feat: add combat, wild wolves, factions, and tribe war motivation

This commit is contained in:
Rijad Zuzo
2026-08-11 20:29:47 +02:00
parent e359e5253a
commit 292cdd9153
16 changed files with 1475 additions and 3 deletions
+69
View File
@@ -10,6 +10,7 @@ const AnimalCareSystemScript := preload("res://simulation/animals/animal_care_sy
const NpcTickDebugLog := preload("res://simulation/debug/npc_tick_debug_log.gd")
const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
const EventKnowledgeSystemScript := preload("res://simulation/knowledge/EventKnowledgeSystem.gd")
const ConflictSystemScript := preload("res://simulation/conflict/ConflictSystem.gd")
signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
signal village_changed(village: SimVillage)
@@ -27,6 +28,11 @@ signal event_knowledge_forgotten(knower_id: int, event: EconomicEventRecord)
signal opportunity_opened(opportunity: OpportunityStateRecord)
signal opportunity_resolved(opportunity: OpportunityStateRecord, cause_event: EconomicEventRecord)
signal opportunity_invalidated(opportunity: OpportunityStateRecord)
signal combatant_spawned(combatant_id: StringName)
signal combatant_died(combatant_id: StringName)
signal raid_started(raider_ids: Array[StringName])
signal war_resolved(outcome: StringName)
signal war_aborted
var village := SimVillage.new()
var player_system := PlayerCitizenSystem.new()
@@ -49,6 +55,7 @@ var animal_care := AnimalCareSystemScript.new()
var relationship_system := RelationshipSystemScript.new()
var event_knowledge_system := EventKnowledgeSystemScript.new()
var opportunity_system := VillageOpportunitySystem.new()
var conflict_system := ConflictSystemScript.new()
var storage_states: Dictionary:
get:
return economy.storage_states
@@ -85,6 +92,12 @@ func _ready() -> void:
economy.narrative_event_requested.connect(record_narrative_event)
animal_care.economic_event_requested.connect(_record_economic_event_at)
animal_care.narrative_event_requested.connect(record_narrative_event)
conflict_system.narrative_event_requested.connect(record_narrative_event)
conflict_system.combatant_spawned.connect(_on_conflict_combatant_spawned)
conflict_system.combatant_died.connect(_on_conflict_combatant_died)
conflict_system.raid_started.connect(func(raider_ids): raid_started.emit(raider_ids))
conflict_system.war_resolved.connect(func(outcome): war_resolved.emit(outcome))
conflict_system.war_aborted.connect(func(): war_aborted.emit())
action_selector.relationship_system = relationship_system
var definition_errors := SimulationDefinitions.validate()
if not definition_errors.is_empty():
@@ -99,11 +112,14 @@ func _ready() -> void:
economy.configure(village, debug_logs)
animal_care.configure(economy, active_world_adapter)
player_system.configure(economy, _record_player_event_at)
conflict_system.configure(economy)
economy.initialize_storage()
village.update_modifiers()
village.update_priorities()
generate_npcs()
relationship_system.initialize_households(npcs)
conflict_system.initialize_factions()
conflict_system.register_npc_combatants(npcs)
call_deferred("register_loaded_resource_nodes")
animal_care.call_deferred("register_loaded_nodes")
call_deferred("register_loaded_storage_nodes")
@@ -182,6 +198,7 @@ func simulate_tick() -> void:
village_was_changed = _simulate_npc_tick(npc) or village_was_changed
if village_was_changed:
village_changed.emit(village)
conflict_system.advance(tick_count)
var invalidated: OpportunityStateRecord = opportunity_system.maintain_open_opportunity(
tick_count, get_knowledge_review_interval(), npcs, get_pantry(), get_woodpile()
)
@@ -266,6 +283,55 @@ func _is_weak_villager_state(npc: SimNPC) -> bool:
)
func _on_conflict_combatant_spawned(combatant_id: StringName) -> void:
combatant_spawned.emit(combatant_id)
func _on_conflict_combatant_died(combatant_id: StringName) -> void:
combatant_died.emit(combatant_id)
var combatant := conflict_system.get_combatant(combatant_id)
if combatant == null or combatant.get_npc_id() < 0:
return
for npc in npcs:
if npc.id != combatant.get_npc_id() or npc.is_dead:
continue
_handle_npc_death(npc, npc.current_task, npc.target_id)
return
func player_attack(combatant_id: StringName) -> float:
return conflict_system.player_attack(combatant_id)
func spawn_wolf(position: Vector3) -> StringName:
return conflict_system.spawn_wolf(position)
func get_combatant(combatant_id: StringName) -> CombatantStateRecord:
return conflict_system.get_combatant(combatant_id)
func get_faction(faction_id: StringName) -> FactionStateRecord:
return conflict_system.get_faction(faction_id)
func get_living_hostile_combatants() -> Array[CombatantStateRecord]:
return conflict_system.get_living_hostiles()
func get_village_defense() -> float:
return conflict_system.village_defense()
func get_village_defender_count() -> int:
return conflict_system.village_defender_count()
func get_tribe_war_plan() -> StringName:
var tribe := conflict_system.get_faction(SimulationIds.FACTION_TRIBE)
return tribe.get_war_plan() if tribe != null else SimulationIds.WAR_PLAN_NONE
func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target: StringName) -> void:
if not previous_target.is_empty():
release_npc_reservation(npc.id)
@@ -1203,6 +1269,7 @@ func create_state_record() -> SimulationStateRecord:
for opportunity in opportunity_system.get_all_sorted():
record.opportunities.append(opportunity)
record.player = player_system.player_state
conflict_system.append_state_records(record)
return record
@@ -1255,6 +1322,8 @@ func restore_state(record: SimulationStateRecord) -> bool:
animal_care.restore_state_records(record.animals, tick_count)
if record.player != null:
player_system.player_state = record.player
conflict_system.restore_state_records(record.combatants, record.factions, tick_count)
conflict_system.register_npc_combatants(npcs)
village_changed.emit(village)
state_restored.emit()
return true