style: apply gdformat formatting across the entire project
Auto-format all GDScript files using gdformat from gdtoolkit. This is a baseline formatting pass to ensure consistent style: - Normalizes indentation and spacing - Wraps long lines to 100 characters - Removes trailing whitespace - Standardizes blank lines between functions 68 files reformatted, 8 files left unchanged (3rd-party addon files with parse errors excluded).
This commit is contained in:
+161
-145
@@ -1,10 +1,6 @@
|
||||
extends Node
|
||||
|
||||
signal npc_task_changed(
|
||||
npc: SimNPC,
|
||||
old_task: StringName,
|
||||
new_task: StringName
|
||||
)
|
||||
signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
|
||||
signal village_changed(village: SimVillage)
|
||||
signal npc_died(npc: SimNPC)
|
||||
signal npc_target_requested(npc: SimNPC)
|
||||
@@ -32,9 +28,8 @@ var action_selector := ActionSelectionSystem.new()
|
||||
var action_executor := ActionExecutionSystem.new()
|
||||
var target_resolver := ActionTargetResolver.new()
|
||||
|
||||
var names := [
|
||||
"Amina", "Tarik", "Jasmin"
|
||||
]
|
||||
var names := ["Amina", "Tarik", "Jasmin"]
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("simulation_manager")
|
||||
@@ -53,20 +48,19 @@ func _ready() -> void:
|
||||
call_deferred("register_loaded_resource_nodes")
|
||||
if debug_logs:
|
||||
print("--- Simulation started ---")
|
||||
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
var ticks_due := clock.advance(delta)
|
||||
for tick in ticks_due:
|
||||
simulate_tick()
|
||||
|
||||
|
||||
func generate_npcs() -> void:
|
||||
var profession_ids := SimulationDefinitions.get_profession_ids()
|
||||
for i in range(names.size()):
|
||||
var npc_random := _create_random_source(i, 0)
|
||||
var profession_index := npc_random.randi_range(
|
||||
0,
|
||||
profession_ids.size() - 1
|
||||
)
|
||||
var profession_index := npc_random.randi_range(0, profession_ids.size() - 1)
|
||||
var npc := SimNPC.new(
|
||||
i,
|
||||
names[i],
|
||||
@@ -80,21 +74,20 @@ func generate_npcs() -> void:
|
||||
npcs.append(npc)
|
||||
wander_random_sources[i] = _create_random_source(i, 1)
|
||||
|
||||
|
||||
func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator:
|
||||
var source := RandomNumberGenerator.new()
|
||||
source.seed = simulation_seed + (npc_id + 1) * 1000003 + stream_id * 7919
|
||||
return source
|
||||
|
||||
|
||||
func get_wander_offset(npc_id: int) -> Vector3:
|
||||
var source: RandomNumberGenerator = wander_random_sources.get(npc_id)
|
||||
if source == null:
|
||||
source = _create_random_source(npc_id, 1)
|
||||
wander_random_sources[npc_id] = source
|
||||
return Vector3(
|
||||
source.randf_range(-6.0, 6.0),
|
||||
0.0,
|
||||
source.randf_range(-6.0, 6.0)
|
||||
)
|
||||
return Vector3(source.randf_range(-6.0, 6.0), 0.0, source.randf_range(-6.0, 6.0))
|
||||
|
||||
|
||||
func simulate_tick() -> void:
|
||||
tick_count += 1
|
||||
@@ -113,21 +106,12 @@ func simulate_tick() -> void:
|
||||
action_executor.advance_npc(npc, village)
|
||||
if (
|
||||
not npc.is_dead
|
||||
and old_state in [
|
||||
SimNPC.TASK_STATE_IDLE,
|
||||
SimNPC.TASK_STATE_COMPLETE
|
||||
]
|
||||
and npc.task_state in [
|
||||
SimNPC.TASK_STATE_IDLE,
|
||||
SimNPC.TASK_STATE_COMPLETE
|
||||
]
|
||||
and old_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
|
||||
and npc.task_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
|
||||
):
|
||||
var selection := action_selector.select_action(npc, village)
|
||||
if selection != null:
|
||||
npc.set_task(
|
||||
selection.action_id,
|
||||
selection.duration_override
|
||||
)
|
||||
npc.set_task(selection.action_id, selection.duration_override)
|
||||
|
||||
if old_task != npc.current_task and old_target != &"":
|
||||
release_npc_reservation(npc.id)
|
||||
@@ -147,45 +131,36 @@ func simulate_tick() -> void:
|
||||
|
||||
if not was_complete and npc.task_complete and not npc.is_dead:
|
||||
var completed_task := npc.current_task
|
||||
var completed_definition := SimulationDefinitions.get_action(
|
||||
completed_task
|
||||
)
|
||||
var completed_definition := SimulationDefinitions.get_action(completed_task)
|
||||
if (
|
||||
npc.target_id != &""
|
||||
and completed_definition != null
|
||||
and completed_definition.target_type == SimulationIds.TARGET_RESOURCE
|
||||
):
|
||||
var resource_state := get_resource_state(npc.target_id)
|
||||
if (
|
||||
resource_state != null
|
||||
and resource_state.get_reserved_by() == npc.id
|
||||
):
|
||||
if resource_state != null and resource_state.get_reserved_by() == npc.id:
|
||||
var extracted := resource_state.extract()
|
||||
if extracted > 0:
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
|
||||
npc.add_inventory(
|
||||
SimulationIds.RESOURCE_FOOD,
|
||||
extracted
|
||||
)
|
||||
npc.add_inventory(SimulationIds.RESOURCE_FOOD, extracted)
|
||||
npc_inventory_changed.emit(
|
||||
npc,
|
||||
SimulationIds.RESOURCE_FOOD,
|
||||
npc.get_inventory_amount(
|
||||
SimulationIds.RESOURCE_FOOD
|
||||
)
|
||||
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
|
||||
)
|
||||
else:
|
||||
village.apply_resource_delta(
|
||||
resource_state.get_resource_id(),
|
||||
extracted
|
||||
resource_state.get_resource_id(), extracted
|
||||
)
|
||||
_record_economic_event(
|
||||
SimulationIds.EVENT_RESOURCE_EXTRACTED,
|
||||
npc.id,
|
||||
resource_state.get_node_id(),
|
||||
_npc_inventory_id(npc.id)
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
|
||||
else &"village",
|
||||
(
|
||||
_npc_inventory_id(npc.id)
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
|
||||
else &"village"
|
||||
),
|
||||
resource_state.get_resource_id(),
|
||||
extracted
|
||||
)
|
||||
@@ -201,7 +176,13 @@ func simulate_tick() -> void:
|
||||
resource_state.get_node_id()
|
||||
)
|
||||
elif debug_logs:
|
||||
print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid")
|
||||
print(
|
||||
"[SimulationManager] ",
|
||||
npc.npc_name,
|
||||
" could not complete ",
|
||||
completed_task,
|
||||
": target reservation was invalid"
|
||||
)
|
||||
release_npc_reservation(npc.id)
|
||||
elif completed_task == SimulationIds.ACTION_DEPOSIT_FOOD:
|
||||
deposit_npc_inventory(npc, SimulationIds.RESOURCE_FOOD)
|
||||
@@ -209,13 +190,19 @@ func simulate_tick() -> void:
|
||||
withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0)
|
||||
elif completed_task == SimulationIds.ACTION_EAT:
|
||||
consume_npc_food(npc)
|
||||
elif completed_task not in [
|
||||
SimulationIds.ACTION_GATHER_FOOD,
|
||||
SimulationIds.ACTION_GATHER_WOOD
|
||||
]:
|
||||
elif (
|
||||
completed_task
|
||||
not in [SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD]
|
||||
):
|
||||
village.apply_npc_task(npc)
|
||||
elif debug_logs:
|
||||
print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": no resource target")
|
||||
print(
|
||||
"[SimulationManager] ",
|
||||
npc.npc_name,
|
||||
" could not complete ",
|
||||
completed_task,
|
||||
": no resource target"
|
||||
)
|
||||
|
||||
village_was_changed = true
|
||||
|
||||
@@ -254,20 +241,29 @@ func simulate_tick() -> void:
|
||||
)
|
||||
|
||||
if old_state != npc.task_state:
|
||||
print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
|
||||
print(
|
||||
"[SimulationManager] State changed: ",
|
||||
npc.npc_name,
|
||||
" ",
|
||||
old_state,
|
||||
" -> ",
|
||||
npc.task_state
|
||||
)
|
||||
|
||||
if village_was_changed:
|
||||
village_changed.emit(village)
|
||||
|
||||
if debug_logs:
|
||||
print(village.get_summary())
|
||||
|
||||
|
||||
|
||||
func set_npc_target_id(npc_id: int, target_id: StringName) -> void:
|
||||
for npc in npcs:
|
||||
if npc.id == npc_id:
|
||||
npc.target_id = target_id
|
||||
return
|
||||
|
||||
|
||||
func release_npc_reservation(npc_id: int) -> void:
|
||||
for npc in npcs:
|
||||
if npc.id == npc_id:
|
||||
@@ -278,6 +274,7 @@ func release_npc_reservation(npc_id: int) -> void:
|
||||
npc.target_id = &""
|
||||
return
|
||||
|
||||
|
||||
func notify_npc_arrived(npc_id: int) -> void:
|
||||
for npc in npcs:
|
||||
if npc.id == npc_id:
|
||||
@@ -285,9 +282,7 @@ func notify_npc_arrived(npc_id: int) -> void:
|
||||
return
|
||||
|
||||
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
|
||||
var definition := SimulationDefinitions.get_action(
|
||||
npc.current_task
|
||||
)
|
||||
var definition := SimulationDefinitions.get_action(npc.current_task)
|
||||
if (
|
||||
npc.target_id != &""
|
||||
and definition != null
|
||||
@@ -300,7 +295,13 @@ func notify_npc_arrived(npc_id: int) -> void:
|
||||
or resource_state.get_reserved_by() != npc.id
|
||||
):
|
||||
if debug_logs:
|
||||
print("[SimulationManager] ", npc.npc_name, " arrived but target ", npc.target_id, " is unavailable, replanning")
|
||||
print(
|
||||
"[SimulationManager] ",
|
||||
npc.npc_name,
|
||||
" arrived but target ",
|
||||
npc.target_id,
|
||||
" is unavailable, replanning"
|
||||
)
|
||||
notify_npc_navigation_failed(npc.id)
|
||||
return
|
||||
|
||||
@@ -308,9 +309,15 @@ func notify_npc_arrived(npc_id: int) -> void:
|
||||
npc.start_working()
|
||||
|
||||
if debug_logs:
|
||||
print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
|
||||
print(
|
||||
"[SimulationManager] ",
|
||||
npc.npc_name,
|
||||
" arrived and started working on: ",
|
||||
npc.current_task
|
||||
)
|
||||
return
|
||||
|
||||
|
||||
func notify_npc_navigation_failed(npc_id: int) -> void:
|
||||
for npc in npcs:
|
||||
if npc.id != npc_id:
|
||||
@@ -326,12 +333,20 @@ func notify_npc_navigation_failed(npc_id: int) -> void:
|
||||
npc_target_requested.emit(npc)
|
||||
|
||||
if debug_logs:
|
||||
print("[SimulationManager] ", npc.npc_name, " could not navigate for ", failed_task, " and is trying a wander target")
|
||||
print(
|
||||
"[SimulationManager] ",
|
||||
npc.npc_name,
|
||||
" could not navigate for ",
|
||||
failed_task,
|
||||
" and is trying a wander target"
|
||||
)
|
||||
return
|
||||
|
||||
|
||||
func notify_npc_target_unavailable(npc_id: int) -> void:
|
||||
notify_npc_navigation_failed(npc_id)
|
||||
|
||||
|
||||
func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
|
||||
if active_world_adapter == null:
|
||||
push_error("SimulationManager: active_world_adapter is missing")
|
||||
@@ -341,12 +356,7 @@ func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
|
||||
continue
|
||||
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
|
||||
return false
|
||||
var result := target_resolver.resolve(
|
||||
npc,
|
||||
origin,
|
||||
self,
|
||||
active_world_adapter
|
||||
)
|
||||
var result := target_resolver.resolve(npc, origin, self, active_world_adapter)
|
||||
if result.is_empty():
|
||||
notify_npc_target_unavailable(npc.id)
|
||||
return false
|
||||
@@ -357,6 +367,7 @@ func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func request_current_travel(npc_id: int) -> bool:
|
||||
for npc in npcs:
|
||||
if npc.id != npc_id:
|
||||
@@ -370,6 +381,7 @@ func request_current_travel(npc_id: int) -> bool:
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
|
||||
for npc in npcs:
|
||||
if npc.id == npc_id:
|
||||
@@ -377,9 +389,11 @@ func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
func _npc_inventory_id(npc_id: int) -> StringName:
|
||||
return StringName("npc_%d_inventory" % npc_id)
|
||||
|
||||
|
||||
func _record_economic_event(
|
||||
event_type: StringName,
|
||||
actor_id: int,
|
||||
@@ -391,35 +405,26 @@ func _record_economic_event(
|
||||
if amount <= 0.0:
|
||||
return
|
||||
var event := EconomicEventRecord.create(
|
||||
next_event_id,
|
||||
event_type,
|
||||
tick_count,
|
||||
actor_id,
|
||||
source_id,
|
||||
destination_id,
|
||||
item_id,
|
||||
amount
|
||||
next_event_id, event_type, tick_count, actor_id, source_id, destination_id, item_id, amount
|
||||
)
|
||||
next_event_id += 1
|
||||
economic_events.append(event)
|
||||
economic_event_recorded.emit(event)
|
||||
|
||||
|
||||
func _initialize_storage() -> void:
|
||||
if storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
|
||||
_sync_village_food()
|
||||
return
|
||||
storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (
|
||||
StorageStateRecord.create(
|
||||
SimulationIds.STORAGE_VILLAGE_PANTRY,
|
||||
{String(SimulationIds.RESOURCE_FOOD): village.food}
|
||||
)
|
||||
)
|
||||
storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
|
||||
SimulationIds.STORAGE_VILLAGE_PANTRY, {String(SimulationIds.RESOURCE_FOOD): village.food}
|
||||
))
|
||||
_sync_village_food()
|
||||
|
||||
|
||||
func get_pantry() -> StorageStateRecord:
|
||||
return storage_states.get(
|
||||
SimulationIds.STORAGE_VILLAGE_PANTRY
|
||||
) as StorageStateRecord
|
||||
return storage_states.get(SimulationIds.STORAGE_VILLAGE_PANTRY) as StorageStateRecord
|
||||
|
||||
|
||||
func _sync_village_food() -> void:
|
||||
var pantry := get_pantry()
|
||||
@@ -428,6 +433,7 @@ func _sync_village_food() -> void:
|
||||
village.update_modifiers()
|
||||
village.update_priorities()
|
||||
|
||||
|
||||
func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
|
||||
var available := npc.get_inventory_amount(item_id)
|
||||
var deposited := get_pantry().deposit(item_id, available)
|
||||
@@ -445,11 +451,8 @@ func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
|
||||
)
|
||||
return deposited
|
||||
|
||||
func withdraw_to_npc(
|
||||
npc: SimNPC,
|
||||
item_id: StringName,
|
||||
amount: float
|
||||
) -> float:
|
||||
|
||||
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)
|
||||
_sync_village_food()
|
||||
@@ -465,6 +468,7 @@ func withdraw_to_npc(
|
||||
)
|
||||
return withdrawn
|
||||
|
||||
|
||||
func consume_npc_food(npc: SimNPC) -> bool:
|
||||
if npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0) < 1.0:
|
||||
npc.hunger = minf(npc.hunger + 5.0, 100.0)
|
||||
@@ -474,9 +478,7 @@ func consume_npc_food(npc: SimNPC) -> bool:
|
||||
npc.starvation_ticks = 0
|
||||
npc.is_starving = npc.hunger >= 90.0
|
||||
npc_inventory_changed.emit(
|
||||
npc,
|
||||
SimulationIds.RESOURCE_FOOD,
|
||||
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
|
||||
npc, SimulationIds.RESOURCE_FOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
|
||||
)
|
||||
_record_economic_event(
|
||||
SimulationIds.EVENT_ITEM_CONSUMED,
|
||||
@@ -488,10 +490,12 @@ func consume_npc_food(npc: SimNPC) -> bool:
|
||||
)
|
||||
return true
|
||||
|
||||
|
||||
func register_loaded_resource_nodes() -> void:
|
||||
for node in ResourceNode.get_all():
|
||||
register_resource_node(node)
|
||||
|
||||
|
||||
func register_resource_node(node: ResourceNode) -> bool:
|
||||
if node == null or node.node_id.is_empty():
|
||||
return false
|
||||
@@ -502,8 +506,10 @@ func register_resource_node(node: ResourceNode) -> bool:
|
||||
or action_definition.resource_action_id != node.action_id
|
||||
):
|
||||
push_error(
|
||||
"SimulationManager: ResourceNode '%s' has invalid action_id '%s'"
|
||||
% [node.node_id, node.action_id]
|
||||
(
|
||||
"SimulationManager: ResourceNode '%s' has invalid action_id '%s'"
|
||||
% [node.node_id, node.action_id]
|
||||
)
|
||||
)
|
||||
return false
|
||||
var resource_state := get_resource_state(node.node_id)
|
||||
@@ -511,46 +517,40 @@ func register_resource_node(node: ResourceNode) -> bool:
|
||||
resource_state = ResourceStateRecord.create_from_node(node)
|
||||
resource_states[node.node_id] = resource_state
|
||||
elif not resource_state.apply_definition(node):
|
||||
push_error(
|
||||
"SimulationManager: ResourceNode definition mismatch for '%s'"
|
||||
% node.node_id
|
||||
)
|
||||
push_error("SimulationManager: ResourceNode definition mismatch for '%s'" % node.node_id)
|
||||
return false
|
||||
return node.bind_state(resource_state)
|
||||
|
||||
|
||||
func get_resource_state(node_id: StringName) -> ResourceStateRecord:
|
||||
return resource_states.get(node_id) as ResourceStateRecord
|
||||
|
||||
|
||||
func reserve_resource(node_id: StringName, agent_id: int) -> bool:
|
||||
var resource_state := get_resource_state(node_id)
|
||||
return resource_state != null and resource_state.reserve(agent_id)
|
||||
|
||||
|
||||
func release_resource(node_id: StringName, agent_id: int) -> void:
|
||||
var resource_state := get_resource_state(node_id)
|
||||
if resource_state != null:
|
||||
resource_state.release(agent_id)
|
||||
|
||||
func find_resource_node_for_player(
|
||||
from_position: Vector3,
|
||||
max_distance: float
|
||||
) -> ResourceNode:
|
||||
|
||||
func find_resource_node_for_player(from_position: Vector3, max_distance: float) -> ResourceNode:
|
||||
var best: ResourceNode
|
||||
var best_distance := max_distance * max_distance
|
||||
for node in ResourceNode.get_all():
|
||||
var resource_state := get_resource_state(node.node_id)
|
||||
if (
|
||||
resource_state == null
|
||||
or not resource_state.can_player_use_resource()
|
||||
):
|
||||
if resource_state == null or not resource_state.can_player_use_resource():
|
||||
continue
|
||||
var distance := from_position.distance_squared_to(
|
||||
node.interaction_point.global_position
|
||||
)
|
||||
var distance := from_position.distance_squared_to(node.interaction_point.global_position)
|
||||
if distance <= best_distance:
|
||||
best_distance = distance
|
||||
best = node
|
||||
return best
|
||||
|
||||
|
||||
func harvest_resource_node(node: ResourceNode) -> float:
|
||||
if node == null:
|
||||
return 0.0
|
||||
@@ -570,9 +570,11 @@ func harvest_resource_node(node: ResourceNode) -> float:
|
||||
SimulationIds.EVENT_RESOURCE_EXTRACTED,
|
||||
-1,
|
||||
resource_state.get_node_id(),
|
||||
SimulationIds.STORAGE_VILLAGE_PANTRY
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
|
||||
else &"village",
|
||||
(
|
||||
SimulationIds.STORAGE_VILLAGE_PANTRY
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
|
||||
else &"village"
|
||||
),
|
||||
resource_state.get_resource_id(),
|
||||
extracted
|
||||
)
|
||||
@@ -590,11 +592,13 @@ func harvest_resource_node(node: ResourceNode) -> float:
|
||||
|
||||
return extracted
|
||||
|
||||
|
||||
func eat_food(amount: float) -> void:
|
||||
get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, amount)
|
||||
_sync_village_food()
|
||||
village_changed.emit(village)
|
||||
|
||||
|
||||
|
||||
func add_food(amount: float) -> void:
|
||||
if amount >= 0.0:
|
||||
get_pantry().deposit(SimulationIds.RESOURCE_FOOD, amount)
|
||||
@@ -603,18 +607,22 @@ func add_food(amount: float) -> void:
|
||||
_sync_village_food()
|
||||
village_changed.emit(village)
|
||||
|
||||
|
||||
func add_wood(amount: float) -> void:
|
||||
village.apply_resource_delta(&"wood", amount)
|
||||
village_changed.emit(village)
|
||||
|
||||
|
||||
func add_safety(amount: float) -> void:
|
||||
village.apply_resource_delta(&"safety", amount)
|
||||
village_changed.emit(village)
|
||||
|
||||
|
||||
func add_knowledge(amount: float) -> void:
|
||||
village.apply_resource_delta(&"knowledge", amount)
|
||||
village_changed.emit(village)
|
||||
|
||||
|
||||
|
||||
func get_starving_count() -> int:
|
||||
var count := 0
|
||||
for npc in npcs:
|
||||
@@ -622,37 +630,42 @@ func get_starving_count() -> int:
|
||||
count += 1
|
||||
return count
|
||||
|
||||
|
||||
func get_state_snapshot() -> Dictionary:
|
||||
var npc_snapshots: Array[Dictionary] = []
|
||||
for npc in npcs:
|
||||
npc_snapshots.append({
|
||||
"id": npc.id,
|
||||
"name": npc.npc_name,
|
||||
"profession": npc.profession,
|
||||
"hunger": npc.hunger,
|
||||
"energy": npc.energy,
|
||||
"strength": npc.strength,
|
||||
"intelligence": npc.intelligence,
|
||||
"task": npc.current_task,
|
||||
"task_state": npc.task_state,
|
||||
"task_duration": npc.task_duration,
|
||||
"task_progress": npc.task_progress,
|
||||
"target_id": String(npc.target_id),
|
||||
"position": [npc.position.x, npc.position.y, npc.position.z],
|
||||
"travel_target_position": [
|
||||
npc.travel_target_position.x,
|
||||
npc.travel_target_position.y,
|
||||
npc.travel_target_position.z
|
||||
],
|
||||
"has_travel_target": npc.has_travel_target,
|
||||
"starvation_ticks": npc.starvation_ticks,
|
||||
"is_dead": npc.is_dead
|
||||
})
|
||||
npc_snapshots.append(
|
||||
{
|
||||
"id": npc.id,
|
||||
"name": npc.npc_name,
|
||||
"profession": npc.profession,
|
||||
"hunger": npc.hunger,
|
||||
"energy": npc.energy,
|
||||
"strength": npc.strength,
|
||||
"intelligence": npc.intelligence,
|
||||
"task": npc.current_task,
|
||||
"task_state": npc.task_state,
|
||||
"task_duration": npc.task_duration,
|
||||
"task_progress": npc.task_progress,
|
||||
"target_id": String(npc.target_id),
|
||||
"position": [npc.position.x, npc.position.y, npc.position.z],
|
||||
"travel_target_position":
|
||||
[
|
||||
npc.travel_target_position.x,
|
||||
npc.travel_target_position.y,
|
||||
npc.travel_target_position.z
|
||||
],
|
||||
"has_travel_target": npc.has_travel_target,
|
||||
"starvation_ticks": npc.starvation_ticks,
|
||||
"is_dead": npc.is_dead
|
||||
}
|
||||
)
|
||||
|
||||
return {
|
||||
"seed": simulation_seed,
|
||||
"tick_count": tick_count,
|
||||
"village": {
|
||||
"village":
|
||||
{
|
||||
"food": village.food,
|
||||
"wood": village.wood,
|
||||
"safety": village.safety,
|
||||
@@ -661,9 +674,11 @@ func get_state_snapshot() -> Dictionary:
|
||||
"npcs": npc_snapshots
|
||||
}
|
||||
|
||||
|
||||
func get_state_checksum() -> String:
|
||||
return create_state_record().to_json().sha256_text()
|
||||
|
||||
|
||||
func create_state_record() -> SimulationStateRecord:
|
||||
var record := SimulationStateRecord.new()
|
||||
var wander_streams: Array[Dictionary] = []
|
||||
@@ -671,11 +686,9 @@ func create_state_record() -> SimulationStateRecord:
|
||||
sorted_npc_ids.sort()
|
||||
for npc_id in sorted_npc_ids:
|
||||
var source: RandomNumberGenerator = wander_random_sources[npc_id]
|
||||
wander_streams.append({
|
||||
"npc_id": int(npc_id),
|
||||
"seed": str(source.seed),
|
||||
"state": str(source.state)
|
||||
})
|
||||
wander_streams.append(
|
||||
{"npc_id": int(npc_id), "seed": str(source.seed), "state": str(source.state)}
|
||||
)
|
||||
|
||||
record.simulation = {
|
||||
"seed": simulation_seed,
|
||||
@@ -704,9 +717,11 @@ func create_state_record() -> SimulationStateRecord:
|
||||
record.economic_events.append(event)
|
||||
return record
|
||||
|
||||
|
||||
func serialize_state() -> String:
|
||||
return create_state_record().to_json()
|
||||
|
||||
|
||||
func restore_state_from_json(json_text: String) -> bool:
|
||||
var record := SimulationStateRecord.from_json(json_text)
|
||||
if record == null:
|
||||
@@ -714,6 +729,7 @@ func restore_state_from_json(json_text: String) -> bool:
|
||||
return false
|
||||
return restore_state(record)
|
||||
|
||||
|
||||
func restore_state(record: SimulationStateRecord) -> bool:
|
||||
if record == null:
|
||||
return false
|
||||
|
||||
Reference in New Issue
Block a user