selection.action_id == SimulationIds.ACTION_GATHER_WOOD,
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"A guard should gather wood instead of selecting patrol when its material cost is unavailable"
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)
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_check(
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(
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unfunded_selection.rejections.has(SimulationIds.ACTION_PATROL)
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and "Needs 1 Wood" in String(
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unfunded_selection.rejections[SimulationIds.ACTION_PATROL]
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)
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),
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"Selection should expose a readable definition-backed rejection reason"
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)
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|
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func _test_target_resolution_and_travel_are_separate() -> void:
|
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@@ -204,6 +204,16 @@ func _test_wood_work_requires_material() -> void:
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),
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"Patrol should not consume partial wood or create safety when its full cost cannot be paid"
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)
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var blocked_events: Array[EconomicEventRecord] = manager.get_npc_events(npc.id, 2)
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_check(
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(
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not blocked_events.is_empty()
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and StringName(blocked_events[0].data["event_type"])
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== SimulationIds.EVENT_TASK_BLOCKED
|
||||
and "needs 1 Wood" in String(blocked_events[0].data.get("action_name", ""))
|
||||
),
|
||||
"An unpaid completion cost should create a readable blocked-task fact"
|
||||
)
|
||||
|
||||
manager.add_wood(1.5)
|
||||
_check(
|
||||
|
||||
@@ -63,7 +63,8 @@ func _run() -> void:
|
||||
SimulationIds.ACTION_GATHER_FOOD,
|
||||
-1.0,
|
||||
"Test shortage reason",
|
||||
{SimulationIds.ACTION_GATHER_FOOD: 4.5}
|
||||
{SimulationIds.ACTION_GATHER_FOOD: 4.5, SimulationIds.ACTION_PATROL: -1000000.0},
|
||||
{SimulationIds.ACTION_PATROL: "Needs 1 Wood (0.5 available)"}
|
||||
)
|
||||
manager.latest_decisions[npc.id] = test_decision
|
||||
manager.emit_signal("npc_decision_recorded", npc, test_decision)
|
||||
@@ -75,6 +76,14 @@ func _run() -> void:
|
||||
and npc.npc_name in inspector_label.text,
|
||||
"NPC inspector should show the selected villager's real decision reason"
|
||||
)
|
||||
_check(
|
||||
(
|
||||
"Unavailable" in inspector_label.text
|
||||
and "Patrol — Needs 1 Wood" in inspector_label.text
|
||||
and "-1000000" not in inspector_label.text
|
||||
),
|
||||
"NPC inspector should explain rejected actions without sentinel utility scores"
|
||||
)
|
||||
var carried_food: MeshInstance3D = visual.get_node("CarriedFood")
|
||||
_check(not carried_food.visible, "NPC should begin without a carried-food prop")
|
||||
npc.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
|
||||
|
||||
@@ -65,6 +65,22 @@ func _test_definition_backed_behavior() -> void:
|
||||
study.preferred_profession_id == SimulationIds.PROFESSION_SCHOLAR,
|
||||
"Study should reference the stable scholar profession ID"
|
||||
)
|
||||
_check(
|
||||
(
|
||||
study.completion_cost_resource_id == SimulationIds.RESOURCE_WOOD
|
||||
and is_equal_approx(study.completion_cost_amount, 1.0)
|
||||
and study.has_completion_cost()
|
||||
),
|
||||
"Study should declare its completion cost through definition metadata"
|
||||
)
|
||||
var patrol := SimulationDefinitions.get_action(SimulationIds.ACTION_PATROL)
|
||||
_check(
|
||||
(
|
||||
patrol.completion_cost_resource_id == SimulationIds.RESOURCE_WOOD
|
||||
and is_equal_approx(patrol.completion_cost_amount, 1.0)
|
||||
),
|
||||
"Patrol should share the proven one-wood completion-cost contract"
|
||||
)
|
||||
var gather := SimulationDefinitions.get_action(SimulationIds.ACTION_GATHER_FOOD)
|
||||
_check(
|
||||
(
|
||||
|
||||
@@ -145,12 +145,21 @@ func _refresh_npc_inspector() -> void:
|
||||
var score_keys: Array = decision.scores.keys()
|
||||
score_keys.sort()
|
||||
var score_rows: Array[String] = []
|
||||
var rejection_rows: Array[String] = []
|
||||
for action_id in score_keys:
|
||||
if decision.rejections.has(action_id):
|
||||
rejection_rows.append(
|
||||
"%s — %s"
|
||||
% [_get_action_name(StringName(action_id)), String(decision.rejections[action_id])]
|
||||
)
|
||||
continue
|
||||
score_rows.append(
|
||||
"%s %.2f" % [_get_action_name(StringName(action_id)), float(decision.scores[action_id])]
|
||||
)
|
||||
if not score_rows.is_empty():
|
||||
score_text = "\n\nUtility\n" + "\n".join(score_rows)
|
||||
if not rejection_rows.is_empty():
|
||||
score_text += "\n\nUnavailable\n" + "\n".join(rejection_rows)
|
||||
var event_text := _build_event_history(npc)
|
||||
var housemate_text := _build_housemate_display(npc)
|
||||
npc_inspector_label.text = (
|
||||
|
||||
Reference in New Issue
Block a user