refactor: separate action system responsibilities
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@@ -0,0 +1,32 @@
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class_name ActionExecutionSystem
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extends RefCounted
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func advance_npc(npc: SimNPC, village: SimVillage) -> void:
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if npc.is_dead:
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return
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_update_needs(npc, village)
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if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_WORKING:
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return
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npc.task_progress += 1.0
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if npc.task_progress >= npc.task_duration:
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npc.task_complete = true
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npc.task_state = SimNPC.TASK_STATE_COMPLETE
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func _update_needs(npc: SimNPC, village: SimVillage) -> void:
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npc.hunger += 3.0 * village.food_modifier
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match npc.task_state:
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SimNPC.TASK_STATE_IDLE:
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npc.energy -= 0.5
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SimNPC.TASK_STATE_TRAVELING:
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npc.energy -= 2.0
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SimNPC.TASK_STATE_WORKING:
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if npc.current_task != SimulationIds.ACTION_REST:
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npc.energy -= 3.0
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SimNPC.TASK_STATE_COMPLETE:
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npc.energy -= 0.25
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npc.hunger = clamp(npc.hunger, 0.0, 100.0)
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npc.energy = clamp(npc.energy, 0.0, 100.0)
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npc.is_starving = npc.hunger >= 90.0
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npc.starvation_ticks = npc.starvation_ticks + 1 if npc.is_starving else 0
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if npc.starvation_ticks >= npc.starvation_death_threshold:
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npc.die_from_starvation()
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@@ -0,0 +1 @@
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uid://bcoht6j0fvva3
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@@ -0,0 +1,12 @@
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class_name ActionSelectionResult
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extends RefCounted
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var action_id: StringName
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var duration_override := -1.0
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func _init(
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selected_action_id: StringName,
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selected_duration_override: float = -1.0
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) -> void:
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action_id = selected_action_id
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duration_override = selected_duration_override
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@@ -0,0 +1 @@
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uid://dy0n3lije1lec
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@@ -0,0 +1,81 @@
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class_name ActionSelectionSystem
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extends RefCounted
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func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
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if npc.is_dead:
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return null
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if npc.is_starving:
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if village.food > 0:
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return ActionSelectionResult.new(SimulationIds.ACTION_EAT, 1.0)
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return ActionSelectionResult.new(SimulationIds.ACTION_GATHER_FOOD, 4.0)
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if npc.hunger > 75.0:
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if village.food > 0:
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return ActionSelectionResult.new(SimulationIds.ACTION_EAT)
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return ActionSelectionResult.new(SimulationIds.ACTION_GATHER_FOOD)
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if npc.energy < 25.0:
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return ActionSelectionResult.new(SimulationIds.ACTION_REST)
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return ActionSelectionResult.new(_choose_best_work_action(npc, village))
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func _choose_best_work_action(
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npc: SimNPC,
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village: SimVillage
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) -> StringName:
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var scores := {
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SimulationIds.ACTION_GATHER_FOOD: _calculate_score(
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npc, SimulationIds.ACTION_GATHER_FOOD, village.food_priority,
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village.food, 15.0, 30.0, 3.0, 1.5
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),
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SimulationIds.ACTION_GATHER_WOOD: _calculate_score(
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npc, SimulationIds.ACTION_GATHER_WOOD, village.wood_priority,
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village.wood, 10.0, 20.0, 2.5, 1.0
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),
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SimulationIds.ACTION_PATROL: _calculate_score(
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npc, SimulationIds.ACTION_PATROL, village.safety_priority,
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village.safety, 30.0, 50.0, 3.0, 1.5
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),
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SimulationIds.ACTION_STUDY: _calculate_score(
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npc, SimulationIds.ACTION_STUDY, village.knowledge_priority,
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village.knowledge, 10.0, 25.0, 1.5, 0.75
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)
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}
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var best_action := SimulationIds.ACTION_GATHER_FOOD
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var best_score: float = scores[best_action]
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for action_id in [
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SimulationIds.ACTION_GATHER_WOOD,
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SimulationIds.ACTION_PATROL,
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SimulationIds.ACTION_STUDY
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]:
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var score: float = scores[action_id]
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if score > best_score:
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best_action = action_id
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best_score = score
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return best_action
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func _calculate_score(
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npc: SimNPC,
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action_id: StringName,
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base_priority: float,
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resource_amount: float,
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critical_threshold: float,
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low_threshold: float,
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critical_bonus: float,
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low_bonus: float
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) -> float:
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var score := base_priority
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if resource_amount < critical_threshold:
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score += critical_bonus
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elif resource_amount < low_threshold:
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score += low_bonus
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var definition := SimulationDefinitions.get_action(action_id)
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if (
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definition != null
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and not definition.preferred_profession_id.is_empty()
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and npc.profession == definition.preferred_profession_id
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):
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score += 2.0
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if action_id == npc.last_task:
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score -= 1.5
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score += npc.random_source.randf_range(0.0, 0.5)
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if npc.debug_logs:
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print("[ActionSelection] ", npc.npc_name, " score ", action_id, " = ", score)
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return score
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@@ -0,0 +1 @@
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uid://c550deaitwskn
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@@ -0,0 +1,60 @@
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class_name ActionTargetResolver
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extends RefCounted
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func resolve(
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npc: SimNPC,
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origin: Vector3,
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simulation_manager: Node,
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active_world_adapter: Node
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) -> Dictionary:
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var definition := SimulationDefinitions.get_action(npc.current_task)
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if definition == null:
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return {}
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match definition.target_type:
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SimulationIds.TARGET_RESOURCE:
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return _resolve_resource(
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npc, origin, definition, simulation_manager,
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active_world_adapter
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)
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SimulationIds.TARGET_ACTIVITY:
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return active_world_adapter.get_activity_target(npc.current_task)
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SimulationIds.TARGET_FREE:
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return {
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"target_id": "",
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"position": origin + simulation_manager.get_wander_offset(npc.id)
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}
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return {}
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func _resolve_resource(
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npc: SimNPC,
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origin: Vector3,
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definition: ActionDefinition,
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simulation_manager: Node,
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active_world_adapter: Node
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) -> Dictionary:
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var best: Dictionary = {}
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var best_distance := INF
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for candidate in active_world_adapter.get_resource_candidates(
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definition.resource_action_id
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):
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var node_id := StringName(candidate["target_id"])
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var state: ResourceStateRecord = simulation_manager.get_resource_state(
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node_id
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)
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if (
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state == null
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or not state.can_npc_use()
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or not state.is_available_for(npc.id)
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):
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continue
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var position: Vector3 = candidate["position"]
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var distance := origin.distance_squared_to(position)
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if distance < best_distance:
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best_distance = distance
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best = candidate
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if best.is_empty():
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return {}
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var target_id := StringName(best["target_id"])
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if not simulation_manager.reserve_resource(target_id, npc.id):
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return {}
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return best
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@@ -0,0 +1 @@
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uid://cq8srsm762mnx
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