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
+9 -1
View File
@@ -62,6 +62,14 @@ func _init(
func die_from_starvation() -> void: func die_from_starvation() -> void:
_apply_death()
func die_from_combat() -> void:
_apply_death()
func _apply_death() -> void:
is_dead = true is_dead = true
current_task = SimulationIds.ACTION_DEAD current_task = SimulationIds.ACTION_DEAD
task_state = TASK_STATE_IDLE task_state = TASK_STATE_IDLE
@@ -71,7 +79,7 @@ func die_from_starvation() -> void:
has_travel_target = false has_travel_target = false
if debug_logs: if debug_logs:
print("[SimNPC] ", npc_name, " died from starvation.") print("[SimNPC] ", npc_name, " died.")
func get_inventory_amount(item_id: StringName) -> float: func get_inventory_amount(item_id: StringName) -> float:
+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 NpcTickDebugLog := preload("res://simulation/debug/npc_tick_debug_log.gd")
const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd") const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
const EventKnowledgeSystemScript := preload("res://simulation/knowledge/EventKnowledgeSystem.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 npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
signal village_changed(village: SimVillage) 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_opened(opportunity: OpportunityStateRecord)
signal opportunity_resolved(opportunity: OpportunityStateRecord, cause_event: EconomicEventRecord) signal opportunity_resolved(opportunity: OpportunityStateRecord, cause_event: EconomicEventRecord)
signal opportunity_invalidated(opportunity: OpportunityStateRecord) 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 village := SimVillage.new()
var player_system := PlayerCitizenSystem.new() var player_system := PlayerCitizenSystem.new()
@@ -49,6 +55,7 @@ var animal_care := AnimalCareSystemScript.new()
var relationship_system := RelationshipSystemScript.new() var relationship_system := RelationshipSystemScript.new()
var event_knowledge_system := EventKnowledgeSystemScript.new() var event_knowledge_system := EventKnowledgeSystemScript.new()
var opportunity_system := VillageOpportunitySystem.new() var opportunity_system := VillageOpportunitySystem.new()
var conflict_system := ConflictSystemScript.new()
var storage_states: Dictionary: var storage_states: Dictionary:
get: get:
return economy.storage_states return economy.storage_states
@@ -85,6 +92,12 @@ func _ready() -> void:
economy.narrative_event_requested.connect(record_narrative_event) economy.narrative_event_requested.connect(record_narrative_event)
animal_care.economic_event_requested.connect(_record_economic_event_at) animal_care.economic_event_requested.connect(_record_economic_event_at)
animal_care.narrative_event_requested.connect(record_narrative_event) 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 action_selector.relationship_system = relationship_system
var definition_errors := SimulationDefinitions.validate() var definition_errors := SimulationDefinitions.validate()
if not definition_errors.is_empty(): if not definition_errors.is_empty():
@@ -99,11 +112,14 @@ func _ready() -> void:
economy.configure(village, debug_logs) economy.configure(village, debug_logs)
animal_care.configure(economy, active_world_adapter) animal_care.configure(economy, active_world_adapter)
player_system.configure(economy, _record_player_event_at) player_system.configure(economy, _record_player_event_at)
conflict_system.configure(economy)
economy.initialize_storage() economy.initialize_storage()
village.update_modifiers() village.update_modifiers()
village.update_priorities() village.update_priorities()
generate_npcs() generate_npcs()
relationship_system.initialize_households(npcs) relationship_system.initialize_households(npcs)
conflict_system.initialize_factions()
conflict_system.register_npc_combatants(npcs)
call_deferred("register_loaded_resource_nodes") call_deferred("register_loaded_resource_nodes")
animal_care.call_deferred("register_loaded_nodes") animal_care.call_deferred("register_loaded_nodes")
call_deferred("register_loaded_storage_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 village_was_changed = _simulate_npc_tick(npc) or village_was_changed
if village_was_changed: if village_was_changed:
village_changed.emit(village) village_changed.emit(village)
conflict_system.advance(tick_count)
var invalidated: OpportunityStateRecord = opportunity_system.maintain_open_opportunity( var invalidated: OpportunityStateRecord = opportunity_system.maintain_open_opportunity(
tick_count, get_knowledge_review_interval(), npcs, get_pantry(), get_woodpile() 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: func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target: StringName) -> void:
if not previous_target.is_empty(): if not previous_target.is_empty():
release_npc_reservation(npc.id) release_npc_reservation(npc.id)
@@ -1203,6 +1269,7 @@ func create_state_record() -> SimulationStateRecord:
for opportunity in opportunity_system.get_all_sorted(): for opportunity in opportunity_system.get_all_sorted():
record.opportunities.append(opportunity) record.opportunities.append(opportunity)
record.player = player_system.player_state record.player = player_system.player_state
conflict_system.append_state_records(record)
return record return record
@@ -1255,6 +1322,8 @@ func restore_state(record: SimulationStateRecord) -> bool:
animal_care.restore_state_records(record.animals, tick_count) animal_care.restore_state_records(record.animals, tick_count)
if record.player != null: if record.player != null:
player_system.player_state = record.player 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) village_changed.emit(village)
state_restored.emit() state_restored.emit()
return true return true
+625
View File
@@ -0,0 +1,625 @@
class_name ConflictSystem
extends RefCounted
signal narrative_event_requested(
event_type: StringName,
actor_id: int,
source_id: StringName,
action_display: String,
action_id: StringName,
item_id: StringName,
required_amount: float
)
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
const NPC_MAX_HEALTH := 100.0
const STRONG_STRENGTH := 5.0
const DEFENSE_DECISION_INTERVAL := 200
const TRIBE_FOOD_DECAY := 0.05
const WOLF_HUNT_RADIUS := 18.0
const RAID_SPAWN_OFFSET := Vector3(42.0, 0.0, 42.0)
const RAID_SPEED := 1.2
const RAID_SIZE := 4
const RAIDER_HEALTH := 60.0
const WOLF_HEALTH := 40.0
const RAIDER_REACH_FACTOR := 1.6
var combatants: Dictionary = {}
var factions: Dictionary = {}
var economy: RefCounted
var npcs: Array[SimNPC] = []
var next_combatant_id := 0
var next_wolf_id := 0
var current_tick := 0
var village_center := Vector3.ZERO
var last_war_resolved_tick := -1
func configure(economy_service: RefCounted) -> void:
economy = economy_service
func initialize_factions() -> void:
if not factions.has(SimulationIds.FACTION_VILLAGE):
factions[SimulationIds.FACTION_VILLAGE] = FactionStateRecord.create(
SimulationIds.FACTION_VILLAGE, "Village", 20.0, 0, 0.2, 0.8
)
if not factions.has(SimulationIds.FACTION_TRIBE):
factions[SimulationIds.FACTION_TRIBE] = FactionStateRecord.create(
SimulationIds.FACTION_TRIBE, "Hill Tribe", 4.0, RAID_SIZE, 0.7, 0.7
)
func register_npc_combatants(npc_list: Array[SimNPC]) -> void:
npcs = npc_list
var existing_ids := {}
for combatant in combatants.values():
var candidate := combatant as CombatantStateRecord
if candidate != null and candidate.get_kind() == SimulationIds.COMBATANT_KIND_NPC:
existing_ids[candidate.get_npc_id()] = true
for npc in npcs:
if npc.is_dead:
continue
if existing_ids.has(npc.id):
continue
_create_npc_combatant(npc)
func _create_npc_combatant(npc: SimNPC) -> CombatantStateRecord:
var weapon := (
SimulationIds.ITEM_SWORD
if npc.profession == SimulationIds.PROFESSION_GUARD
else SimulationIds.ITEM_CLAW
)
var combatant := CombatantStateRecord.create(
SimulationIds.npc_combatant_id(npc.id),
SimulationIds.COMBATANT_KIND_NPC,
SimulationIds.FACTION_VILLAGE,
npc.npc_name,
npc.position,
NPC_MAX_HEALTH,
weapon,
npc.id
)
combatants[combatant.get_combatant_id()] = combatant
return combatant
func advance(simulation_tick: int) -> void:
current_tick = simulation_tick
_sync_npc_positions()
_tick_cooldowns()
_advance_raider_positions()
_advance_wolves()
_advance_war(simulation_tick)
_run_battle()
func _advance_raider_positions() -> void:
if not _is_raiding():
return
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if (
combatant == null
or not combatant.is_alive()
or combatant.get_kind() != SimulationIds.COMBATANT_KIND_RAIDER
):
continue
var target := _find_nearest_defender(combatant.get_position(), 100000.0)
var target_position := village_center
if target != null:
target_position = target.get_position()
var to_target := target_position - combatant.get_position()
to_target.y = 0.0
if to_target.length() <= 0.5:
continue
var step := to_target.normalized() * minf(RAID_SPEED, to_target.length())
combatant.set_position(combatant.get_position() + step)
func player_attack(combatant_id: StringName) -> float:
var combatant := get_combatant(combatant_id)
if combatant == null or not combatant.is_alive():
return 0.0
var sword := SimulationItems.get_weapon(SimulationIds.ITEM_SWORD)
var damage := sword.damage if sword != null else 24.0
return _apply_damage(combatant, damage, SimulationIds.PLAYER_ACTOR_ID)
func spawn_wolf(position: Vector3) -> StringName:
var wolf_id := StringName("wolf_%d" % next_wolf_id)
next_wolf_id += 1
var wolf := CombatantStateRecord.create(
wolf_id,
SimulationIds.COMBATANT_KIND_WOLF,
SimulationIds.FACTION_TRIBE,
"Wolf",
position,
WOLF_HEALTH,
SimulationIds.ITEM_CLAW,
CombatantStateRecord.NO_NPC_ID,
true
)
combatants[wolf_id] = wolf
combatant_spawned.emit(wolf_id)
return wolf_id
func _apply_damage(target: CombatantStateRecord, damage: float, actor_id: int) -> float:
if target == null or not target.is_alive() or damage <= 0.0:
return 0.0
var applied := target.take_damage(damage)
if applied <= 0.0:
return 0.0
_narrative_event_requested(
SimulationIds.EVENT_COMBATANT_HURT,
actor_id,
target.get_combatant_id(),
"",
"",
target.get_weapon_id(),
applied
)
if not target.is_alive():
_kill_combatant(target, actor_id)
return applied
func _kill_combatant(target: CombatantStateRecord, killer_id: int) -> void:
var npc_id := target.get_npc_id()
_narrative_event_requested(
SimulationIds.EVENT_COMBATANT_KILLED,
killer_id,
target.get_combatant_id(),
target.get_display_name(),
"",
target.get_weapon_id(),
0.0
)
combatant_died.emit(target.get_combatant_id())
if npc_id >= 0:
var npc := _find_npc(npc_id)
if npc != null and not npc.is_dead:
npc.die_from_combat()
func _advance_wolves() -> void:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive():
continue
if combatant.get_kind() != SimulationIds.COMBATANT_KIND_WOLF:
continue
var target := _find_nearest_defender(combatant.get_position(), WOLF_HUNT_RADIUS)
if target == null:
continue
if not combatant.is_hostile():
combatant.set_hostile(true)
_attack_target(combatant, target)
func _advance_war(simulation_tick: int) -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if tribe == null:
return
if economy != null:
var pantry: StorageStateRecord = economy.get_pantry()
if pantry != null:
if village != null:
village.set_food(pantry.get_amount(SimulationIds.RESOURCE_FOOD))
tribe.set_food(tribe.get_food() - TRIBE_FOOD_DECAY)
if tribe.get_war_plan() == SimulationIds.WAR_PLAN_RAIDING:
return
if (
last_war_resolved_tick >= 0
and simulation_tick - last_war_resolved_tick < DEFENSE_DECISION_INTERVAL
):
return
if simulation_tick % DEFENSE_DECISION_INTERVAL != 0:
return
_evaluate_war(simulation_tick)
func _evaluate_war(simulation_tick: int) -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if tribe == null or village == null:
return
var desire := _tribe_desire(tribe, village)
var confidence := _tribe_confidence(tribe)
if desire < 0.5:
tribe.set_war_plan(SimulationIds.WAR_PLAN_NONE, simulation_tick, confidence)
return
if confidence >= 0.55:
if tribe.get_war_plan() == SimulationIds.WAR_PLAN_PLANNED:
_start_raid(tribe, simulation_tick)
else:
tribe.set_war_plan(SimulationIds.WAR_PLAN_PLANNED, simulation_tick, confidence)
return
if confidence < 0.35:
var had_plan := (
tribe.get_war_plan()
in [
SimulationIds.WAR_PLAN_PLANNED,
SimulationIds.WAR_PLAN_RAIDING,
]
)
tribe.set_war_plan(SimulationIds.WAR_PLAN_ABORTED, simulation_tick, confidence)
tribe.set_stance(SimulationIds.STANCE_NEUTRAL)
if had_plan:
war_aborted.emit()
_narrative_event_requested(
SimulationIds.EVENT_WAR_ABORTED,
SimulationIds.PLAYER_ACTOR_ID,
SimulationIds.FACTION_TRIBE,
"The hill tribe read the village's strength and turned away.",
"",
"",
0.0
)
return
if tribe.get_war_plan() != SimulationIds.WAR_PLAN_PLANNED:
tribe.set_war_plan(SimulationIds.WAR_PLAN_PLANNED, simulation_tick, confidence)
func _tribe_desire(tribe: FactionStateRecord, village: FactionStateRecord) -> float:
var hunger_need := clampf((30.0 - tribe.get_food()) / 30.0, 0.0, 1.0)
var surplus_lure := clampf(village.get_food() / 30.0, 0.0, 1.0)
return clampf((hunger_need + surplus_lure * 0.5) / 1.5, 0.0, 1.0) * tribe.get_aggression()
func _tribe_confidence(tribe: FactionStateRecord) -> float:
var morale_factor := 0.6 + 0.4 * tribe.get_morale()
var tribe_strength := float(tribe.get_warriors()) * morale_factor
var defense := village_defense()
if defense <= 0.0:
return 1.0
return clampf(tribe_strength / (defense * 1.1), 0.0, 1.0)
func village_defense() -> float:
var defense := 0.0
var eligible := 0
for npc in npcs:
if npc.is_dead:
continue
var is_guard := npc.profession == SimulationIds.PROFESSION_GUARD
if npc.strength < STRONG_STRENGTH and not is_guard:
continue
eligible += 1
defense += (
1.0 + (0.5 if is_guard else 0.0) + maxf(npc.strength - STRONG_STRENGTH, 0.0) * 0.1
)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if village != null:
defense += village.get_food() / 100.0
return defense
func village_defender_count() -> int:
var count := 0
for npc in npcs:
if npc.is_dead:
continue
if npc.strength >= STRONG_STRENGTH or npc.profession == SimulationIds.PROFESSION_GUARD:
count += 1
return count
func _start_raid(tribe: FactionStateRecord, simulation_tick: int) -> void:
tribe.set_war_plan(SimulationIds.WAR_PLAN_RAIDING, simulation_tick)
tribe.set_stance(SimulationIds.STANCE_HOSTILE)
var raider_ids: Array[StringName] = []
for index in range(tribe.get_warriors()):
var raider_id := StringName("raider_%d" % next_combatant_id)
next_combatant_id += 1
var offset := Vector3(float(index * 2 - tribe.get_warriors()), 0.0, 0.0)
var raider := CombatantStateRecord.create(
raider_id,
SimulationIds.COMBATANT_KIND_RAIDER,
SimulationIds.FACTION_TRIBE,
"Raider",
village_center + RAID_SPAWN_OFFSET + offset,
RAIDER_HEALTH,
SimulationIds.ITEM_SWORD,
CombatantStateRecord.NO_NPC_ID,
true
)
combatants[raider_id] = raider
raider_ids.append(raider_id)
combatant_spawned.emit(raider_id)
raid_started.emit(raider_ids)
_narrative_event_requested(
SimulationIds.EVENT_RAID_STARTED,
SimulationIds.PLAYER_ACTOR_ID,
SimulationIds.FACTION_TRIBE,
"The hill tribe, short of food, raids the village.",
"",
"",
0.0
)
func _run_battle() -> void:
var raid_active := _is_raiding()
var living_hostiles: Array[CombatantStateRecord] = []
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive() or not combatant.is_hostile():
continue
living_hostiles.append(combatant)
if not raid_active and living_hostiles.is_empty():
return
for hostile in living_hostiles:
var target := _find_nearest_defender(hostile.get_position(), _reach(hostile))
if target != null and hostile.is_attack_ready():
_attack_target(hostile, target)
if raid_active:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if (
combatant == null
or not combatant.is_alive()
or combatant.get_kind() != SimulationIds.COMBATANT_KIND_NPC
):
continue
var hostile := _find_nearest_hostile(combatant.get_position(), _reach(combatant))
if hostile != null and combatant.is_attack_ready():
_attack_target(combatant, hostile)
_resolve_raid_outcome()
func _resolve_raid_outcome() -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
if tribe == null or tribe.get_war_plan() != SimulationIds.WAR_PLAN_RAIDING:
return
var living_raiders := 0
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if (
combatant != null
and combatant.is_alive()
and combatant.get_kind() == SimulationIds.COMBATANT_KIND_RAIDER
):
living_raiders += 1
var living_defenders := _living_village_npc_count()
if living_raiders == 0:
_finish_war(SimulationIds.WAR_PLAN_NONE, &"village_won")
elif living_defenders <= 0:
_finish_war(SimulationIds.WAR_PLAN_ABORTED, &"village_lost")
func _finish_war(next_plan: StringName, outcome: StringName) -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if tribe != null:
tribe.set_war_plan(next_plan, current_tick)
tribe.set_stance(SimulationIds.STANCE_NEUTRAL)
if village != null and outcome == &"village_lost":
var stolen := minf(village.get_food() * 0.6, 15.0)
village.set_food(maxf(village.get_food() - stolen, 0.0))
if tribe != null:
tribe.set_food(tribe.get_food() + stolen)
elif tribe != null:
tribe.set_food(tribe.get_food() + 2.0)
tribe.set_morale(tribe.get_morale() * 0.6)
last_war_resolved_tick = current_tick
war_resolved.emit(outcome)
_narrative_event_requested(
SimulationIds.EVENT_WAR_RESOLVED,
SimulationIds.PLAYER_ACTOR_ID,
SimulationIds.FACTION_TRIBE,
(
"The village drove off the raiders."
if outcome == &"village_won"
else "The raiders plundered the village."
),
"",
"",
0.0
)
func _attack_target(attacker: CombatantStateRecord, target: CombatantStateRecord) -> void:
if not attacker.is_attack_ready() or target == null:
return
var damage := _attack_damage(attacker)
var applied := _apply_damage(target, damage, _actor_id_for(attacker))
if applied > 0.0:
attacker.mark_attacked()
func _attack_damage(attacker: CombatantStateRecord) -> float:
var weapon := SimulationItems.get_weapon(attacker.get_weapon_id())
var base := weapon.damage if weapon != null else 5.0
if attacker.get_kind() != SimulationIds.COMBATANT_KIND_NPC:
return base
var npc := _find_npc(attacker.get_npc_id())
return base * (1.0 + (npc.strength * 0.04 if npc != null else 0.0))
func _find_nearest_defender(origin: Vector3, max_distance: float) -> CombatantStateRecord:
var best: CombatantStateRecord
var best_distance := max_distance * max_distance
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive() or combatant.is_hostile():
continue
if (
combatant.get_kind()
not in [SimulationIds.COMBATANT_KIND_NPC, SimulationIds.COMBATANT_KIND_PLAYER]
):
continue
var distance := origin.distance_squared_to(combatant.get_position())
if distance > best_distance:
continue
best = combatant
best_distance = distance
return best
func _find_nearest_hostile(origin: Vector3, max_distance: float) -> CombatantStateRecord:
var best: CombatantStateRecord
var best_distance := max_distance * max_distance
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive() or not combatant.is_hostile():
continue
var distance := origin.distance_squared_to(combatant.get_position())
if distance > best_distance:
continue
best = combatant
best_distance = distance
return best
func _reach(combatant: CombatantStateRecord) -> float:
var weapon := SimulationItems.get_weapon(combatant.get_weapon_id())
if weapon == null:
return 1.5
return (
weapon.reach * RAIDER_REACH_FACTOR
if combatant.get_kind() == SimulationIds.COMBATANT_KIND_WOLF
else weapon.reach
)
func _actor_id_for(combatant: CombatantStateRecord) -> int:
if combatant.get_npc_id() >= 0:
return combatant.get_npc_id()
if combatant.get_kind() == SimulationIds.COMBATANT_KIND_RAIDER:
return SimulationIds.PLAYER_ACTOR_ID - 1
return SimulationIds.PLAYER_ACTOR_ID - 2
func _living_village_npc_count() -> int:
var count := 0
for npc in npcs:
if not npc.is_dead:
count += 1
return count
func _is_raiding() -> bool:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
return tribe != null and tribe.get_war_plan() == SimulationIds.WAR_PLAN_RAIDING
func _sync_npc_positions() -> void:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or combatant.get_kind() != SimulationIds.COMBATANT_KIND_NPC:
continue
var npc := _find_npc(combatant.get_npc_id())
if npc == null:
continue
if npc.is_dead:
if combatant.is_alive():
combatant.take_damage(combatant.get_health())
continue
combatant.set_position(npc.position)
func _tick_cooldowns() -> void:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant != null:
combatant.tick_cooldown()
func get_combatant(combatant_id: StringName) -> CombatantStateRecord:
return combatants.get(combatant_id) as CombatantStateRecord
func get_faction(faction_id: StringName) -> FactionStateRecord:
return factions.get(faction_id) as FactionStateRecord
func get_all_combatants() -> Array[CombatantStateRecord]:
var values: Array[CombatantStateRecord] = []
for combatant in combatants.values():
values.append(combatant)
return values
func get_living_hostiles() -> Array[CombatantStateRecord]:
var hostiles: Array[CombatantStateRecord] = []
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant != null and combatant.is_alive() and combatant.is_hostile():
hostiles.append(combatant)
return hostiles
func _sorted_combatant_ids() -> Array:
var keys: Array[String] = []
for combatant_id in combatants.keys():
keys.append(String(combatant_id))
keys.sort()
var ids: Array = []
for key in keys:
ids.append(StringName(key))
return ids
func _find_npc(npc_id: int) -> SimNPC:
for npc in npcs:
if npc.id == npc_id:
return npc
return null
func _get_faction(faction_id: StringName) -> FactionStateRecord:
return factions.get(faction_id) as FactionStateRecord
func _narrative_event_requested(
event_type: StringName,
actor_id: int,
source_id: StringName,
action_display: String,
action_id: StringName,
item_id: StringName,
required_amount: float
) -> void:
narrative_event_requested.emit(
event_type, actor_id, source_id, action_display, action_id, item_id, required_amount
)
func append_state_records(record: SimulationStateRecord) -> void:
var combatant_keys: Array[String] = []
for combatant_id in combatants.keys():
combatant_keys.append(String(combatant_id))
combatant_keys.sort()
for combatant_key in combatant_keys:
var combatant := combatants[StringName(combatant_key)] as CombatantStateRecord
record.combatants.append(combatant)
var faction_keys: Array[String] = []
for faction_id in factions.keys():
faction_keys.append(String(faction_id))
faction_keys.sort()
for faction_key in faction_keys:
var faction := factions[StringName(faction_key)] as FactionStateRecord
record.factions.append(faction)
func restore_state_records(
combatant_records: Array[CombatantStateRecord],
faction_records: Array[FactionStateRecord],
restored_tick: int
) -> void:
current_tick = restored_tick
combatants.clear()
for combatant in combatant_records:
combatants[combatant.get_combatant_id()] = combatant
factions.clear()
for faction in faction_records:
factions[faction.get_faction_id()] = faction
initialize_factions()
@@ -0,0 +1 @@
uid://d33ic0xovdv53
+25
View File
@@ -0,0 +1,25 @@
class_name ItemDefinition
extends Resource
@export var item_id: StringName
@export var display_name: String
@export var category: StringName = SimulationIds.ITEM_CATEGORY_WEAPON
@export var equip_slot: StringName = SimulationIds.EQUIP_SLOT_HAND
@export_range(0.0, 1000.0, 0.1) var damage := 0.0
@export_range(0.0, 50.0, 0.1) var reach := 1.5
@export_range(0.0, 5.0, 0.05) var attack_cooldown := 0.6
func validate() -> Array[String]:
var errors: Array[String] = []
if item_id.is_empty():
errors.append("item_id is empty")
if display_name.is_empty():
errors.append("display_name is empty for '%s'" % item_id)
if damage <= 0.0:
errors.append("damage must be positive for '%s'" % item_id)
return errors
func is_weapon() -> bool:
return category == SimulationIds.ITEM_CATEGORY_WEAPON
@@ -0,0 +1 @@
uid://bf722tp11qt7j
+30
View File
@@ -71,6 +71,36 @@ const KNOWLEDGE_ACQUISITION_WITNESSED := &"witnessed"
const KNOWLEDGE_ACQUISITION_COMMUNICATED := &"communicated" const KNOWLEDGE_ACQUISITION_COMMUNICATED := &"communicated"
const KNOWLEDGE_ACQUISITION_LEGACY := &"legacy" const KNOWLEDGE_ACQUISITION_LEGACY := &"legacy"
const ITEM_SWORD := &"item_sword"
const ITEM_CLAW := &"item_claw"
const ITEM_CATEGORY_WEAPON := &"weapon"
const EQUIP_SLOT_HAND := &"hand"
const FACTION_VILLAGE := &"faction_village"
const FACTION_TRIBE := &"faction_tribe"
const STANCE_NEUTRAL := &"neutral"
const STANCE_HOSTILE := &"hostile"
const WAR_PLAN_NONE := &"none"
const WAR_PLAN_PLANNED := &"planned"
const WAR_PLAN_RAIDING := &"raiding"
const WAR_PLAN_ABORTED := &"aborted"
const COMBATANT_KIND_NPC := &"npc"
const COMBATANT_KIND_RAIDER := &"raider"
const COMBATANT_KIND_WOLF := &"wolf"
const COMBATANT_KIND_PLAYER := &"player"
const EVENT_COMBATANT_HURT := &"combatant_hurt"
const EVENT_COMBATANT_KILLED := &"combatant_killed"
const EVENT_RAID_STARTED := &"raid_started"
const EVENT_WAR_RESOLVED := &"war_resolved"
const EVENT_WAR_ABORTED := &"war_aborted"
const EVENT_WOLF_HUNT := &"wolf_hunt"
static func npc_inventory_id(npc_id: int) -> StringName: static func npc_inventory_id(npc_id: int) -> StringName:
return StringName("npc_%d_inventory" % npc_id) return StringName("npc_%d_inventory" % npc_id)
static func npc_combatant_id(npc_id: int) -> StringName:
return StringName("npc_%d_combatant" % npc_id)
+50
View File
@@ -0,0 +1,50 @@
class_name SimulationItems
extends RefCounted
static var _items: Dictionary = {}
static var _cache_valid := false
static func _ensure_cache() -> void:
if _cache_valid:
return
_items = {}
_add_weapon(SimulationIds.ITEM_SWORD, "Sword", 24.0, 2.4, 0.55)
_add_weapon(SimulationIds.ITEM_CLAW, "Claw", 10.0, 1.2, 0.4)
_cache_valid = true
static func _add_weapon(
item_id: StringName, display_name: String, damage: float, reach: float, cooldown: float
) -> void:
var item := ItemDefinition.new()
item.item_id = item_id
item.display_name = display_name
item.category = SimulationIds.ITEM_CATEGORY_WEAPON
item.equip_slot = SimulationIds.EQUIP_SLOT_HAND
item.damage = damage
item.reach = reach
item.attack_cooldown = cooldown
_items[item_id] = item
static func invalidate_cache() -> void:
_cache_valid = false
static func get_item(item_id: StringName) -> ItemDefinition:
_ensure_cache()
return _items.get(item_id) as ItemDefinition
static func get_items() -> Array[ItemDefinition]:
_ensure_cache()
var values: Array[ItemDefinition] = []
for item in _items.values():
values.append(item)
return values
static func get_weapon(item_id: StringName) -> ItemDefinition:
var item := get_item(item_id)
return item if item != null and item.is_weapon() else null
@@ -0,0 +1 @@
uid://doogu4fg3ysgi
+225
View File
@@ -0,0 +1,225 @@
class_name CombatantStateRecord
extends RefCounted
signal changed(state: CombatantStateRecord)
const SCHEMA_VERSION := 1
const NO_NPC_ID := -1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func _snap(value: float) -> float:
return snappedf(value, 1.0 / 1024.0)
static func create(
combatant_id: StringName,
kind: StringName,
faction_id: StringName,
display_name: String,
position: Vector3,
max_health: float,
weapon_id: StringName,
npc_id: int = NO_NPC_ID,
hostile: bool = false
) -> CombatantStateRecord:
var snapped_position := Vector3(_snap(position.x), _snap(position.y), _snap(position.z))
return (
CombatantStateRecord
. new(
{
"schema_version": SCHEMA_VERSION,
"combatant_id": String(combatant_id),
"kind": String(kind),
"faction_id": String(faction_id),
"display_name": display_name,
"npc_id": npc_id,
"position": [snapped_position.x, snapped_position.y, snapped_position.z],
"health": max_health,
"max_health": max_health,
"weapon_id": String(weapon_id),
"alive": true,
"hostile": hostile,
"attack_cooldown": 0,
}
)
)
static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not (
record_data
. has_all(
[
"combatant_id",
"kind",
"faction_id",
"display_name",
"npc_id",
"position",
"health",
"max_health",
"weapon_id",
"alive",
"hostile",
"attack_cooldown",
]
)
):
return null
var combatant_id := String(record_data["combatant_id"])
var display_name := String(record_data["display_name"])
if combatant_id.is_empty() or display_name.is_empty():
return null
if (
StringName(record_data["kind"])
not in [
SimulationIds.COMBATANT_KIND_NPC,
SimulationIds.COMBATANT_KIND_RAIDER,
SimulationIds.COMBATANT_KIND_WOLF,
SimulationIds.COMBATANT_KIND_PLAYER,
]
):
return null
var saved_position = record_data["position"]
if not saved_position is Array or saved_position.size() != 3:
return null
for component in saved_position:
if not is_finite(float(component)):
return null
var health := float(record_data["health"])
var max_health := float(record_data["max_health"])
var npc_id := int(record_data["npc_id"])
if (
not is_finite(health)
or not is_finite(max_health)
or health < 0.0
or max_health <= 0.0
or health > max_health
or npc_id < NO_NPC_ID
or int(record_data["attack_cooldown"]) < 0
):
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
normalized["combatant_id"] = combatant_id
normalized["kind"] = String(record_data["kind"])
normalized["faction_id"] = String(record_data["faction_id"])
normalized["display_name"] = display_name
normalized["npc_id"] = npc_id
normalized["position"] = [
_snap(float(saved_position[0])),
_snap(float(saved_position[1])),
_snap(float(saved_position[2]))
]
normalized["health"] = health
normalized["max_health"] = max_health
normalized["weapon_id"] = String(record_data["weapon_id"])
normalized["alive"] = bool(record_data["alive"])
normalized["hostile"] = bool(record_data["hostile"])
normalized["attack_cooldown"] = int(record_data["attack_cooldown"])
return CombatantStateRecord.new(normalized)
func get_combatant_id() -> StringName:
return StringName(data["combatant_id"])
func get_kind() -> StringName:
return StringName(data["kind"])
func get_faction_id() -> StringName:
return StringName(data["faction_id"])
func get_display_name() -> String:
return String(data["display_name"])
func get_npc_id() -> int:
return int(data["npc_id"])
func get_position() -> Vector3:
var saved_position: Array = data["position"]
return Vector3(float(saved_position[0]), float(saved_position[1]), float(saved_position[2]))
func get_health() -> float:
return float(data["health"])
func get_max_health() -> float:
return float(data["max_health"])
func get_weapon_id() -> StringName:
return StringName(data["weapon_id"])
func is_alive() -> bool:
return bool(data["alive"]) and get_health() > 0.0
func is_hostile() -> bool:
return bool(data["hostile"])
func get_attack_cooldown() -> int:
return int(data["attack_cooldown"])
func is_attack_ready() -> bool:
return is_alive() and get_attack_cooldown() <= 0
func set_position(value: Vector3) -> void:
if not value.is_finite() or value.is_equal_approx(get_position()):
return
data["position"] = [_snap(value.x), _snap(value.y), _snap(value.z)]
changed.emit(self)
func set_hostile(value: bool) -> void:
if value == is_hostile():
return
data["hostile"] = value
changed.emit(self)
func tick_cooldown() -> void:
if get_attack_cooldown() > 0:
data["attack_cooldown"] = get_attack_cooldown() - 1
func take_damage(amount: float) -> float:
if not is_alive() or not is_finite(amount) or amount <= 0.0:
return 0.0
var previous := get_health()
data["health"] = maxf(previous - amount, 0.0)
if get_health() <= 0.0:
data["alive"] = false
changed.emit(self)
return previous - get_health()
func mark_attacked() -> void:
data["attack_cooldown"] = _weapon_cooldown_ticks()
func _weapon_cooldown_ticks() -> int:
var weapon := SimulationItems.get_weapon(get_weapon_id())
var seconds := weapon.attack_cooldown if weapon != null else 0.6
return maxi(int(ceil(seconds / 1.2)), 1)
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://d0tknjfogljjg
+179
View File
@@ -0,0 +1,179 @@
class_name FactionStateRecord
extends RefCounted
signal changed(state: FactionStateRecord)
const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func _snap_food(value: float) -> float:
return snappedf(value, 1.0 / 64.0)
static func create(
faction_id: StringName,
display_name: String,
food: float,
warriors: int,
aggression: float,
morale: float
) -> FactionStateRecord:
return (
FactionStateRecord
. new(
{
"schema_version": SCHEMA_VERSION,
"faction_id": String(faction_id),
"display_name": display_name,
"food": _snap_food(food),
"warriors": warriors,
"aggression": clampf(aggression, 0.0, 1.0),
"morale": clampf(morale, 0.0, 1.0),
"stance": String(SimulationIds.STANCE_NEUTRAL),
"war_plan": String(SimulationIds.WAR_PLAN_NONE),
"plan_tick": -1,
"confidence": 0.0,
}
)
)
static func from_dictionary(record_data: Dictionary) -> FactionStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not (
record_data
. has_all(
[
"faction_id",
"display_name",
"food",
"warriors",
"aggression",
"morale",
"stance",
"war_plan",
"plan_tick",
"confidence",
]
)
):
return null
var faction_id := String(record_data["faction_id"])
var display_name := String(record_data["display_name"])
if faction_id.is_empty() or display_name.is_empty():
return null
var food := float(record_data["food"])
var warriors := int(record_data["warriors"])
var aggression := float(record_data["aggression"])
var morale := float(record_data["morale"])
var confidence := float(record_data["confidence"])
if (
not is_finite(food)
or not is_finite(aggression)
or not is_finite(morale)
or not is_finite(confidence)
or food < 0.0
or warriors < 0
or aggression < 0.0
or aggression > 1.0
or morale < 0.0
or morale > 1.0
or confidence < 0.0
or confidence > 1.0
):
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
normalized["faction_id"] = faction_id
normalized["display_name"] = display_name
normalized["food"] = _snap_food(food)
normalized["warriors"] = warriors
normalized["aggression"] = aggression
normalized["morale"] = morale
normalized["stance"] = String(record_data["stance"])
normalized["war_plan"] = String(record_data["war_plan"])
normalized["plan_tick"] = int(record_data["plan_tick"])
normalized["confidence"] = confidence
return FactionStateRecord.new(normalized)
func get_faction_id() -> StringName:
return StringName(data["faction_id"])
func get_display_name() -> String:
return String(data["display_name"])
func get_food() -> float:
return maxf(float(data["food"]), 0.0)
func get_warriors() -> int:
return int(data["warriors"])
func get_aggression() -> float:
return clampf(float(data["aggression"]), 0.0, 1.0)
func get_morale() -> float:
return clampf(float(data["morale"]), 0.0, 1.0)
func get_stance() -> StringName:
return StringName(data["stance"])
func get_war_plan() -> StringName:
return StringName(data["war_plan"])
func get_plan_tick() -> int:
return int(data["plan_tick"])
func get_confidence() -> float:
return clampf(float(data["confidence"]), 0.0, 1.0)
func set_food(value: float) -> void:
var next := _snap_food(maxf(value, 0.0))
if is_equal_approx(next, get_food()):
return
data["food"] = next
changed.emit(self)
func set_morale(value: float) -> void:
var next := clampf(value, 0.0, 1.0)
if is_equal_approx(next, get_morale()):
return
data["morale"] = next
changed.emit(self)
func set_stance(value: StringName) -> void:
if String(value) == String(get_stance()):
return
data["stance"] = String(value)
changed.emit(self)
func set_war_plan(value: StringName, current_tick: int, confidence: float = -1.0) -> void:
data["war_plan"] = String(value)
data["plan_tick"] = current_tick
if confidence >= 0.0:
data["confidence"] = clampf(confidence, 0.0, 1.0)
changed.emit(self)
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://dm6nxs26kblf7
+65 -2
View File
@@ -2,7 +2,7 @@ class_name SimulationStateRecord
extends RefCounted extends RefCounted
const SCHEMA_NAME := "the_steward.simulation" const SCHEMA_NAME := "the_steward.simulation"
const SCHEMA_VERSION := 13 const SCHEMA_VERSION := 14
const LEGACY_SCHEMA_VERSION := 1 const LEGACY_SCHEMA_VERSION := 1
const EVENT_LEGACY_SCHEMA_VERSION := 2 const EVENT_LEGACY_SCHEMA_VERSION := 2
const RELATIONSHIP_LEGACY_SCHEMA_VERSION := 3 const RELATIONSHIP_LEGACY_SCHEMA_VERSION := 3
@@ -14,6 +14,7 @@ const ANIMAL_LEGACY_SCHEMA_VERSION := 9
const ROUTINE_LEGACY_SCHEMA_VERSION := 10 const ROUTINE_LEGACY_SCHEMA_VERSION := 10
const PLAYER_RELATIONSHIP_SCHEMA_VERSION := 11 const PLAYER_RELATIONSHIP_SCHEMA_VERSION := 11
const PLAYER_NEEDS_SCHEMA_VERSION := 12 const PLAYER_NEEDS_SCHEMA_VERSION := 12
const CONFLICT_SCHEMA_VERSION := 13
const PREVIOUS_SCHEMA_VERSION := 7 const PREVIOUS_SCHEMA_VERSION := 7
var simulation: Dictionary var simulation: Dictionary
@@ -27,6 +28,8 @@ var relationships: Array[RelationshipStateRecord] = []
var event_knowledge: Array[KnownEventStateRecord] = [] var event_knowledge: Array[KnownEventStateRecord] = []
var opportunities: Array[OpportunityStateRecord] = [] var opportunities: Array[OpportunityStateRecord] = []
var player: PlayerStateRecord var player: PlayerStateRecord
var combatants: Array[CombatantStateRecord] = []
var factions: Array[FactionStateRecord] = []
func to_dictionary() -> Dictionary: func to_dictionary() -> Dictionary:
@@ -55,6 +58,12 @@ func to_dictionary() -> Dictionary:
var opportunity_data: Array[Dictionary] = [] var opportunity_data: Array[Dictionary] = []
for opportunity_record in opportunities: for opportunity_record in opportunities:
opportunity_data.append(opportunity_record.to_dictionary()) opportunity_data.append(opportunity_record.to_dictionary())
var combatant_data: Array[Dictionary] = []
for combatant_record in combatants:
combatant_data.append(combatant_record.to_dictionary())
var faction_data: Array[Dictionary] = []
for faction_record in factions:
faction_data.append(faction_record.to_dictionary())
return { return {
"schema": SCHEMA_NAME, "schema": SCHEMA_NAME,
@@ -69,7 +78,9 @@ func to_dictionary() -> Dictionary:
"relationships": relationship_data, "relationships": relationship_data,
"event_knowledge": knowledge_data, "event_knowledge": knowledge_data,
"opportunities": opportunity_data, "opportunities": opportunity_data,
"player": player.to_dictionary() "player": player.to_dictionary(),
"combatants": combatant_data,
"factions": faction_data
} }
@@ -103,6 +114,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
ROUTINE_LEGACY_SCHEMA_VERSION, ROUTINE_LEGACY_SCHEMA_VERSION,
PLAYER_RELATIONSHIP_SCHEMA_VERSION, PLAYER_RELATIONSHIP_SCHEMA_VERSION,
PLAYER_NEEDS_SCHEMA_VERSION, PLAYER_NEEDS_SCHEMA_VERSION,
CONFLICT_SCHEMA_VERSION,
] ]
): ):
record_data = _migrate_legacy(record_data, version) record_data = _migrate_legacy(record_data, version)
@@ -123,6 +135,8 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
"event_knowledge", "event_knowledge",
"opportunities", "opportunities",
"player", "player",
"combatants",
"factions",
] ]
) )
): ):
@@ -212,6 +226,35 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
if player_record == null: if player_record == null:
return null return null
record.player = player_record record.player = player_record
var combatant_data = record_data["combatants"]
var faction_data = record_data["factions"]
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):
return null
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_ids := {}
var npc_records_by_id := {} var npc_records_by_id := {}
@@ -227,6 +270,11 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
npc_ids[npc_id] = true npc_ids[npc_id] = true
npc_records_by_id[npc_id] = npc_record npc_records_by_id[npc_id] = npc_record
record.npcs.append(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_ids := {}
var resource_records_by_id := {} var resource_records_by_id := {}
@@ -802,6 +850,20 @@ static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary
migrated["schema_version"] = SCHEMA_VERSION migrated["schema_version"] = SCHEMA_VERSION
if not migrated.has("player"): if not migrated.has("player"):
migrated["player"] = PlayerStateRecord.create_default().to_dictionary() 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: if version <= ANIMAL_LEGACY_SCHEMA_VERSION:
migrated["animals"] = [] migrated["animals"] = []
if version == LEGACY_SCHEMA_VERSION: if version == LEGACY_SCHEMA_VERSION:
@@ -864,6 +926,7 @@ static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary
ROUTINE_LEGACY_SCHEMA_VERSION, ROUTINE_LEGACY_SCHEMA_VERSION,
PLAYER_RELATIONSHIP_SCHEMA_VERSION, PLAYER_RELATIONSHIP_SCHEMA_VERSION,
PLAYER_NEEDS_SCHEMA_VERSION, PLAYER_NEEDS_SCHEMA_VERSION,
CONFLICT_SCHEMA_VERSION,
] ]
): ):
migrated["opportunities"] = [] migrated["opportunities"] = []
+192
View File
@@ -0,0 +1,192 @@
extends SceneTree
var failures: Array[String] = []
var war_outcomes: Array[StringName] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_combat_and_wolf()
_test_war_motivation()
_test_player_combat_and_restore()
_finish()
func _test_combat_and_wolf() -> void:
var manager := _create_manager(981)
var npc: SimNPC = manager.npcs[0]
npc.position = Vector3.ZERO
var npc_combatant: CombatantStateRecord = manager.get_combatant(
SimulationIds.npc_combatant_id(npc.id)
)
_check(
(
npc_combatant != null
and is_equal_approx(npc_combatant.get_health(), 100.0)
and npc_combatant.get_faction_id() == SimulationIds.FACTION_VILLAGE
),
"Each living villager should gain a village combatant record"
)
var wolf_id: StringName = manager.spawn_wolf(Vector3(1.0, 0.0, 0.0))
_check(wolf_id != &"", "A hungry wolf should spawn as a hostile combatant")
var wolf: CombatantStateRecord = manager.get_combatant(wolf_id)
_check(wolf.is_hostile(), "A spawned wolf should be hostile")
manager.simulate_tick()
_check(
wolf.get_health() == 40.0 and npc_combatant.get_health() < 100.0,
"A nearby wolf should wound the villager with its claw"
)
var hurt_found := _has_event(manager, SimulationIds.EVENT_COMBATANT_HURT)
_check(hurt_found, "The wolf's attack should record a combatant_hurt fact")
for _tick in 40:
manager.simulate_tick()
_check(
npc.is_dead or not wolf.is_alive(),
"A prolonged wolf fight should resolve with a death on one side"
)
manager.free()
func _test_war_motivation() -> void:
var strong_manager := _create_manager(982)
_set_all_strength(strong_manager, 9.0)
strong_manager.war_resolved.connect(_on_war_resolved)
for _tick in 400:
strong_manager.simulate_tick()
var strong_plan: StringName = strong_manager.get_tribe_war_plan()
var strong_raiders := _count_raiders(strong_manager)
_check(
(
strong_plan in [SimulationIds.WAR_PLAN_PLANNED, SimulationIds.WAR_PLAN_NONE]
and strong_raiders == 0
),
"A strong village should make the hungry tribe plan but never dare to raid"
)
strong_manager.free()
var weak_manager := _create_manager(983)
_set_all_strength(weak_manager, 1.0)
var weak_outcomes: Array[StringName] = []
weak_manager.war_resolved.connect(func(outcome): weak_outcomes.append(outcome))
for _tick in 200:
weak_manager.simulate_tick()
_check(
weak_manager.get_tribe_war_plan() == SimulationIds.WAR_PLAN_PLANNED,
"A hungry tribe should first watch a weak food-rich village before striking"
)
for _tick in 200:
weak_manager.simulate_tick()
_check(
weak_manager.get_tribe_war_plan() == SimulationIds.WAR_PLAN_RAIDING,
"A weak village with plenty of food should be raided once the tribe commits"
)
_check(_count_raiders(weak_manager) > 0, "The raid should spawn hostile raiders")
var resolved := false
for _tick in 600:
weak_manager.simulate_tick()
if weak_manager.get_tribe_war_plan() != SimulationIds.WAR_PLAN_RAIDING:
resolved = true
break
_check(
resolved and not weak_outcomes.is_empty(),
"The raid should resolve into a war outcome with recorded consequences"
)
weak_manager.free()
func _test_player_combat_and_restore() -> void:
var manager := _create_manager(984)
var wolf_id: StringName = manager.spawn_wolf(Vector3(0.0, 0.0, 0.0))
var wolf: CombatantStateRecord = manager.get_combatant(wolf_id)
_check(
is_equal_approx(manager.player_attack(wolf_id), 24.0),
"The player's sword strike should deal its configured damage"
)
_check(is_equal_approx(wolf.get_health(), 16.0), "The wolf should survive one sword strike")
manager.player_attack(wolf_id)
_check(not wolf.is_alive(), "A second sword strike should kill the wolf")
_check(
_has_event(manager, SimulationIds.EVENT_COMBATANT_KILLED),
"The player's kill should record a combatant_killed fact"
)
_check(
manager.get_living_hostile_combatants().is_empty(),
"The dead wolf should leave the living-hostile set"
)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(985)
_check(
restored.restore_state_from_json(saved_json),
"Combatants and factions should survive schema-v14 save and restore"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and restored.get_faction(SimulationIds.FACTION_TRIBE) != null
and not restored.get_combatant(wolf_id).is_alive()
),
"Restore should preserve combatant health, factions, and checksum"
)
restored.free()
manager.free()
func _set_all_strength(manager: Node, strength: float) -> void:
for npc in manager.npcs:
npc.strength = strength
func _count_raiders(manager: Node) -> int:
var count := 0
for combatant in manager.conflict_system.get_all_combatants():
if combatant.get_kind() == SimulationIds.COMBATANT_KIND_RAIDER:
count += 1
return count
func _has_event(manager: Node, event_type: StringName) -> bool:
for event in manager.economic_events:
if StringName(event.data["event_type"]) == event_type:
return true
return false
func _on_war_resolved(_outcome: StringName) -> void:
war_outcomes.append(_outcome)
func _create_manager(seed_value: int = 981) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _finish() -> void:
if failures.is_empty():
print("[TEST] Conflict and war passed: combat, wolves, motivation, raids")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+1
View File
@@ -0,0 +1 @@
uid://ch6e6vuiek3ju