feat: wood consumption for patrol and study
Patrol and study now consume 1 wood from the village woodpile on completion, recording an item_consumed economic event. This gives wood a purpose and creates resource pressure between gathering and work-support activities. Familiarity serialization switched from raw Dictionary to sorted Array of {id, score} pairs for deterministic JSON checksum output across save/load.
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@@ -243,9 +243,20 @@ func simulate_tick() -> void:
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print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
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elif (
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completed_task
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not in [SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD]
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not in [
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SimulationIds.ACTION_GATHER_FOOD,
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SimulationIds.ACTION_GATHER_WOOD,
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SimulationIds.ACTION_PATROL,
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SimulationIds.ACTION_STUDY
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]
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):
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village.apply_npc_task(npc)
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elif completed_task == SimulationIds.ACTION_PATROL:
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_consume_wood_for_work(npc, completed_task)
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village.apply_npc_task(npc)
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elif completed_task == SimulationIds.ACTION_STUDY:
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_consume_wood_for_work(npc, completed_task)
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village.apply_npc_task(npc)
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elif debug_logs:
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print(
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"[SimulationManager] ",
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@@ -631,6 +642,25 @@ func deposit_npc_wood(npc: SimNPC) -> float:
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return deposited
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func _consume_wood_for_work(npc: SimNPC, action_id: StringName) -> void:
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var woodpile := get_woodpile()
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if woodpile == null:
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return
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var consumed := woodpile.withdraw(SimulationIds.RESOURCE_WOOD, 1.0)
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_sync_village_wood()
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if consumed >= 1.0:
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_record_economic_event(
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SimulationIds.EVENT_ITEM_CONSUMED,
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npc.id,
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SimulationIds.STORAGE_VILLAGE_WOODPILE,
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&"consumed",
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SimulationIds.RESOURCE_WOOD,
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consumed
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)
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if debug_logs:
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print("[SimulationManager] %s consumed wood for %s" % [npc.npc_name, action_id])
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func withdraw_to_npc(npc: SimNPC, item_id: StringName, amount: float) -> float:
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var withdrawn := get_pantry().withdraw(item_id, amount)
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npc.add_inventory(item_id, withdrawn)
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@@ -46,7 +46,7 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
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"last_task": String(npc.last_task),
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"random_seed": str(npc.random_source.seed),
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"random_state": str(npc.random_source.state),
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"familiarity": npc.familiarity.duplicate(true)
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"familiarity": _sorted_familiarity(npc.familiarity)
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}
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)
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@@ -162,10 +162,26 @@ func restore(debug_logs: bool) -> SimNPC:
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npc.random_source.state = String(data["random_state"]).to_int()
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npc.debug_logs = debug_logs
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var saved_familiarity = data.get("familiarity", {})
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if saved_familiarity is Dictionary:
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if saved_familiarity is Array:
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for pair in saved_familiarity:
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var pair_dict: Dictionary = pair
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npc.familiarity[int(pair_dict["id"])] = float(pair_dict["score"])
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elif saved_familiarity is Dictionary:
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npc.familiarity = saved_familiarity.duplicate(true)
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return npc
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func to_dictionary() -> Dictionary:
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return data.duplicate(true)
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static func _sorted_familiarity(familiarity: Dictionary) -> Array:
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var pairs: Array[Dictionary] = []
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for key in familiarity:
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pairs.append({"id": int(key), "score": float(familiarity[key])})
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pairs.sort_custom(_familiarity_sort)
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return pairs
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static func _familiarity_sort(a: Dictionary, b: Dictionary) -> bool:
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return int(a["id"]) < int(b["id"])
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