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.
This commit is contained in:
2026-07-09 00:16:52 +02:00
parent 595d67724f
commit 2c3890502a
2 changed files with 49 additions and 3 deletions
+31 -1
View File
@@ -243,9 +243,20 @@ func simulate_tick() -> void:
print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
elif (
completed_task
not in [SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD]
not in [
SimulationIds.ACTION_GATHER_FOOD,
SimulationIds.ACTION_GATHER_WOOD,
SimulationIds.ACTION_PATROL,
SimulationIds.ACTION_STUDY
]
):
village.apply_npc_task(npc)
elif completed_task == SimulationIds.ACTION_PATROL:
_consume_wood_for_work(npc, completed_task)
village.apply_npc_task(npc)
elif completed_task == SimulationIds.ACTION_STUDY:
_consume_wood_for_work(npc, completed_task)
village.apply_npc_task(npc)
elif debug_logs:
print(
"[SimulationManager] ",
@@ -631,6 +642,25 @@ func deposit_npc_wood(npc: SimNPC) -> float:
return deposited
func _consume_wood_for_work(npc: SimNPC, action_id: StringName) -> void:
var woodpile := get_woodpile()
if woodpile == null:
return
var consumed := woodpile.withdraw(SimulationIds.RESOURCE_WOOD, 1.0)
_sync_village_wood()
if consumed >= 1.0:
_record_economic_event(
SimulationIds.EVENT_ITEM_CONSUMED,
npc.id,
SimulationIds.STORAGE_VILLAGE_WOODPILE,
&"consumed",
SimulationIds.RESOURCE_WOOD,
consumed
)
if debug_logs:
print("[SimulationManager] %s consumed wood for %s" % [npc.npc_name, action_id])
func withdraw_to_npc(npc: SimNPC, item_id: StringName, amount: float) -> float:
var withdrawn := get_pantry().withdraw(item_id, amount)
npc.add_inventory(item_id, withdrawn)
+18 -2
View File
@@ -46,7 +46,7 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
"last_task": String(npc.last_task),
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state),
"familiarity": npc.familiarity.duplicate(true)
"familiarity": _sorted_familiarity(npc.familiarity)
}
)
@@ -162,10 +162,26 @@ func restore(debug_logs: bool) -> SimNPC:
npc.random_source.state = String(data["random_state"]).to_int()
npc.debug_logs = debug_logs
var saved_familiarity = data.get("familiarity", {})
if saved_familiarity is Dictionary:
if saved_familiarity is Array:
for pair in saved_familiarity:
var pair_dict: Dictionary = pair
npc.familiarity[int(pair_dict["id"])] = float(pair_dict["score"])
elif saved_familiarity is Dictionary:
npc.familiarity = saved_familiarity.duplicate(true)
return npc
func to_dictionary() -> Dictionary:
return data.duplicate(true)
static func _sorted_familiarity(familiarity: Dictionary) -> Array:
var pairs: Array[Dictionary] = []
for key in familiarity:
pairs.append({"id": int(key), "score": float(familiarity[key])})
pairs.sort_custom(_familiarity_sort)
return pairs
static func _familiarity_sort(a: Dictionary, b: Dictionary) -> bool:
return int(a["id"]) < int(b["id"])