feat: add combat, wild wolves, factions, and tribe war motivation
This commit is contained in:
@@ -0,0 +1,225 @@
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class_name CombatantStateRecord
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extends RefCounted
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signal changed(state: CombatantStateRecord)
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const SCHEMA_VERSION := 1
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const NO_NPC_ID := -1
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var data: Dictionary
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func _init(record_data: Dictionary = {}) -> void:
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data = record_data.duplicate(true)
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static func _snap(value: float) -> float:
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return snappedf(value, 1.0 / 1024.0)
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static func create(
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combatant_id: StringName,
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kind: StringName,
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faction_id: StringName,
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display_name: String,
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position: Vector3,
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max_health: float,
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weapon_id: StringName,
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npc_id: int = NO_NPC_ID,
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hostile: bool = false
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) -> CombatantStateRecord:
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var snapped_position := Vector3(_snap(position.x), _snap(position.y), _snap(position.z))
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return (
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CombatantStateRecord
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. new(
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{
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"schema_version": SCHEMA_VERSION,
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"combatant_id": String(combatant_id),
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"kind": String(kind),
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"faction_id": String(faction_id),
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"display_name": display_name,
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"npc_id": npc_id,
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"position": [snapped_position.x, snapped_position.y, snapped_position.z],
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"health": max_health,
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"max_health": max_health,
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"weapon_id": String(weapon_id),
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"alive": true,
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"hostile": hostile,
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"attack_cooldown": 0,
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}
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)
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)
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static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
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if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
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return null
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if not (
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record_data
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. has_all(
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[
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"combatant_id",
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"kind",
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"faction_id",
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"display_name",
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"npc_id",
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"position",
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"health",
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"max_health",
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"weapon_id",
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"alive",
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"hostile",
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"attack_cooldown",
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]
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)
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):
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return null
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var combatant_id := String(record_data["combatant_id"])
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var display_name := String(record_data["display_name"])
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if combatant_id.is_empty() or display_name.is_empty():
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return null
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if (
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StringName(record_data["kind"])
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not in [
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SimulationIds.COMBATANT_KIND_NPC,
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SimulationIds.COMBATANT_KIND_RAIDER,
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SimulationIds.COMBATANT_KIND_WOLF,
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SimulationIds.COMBATANT_KIND_PLAYER,
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]
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):
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return null
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var saved_position = record_data["position"]
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if not saved_position is Array or saved_position.size() != 3:
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return null
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for component in saved_position:
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if not is_finite(float(component)):
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return null
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var health := float(record_data["health"])
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var max_health := float(record_data["max_health"])
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var npc_id := int(record_data["npc_id"])
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if (
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not is_finite(health)
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or not is_finite(max_health)
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or health < 0.0
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or max_health <= 0.0
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or health > max_health
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or npc_id < NO_NPC_ID
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or int(record_data["attack_cooldown"]) < 0
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):
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return null
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var normalized := record_data.duplicate(true)
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normalized["schema_version"] = SCHEMA_VERSION
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normalized["combatant_id"] = combatant_id
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normalized["kind"] = String(record_data["kind"])
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normalized["faction_id"] = String(record_data["faction_id"])
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normalized["display_name"] = display_name
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normalized["npc_id"] = npc_id
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normalized["position"] = [
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_snap(float(saved_position[0])),
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_snap(float(saved_position[1])),
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_snap(float(saved_position[2]))
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]
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normalized["health"] = health
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normalized["max_health"] = max_health
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normalized["weapon_id"] = String(record_data["weapon_id"])
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normalized["alive"] = bool(record_data["alive"])
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normalized["hostile"] = bool(record_data["hostile"])
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normalized["attack_cooldown"] = int(record_data["attack_cooldown"])
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return CombatantStateRecord.new(normalized)
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func get_combatant_id() -> StringName:
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return StringName(data["combatant_id"])
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func get_kind() -> StringName:
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return StringName(data["kind"])
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func get_faction_id() -> StringName:
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return StringName(data["faction_id"])
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func get_display_name() -> String:
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return String(data["display_name"])
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func get_npc_id() -> int:
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return int(data["npc_id"])
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func get_position() -> Vector3:
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var saved_position: Array = data["position"]
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return Vector3(float(saved_position[0]), float(saved_position[1]), float(saved_position[2]))
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func get_health() -> float:
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return float(data["health"])
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func get_max_health() -> float:
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return float(data["max_health"])
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func get_weapon_id() -> StringName:
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return StringName(data["weapon_id"])
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func is_alive() -> bool:
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return bool(data["alive"]) and get_health() > 0.0
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func is_hostile() -> bool:
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return bool(data["hostile"])
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func get_attack_cooldown() -> int:
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return int(data["attack_cooldown"])
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func is_attack_ready() -> bool:
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return is_alive() and get_attack_cooldown() <= 0
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func set_position(value: Vector3) -> void:
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if not value.is_finite() or value.is_equal_approx(get_position()):
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return
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data["position"] = [_snap(value.x), _snap(value.y), _snap(value.z)]
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changed.emit(self)
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func set_hostile(value: bool) -> void:
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if value == is_hostile():
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return
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data["hostile"] = value
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changed.emit(self)
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func tick_cooldown() -> void:
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if get_attack_cooldown() > 0:
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data["attack_cooldown"] = get_attack_cooldown() - 1
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func take_damage(amount: float) -> float:
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if not is_alive() or not is_finite(amount) or amount <= 0.0:
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return 0.0
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var previous := get_health()
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data["health"] = maxf(previous - amount, 0.0)
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if get_health() <= 0.0:
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data["alive"] = false
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changed.emit(self)
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return previous - get_health()
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func mark_attacked() -> void:
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data["attack_cooldown"] = _weapon_cooldown_ticks()
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func _weapon_cooldown_ticks() -> int:
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var weapon := SimulationItems.get_weapon(get_weapon_id())
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var seconds := weapon.attack_cooldown if weapon != null else 0.6
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return maxi(int(ceil(seconds / 1.2)), 1)
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func to_dictionary() -> Dictionary:
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return data.duplicate(true)
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@@ -0,0 +1 @@
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uid://d0tknjfogljjg
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@@ -0,0 +1,179 @@
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class_name FactionStateRecord
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extends RefCounted
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signal changed(state: FactionStateRecord)
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const SCHEMA_VERSION := 1
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var data: Dictionary
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func _init(record_data: Dictionary = {}) -> void:
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data = record_data.duplicate(true)
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static func _snap_food(value: float) -> float:
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return snappedf(value, 1.0 / 64.0)
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static func create(
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faction_id: StringName,
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display_name: String,
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food: float,
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warriors: int,
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aggression: float,
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morale: float
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) -> FactionStateRecord:
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return (
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FactionStateRecord
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. new(
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{
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"schema_version": SCHEMA_VERSION,
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"faction_id": String(faction_id),
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"display_name": display_name,
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"food": _snap_food(food),
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"warriors": warriors,
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"aggression": clampf(aggression, 0.0, 1.0),
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"morale": clampf(morale, 0.0, 1.0),
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"stance": String(SimulationIds.STANCE_NEUTRAL),
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"war_plan": String(SimulationIds.WAR_PLAN_NONE),
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"plan_tick": -1,
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"confidence": 0.0,
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}
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)
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)
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static func from_dictionary(record_data: Dictionary) -> FactionStateRecord:
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if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
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return null
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if not (
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record_data
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. has_all(
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[
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"faction_id",
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"display_name",
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"food",
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"warriors",
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"aggression",
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"morale",
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"stance",
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"war_plan",
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"plan_tick",
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"confidence",
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]
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)
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):
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return null
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var faction_id := String(record_data["faction_id"])
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var display_name := String(record_data["display_name"])
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if faction_id.is_empty() or display_name.is_empty():
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return null
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var food := float(record_data["food"])
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var warriors := int(record_data["warriors"])
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var aggression := float(record_data["aggression"])
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var morale := float(record_data["morale"])
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var confidence := float(record_data["confidence"])
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if (
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not is_finite(food)
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or not is_finite(aggression)
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or not is_finite(morale)
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or not is_finite(confidence)
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or food < 0.0
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or warriors < 0
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or aggression < 0.0
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or aggression > 1.0
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or morale < 0.0
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or morale > 1.0
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or confidence < 0.0
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or confidence > 1.0
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):
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return null
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var normalized := record_data.duplicate(true)
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normalized["schema_version"] = SCHEMA_VERSION
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normalized["faction_id"] = faction_id
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normalized["display_name"] = display_name
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normalized["food"] = _snap_food(food)
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normalized["warriors"] = warriors
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normalized["aggression"] = aggression
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normalized["morale"] = morale
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normalized["stance"] = String(record_data["stance"])
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normalized["war_plan"] = String(record_data["war_plan"])
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normalized["plan_tick"] = int(record_data["plan_tick"])
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normalized["confidence"] = confidence
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return FactionStateRecord.new(normalized)
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func get_faction_id() -> StringName:
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return StringName(data["faction_id"])
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func get_display_name() -> String:
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return String(data["display_name"])
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func get_food() -> float:
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return maxf(float(data["food"]), 0.0)
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func get_warriors() -> int:
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return int(data["warriors"])
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func get_aggression() -> float:
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return clampf(float(data["aggression"]), 0.0, 1.0)
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func get_morale() -> float:
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return clampf(float(data["morale"]), 0.0, 1.0)
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func get_stance() -> StringName:
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return StringName(data["stance"])
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func get_war_plan() -> StringName:
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return StringName(data["war_plan"])
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func get_plan_tick() -> int:
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return int(data["plan_tick"])
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func get_confidence() -> float:
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return clampf(float(data["confidence"]), 0.0, 1.0)
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func set_food(value: float) -> void:
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var next := _snap_food(maxf(value, 0.0))
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if is_equal_approx(next, get_food()):
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return
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data["food"] = next
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changed.emit(self)
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func set_morale(value: float) -> void:
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var next := clampf(value, 0.0, 1.0)
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if is_equal_approx(next, get_morale()):
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return
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data["morale"] = next
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changed.emit(self)
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func set_stance(value: StringName) -> void:
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if String(value) == String(get_stance()):
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return
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data["stance"] = String(value)
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changed.emit(self)
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func set_war_plan(value: StringName, current_tick: int, confidence: float = -1.0) -> void:
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data["war_plan"] = String(value)
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data["plan_tick"] = current_tick
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if confidence >= 0.0:
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data["confidence"] = clampf(confidence, 0.0, 1.0)
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changed.emit(self)
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func to_dictionary() -> Dictionary:
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return data.duplicate(true)
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@@ -0,0 +1 @@
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uid://dm6nxs26kblf7
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@@ -2,7 +2,7 @@ class_name SimulationStateRecord
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extends RefCounted
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const SCHEMA_NAME := "the_steward.simulation"
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const SCHEMA_VERSION := 13
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const SCHEMA_VERSION := 14
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const LEGACY_SCHEMA_VERSION := 1
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const EVENT_LEGACY_SCHEMA_VERSION := 2
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const RELATIONSHIP_LEGACY_SCHEMA_VERSION := 3
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@@ -14,6 +14,7 @@ const ANIMAL_LEGACY_SCHEMA_VERSION := 9
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const ROUTINE_LEGACY_SCHEMA_VERSION := 10
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const PLAYER_RELATIONSHIP_SCHEMA_VERSION := 11
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const PLAYER_NEEDS_SCHEMA_VERSION := 12
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const CONFLICT_SCHEMA_VERSION := 13
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const PREVIOUS_SCHEMA_VERSION := 7
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var simulation: Dictionary
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@@ -27,6 +28,8 @@ var relationships: Array[RelationshipStateRecord] = []
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var event_knowledge: Array[KnownEventStateRecord] = []
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var opportunities: Array[OpportunityStateRecord] = []
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var player: PlayerStateRecord
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var combatants: Array[CombatantStateRecord] = []
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var factions: Array[FactionStateRecord] = []
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func to_dictionary() -> Dictionary:
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@@ -55,6 +58,12 @@ func to_dictionary() -> Dictionary:
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var opportunity_data: Array[Dictionary] = []
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for opportunity_record in opportunities:
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opportunity_data.append(opportunity_record.to_dictionary())
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var combatant_data: Array[Dictionary] = []
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for combatant_record in combatants:
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combatant_data.append(combatant_record.to_dictionary())
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var faction_data: Array[Dictionary] = []
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for faction_record in factions:
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faction_data.append(faction_record.to_dictionary())
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return {
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"schema": SCHEMA_NAME,
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@@ -69,7 +78,9 @@ func to_dictionary() -> Dictionary:
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"relationships": relationship_data,
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"event_knowledge": knowledge_data,
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"opportunities": opportunity_data,
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"player": player.to_dictionary()
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"player": player.to_dictionary(),
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"combatants": combatant_data,
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"factions": faction_data
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}
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@@ -103,6 +114,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
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ROUTINE_LEGACY_SCHEMA_VERSION,
|
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PLAYER_RELATIONSHIP_SCHEMA_VERSION,
|
||||
PLAYER_NEEDS_SCHEMA_VERSION,
|
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CONFLICT_SCHEMA_VERSION,
|
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]
|
||||
):
|
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record_data = _migrate_legacy(record_data, version)
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@@ -123,6 +135,8 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
|
||||
"event_knowledge",
|
||||
"opportunities",
|
||||
"player",
|
||||
"combatants",
|
||||
"factions",
|
||||
]
|
||||
)
|
||||
):
|
||||
@@ -212,6 +226,35 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
|
||||
if player_record == null:
|
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return null
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record.player = player_record
|
||||
|
||||
var combatant_data = record_data["combatants"]
|
||||
var faction_data = record_data["factions"]
|
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if not combatant_data is Array or not faction_data is Array:
|
||||
return null
|
||||
var combatant_ids := {}
|
||||
for item in combatant_data:
|
||||
if not item is Dictionary:
|
||||
return null
|
||||
var combatant_record := CombatantStateRecord.from_dictionary(item)
|
||||
if combatant_record == null:
|
||||
return null
|
||||
var combatant_id := String(combatant_record.get_combatant_id())
|
||||
if combatant_ids.has(combatant_id):
|
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return null
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combatant_ids[combatant_id] = true
|
||||
record.combatants.append(combatant_record)
|
||||
var faction_ids := {}
|
||||
for item in faction_data:
|
||||
if not item is Dictionary:
|
||||
return null
|
||||
var faction_record := FactionStateRecord.from_dictionary(item)
|
||||
if faction_record == null:
|
||||
return null
|
||||
var faction_id := String(faction_record.get_faction_id())
|
||||
if faction_ids.has(faction_id):
|
||||
return null
|
||||
faction_ids[faction_id] = true
|
||||
record.factions.append(faction_record)
|
||||
var npc_ids := {}
|
||||
var npc_records_by_id := {}
|
||||
|
||||
@@ -227,6 +270,11 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
|
||||
npc_ids[npc_id] = true
|
||||
npc_records_by_id[npc_id] = npc_record
|
||||
record.npcs.append(npc_record)
|
||||
for combatant_record in record.combatants:
|
||||
if combatant_record.get_kind() != SimulationIds.COMBATANT_KIND_NPC:
|
||||
continue
|
||||
if not npc_ids.has(combatant_record.get_npc_id()):
|
||||
return null
|
||||
|
||||
var resource_ids := {}
|
||||
var resource_records_by_id := {}
|
||||
@@ -802,6 +850,20 @@ static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary
|
||||
migrated["schema_version"] = SCHEMA_VERSION
|
||||
if not migrated.has("player"):
|
||||
migrated["player"] = PlayerStateRecord.create_default().to_dictionary()
|
||||
if version < CONFLICT_SCHEMA_VERSION:
|
||||
migrated["combatants"] = []
|
||||
migrated["factions"] = [
|
||||
(
|
||||
FactionStateRecord
|
||||
. create(SimulationIds.FACTION_VILLAGE, "Village", 20.0, 0, 0.2, 0.8)
|
||||
. to_dictionary()
|
||||
),
|
||||
(
|
||||
FactionStateRecord
|
||||
. create(SimulationIds.FACTION_TRIBE, "Hill Tribe", 4.0, 4, 0.7, 0.7)
|
||||
. to_dictionary()
|
||||
),
|
||||
]
|
||||
if version <= ANIMAL_LEGACY_SCHEMA_VERSION:
|
||||
migrated["animals"] = []
|
||||
if version == LEGACY_SCHEMA_VERSION:
|
||||
@@ -864,6 +926,7 @@ static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary
|
||||
ROUTINE_LEGACY_SCHEMA_VERSION,
|
||||
PLAYER_RELATIONSHIP_SCHEMA_VERSION,
|
||||
PLAYER_NEEDS_SCHEMA_VERSION,
|
||||
CONFLICT_SCHEMA_VERSION,
|
||||
]
|
||||
):
|
||||
migrated["opportunities"] = []
|
||||
|
||||
Reference in New Issue
Block a user