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