feat: let the player live as a citizen with needs and carried inventory
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@@ -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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