refactor: separate action system responsibilities

This commit is contained in:
2026-07-05 14:17:45 +02:00
parent 81df7b5939
commit 4673f0698d
18 changed files with 458 additions and 383 deletions
+33
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@@ -0,0 +1,33 @@
class_name ActiveWorldAdapter
extends Node
@export var guard_marker: Marker3D
@export var study_marker: Marker3D
@export var rest_marker: Marker3D
@export var food_marker: Marker3D
func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
var candidates: Array[Dictionary] = []
for node in ResourceNode.get_all():
if node.action_id != action_id or node.interaction_point == null:
continue
candidates.append({
"target_id": String(node.node_id),
"position": node.interaction_point.global_position
})
return candidates
func get_activity_target(action_id: StringName) -> Dictionary:
var marker: Marker3D
match action_id:
SimulationIds.ACTION_PATROL:
marker = guard_marker
SimulationIds.ACTION_STUDY:
marker = study_marker
SimulationIds.ACTION_REST:
marker = rest_marker
SimulationIds.ACTION_EAT:
marker = food_marker
if marker == null:
return {}
return {"target_id": "", "position": marker.global_position}
+1
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@@ -0,0 +1 @@
uid://bbwol3mrjgn2x
+33 -165
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@@ -6,11 +6,6 @@ const DEBUG_LOGS := true
@export var simulation_manager: Node
@export var active_npcs_parent: Node3D
@export var guard_zone: Marker3D
@export var study_zone: Marker3D
@export var rest_zone: Marker3D
@export var food_zone: Marker3D
var active_npc_visuals := {}
func debug_log(message: String) -> void:
@@ -23,227 +18,100 @@ func _ready() -> void:
func initialize_world_view() -> void:
await get_tree().physics_frame
spawn_initial_npcs()
if simulation_manager.has_signal("npc_task_changed"):
simulation_manager.npc_task_changed.connect(_on_npc_task_changed)
if simulation_manager.has_signal("npc_target_requested"):
simulation_manager.npc_target_requested.connect(
_on_npc_target_requested
)
else:
push_error("WorldViewManager: SimulationManager has no npc_task_changed signal")
push_error("WorldViewManager: missing npc_target_requested signal")
if simulation_manager.has_signal("npc_travel_requested"):
simulation_manager.npc_travel_requested.connect(
_on_npc_travel_requested
)
else:
push_error("WorldViewManager: missing npc_travel_requested signal")
if simulation_manager.has_signal("npc_died"):
simulation_manager.npc_died.connect(_on_npc_died)
else:
push_error("WorldViewManager: SimulationManager has no npc_died signal")
update_npc_targets()
request_current_targets()
func spawn_initial_npcs() -> void:
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager is missing")
return
if npc_visual_scene == null:
push_error("WorldViewManager: npc_visual_scene is missing")
return
if active_npcs_parent == null:
push_error("WorldViewManager: active_npcs_parent is missing")
return
debug_log("Spawning NPC visuals. Count: %s" % simulation_manager.npcs.size())
for npc in simulation_manager.npcs:
spawn_npc_visual(npc)
func spawn_npc_visual(npc: SimNPC) -> void:
if active_npc_visuals.has(npc.id):
return
var visual = npc_visual_scene.instantiate()
active_npcs_parent.add_child(visual)
visual.global_position = npc.position
visual.setup_from_sim(npc)
if visual.has_signal("arrived_at_target"):
visual.arrived_at_target.connect(_on_npc_visual_arrived)
else:
push_error("WorldViewManager: NPCVisual has no arrived_at_target signal")
if visual.has_signal("navigation_failed"):
visual.navigation_failed.connect(_on_npc_visual_navigation_failed)
else:
push_error("WorldViewManager: NPCVisual has no navigation_failed signal")
active_npc_visuals[npc.id] = visual
debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
func update_npc_targets() -> void:
if simulation_manager == null:
return
func request_current_targets() -> void:
for npc in simulation_manager.npcs:
if not active_npc_visuals.has(npc.id):
if npc.task_state != SimNPC.TASK_STATE_TRAVELING:
continue
_on_npc_target_requested(npc)
var visual = active_npc_visuals[npc.id]
var task = npc.current_task
if task in [
&"",
SimulationIds.ACTION_IDLE,
SimulationIds.ACTION_DEAD
]:
continue
var resource_pos = _try_get_resource_target(npc, npc.current_task)
if resource_pos != null:
visual.set_target_position(resource_pos)
continue
if task == SimulationIds.ACTION_WANDER:
var offset := _get_wander_offset(npc.id)
visual.set_target_position(visual.global_position + offset)
continue
var definition := SimulationDefinitions.get_action(task)
if (
definition != null
and definition.target_type == SimulationIds.TARGET_RESOURCE
):
if simulation_manager.has_method("notify_npc_target_unavailable"):
simulation_manager.notify_npc_target_unavailable(npc.id)
continue
var target = get_target_for_task(task)
if target == null:
debug_log("No target for task: %s" % task)
continue
visual.set_target_position(target.global_position)
func get_target_for_task(task: StringName) -> Marker3D:
match task:
SimulationIds.ACTION_PATROL:
return guard_zone
SimulationIds.ACTION_STUDY:
return study_zone
SimulationIds.ACTION_REST:
return rest_zone
SimulationIds.ACTION_EAT:
return food_zone
_:
return rest_zone
func _try_get_resource_target(npc: SimNPC, task: StringName) -> Variant:
var definition := SimulationDefinitions.get_action(task)
if (
definition == null
or definition.target_type != SimulationIds.TARGET_RESOURCE
):
return null
func _on_npc_target_requested(npc: SimNPC) -> void:
var visual = active_npc_visuals.get(npc.id) as Node3D
if visual == null:
return null
if not simulation_manager.has_method("acquire_resource_target"):
push_error("WorldViewManager: SimulationManager cannot acquire resources")
return null
var node: ResourceNode = simulation_manager.acquire_resource_target(
definition.resource_action_id,
return
if not simulation_manager.resolve_npc_target(
npc.id,
visual.global_position
)
if node == null:
debug_log("No available resource node for %s" % task)
return null
npc.target_id = node.node_id
debug_log("%s reserved %s for %s" % [npc.npc_name, node.node_id, task])
return node.interaction_point.global_position
func _on_npc_task_changed(
npc: SimNPC,
old_task: StringName,
new_task: StringName
) -> void:
if DEBUG_LOGS:
debug_log("%s changed task: %s -> %s" % [npc.npc_name, old_task, new_task])
if not active_npc_visuals.has(npc.id):
return
if new_task in [
&"",
SimulationIds.ACTION_IDLE,
SimulationIds.ACTION_DEAD
]:
return
var visual = active_npc_visuals[npc.id]
var resource_pos = _try_get_resource_target(npc, new_task)
if resource_pos != null:
visual.set_target_position(resource_pos)
return
if new_task == SimulationIds.ACTION_WANDER:
var offset := _get_wander_offset(npc.id)
visual.set_target_position(visual.global_position + offset)
return
var definition := SimulationDefinitions.get_action(new_task)
if (
definition != null
and definition.target_type == SimulationIds.TARGET_RESOURCE
):
if simulation_manager.has_method("notify_npc_target_unavailable"):
simulation_manager.notify_npc_target_unavailable(npc.id)
else:
push_error("WorldViewManager: SimulationManager cannot handle unavailable targets")
return
var target := get_target_for_task(new_task)
if target != null:
visual.set_target_position(target.global_position)
debug_log("Target resolution failed for %s" % npc.npc_name)
func _on_npc_travel_requested(
npc: SimNPC,
target_position: Vector3
) -> void:
var visual = active_npc_visuals.get(npc.id)
if visual == null:
return
visual.set_target_position(target_position)
func _get_wander_offset(npc_id: int) -> Vector3:
if simulation_manager != null and simulation_manager.has_method("get_wander_offset"):
return simulation_manager.get_wander_offset(npc_id)
push_error("WorldViewManager: SimulationManager cannot provide deterministic wander offsets")
return Vector3.ZERO
func _on_npc_visual_arrived(sim_id: int) -> void:
debug_log("NPC visual arrived. sim_id=%s" % sim_id)
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager missing during arrival report")
push_error("WorldViewManager: simulation_manager missing during arrival")
return
if simulation_manager.has_method("notify_npc_arrived"):
simulation_manager.notify_npc_arrived(sim_id)
else:
push_error("WorldViewManager: SimulationManager has no notify_npc_arrived method")
simulation_manager.notify_npc_arrived(sim_id)
func _on_npc_visual_navigation_failed(sim_id: int) -> void:
debug_log("NPC visual navigation failed. sim_id=%s" % sim_id)
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager missing during navigation failure")
push_error("WorldViewManager: simulation_manager missing during failure")
return
if simulation_manager.has_method("notify_npc_navigation_failed"):
simulation_manager.notify_npc_navigation_failed(sim_id)
else:
push_error("WorldViewManager: SimulationManager has no notify_npc_navigation_failed method")
simulation_manager.notify_npc_navigation_failed(sim_id)
func _on_npc_died(npc: SimNPC) -> void:
if not active_npc_visuals.has(npc.id):
return
var visual = active_npc_visuals[npc.id]
if visual.has_method("apply_dead_visual_state"):
visual.apply_dead_visual_state()
else:
push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state method")
push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state")