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

This commit is contained in:
Rijad Zuzo
2026-08-11 00:18:39 +02:00
parent f72aa659d2
commit 37f262fb84
20 changed files with 746 additions and 90 deletions
+50 -34
View File
@@ -19,11 +19,9 @@ func _run() -> void:
var bush := (
main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/BerryBush_01") as ResourceNode
)
var tree := main_scene.get_node("JajceWorld/WorldObjects/ResourceNodes/Tree_01") as ResourceNode
simulation_manager.set_process(false)
var bush_state: ResourceStateRecord = simulation_manager.get_resource_state(bush.node_id)
var tree_state: ResourceStateRecord = simulation_manager.get_resource_state(tree.node_id)
bush_state.set_amount_remaining(1.0)
_check(
simulation_manager.reserve_resource(bush.node_id, 999),
@@ -38,8 +36,11 @@ func _run() -> void:
"Player should deplete the nearby bush"
)
_check(
is_equal_approx(simulation_manager.village.food, food_before + 1.0),
"Village should receive exactly the bush's remaining food"
is_equal_approx(
simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD),
1.0
),
"Player harvesting should carry exactly the bush's remaining food"
)
_check(bush_state.get_reserved_by() == -1, "Depletion should release the NPC reservation")
var player_extraction: EconomicEventRecord
@@ -56,8 +57,14 @@ func _run() -> void:
_check(player_depletion != null, "Player depletion should create a structured event")
if player_extraction != null:
_check(
player_extraction.get_world_position().is_equal_approx(bush_event_position),
"Player extraction should preserve the resource interaction position"
(
player_extraction.get_world_position().is_equal_approx(bush_event_position)
and (
StringName(player_extraction.data["destination_id"])
== SimulationIds.PLAYER_INVENTORY_ID
)
),
"Player extraction should preserve the interaction position and name the carried inventory"
)
if player_depletion != null:
_check(
@@ -65,45 +72,54 @@ func _run() -> void:
"Player depletion should preserve the resource interaction position"
)
player.global_position = tree.interaction_point.global_position
var wood_before: float = simulation_manager.village.wood
var tree_before := tree_state.get_amount_remaining()
player.try_interact()
_check(
is_equal_approx(tree_state.get_amount_remaining(), tree_before - tree.yield_per_action),
"Player should extract the tree's configured yield"
)
_check(
is_equal_approx(simulation_manager.village.wood, wood_before + tree.yield_per_action),
"Village should receive exactly the extracted wood"
)
var pantry := (
main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode
)
var pantry_state: StorageStateRecord = simulation_manager.get_pantry()
pantry_state.deposit(SimulationIds.RESOURCE_FOOD, pantry_state.get_available_capacity() - 0.5)
player.global_position = pantry.get_interaction_position()
player.try_interact()
_check(
(
is_equal_approx(simulation_manager.village.food, food_before + 1.0)
and is_equal_approx(
simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
),
0.0
)
),
"Depositing at the pantry should move carried food into the village and empty the player"
)
var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
player.try_interact()
_check(
(
pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < pantry_food_before
and simulation_manager.get_player_state().get_hunger() < 40.0
),
"Player should eat from the typed pantry StorageNode and ease their hunger"
)
pantry_state.deposit(SimulationIds.RESOURCE_FOOD, pantry_state.get_available_capacity())
simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
bush_state.set_amount_remaining(1.0)
player.global_position = bush.interaction_point.global_position
player.try_interact()
_check(
(
is_equal_approx(bush_state.get_amount_remaining(), 0.5)
and is_equal_approx(pantry_state.get_available_capacity(), 0.0)
),
"Player harvesting should leave overflow at its source when storage fills"
)
pantry_state.deposit(SimulationIds.RESOURCE_FOOD, 3.0)
simulation_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
var pantry_food_before := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
player.global_position = pantry.get_interaction_position()
player.try_interact()
_check(
pantry_state.get_amount(SimulationIds.RESOURCE_FOOD) < pantry_food_before,
"Player should eat from the typed pantry StorageNode"
(
is_equal_approx(bush_state.get_amount_remaining(), 0.0)
and is_equal_approx(pantry_state.get_available_capacity(), 0.0)
and is_equal_approx(
simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
),
1.0
)
),
"Player harvesting into a full pantry should leave the unaccepted overflow carried"
)
var guard_site := (
main_scene.get_node("JajceWorld/WorldObjects/ActivitySites/GuardPost") as ActivitySite