refactor: separate action system responsibilities
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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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