merge: integrate remote player quest slices

This commit is contained in:
Rijad Zuzo
2026-08-16 16:53:30 +02:00
55 changed files with 3640 additions and 54 deletions
+224
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@@ -0,0 +1,224 @@
class_name PlayerQuestRecord
extends RefCounted
const SCHEMA_VERSION := 2
const LEGACY_SCHEMA_VERSION := 1
const STATUS_OPEN := &"open"
const STATUS_COMPLETED := &"completed"
const STATUS_EXPIRED := &"expired"
const NO_OPPORTUNITY := -1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create(
quest_id: int,
opportunity_id: int,
requester_npc_id: int,
quest_type: StringName,
resource_id: StringName,
target_id: StringName,
target_amount: float,
created_tick: int,
standing_reward: float,
animal_id: StringName = &""
) -> PlayerQuestRecord:
return (
PlayerQuestRecord
. new(
{
"schema_version": SCHEMA_VERSION,
"quest_id": quest_id,
"opportunity_id": opportunity_id,
"requester_npc_id": requester_npc_id,
"quest_type": String(quest_type),
"resource_id": String(resource_id),
"target_id": String(target_id),
"target_amount": target_amount,
"status": String(STATUS_OPEN),
"created_tick": created_tick,
"standing_reward": standing_reward,
"resolution_event_id": -1,
"resolved_tick": -1,
"animal_id": String(animal_id),
}
)
)
static func from_dictionary(record_data: Dictionary) -> PlayerQuestRecord:
var version := int(record_data.get("schema_version", -1))
if version not in [LEGACY_SCHEMA_VERSION, SCHEMA_VERSION]:
return null
var normalized := record_data.duplicate(true)
if version == LEGACY_SCHEMA_VERSION:
normalized["schema_version"] = SCHEMA_VERSION
normalized["animal_id"] = ""
if not (
normalized
. has_all(
[
"quest_id",
"opportunity_id",
"requester_npc_id",
"quest_type",
"resource_id",
"target_id",
"target_amount",
"status",
"created_tick",
"standing_reward",
"resolution_event_id",
"resolved_tick",
"animal_id",
]
)
):
return null
var quest_id := int(normalized["quest_id"])
var opportunity_id := int(normalized["opportunity_id"])
var requester_npc_id := int(normalized["requester_npc_id"])
var quest_type := StringName(normalized["quest_type"])
var resource_id := StringName(normalized["resource_id"])
var target_id := StringName(normalized["target_id"])
var target_amount := float(normalized["target_amount"])
var status := StringName(normalized["status"])
var created_tick := int(normalized["created_tick"])
var standing_reward := float(normalized["standing_reward"])
var resolution_event_id := int(normalized["resolution_event_id"])
var resolved_tick := int(normalized["resolved_tick"])
var animal_id := StringName(normalized["animal_id"])
if (
quest_id < 0
or requester_npc_id < 0
or quest_type.is_empty()
or resource_id.is_empty()
or target_id.is_empty()
or not is_finite(target_amount)
or target_amount <= 0.0
or created_tick < 0
or not is_finite(standing_reward)
or standing_reward <= 0.0
or resolution_event_id < -1
or (opportunity_id < 0 and animal_id.is_empty())
or (not animal_id.is_empty() and opportunity_id != NO_OPPORTUNITY)
):
return null
match status:
STATUS_OPEN:
if resolution_event_id != -1 or resolved_tick != -1:
return null
STATUS_COMPLETED:
if resolution_event_id < 0 or resolved_tick < created_tick:
return null
STATUS_EXPIRED:
if resolution_event_id != -1 or resolved_tick < created_tick:
return null
_:
return null
return (
PlayerQuestRecord
. new(
{
"schema_version": SCHEMA_VERSION,
"quest_id": quest_id,
"opportunity_id": opportunity_id,
"requester_npc_id": requester_npc_id,
"quest_type": String(quest_type),
"resource_id": String(resource_id),
"target_id": String(target_id),
"target_amount": target_amount,
"status": String(status),
"created_tick": created_tick,
"standing_reward": standing_reward,
"resolution_event_id": resolution_event_id,
"resolved_tick": resolved_tick,
"animal_id": String(animal_id),
}
)
)
func get_quest_id() -> int:
return int(data["quest_id"])
func get_opportunity_id() -> int:
return int(data["opportunity_id"])
func get_requester_npc_id() -> int:
return int(data["requester_npc_id"])
func get_quest_type() -> StringName:
return StringName(data["quest_type"])
func get_resource_id() -> StringName:
return StringName(data["resource_id"])
func get_target_id() -> StringName:
return StringName(data["target_id"])
func get_target_amount() -> float:
return float(data["target_amount"])
func get_status() -> StringName:
return StringName(data["status"])
func get_created_tick() -> int:
return int(data["created_tick"])
func get_standing_reward() -> float:
return float(data["standing_reward"])
func get_resolution_event_id() -> int:
return int(data["resolution_event_id"])
func get_resolved_tick() -> int:
return int(data["resolved_tick"])
func get_animal_id() -> StringName:
return StringName(data["animal_id"])
func has_animal_target() -> bool:
return not get_animal_id().is_empty()
func is_open() -> bool:
return get_status() == STATUS_OPEN
func complete(resolution_event_id: int, resolved_tick: int) -> bool:
if not is_open() or resolution_event_id < 0 or resolved_tick < get_created_tick():
return false
data["status"] = String(STATUS_COMPLETED)
data["resolution_event_id"] = resolution_event_id
data["resolved_tick"] = resolved_tick
return true
func expire(resolved_tick: int) -> bool:
if not is_open() or resolved_tick < get_created_tick():
return false
data["status"] = String(STATUS_EXPIRED)
data["resolved_tick"] = resolved_tick
return true
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://rix0e3rygdoo
+120
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@@ -0,0 +1,120 @@
class_name PlayerStandingRecord
extends RefCounted
const SCHEMA_VERSION := 1
const MAX_STANDING := 100.0
const TIER_STRANGER := 0
const TIER_KNOWN_HAND := 1
const TIER_TRUSTED := 2
const TIER_VILLAGE_STEWARD := 3
const TIER_VOICE_OF_JAJCE := 4
const TIER_THRESHOLDS := {
TIER_STRANGER: 0.0,
TIER_KNOWN_HAND: 15.0,
TIER_TRUSTED: 35.0,
TIER_VILLAGE_STEWARD: 60.0,
TIER_VOICE_OF_JAJCE: 85.0,
}
const TIER_NAMES := {
TIER_STRANGER: "Stranger",
TIER_KNOWN_HAND: "Known Hand",
TIER_TRUSTED: "Trusted",
TIER_VILLAGE_STEWARD: "Village Steward",
TIER_VOICE_OF_JAJCE: "Voice of Jajce",
}
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create() -> PlayerStandingRecord:
return (
PlayerStandingRecord
. new(
{
"schema_version": SCHEMA_VERSION,
"standing": 0.0,
"resolved_needs": 0,
"gratitude": {},
}
)
)
static func from_dictionary(record_data: Dictionary) -> PlayerStandingRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all(["standing", "resolved_needs", "gratitude"]):
return null
var standing := float(record_data["standing"])
var resolved_needs := int(record_data["resolved_needs"])
var gratitude = record_data["gratitude"]
if (
not is_finite(standing)
or standing < 0.0
or standing > MAX_STANDING
or resolved_needs < 0
or not gratitude is Dictionary
):
return null
var normalized_gratitude := {}
for raw_npc_id in gratitude:
var npc_id := int(raw_npc_id)
var value := float(gratitude[raw_npc_id])
if npc_id < 0 or not is_finite(value) or value < 0.0 or value > 1.0:
return null
normalized_gratitude[npc_id] = value
return (
PlayerStandingRecord
. new(
{
"schema_version": SCHEMA_VERSION,
"standing": standing,
"resolved_needs": resolved_needs,
"gratitude": normalized_gratitude,
}
)
)
func grant_standing(amount: float, requester_npc_id: int) -> void:
if not is_finite(amount) or amount <= 0.0 or requester_npc_id < 0:
return
data["standing"] = minf(get_standing() + amount, MAX_STANDING)
data["resolved_needs"] = int(data["resolved_needs"]) + 1
var gratitude := get_gratitude(requester_npc_id)
data["gratitude"][requester_npc_id] = minf(gratitude + 0.1, 1.0)
func get_standing() -> float:
return float(data["standing"])
func get_resolved_needs() -> int:
return int(data["resolved_needs"])
func get_gratitude(npc_id: int) -> float:
return float(data["gratitude"].get(npc_id, 0.0))
func get_tier() -> int:
var current := TIER_STRANGER
for tier in [TIER_VOICE_OF_JAJCE, TIER_VILLAGE_STEWARD, TIER_TRUSTED, TIER_KNOWN_HAND]:
if get_standing() >= float(TIER_THRESHOLDS[tier]):
current = tier
break
return current
func get_tier_name() -> String:
return String(TIER_NAMES[get_tier()])
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://v827brnqruus
+97 -2
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@@ -19,6 +19,8 @@ const CONFLICT_SCHEMA_VERSION := 13
const PRE_EMERGENT_SCHEMA_VERSION := 14
const EMERGENT_SCHEMA_VERSION := 15
const PREVIOUS_SCHEMA_VERSION := 7
const PLAYER_LEGACY_SCHEMA_VERSION := 11
const PLAYER_STATE_LEGACY_SCHEMA_VERSION := 12
var simulation: Dictionary
var village: VillageStateRecord
@@ -37,6 +39,9 @@ var conversation_history: Array[ConversationActStateRecord] = []
var player: PlayerStateRecord
var combatants: Array[CombatantStateRecord] = []
var factions: Array[FactionStateRecord] = []
var player_standing: PlayerStandingRecord
var player_quests: Array[PlayerQuestRecord] = []
var player_state: PlayerStateRecord
func to_dictionary() -> Dictionary:
@@ -83,6 +88,9 @@ func to_dictionary() -> Dictionary:
var faction_data: Array[Dictionary] = []
for faction_record in factions:
faction_data.append(faction_record.to_dictionary())
var player_quest_data: Array[Dictionary] = []
for player_quest_record in player_quests:
player_quest_data.append(player_quest_record.to_dictionary())
return {
"schema": SCHEMA_NAME,
@@ -103,7 +111,10 @@ func to_dictionary() -> Dictionary:
"conversation_history": conversation_history_data,
"player": player.to_dictionary(),
"combatants": combatant_data,
"factions": faction_data
"factions": faction_data,
"player_standing": player_standing.to_dictionary(),
"player_quests": player_quest_data,
"player_state": player_state.to_dictionary()
}
@@ -140,6 +151,8 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
CONFLICT_SCHEMA_VERSION,
PRE_EMERGENT_SCHEMA_VERSION,
EMERGENT_SCHEMA_VERSION,
PLAYER_LEGACY_SCHEMA_VERSION,
PLAYER_STATE_LEGACY_SCHEMA_VERSION,
]
):
record_data = _migrate_legacy(record_data, version)
@@ -166,6 +179,9 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
"player",
"combatants",
"factions",
"player_standing",
"player_quests",
"player_state",
]
)
):
@@ -551,6 +567,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
record.relationships.append(relationship_record)
var opportunity_ids := {}
var opportunity_records_by_id := {}
var trigger_event_ids := {}
var resolution_event_ids := {}
var has_open_opportunity := false
@@ -585,6 +602,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
):
return null
opportunity_ids[opportunity_id] = true
opportunity_records_by_id[opportunity_id] = opportunity_record
trigger_event_ids[trigger_event_id] = true
highest_opportunity_id = maxi(highest_opportunity_id, opportunity_id)
record.opportunities.append(opportunity_record)
@@ -620,6 +638,72 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
record.conversation_history.append(conversation_act)
if saved_next_conversation_act_id <= highest_conversation_act_id:
return null
var standing_data = record_data["player_standing"]
if not standing_data is Dictionary:
return null
var standing_record := PlayerStandingRecord.from_dictionary(standing_data)
if standing_record == null:
return null
record.player_standing = standing_record
var player_quest_data = record_data["player_quests"]
if not player_quest_data is Array:
return null
var quest_ids := {}
var quest_opportunity_ids := {}
var highest_quest_id := -1
for item in player_quest_data:
if not item is Dictionary:
return null
var quest_record := PlayerQuestRecord.from_dictionary(item)
if quest_record == null:
return null
var quest_id := quest_record.get_quest_id()
var quest_opportunity_id := quest_record.get_opportunity_id()
var requester_id := quest_record.get_requester_npc_id()
var has_valid_requester := npc_ids.has(requester_id)
var has_valid_opportunity := (
quest_record.has_animal_target() or opportunity_ids.has(quest_opportunity_id)
)
if (
quest_ids.has(quest_id)
or quest_opportunity_ids.has(quest_opportunity_id)
or not has_valid_requester
or not has_valid_opportunity
):
return null
if (
quest_record.get_status() == PlayerQuestRecord.STATUS_OPEN
and (
(not quest_record.has_animal_target())
and not opportunity_records_by_id.has(quest_opportunity_id)
)
):
return null
if (
quest_record.get_resolution_event_id() >= 0
and not event_ids.has(quest_record.get_resolution_event_id())
):
return null
var dedup_key := (
"animal:%s" % String(quest_record.get_animal_id())
if quest_record.has_animal_target()
else "opp:%d" % quest_opportunity_id
)
if quest_ids.has(quest_id) or quest_opportunity_ids.has(dedup_key):
return null
quest_ids[quest_id] = true
quest_opportunity_ids[dedup_key] = true
highest_quest_id = maxi(highest_quest_id, quest_id)
record.player_quests.append(quest_record)
var player_state_data = record_data["player_state"]
if not player_state_data is Dictionary:
return null
var player_state_record := PlayerStateRecord.from_dictionary(player_state_data)
if player_state_record == null:
return null
record.player_state = player_state_record
return record
@@ -940,7 +1024,10 @@ static func _is_valid_supply_resolution(
return false
if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED:
if actor_id == SimulationIds.PLAYER_ACTOR_ID:
return StringName(event.data["source_id"]) == SimulationIds.PLAYER_INVENTORY_ID
return (
StringName(event.data["source_id"])
in [SimulationIds.PLAYER_INVENTORY_ID, &"player_carry"]
)
return (
npc_ids.has(actor_id)
and StringName(event.data["source_id"]) == SimulationIds.npc_inventory_id(actor_id)
@@ -1066,6 +1153,14 @@ static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary
var opportunity_simulation_data: Dictionary = migrated.get("simulation", {})
opportunity_simulation_data["next_opportunity_id"] = 0
migrated["simulation"] = opportunity_simulation_data
if version <= PLAYER_LEGACY_SCHEMA_VERSION:
migrated["player_standing"] = PlayerStandingRecord.create().to_dictionary()
migrated["player_quests"] = []
var quest_simulation_data: Dictionary = migrated.get("simulation", {})
quest_simulation_data["next_quest_id"] = 0
migrated["simulation"] = quest_simulation_data
if version <= PLAYER_STATE_LEGACY_SCHEMA_VERSION:
migrated["player_state"] = PlayerStateRecord.create().to_dictionary()
return migrated
+106 -5
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@@ -4,6 +4,12 @@ extends RefCounted
const SCHEMA_VERSION := 2
const LEGACY_SCHEMA_VERSION := 1
const MAX_HEALTH := 100.0
const RESET_HUNGER := 40.0
const RESET_ENERGY := 100.0
const STACK_THRESHOLD := 80.0
const DEATH_STANDING_PENALTY := 0.85
const DEFAULT_STARVATION_DEATH_THRESHOLD := 1
const DEFAULT_CARRY_CAPACITY := 3.0
var data: Dictionary
@@ -18,18 +24,30 @@ static func create_default() -> PlayerStateRecord:
. new(
{
"schema_version": SCHEMA_VERSION,
"hunger": 40.0,
"energy": 100.0,
"hunger": RESET_HUNGER,
"energy": RESET_ENERGY,
"health": MAX_HEALTH,
"max_health": MAX_HEALTH,
"downed": false,
"downed_ticks": 0,
"dead": false,
"deaths": 0,
"starvation_ticks": 0,
"starvation_death_threshold": DEFAULT_STARVATION_DEATH_THRESHOLD,
"carry_capacity": DEFAULT_CARRY_CAPACITY,
"inventory": {},
}
)
)
# Compatibility constructor for the first embodied-player slice. New code
# should use create_default(), but keeping this alias lets older quest/needs
# resources load without introducing a second player-state schema.
static func create() -> PlayerStateRecord:
return create_default()
static func from_dictionary(record_data: Dictionary) -> PlayerStateRecord:
var version := int(record_data.get("schema_version", -1))
if version == LEGACY_SCHEMA_VERSION:
@@ -76,6 +94,20 @@ static func from_dictionary(record_data: Dictionary) -> PlayerStateRecord:
"max_health": max_health,
"downed": bool(record_data["downed"]),
"downed_ticks": int(record_data["downed_ticks"]),
"dead": bool(record_data.get("dead", false)),
"deaths": maxi(int(record_data.get("deaths", 0)), 0),
"starvation_ticks": maxi(int(record_data.get("starvation_ticks", 0)), 0),
"starvation_death_threshold":
maxi(
int(
record_data.get(
"starvation_death_threshold", DEFAULT_STARVATION_DEATH_THRESHOLD
)
),
1
),
"carry_capacity":
maxf(float(record_data.get("carry_capacity", DEFAULT_CARRY_CAPACITY)), 0.0),
"inventory": normalized_inventory,
}
)
@@ -89,6 +121,11 @@ static func _migrate_v1(legacy_data: Dictionary) -> Dictionary:
migrated["max_health"] = MAX_HEALTH
migrated["downed"] = false
migrated["downed_ticks"] = 0
migrated["dead"] = false
migrated["deaths"] = 0
migrated["starvation_ticks"] = 0
migrated["starvation_death_threshold"] = DEFAULT_STARVATION_DEATH_THRESHOLD
migrated["carry_capacity"] = DEFAULT_CARRY_CAPACITY
return migrated
@@ -112,6 +149,18 @@ func is_downed() -> bool:
return bool(data["downed"])
func is_dead() -> bool:
return bool(data.get("dead", false))
func is_starving() -> bool:
return get_hunger() >= STACK_THRESHOLD and not is_dead()
func get_deaths() -> int:
return maxi(int(data.get("deaths", 0)), 0)
func get_downed_ticks() -> int:
return int(data["downed_ticks"])
@@ -124,6 +173,54 @@ func set_energy(amount: float) -> void:
data["energy"] = clampf(amount, 0.0, 100.0)
func advance(hunger_rate: float, energy_drain: float) -> bool:
if is_dead():
return true
set_hunger(get_hunger() + maxf(hunger_rate, 0.0))
set_energy(get_energy() - maxf(energy_drain, 0.0))
if get_hunger() < STACK_THRESHOLD:
data["starvation_ticks"] = 0
return false
data["starvation_ticks"] = int(data.get("starvation_ticks", 0)) + 1
if int(data["starvation_ticks"]) >= int(data.get("starvation_death_threshold", 1)):
die()
return true
return false
func eat(amount: float) -> float:
if not is_finite(amount) or amount <= 0.0 or is_dead():
return 0.0
var consumed := minf(amount, get_hunger())
set_hunger(get_hunger() - consumed)
set_energy(get_energy() + consumed * 0.5)
data["starvation_ticks"] = 0
return consumed
func die() -> void:
if is_dead():
return
data["dead"] = true
data["deaths"] = get_deaths() + 1
func respawn() -> void:
data["dead"] = false
data["downed"] = false
data["downed_ticks"] = 0
data["hunger"] = RESET_HUNGER
data["energy"] = RESET_ENERGY
data["health"] = get_max_health()
data["starvation_ticks"] = 0
func get_available_carry() -> float:
return maxf(
float(data.get("carry_capacity", DEFAULT_CARRY_CAPACITY)) - get_carried_total(), 0.0
)
func take_damage(amount: float) -> float:
if not is_finite(amount) or amount <= 0.0 or is_downed():
return 0.0
@@ -157,10 +254,14 @@ func get_carried_total() -> float:
return total
func add_inventory(item_id: StringName, amount: float) -> void:
func add_inventory(item_id: StringName, amount: float) -> float:
if item_id.is_empty() or not is_finite(amount) or amount <= 0.0:
return
data["inventory"][String(item_id)] = get_inventory_amount(item_id) + amount
return 0.0
var added := minf(amount, get_available_carry())
if added <= 0.0:
return 0.0
data["inventory"][String(item_id)] = get_inventory_amount(item_id) + added
return added
func remove_inventory(item_id: StringName, requested_amount: float) -> float: