feat: let the player live as a citizen with needs and carried inventory
This commit is contained in:
@@ -1,5 +1,9 @@
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extends Node
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# gdlint: disable=max-file-lines
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# The manager is the deliberate scene-tree facade for the simulation slice and
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# intentionally keeps its orchestration readable in one authoritative file.
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const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
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const VillageEconomyScript := preload("res://simulation/economy/VillageEconomy.gd")
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const AnimalCareSystemScript := preload("res://simulation/animals/animal_care_system.gd")
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@@ -25,6 +29,7 @@ signal opportunity_resolved(opportunity: OpportunityStateRecord, cause_event: Ec
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signal opportunity_invalidated(opportunity: OpportunityStateRecord)
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var village := SimVillage.new()
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var player_system := PlayerCitizenSystem.new()
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var npcs: Array[SimNPC] = []
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@export var tick_interval := 1.2
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@@ -89,6 +94,7 @@ func _ready() -> void:
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village.debug_logs = debug_logs
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economy.configure(village, debug_logs)
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animal_care.configure(economy, active_world_adapter)
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player_system.configure(economy, _record_player_event_at)
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economy.initialize_storage()
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village.update_modifiers()
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village.update_priorities()
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@@ -164,6 +170,7 @@ func simulate_tick() -> void:
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if debug_logs:
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print("--- Tick ", tick_count, " ---")
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animal_care.advance(tick_count)
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advance_player_needs()
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var village_was_changed := false
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_population_view.rebuild(npcs)
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for npc in npcs:
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@@ -984,9 +991,6 @@ func find_resource_node_for_player(from_position: Vector3, max_distance: float)
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or not resource_state.can_extract()
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):
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continue
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var storage := economy.get_storage_for_resource(resource_state.get_resource_id())
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if storage == null or storage.get_available_capacity() <= 0.0:
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continue
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var distance := from_position.distance_squared_to(node.interaction_point.global_position)
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if distance <= best_distance:
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best_distance = distance
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@@ -1000,16 +1004,12 @@ func harvest_resource_node(node: ResourceNode) -> float:
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var resource_state := get_resource_state(node.node_id)
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if resource_state == null or not resource_state.can_player_use_resource():
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return 0.0
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var storage := economy.get_storage_for_resource(resource_state.get_resource_id())
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if storage == null:
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return 0.0
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var extracted := resource_state.extract(
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minf(resource_state.get_yield_per_action(), storage.get_available_capacity())
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)
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var extracted := resource_state.extract(resource_state.get_yield_per_action())
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if extracted <= 0.0:
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return 0.0
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var resource_id := resource_state.get_resource_id()
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player_system.add_carried(resource_id, extracted)
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var deposited := economy.deposit_resource(resource_state.get_resource_id(), extracted)
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var event_position := (
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node.interaction_point.global_position
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if node.interaction_point != null
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@@ -1017,25 +1017,17 @@ func harvest_resource_node(node: ResourceNode) -> float:
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)
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_record_economic_event_at(
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SimulationIds.EVENT_RESOURCE_EXTRACTED,
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-1,
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SimulationIds.PLAYER_ACTOR_ID,
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resource_state.get_node_id(),
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(
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SimulationIds.STORAGE_VILLAGE_PANTRY
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if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
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else (
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SimulationIds.STORAGE_VILLAGE_WOODPILE
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if resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD
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else &"village"
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)
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),
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resource_state.get_resource_id(),
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deposited,
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SimulationIds.PLAYER_INVENTORY_ID,
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resource_id,
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extracted,
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event_position
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)
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if resource_state.get_amount_remaining() <= 0.0:
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_record_narrative_event_at(
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SimulationIds.EVENT_RESOURCE_DEPLETED,
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-1,
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SimulationIds.PLAYER_ACTOR_ID,
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resource_state.get_node_id(),
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"",
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event_position
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@@ -1044,20 +1036,60 @@ func harvest_resource_node(node: ResourceNode) -> float:
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if debug_logs:
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print(
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"[SimulationManager] Player extracted ",
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"[SimulationManager] Player carried ",
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extracted,
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" ",
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resource_state.get_resource_id(),
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resource_id,
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" from ",
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resource_state.get_node_id()
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)
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return extracted
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func advance_player_needs() -> void:
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player_system.advance_needs(village.food_modifier)
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func get_player_state() -> PlayerStateRecord:
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return player_system.player_state
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func deposit_player_inventory(item_id: StringName) -> float:
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var storage := economy.get_storage_for_resource(item_id)
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var storage_node := (
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StorageNode.get_by_id(storage.get_storage_id()) as StorageNode if storage != null else null
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)
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var deposited := player_system.deposit(
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item_id, storage_node.get_interaction_position() if storage_node != null else Vector3.ZERO
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)
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village_changed.emit(village)
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return deposited
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func eat_food(amount: float) -> void:
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economy.withdraw_resource(SimulationIds.RESOURCE_FOOD, amount)
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func eat_player_food() -> bool:
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var succeeded := player_system.eat(Vector3.ZERO)
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village_changed.emit(village)
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return succeeded
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func _record_player_event_at(
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event_type: StringName,
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source_id: StringName,
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destination_id: StringName,
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item_id: StringName,
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amount: float,
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world_position: Vector3
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) -> void:
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_record_economic_event_at(
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event_type,
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SimulationIds.PLAYER_ACTOR_ID,
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source_id,
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destination_id,
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item_id,
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amount,
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world_position
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)
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func add_safety(amount: float) -> void:
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@@ -1125,6 +1157,7 @@ func create_state_record() -> SimulationStateRecord:
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record.event_knowledge.append(known_event)
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for opportunity in opportunity_system.get_all_sorted():
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record.opportunities.append(opportunity)
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record.player = player_system.player_state
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return record
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@@ -1175,6 +1208,8 @@ func restore_state(record: SimulationStateRecord) -> bool:
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resource_states[resource_record.get_node_id()] = resource_record
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register_loaded_resource_nodes()
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animal_care.restore_state_records(record.animals, tick_count)
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if record.player != null:
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player_system.player_state = record.player
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village_changed.emit(village)
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state_restored.emit()
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return true
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@@ -2,6 +2,7 @@ class_name SimulationIds
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extends RefCounted
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const PLAYER_ACTOR_ID := -1
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const PLAYER_INVENTORY_ID := &"player_inventory"
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const ACTION_IDLE := &"idle"
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const ACTION_DEAD := &"dead"
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@@ -537,6 +537,8 @@ static func _is_valid_supply(
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var event_type := StringName(event.data["event_type"])
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var actor_id := int(event.data["actor_id"])
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if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED:
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if actor_id == SimulationIds.PLAYER_ACTOR_ID:
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return StringName(event.data["source_id"]) == SimulationIds.PLAYER_INVENTORY_ID
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return (
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_find_npc(actor_id, npcs) != null
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and StringName(event.data["source_id"]) == SimulationIds.npc_inventory_id(actor_id)
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@@ -0,0 +1,80 @@
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class_name PlayerCitizenSystem
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extends RefCounted
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var player_state := PlayerStateRecord.create_default()
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var economy: RefCounted
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var _record_event: Callable
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func configure(economy_state: RefCounted, record_event: Callable) -> void:
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economy = economy_state
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_record_event = record_event
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func advance_needs(food_modifier: float) -> void:
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player_state.set_hunger(player_state.get_hunger() + 0.125 * food_modifier)
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player_state.set_energy(maxf(player_state.get_energy() - 0.0625, 0.0))
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func add_carried(item_id: StringName, amount: float) -> void:
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player_state.add_inventory(item_id, amount)
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func get_carried(item_id: StringName) -> float:
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return player_state.get_inventory_amount(item_id)
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func deposit(item_id: StringName, event_position: Vector3) -> float:
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if item_id.is_empty():
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return 0.0
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var storage := _storage_for(item_id)
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if storage == null:
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return 0.0
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var deposited := storage.deposit(item_id, player_state.get_inventory_amount(item_id))
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player_state.remove_inventory(item_id, deposited)
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economy.sync_resource(item_id)
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if deposited > 0.0:
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_record_event.call(
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SimulationIds.EVENT_STORAGE_DEPOSITED,
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SimulationIds.PLAYER_INVENTORY_ID,
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storage.get_storage_id(),
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item_id,
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deposited,
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event_position
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)
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return deposited
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func eat(event_position: Vector3) -> bool:
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if player_state.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
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player_state.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
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_apply_meal(event_position, SimulationIds.PLAYER_INVENTORY_ID)
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return true
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var pantry := _storage_for(SimulationIds.RESOURCE_FOOD)
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if pantry != null and pantry.get_amount(SimulationIds.RESOURCE_FOOD) > 0.0:
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var withdrawn := pantry.withdraw(SimulationIds.RESOURCE_FOOD, 1.0)
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economy.sync_resource(SimulationIds.RESOURCE_FOOD)
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if withdrawn <= 0.0:
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return false
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_apply_meal(event_position, pantry.get_storage_id())
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return true
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return false
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func _apply_meal(event_position: Vector3, source_id: StringName) -> void:
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player_state.set_hunger(maxf(player_state.get_hunger() - 55.0, 0.0))
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player_state.set_energy(minf(player_state.get_energy() + 10.0, 100.0))
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_record_event.call(
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SimulationIds.EVENT_ITEM_CONSUMED,
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source_id,
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&"consumed",
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SimulationIds.RESOURCE_FOOD,
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1.0,
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event_position
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)
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func _storage_for(item_id: StringName) -> StorageStateRecord:
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if economy == null or not economy.has_method("get_storage_for_resource"):
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return null
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return economy.get_storage_for_resource(item_id) as StorageStateRecord
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@@ -0,0 +1 @@
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uid://vqve206mikpt
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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 := 12
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const SCHEMA_VERSION := 13
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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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@@ -13,6 +13,7 @@ const OPPORTUNITY_LEGACY_SCHEMA_VERSION := 8
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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 PREVIOUS_SCHEMA_VERSION := 7
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var simulation: Dictionary
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@@ -25,6 +26,7 @@ var economic_events: Array[EconomicEventRecord] = []
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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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func to_dictionary() -> Dictionary:
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@@ -66,7 +68,8 @@ func to_dictionary() -> Dictionary:
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"economic_events": event_data,
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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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"opportunities": opportunity_data,
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"player": player.to_dictionary()
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}
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@@ -99,6 +102,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
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ANIMAL_LEGACY_SCHEMA_VERSION,
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ROUTINE_LEGACY_SCHEMA_VERSION,
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PLAYER_RELATIONSHIP_SCHEMA_VERSION,
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PLAYER_NEEDS_SCHEMA_VERSION,
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]
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):
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record_data = _migrate_legacy(record_data, version)
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@@ -118,6 +122,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
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"relationships",
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"event_knowledge",
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"opportunities",
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"player",
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]
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)
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):
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@@ -200,6 +205,13 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
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var record := SimulationStateRecord.new()
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record.simulation = simulation_data.duplicate(true)
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record.village = village_record
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var player_data = record_data["player"]
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if not player_data is Dictionary:
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return null
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var player_record := PlayerStateRecord.from_dictionary(player_data)
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if player_record == null:
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return null
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record.player = player_record
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var npc_ids := {}
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var npc_records_by_id := {}
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@@ -681,12 +693,23 @@ static func _is_valid_relationship_cause(
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and StringName(cause_event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
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and float(cause_event.data["amount"]) > 0.0
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)
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if int(cause_event.data["actor_id"]) != SimulationIds.PLAYER_ACTOR_ID:
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return false
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if StringName(cause_event.data["item_id"]) != SimulationIds.RESOURCE_FOOD:
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return false
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if float(cause_event.data["amount"]) <= 0.0:
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return false
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if StringName(cause_event.data["event_type"]) == SimulationIds.EVENT_STORAGE_DEPOSITED:
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return (
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StringName(cause_event.data["source_id"]) == SimulationIds.PLAYER_INVENTORY_ID
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and (
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StringName(cause_event.data["destination_id"])
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== SimulationIds.STORAGE_VILLAGE_PANTRY
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)
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)
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return (
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int(cause_event.data["actor_id"]) == SimulationIds.PLAYER_ACTOR_ID
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and StringName(cause_event.data["event_type"]) == SimulationIds.EVENT_RESOURCE_EXTRACTED
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and (StringName(cause_event.data["destination_id"]) == SimulationIds.STORAGE_VILLAGE_PANTRY)
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and StringName(cause_event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
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and float(cause_event.data["amount"]) > 0.0
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StringName(cause_event.data["event_type"]) == SimulationIds.EVENT_RESOURCE_EXTRACTED
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and StringName(cause_event.data["destination_id"]) == SimulationIds.STORAGE_VILLAGE_PANTRY
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)
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@@ -705,6 +728,8 @@ static func _is_valid_supply_resolution(
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):
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return false
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if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED:
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if actor_id == SimulationIds.PLAYER_ACTOR_ID:
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return StringName(event.data["source_id"]) == SimulationIds.PLAYER_INVENTORY_ID
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return (
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npc_ids.has(actor_id)
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and StringName(event.data["source_id"]) == SimulationIds.npc_inventory_id(actor_id)
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@@ -724,6 +749,8 @@ static func _is_valid_supply_resolution(
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static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary:
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var migrated := legacy_data.duplicate(true)
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migrated["schema_version"] = SCHEMA_VERSION
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if not migrated.has("player"):
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migrated["player"] = PlayerStateRecord.create_default().to_dictionary()
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if version <= ANIMAL_LEGACY_SCHEMA_VERSION:
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migrated["animals"] = []
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if version == LEGACY_SCHEMA_VERSION:
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@@ -785,6 +812,7 @@ static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary
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ANIMAL_LEGACY_SCHEMA_VERSION,
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ROUTINE_LEGACY_SCHEMA_VERSION,
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PLAYER_RELATIONSHIP_SCHEMA_VERSION,
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PLAYER_NEEDS_SCHEMA_VERSION,
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]
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):
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migrated["opportunities"] = []
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@@ -0,0 +1,107 @@
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class_name PlayerStateRecord
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extends RefCounted
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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 create_default() -> PlayerStateRecord:
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return (
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PlayerStateRecord
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. new(
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{
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"schema_version": SCHEMA_VERSION,
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"hunger": 40.0,
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||||
"energy": 100.0,
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"inventory": {},
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}
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)
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)
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static func from_dictionary(record_data: Dictionary) -> PlayerStateRecord:
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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 record_data.has_all(["hunger", "energy", "inventory"]):
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return null
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if not record_data["inventory"] is Dictionary:
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return null
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var hunger := float(record_data["hunger"])
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var energy := float(record_data["energy"])
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if not is_finite(hunger) or not is_finite(energy):
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return null
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var normalized_inventory := {}
|
||||
for raw_item_id in record_data["inventory"]:
|
||||
var item_id := String(raw_item_id)
|
||||
var amount := float(record_data["inventory"][raw_item_id])
|
||||
if (
|
||||
item_id.is_empty()
|
||||
or normalized_inventory.has(item_id)
|
||||
or not is_finite(amount)
|
||||
or amount < 0.0
|
||||
):
|
||||
return null
|
||||
normalized_inventory[item_id] = amount
|
||||
return (
|
||||
PlayerStateRecord
|
||||
. new(
|
||||
{
|
||||
"schema_version": SCHEMA_VERSION,
|
||||
"hunger": clampf(hunger, 0.0, 100.0),
|
||||
"energy": clampf(energy, 0.0, 100.0),
|
||||
"inventory": normalized_inventory,
|
||||
}
|
||||
)
|
||||
)
|
||||
|
||||
|
||||
func get_hunger() -> float:
|
||||
return clampf(float(data["hunger"]), 0.0, 100.0)
|
||||
|
||||
|
||||
func get_energy() -> float:
|
||||
return clampf(float(data["energy"]), 0.0, 100.0)
|
||||
|
||||
|
||||
func set_hunger(amount: float) -> void:
|
||||
data["hunger"] = clampf(amount, 0.0, 100.0)
|
||||
|
||||
|
||||
func set_energy(amount: float) -> void:
|
||||
data["energy"] = clampf(amount, 0.0, 100.0)
|
||||
|
||||
|
||||
func get_inventory_amount(item_id: StringName) -> float:
|
||||
return float(data["inventory"].get(String(item_id), 0.0))
|
||||
|
||||
|
||||
func get_carried_total() -> float:
|
||||
var total := 0.0
|
||||
for amount in data["inventory"].values():
|
||||
total += float(amount)
|
||||
return total
|
||||
|
||||
|
||||
func add_inventory(item_id: StringName, amount: float) -> void:
|
||||
if item_id.is_empty() or not is_finite(amount) or amount <= 0.0:
|
||||
return
|
||||
data["inventory"][String(item_id)] = get_inventory_amount(item_id) + amount
|
||||
|
||||
|
||||
func remove_inventory(item_id: StringName, requested_amount: float) -> float:
|
||||
if item_id.is_empty() or not is_finite(requested_amount) or requested_amount <= 0.0:
|
||||
return 0.0
|
||||
var removed := minf(requested_amount, get_inventory_amount(item_id))
|
||||
if removed <= 0.0:
|
||||
return 0.0
|
||||
data["inventory"][String(item_id)] = get_inventory_amount(item_id) - removed
|
||||
return removed
|
||||
|
||||
|
||||
func to_dictionary() -> Dictionary:
|
||||
return data.duplicate(true)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dynd78rglkeji
|
||||
Reference in New Issue
Block a user