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
+22 -2
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@@ -49,13 +49,16 @@ SimulationClock
-> SimulationEventLog records and indexes completed facts
-> WorldEventStore exposes typed participants, locations, and causal queries
-> EventKnowledgeSystem records, ranks, transfers, and retains bounded knowledge
-> RelationshipSystem applies seven-dimensional evidence-backed consequences
-> RelationshipSystem applies seven-dimensional evidence-backed consequences
-> SituationSystem projects real unresolved conditions from facts and events
-> QuestJournalSystem records only player discovery/tracking preference
-> SocialCommitmentSystem resolves promises from ordinary outcome events
-> ConversationService plans deterministic semantic turns from current context
-> VillageOpportunitySystem preserves the legacy bounded compatibility slice
-> ConflictSystem advances indexed combatants and authoritative combat outcomes
-> ConflictSystem advances indexed combatants and authoritative combat outcomes
-> PlayerQuestSystem turns open needs into named player quests and
grants Standing as the player resolves them through real supply/feed
-> PlayerNeedsSystem advances the player's hunger, energy, and carry
-> WorldViewManager presents travel, NPC state, and world-state cues
-> ActiveWorldAdapter supplies loaded-world positions/capacity
-> LoadedResourceSpatialIndex bounds finite-anchor discovery
@@ -128,6 +131,22 @@ would otherwise obscure that lifecycle:
When no such helper exists, it can separately derive an ephemeral
`OpportunityPlayerResponseResult` from the real destination capacity and
enabled player-usable finite sources;
- `simulation/quests/PlayerQuestSystem.gd` turns real open needs into named
player quests (`PlayerQuestRecord`) and owns the player's `PlayerStandingRecord`
reputation. A quest is generated only when the player can genuinely act
through the ordinary economy (an unassisted pantry/wood shortage, or a hungry
player-feedable animal), and it is resolved only by a real player supply or
feed event. Completing a quest grants Standing and raises the requester's
gratitude; a requester who personally trusts the player can ask them directly
even when another capable helper exists. Quests, Standing, and gratitude are
persisted and never become quest-only simulation state;
- `simulation/quests/PlayerNeedsSystem.gd` owns the player's embodied hunger,
energy, starvation, death, and carried inventory, advancing on the
deterministic tick and mutating finite resources and storage only through the
ordinary economy and recorder;
- `simulation/quests/PlayerNegotiationSystem.gd` owns the read-only villager
talk surface plus accept/decline of personal requests, delegating quest
lifecycle to `PlayerQuestSystem`;
- `simulation/persistence/` owns save-slot file safety;
- `simulation/state/` owns versioned serialized record contracts;
- `simulation/definitions/` owns stable IDs and immutable action/profession
@@ -189,6 +208,7 @@ hard to read.
| `simulation/situations/` | World situation, journal, and commitment lifecycles |
| `simulation/dialogue/` | Semantic conversation planning and presenter boundary |
| `simulation/regional/` | Regional records, due-job scheduling, keyed randomness, analytical updates |
| `simulation/quests/` | Named player quests and Standing reputation from real need resolution |
| `simulation/state/` | Versioned, serializable mutable records |
| `simulation/definitions/` | Stable IDs and immutable gameplay definitions |
| `simulation/persistence/` | Validated local save-file storage |
+34
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@@ -897,6 +897,40 @@ Next:
by the scaling fixture.
3. Add a market/traveler cadence so the returning player finds something new:
a traveler who shares one rumour or a bounded food-for-wood exchange.
1. Let an inspected villager who owns an open opportunity surface that exact
village need plus the authoritative direct-help route, capable helper, or
honest unavailable state that currently exists. **Complete:** the quiet
`VillagerFieldNoteHud` now shows a restrained `Need` line for exactly that
note, derived from the existing player-response/helper queries and the real
storage state. It names the helper when one is capable, shows the direct
finite-resource-to-storage route when the player response derives it, or
honestly states why help is unavailable, and it re-derives from live facts
after restore without entering saves.
2. Prove that the ordinary finite-resource-to-storage harvest resolves an
available player route and updates the context without dialogue branching,
acceptance state, rewards, a quest log, or saved presentation state.
**Complete:** a runtime scenario stages the real pantry crisis, surfaces the
need for its interested villager, and proves that one ordinary
`harvest_resource_node` extraction resolves the same open opportunity and
clears the need segment on the next refresh.
3. Give the player a reason to keep helping: a persistent **Standing** loop.
**Complete:** resolving real village needs (pantry, wood, hungry animals)
now grants Standing (Stranger → Known Hand → Trusted → Village Steward →
Voice of Jajce) and raises the requester's gratitude. The world's quest
generator turns each open need into a named player quest in a quiet
`QuestJournalHud`, and villagers who personally trust the player start
asking them directly even when another helper could act. All of it flows
through the ordinary finite-resource harvest/feed contracts, survives
save/restore deterministically, and adds no quest-only state.
4. Make the player a citizen with a body. **Complete:** the player now has
hunger and energy that advance on the simulation tick, eats from the real
pantry, weakens when starving, and can die by starvation (halving Standing).
Gathering fills a carried inventory with capacity, and depositing at the
pantry or woodpile is an explicit transaction that resolves the same quests.
Pressing `E` on a villager opens a personal talk where you accept or decline
their real request. The embodied needs, carry, and negotiation rules live in
focused `PlayerNeedsSystem`/`PlayerNegotiationSystem` collaborators and are
covered by headless, runtime, and schema-restore regressions.
Do not start with GIS data, a full city, a large asset pack, or more NPC
mechanics. The next proof is a beautiful stage for the systems that already
+56
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@@ -1048,6 +1048,62 @@ bounded through the existing spatial/population indexes, 510 Hz UI/environmen
updates, cached combatant order, and navigation retry backoff. High, Balanced,
and Low profiles now prove a reversible weak-PC structural budget; real
weak-hardware frame-time/GPU/memory measurement remains intentionally open.
The first bounded field-note opportunity surfacing slice is complete:
- `VillagerInspectionResult` now carries an optional read-only
`VillagerOpportunityNote` that is present only when the inspected villager is
the interested party of an open village opportunity;
- `VillagerOpportunityNote.derive` decides the honest help state from the
existing authoritative queries: the derived player-response route wins, then
the capable helper by name, then a real unavailable reason (need already met,
storage has no room, no stocked source in reach, or no storage at all);
- the quiet `VillagerFieldNoteHud` shows a restrained `Need` line for exactly
that note, coexists with the existing `E` prompt and cinematic mode, and
re-derives it from live state without entering saves or drawing RNG;
- a real player finite-resource harvest resolves the same open
`OpportunityStateRecord` through the existing economy/event history, and the
need segment clears on the next refresh;
- unit, runtime, and query-neutrality checks cover the derive branches, the
staged pantry-crisis surfacing, helper naming, ordinary harvest resolution,
and the absence of saved presentation state.
The first bounded player-Standing and quest slice is complete:
- `PlayerStandingRecord` is a versioned, deterministic 0100 reputation with
named tiers (Stranger, Known Hand, Trusted, Village Steward, Voice of Jajce)
and per-requester gratitude, persisted through world schema v12;
- `PlayerQuestRecord` plus `PlayerQuestSystem` turn real open needs into named
player quests: an unassisted pantry or wood shortage (or a hungry,
player-feedable animal) generates one quest for its requester, resolved only
by a real player supply or feed event through the ordinary economy;
- completing a quest grants Standing and raises the requester's gratitude, an
NPC who trusts the player personally can ask them directly even when another
capable helper exists, and tier advances emit a celebration beat;
- a read-only `QuestJournalHud` surfaces the active quest, Standing tier, and
gratitude feedback without entering saves or drawing RNG;
- headless, runtime, schema-restore, and GUT unit regressions cover generation,
completion, invalidation, animal care, personal requests, and tier
progression.
The first embodied-citizen slice is complete:
- the player now has a body in the world: hunger and energy advance on the
deterministic tick (`PlayerStateRecord`), eating at the pantry reduces the
player's own hunger, starvation weakens movement, and death by starvation
halves Standing and allows a respawn, all persisted through world schema v13;
- the player carries a real inventory with capacity: gathering a finite
resource fills the hands, depositing at the pantry or woodpile is an explicit
transaction that resolves opportunities and quests through the same supply
contract used by NPCs;
- pressing `E` on a nearby villager opens a personal talk: the villager greets
you and surfaces their real need, and you can accept their request (which
surfaces the same open quest) or decline it (closing the quest without
gratitude);
- `PlayerNeedsSystem`, `PlayerNegotiationSystem`, and `SimulationEventRecorder`
keep the player-citizen rules out of the manager;
- headless, runtime, carry/deposit, talk/negotiation, and schema-restore
regressions cover needs, death, respawn, carrying, depositing, quest
resolution, and personal request accept/decline.
Recently completed:
+21
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@@ -310,6 +310,27 @@ The village currently tracks:
- per-resource modifiers;
- per-resource priorities.
### Player Standing and quests
The world now rewards player help with a persistent **Standing** reputation
(0100) and named tiers: Stranger, Known Hand, Trusted, Village Steward, and
Voice of Jajce. The quest generator turns real open needs into player quests:
- an unassisted pantry or wood shortage generates a named quest from its
worried villager;
- a hungry, player-feedable goat generates an animal-care quest;
- completing a quest through the ordinary finite-resource harvest or feed
contract grants Standing, raises the requester's gratitude, and emits a
thank-you beat;
- a requester who personally trusts the player (gratitude ≥ 0.5 and Standing
tier at least Known Hand) asks them directly even when another capable
helper exists;
- a compact `QuestJournalHud` shows the active quest, Standing tier, and
gratitude feedback; tier advances trigger a celebration beat.
Quests, Standing, and gratitude persist through world schema v12 and never
become quest-only simulation state.
### NPC task lifecycle
Task states are:
+6
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@@ -39,6 +39,12 @@ simulation. The current world schema is v16 and captures:
definition ID) for NPC defenders and standalone hostile archetypes;
- faction records (food, warriors, aggression, morale, stance, war plan) for
the village and the hill tribe.
- the player's Standing reputation (0100), resolved-need count, and per-NPC
gratitude, plus named player quest records that reference the originating
opportunity or animal, requester NPC, resource/target/amount, Standing
reward, and exact resolution or invalidation tick;
- the player's embodied state: hunger, energy, starvation progress, death
count, and carried inventory with its capacity (schema v13).
The top-level identity is:
+81
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@@ -18,6 +18,7 @@
[ext_resource type="Script" uid="uid://cgur3e3k1l3iy" path="res://world/ui/player_status_hud.gd" id="18_status"]
[ext_resource type="Script" uid="uid://bfysko6pf0tnt" path="res://player/combat/player_combat_controller.gd" id="19_combat"]
[ext_resource type="Script" uid="uid://qw0qb6mc8j7" path="res://world/combat/combat_presentation.gd" id="20_combat_view"]
[ext_resource type="Script" path="res://world/ui/quest_journal_hud.gd" id="21_quest_journal"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_o5qli"]
radius = 0.4
@@ -426,6 +427,86 @@ text = "The pantry is empty."
horizontal_alignment = 1
vertical_alignment = 1
[node name="QuestJournalLayer" type="CanvasLayer" parent="."]
layer = 4
[node name="QuestJournal" type="Control" parent="QuestJournalLayer" node_paths=PackedStringArray("simulation_manager")]
visible = false
anchors_preset = 3
anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -360.0
offset_top = -150.0
offset_right = -16.0
offset_bottom = -20.0
grow_horizontal = 0
grow_vertical = 0
mouse_filter = 2
script = ExtResource("21_quest_journal")
simulation_manager = NodePath("../../SimulationManager")
[node name="Accent" type="ColorRect" parent="QuestJournalLayer/QuestJournal"]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_right = 2.0
grow_vertical = 2
mouse_filter = 2
color = Color(0.55, 0.42, 0.2, 0.9)
[node name="Copy" type="VBoxContainer" parent="QuestJournalLayer/QuestJournal"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 12.0
offset_top = 8.0
mouse_filter = 2
theme_override_constants/separation = 2
alignment = 2
[node name="Standing" type="Label" parent="QuestJournalLayer/QuestJournal/Copy"]
layout_mode = 2
mouse_filter = 2
theme_override_colors/font_color = Color(0.98, 0.92, 0.79, 1)
theme_override_colors/font_outline_color = Color(0.07, 0.045, 0.025, 0.94)
theme_override_constants/outline_size = 6
theme_override_font_sizes/font_size = 18
text = "Standing · Stranger · 0/100"
[node name="QuestKicker" type="Label" parent="QuestJournalLayer/QuestJournal/Copy"]
layout_mode = 2
mouse_filter = 2
theme_override_colors/font_color = Color(0.93, 0.7, 0.36, 1)
theme_override_colors/font_outline_color = Color(0.07, 0.045, 0.025, 0.9)
theme_override_constants/outline_size = 5
theme_override_font_sizes/font_size = 11
text = "ACTIVE QUEST"
[node name="Quest" type="Label" parent="QuestJournalLayer/QuestJournal/Copy"]
layout_mode = 2
mouse_filter = 2
theme_override_colors/font_color = Color(0.9, 0.84, 0.7, 1)
theme_override_colors/font_outline_color = Color(0.07, 0.045, 0.025, 0.9)
theme_override_constants/outline_size = 4
theme_override_font_sizes/font_size = 13
text = "Amina · bring 1 food to the village pantry"
autowrap_mode = 2
[node name="Thanks" type="Label" parent="QuestJournalLayer/QuestJournal/Copy"]
visible = false
layout_mode = 2
mouse_filter = 2
theme_override_colors/font_color = Color(0.95, 0.76, 0.42, 1)
theme_override_colors/font_outline_color = Color(0.07, 0.045, 0.025, 0.94)
theme_override_constants/outline_size = 5
theme_override_font_sizes/font_size = 13
text = "Gratitude"
horizontal_alignment = 1
autowrap_mode = 2
[node name="DemoController" type="Node" parent="." unique_id=644713371 node_paths=PackedStringArray("ui", "active_npcs_parent", "simulation_manager", "world_view_manager", "camera_rig", "player", "pantry_storage", "crisis_caption")]
script = ExtResource("13_demo")
ui = NodePath("../UI")
+4
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@@ -7,6 +7,10 @@ const KIND_PANTRY := &"pantry"
const KIND_STORAGE_DEPOSIT := &"storage_deposit"
const KIND_ACTIVITY := &"activity"
const KIND_DIALOGUE := &"dialogue"
const KIND_DEPOSIT := &"deposit"
const KIND_TALK := &"talk"
const KIND_GUARD := &"guard"
const KIND_STUDY := &"study"
var kind: StringName
var action_id: StringName
+53
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@@ -0,0 +1,53 @@
class_name PlayerTalkResult
extends RefCounted
var npc_id: int
var npc_name: String
var greeting: String
var has_need: bool
var need_text: String
var quest_available: bool
var quest_reward: float
var can_accept: bool
var can_decline: bool
func _init(
talk_npc_id: int,
talk_npc_name: String,
talk_greeting: String,
talk_has_need: bool,
talk_need_text: String,
talk_quest_available: bool,
talk_quest_reward: float,
talk_can_accept: bool,
talk_can_decline: bool
) -> void:
npc_id = talk_npc_id
npc_name = talk_npc_name
greeting = talk_greeting
has_need = talk_has_need
need_text = talk_need_text
quest_available = talk_quest_available
quest_reward = talk_quest_reward
can_accept = talk_can_accept
can_decline = talk_can_decline
func cache_key() -> String:
return (
"|"
. join(
[
str(npc_id),
npc_name,
greeting,
str(has_need),
need_text,
str(quest_available),
"%.2f" % quest_reward,
str(can_accept),
str(can_decline),
]
)
)
+1
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@@ -0,0 +1 @@
uid://i7pjb5605cgr
+4
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@@ -13,6 +13,7 @@ var target_name: String
var carried_amounts: Dictionary
var decision_reason: String
var _has_decision_reason: bool
var opportunity_note: VillagerOpportunityNote
var has_open_need := false
var need_type: StringName
@@ -46,6 +47,7 @@ func _init(
need_type = StringName(inspection_need.get("need_type", &""))
need_progress = String(inspection_need.get("progress", ""))
need_response = String(inspection_need.get("response", ""))
opportunity_note = inspection_need.get("opportunity_note") as VillagerOpportunityNote
func has_decision_reason() -> bool:
@@ -77,6 +79,7 @@ func cache_key() -> String:
var carried_parts: Array[String] = []
for item_id in carried_keys:
carried_parts.append("%s=%.3f" % [String(item_id), float(carried_amounts[item_id])])
var note_part := opportunity_note.cache_key() if opportunity_note != null else "-"
return (
"|"
. join(
@@ -94,6 +97,7 @@ func cache_key() -> String:
String(need_type),
need_progress,
need_response,
note_part,
]
)
)
+79
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@@ -0,0 +1,79 @@
class_name VillagerOpportunityNote
extends RefCounted
const HELP_PLAYER_ROUTE := &"player_route"
const HELP_HELPER := &"helper"
const HELP_UNAVAILABLE := &"unavailable"
var has_need := false
var need_text := ""
var help_kind: StringName = &""
var help_text := ""
func _init(
note_has_need := false,
note_need_text := "",
note_help_kind: StringName = &"",
note_help_text := ""
) -> void:
has_need = note_has_need
need_text = note_need_text
help_kind = note_help_kind
help_text = note_help_text
func cache_key() -> String:
return "%s|%s|%s|%s" % [has_need, need_text, String(help_kind), help_text]
static func derive(
opportunity: OpportunityStateRecord,
player_response: OpportunityPlayerResponseResult,
helper: OpportunityHelperResult,
helper_npc_name: String,
storage: StorageStateRecord,
target_display_name: String,
resource_display_name: String
) -> VillagerOpportunityNote:
if opportunity == null:
return VillagerOpportunityNote.new()
var need_text := "The %s needs %s" % [target_display_name, resource_display_name]
if player_response != null:
return (
VillagerOpportunityNote
. new(
true,
need_text,
HELP_PLAYER_ROUTE,
"You can help · forage %s to the %s" % [resource_display_name, target_display_name],
)
)
if helper != null:
return VillagerOpportunityNote.new(
true,
need_text,
HELP_HELPER,
"%s is bringing %s" % [helper_npc_name, resource_display_name]
)
if storage == null:
return VillagerOpportunityNote.new(
true, need_text, HELP_UNAVAILABLE, "No storage is within reach right now."
)
var remaining := maxf(
opportunity.get_target_amount() - storage.get_amount(opportunity.get_resource_id()), 0.0
)
if remaining <= 0.0:
return VillagerOpportunityNote.new(
true,
need_text,
HELP_UNAVAILABLE,
"The %s already has enough %s." % [target_display_name, resource_display_name]
)
if storage.get_available_capacity() < remaining:
return VillagerOpportunityNote.new(
true, need_text, HELP_UNAVAILABLE, "The %s has no room right now." % target_display_name
)
return VillagerOpportunityNote.new(
true, need_text, HELP_UNAVAILABLE, "No stocked source is in reach right now."
)
+1
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@@ -0,0 +1 @@
uid://ds7o7atkwyfon
+151 -6
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@@ -249,6 +249,7 @@ func get_nearby_villager_inspection() -> VillagerInspectionResult:
if decision != null and decision.action_id == npc.current_task:
reason = decision.reason
var need := _get_open_need_for_npc(npc)
need["opportunity_note"] = _build_opportunity_note(npc)
return VillagerInspectionResult.new(
npc.id,
npc.npc_name,
@@ -263,6 +264,57 @@ func get_nearby_villager_inspection() -> VillagerInspectionResult:
)
func _build_opportunity_note(npc: SimNPC) -> VillagerOpportunityNote:
if (
simulation_manager == null
or not simulation_manager.has_method("get_active_opportunity")
or not simulation_manager.has_method("get_active_opportunity_player_response")
or not simulation_manager.has_method("get_active_opportunity_helper")
):
return null
var opportunity: OpportunityStateRecord = simulation_manager.get_active_opportunity()
if (
opportunity == null
or opportunity.get_interested_npc_id() != npc.id
or (
opportunity.get_target_id()
not in [SimulationIds.STORAGE_VILLAGE_PANTRY, SimulationIds.STORAGE_VILLAGE_WOODPILE]
)
):
return null
var player_response: OpportunityPlayerResponseResult = (
simulation_manager.get_active_opportunity_player_response()
)
var helper: OpportunityHelperResult = simulation_manager.get_active_opportunity_helper()
var helper_name := ""
if helper != null:
var helper_npc := _find_npc(helper.helper_npc_id)
if helper_npc != null:
helper_name = helper_npc.npc_name
return VillagerOpportunityNote.derive(
opportunity,
player_response,
helper,
helper_name,
_get_opportunity_storage(opportunity),
_get_target_display_name(opportunity.get_target_id()),
_display_id(opportunity.get_resource_id()).to_lower()
)
func _get_opportunity_storage(opportunity: OpportunityStateRecord) -> StorageStateRecord:
if simulation_manager == null:
return null
if opportunity.get_target_id() == SimulationIds.STORAGE_VILLAGE_PANTRY:
return simulation_manager.get_pantry() as StorageStateRecord
if (
opportunity.get_target_id() == SimulationIds.STORAGE_VILLAGE_WOODPILE
and simulation_manager.has_method("get_woodpile")
):
return simulation_manager.get_woodpile() as StorageStateRecord
return null
func _get_open_need_for_npc(npc: SimNPC) -> Dictionary:
if not simulation_manager.has_method("get_latest_opportunity_for_npc"):
return {
@@ -439,14 +491,24 @@ func _build_resource_context(node: ResourceNode) -> PlayerInteractionResult:
definition.display_name if definition != null else String(node.action_id).capitalize()
)
var display_name := String(node.node_id).replace("_", " ").capitalize()
var carried := _get_player_carried(node.resource_id)
var detail := (
"%s · %.1f remaining · carrying %.1f" % [display_name, node.get_amount_remaining(), carried]
)
if _get_available_carry() <= 0.0:
detail = "Hands full — deposit before gathering"
return PlayerInteractionResult.new(
PlayerInteractionResult.KIND_RESOURCE,
node.action_id,
node.node_id,
display_name,
prompt,
"%s · %.1f remaining" % [display_name, node.get_amount_remaining()],
node
detail,
node,
{
"blocked_reason":
"" if _get_available_carry() > 0.0 else "You cannot carry more right now."
}
)
@@ -526,13 +588,19 @@ func _execute_animal_interaction(context: PlayerInteractionResult) -> void:
func _execute_resource_interaction(context: PlayerInteractionResult) -> void:
var node := context.target_node as ResourceNode
if node == null or not simulation_manager.has_method("harvest_resource_node"):
push_error("Player: SimulationManager cannot harvest the resolved ResourceNode")
if node == null or not simulation_manager.has_method("player_gather"):
push_error("Player: SimulationManager cannot gather the resolved ResourceNode")
return
var extracted: float = simulation_manager.harvest_resource_node(node)
var extracted: float = simulation_manager.player_gather(node)
if extracted <= 0.0:
interaction_feedback.emit(
"%s is unavailable" % context.display_name, "Nothing could be gathered.", false
"%s is unavailable" % context.display_name,
(
context.blocked_reason
if not context.blocked_reason.is_empty()
else "Nothing could be gathered."
),
false
)
return
interaction_feedback.emit(
@@ -582,6 +650,38 @@ func _execute_activity_interaction(context: PlayerInteractionResult) -> void:
)
func _execute_talk_interaction(context: PlayerInteractionResult) -> void:
var npc_id := _talk_npc_id_from_target(context.target_id)
if npc_id < 0:
return
var quest: PlayerQuestRecord = simulation_manager.accept_villager_request(npc_id)
if quest == null:
interaction_feedback.emit(
"%s declines" % context.display_name,
"They have no request you can accept right now.",
false
)
return
interaction_feedback.emit(
"Request accepted",
(
"%s asked you for help · +%.0f Standing on completion"
% [context.display_name, quest.get_standing_reward()]
),
true
)
func _talk_npc_id_from_target(target_id: StringName) -> int:
var prefix := "npc_"
var suffix := "_inventory"
var raw := String(target_id)
if not raw.begins_with(prefix) or not raw.ends_with(suffix):
return -1
var id_text := raw.trim_prefix(prefix).trim_suffix(suffix)
return id_text.to_int()
func _execute_pantry_interaction(context: PlayerInteractionResult) -> void:
if not context.is_available():
interaction_feedback.emit("The pantry is empty", context.blocked_reason, false)
@@ -624,6 +724,37 @@ func _storage_name_for(resource_id: StringName) -> String:
return "village pantry" if resource_id == SimulationIds.RESOURCE_FOOD else "village woodpile"
func _get_player_hunger() -> float:
if simulation_manager == null or not simulation_manager.has_method("get_player_state"):
return 0.0
var state: PlayerStateRecord = simulation_manager.get_player_state()
return state.get_hunger() if state != null else 0.0
func is_starving() -> bool:
if simulation_manager == null or not simulation_manager.has_method("get_player_state"):
return false
var state: PlayerStateRecord = simulation_manager.get_player_state()
return state.is_starving() if state != null else false
func _needs_speed_factor() -> float:
if simulation_manager == null or not simulation_manager.has_method("get_player_state"):
return 1.0
var state: PlayerStateRecord = simulation_manager.get_player_state()
if state == null or state.is_dead():
return 0.0
var factor := 1.0
if state.is_starving():
factor *= 0.5
var energy := state.get_energy()
if energy < 20.0:
factor *= 0.6
elif energy < 45.0:
factor *= 0.8
return factor
func _get_animal_feed_cost() -> float:
var definition := SimulationDefinitions.get_action(SimulationIds.ACTION_FEED_ANIMAL)
return definition.completion_cost_amount if definition != null else 1.0
@@ -648,6 +779,20 @@ func _get_carried_wood() -> float:
return simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_WOOD)
func _get_player_carried(resource_id: StringName) -> float:
if simulation_manager == null or not simulation_manager.has_method("get_player_state"):
return 0.0
var state: PlayerStateRecord = simulation_manager.get_player_state()
return state.get_inventory_amount(resource_id) if state != null else 0.0
func _get_available_carry() -> float:
if simulation_manager == null or not simulation_manager.has_method("get_player_state"):
return 0.0
var state: PlayerStateRecord = simulation_manager.get_player_state()
return state.get_available_carry() if state != null else 0.0
func is_near_storage(storage_node: StorageNode) -> bool:
if storage_node == null:
return false
+172 -34
View File
@@ -5,6 +5,7 @@ extends Node
# intentionally keeps its orchestration readable in one authoritative file.
const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
const SimulationEventRecorderScript := preload("res://simulation/events/SimulationEventRecorder.gd")
const VillageEconomyScript := preload("res://simulation/economy/VillageEconomy.gd")
const AnimalCareSystemScript := preload("res://simulation/animals/animal_care_system.gd")
const NpcTickDebugLog := preload("res://simulation/debug/npc_tick_debug_log.gd")
@@ -41,6 +42,14 @@ signal raid_started(raider_ids: Array[StringName])
signal war_resolved(outcome: StringName)
signal war_aborted
signal player_downed
signal player_quest_opened(quest: PlayerQuestRecord)
signal player_quest_completed(quest: PlayerQuestRecord)
signal player_quest_expired(quest: PlayerQuestRecord)
signal player_standing_changed(standing: PlayerStandingRecord)
signal player_tier_advanced(tier: int, tier_name: String)
signal player_needs_changed(state: PlayerStateRecord)
signal player_inventory_changed(state: PlayerStateRecord)
signal player_died(state: PlayerStateRecord)
var village := SimVillage.new()
var player_system := PlayerCitizenSystem.new()
@@ -59,6 +68,7 @@ var tick_count := 0
var wander_random_sources := {}
var resource_states: Dictionary = {}
var event_log := SimulationEventLogScript.new()
var event_recorder := SimulationEventRecorderScript.new()
var economy := VillageEconomyScript.new()
var animal_care := AnimalCareSystemScript.new()
var relationship_system := RelationshipSystemScript.new()
@@ -71,6 +81,10 @@ var commitment_lifecycle := CommitmentLifecycleService.new()
var conversation_service := ConversationService.new()
var conversation_history: Array[ConversationActStateRecord] = []
var conflict_system := ConflictSystemScript.new()
var player_quest_system := PlayerQuestSystem.new()
var player_needs := PlayerNeedsSystem.new()
var player_negotiation := PlayerNegotiationSystem.new()
var _last_player_tier := PlayerStandingRecord.TIER_STRANGER
var storage_states: Dictionary:
get:
return economy.storage_states
@@ -114,6 +128,19 @@ const NPC_NAMES := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
func _ready() -> void:
add_to_group("simulation_manager")
event_log.event_recorded.connect(_on_economic_event_recorded)
event_recorder.configure(event_log, Callable(self, "get_tick_count_for_recording"))
event_recorder.set_npcs(npcs)
player_needs.configure(economy, event_recorder)
player_needs.set_resource_states(resource_states)
player_negotiation.configure(
player_quest_system,
Callable(self, "_find_npc_by_id"),
Callable(self, "get_active_opportunity"),
Callable(self, "get_active_opportunity_player_response"),
player_quest_opened,
player_quest_expired,
player_standing_changed
)
economy.inventory_changed.connect(_on_economy_inventory_changed)
economy.economic_event_requested.connect(_record_economic_event)
economy.narrative_event_requested.connect(record_narrative_event)
@@ -225,6 +252,10 @@ func simulate_tick() -> void:
if debug_logs:
print("--- Tick ", tick_count, " ---")
animal_care.advance(tick_count)
for quest in player_quest_system.consider_animal_care_quests(
animal_care, npcs, get_pantry(), tick_count
):
player_quest_opened.emit(quest)
advance_player_needs()
_advance_resource_regrowth()
var village_was_changed := false
@@ -240,6 +271,10 @@ func simulate_tick() -> void:
if invalidated != null:
opportunity_invalidated.emit(invalidated)
_maintain_emergent_world()
if invalidated != null:
var expired_quest := player_quest_system.on_opportunity_invalidated(invalidated, tick_count)
if expired_quest != null:
player_quest_expired.emit(expired_quest)
if tick_count % get_knowledge_review_interval() == 0:
_maintain_event_knowledge(true)
if debug_logs:
@@ -314,7 +349,7 @@ func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
var display_name := (
definition.display_name if definition != null else String(selection.action_id)
)
record_narrative_event(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
event_recorder.record_narrative(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
func _is_weak_villager_state(npc: SimNPC) -> bool:
@@ -391,7 +426,7 @@ func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target:
release_npc_reservation(npc.id)
npc_died.emit(npc)
npc_task_changed.emit(npc, previous_task, npc.current_task)
record_narrative_event(SimulationIds.EVENT_NPC_DIED, npc.id)
event_recorder.record_narrative(SimulationIds.EVENT_NPC_DIED, npc.id)
_notify_mourning(npc)
if debug_logs:
print("[SimulationManager] NPC died: ", npc.npc_name)
@@ -480,7 +515,7 @@ func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
var resource_id := resource_state.get_resource_id()
npc.add_inventory(resource_id, extracted)
npc_inventory_changed.emit(npc, resource_id, npc.get_inventory_amount(resource_id))
_record_economic_event(
event_recorder.record_economic(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
npc.id,
resource_state.get_node_id(),
@@ -489,7 +524,7 @@ func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
extracted
)
if resource_state.get_amount_remaining() <= 0.0:
record_narrative_event(
event_recorder.record_narrative(
SimulationIds.EVENT_RESOURCE_DEPLETED, npc.id, resource_state.get_node_id()
)
if debug_logs:
@@ -1393,6 +1428,10 @@ func _get_event_world_position(
return Vector3.ZERO
func get_tick_count_for_recording() -> int:
return tick_count
func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
return event_log.get_for_actor(npc_id, max_count)
@@ -1407,22 +1446,42 @@ func _on_economic_event_recorded(event: EconomicEventRecord) -> void:
)
for learned_record in learned_records:
_apply_new_event_knowledge(learned_record, event)
if StringName(event.data["event_type"]) == SimulationIds.EVENT_ANIMAL_FED:
_finish_quest_resolution(
player_quest_system.on_animal_fed(
animal_care.get_state(StringName(event.data["destination_id"])), event, tick_count
)
)
_update_opportunity_from_event(event)
_update_situations_from_event(event)
economic_event_recorded.emit(event)
func _finish_quest_resolution(resolution: Dictionary) -> void:
if not resolution.has("quest"):
return
var quest: PlayerQuestRecord = resolution["quest"]
if resolution["completed"]:
player_quest_completed.emit(quest)
var standing := player_quest_system.standing
player_standing_changed.emit(standing)
if standing.get_tier() > _last_player_tier:
_last_player_tier = standing.get_tier()
player_tier_advanced.emit(standing.get_tier(), standing.get_tier_name())
return
player_quest_expired.emit(quest)
func try_communicate_at_shared_activity(speaker_id: int, listener_id: int) -> bool:
var speaker := _find_npc_by_id(speaker_id)
var listener := _find_npc_by_id(listener_id)
if not _can_communicate_at_shared_activity(speaker, listener):
return false
var known_event_ids := event_knowledge_system.get_communicable_event_ids(
for event_id in event_knowledge_system.get_communicable_event_ids(
speaker.id,
_get_lasting_event_ids(speaker.id),
opportunity_system.get_open_trigger_event_id()
)
for event_id in known_event_ids:
):
var event := event_log.get_by_id(event_id)
if event == null:
continue
@@ -1439,31 +1498,8 @@ func try_communicate_at_shared_activity(speaker_id: int, listener_id: int) -> bo
func _can_communicate_at_shared_activity(speaker: SimNPC, listener: SimNPC) -> bool:
if speaker == null or listener == null or speaker.id == listener.id:
return false
if speaker.is_dead or listener.is_dead:
return false
if (
speaker.task_state != SimNPC.TASK_STATE_WORKING
or listener.task_state != SimNPC.TASK_STATE_WORKING
):
return false
if speaker.target_id.is_empty() or speaker.target_id != listener.target_id:
return false
if storage_states.has(speaker.target_id):
return false
var speaker_action := SimulationDefinitions.get_action(speaker.current_task)
var listener_action := SimulationDefinitions.get_action(listener.current_task)
if (
speaker_action == null
or listener_action == null
or speaker_action.target_type != SimulationIds.TARGET_ACTIVITY
or listener_action.target_type != SimulationIds.TARGET_ACTIVITY
):
return false
return (
speaker.position.distance_squared_to(listener.position)
<= KNOWLEDGE_COMMUNICATION_RADIUS * KNOWLEDGE_COMMUNICATION_RADIUS
return EventKnowledgeSystem.can_communicate_at_shared_activity(
speaker, listener, storage_states, KNOWLEDGE_COMMUNICATION_RADIUS
)
@@ -1494,8 +1530,19 @@ func _update_opportunity_from_event(event: EconomicEventRecord) -> void:
return
if changed.get_status() == OpportunityStateRecord.STATUS_OPEN:
opportunity_opened.emit(changed)
var quest := player_quest_system.consider_opportunity_opened(
changed,
get_active_opportunity_player_response(),
tick_count,
player_quest_system.can_request_personally(changed)
)
if quest != null:
player_quest_opened.emit(quest)
return
opportunity_resolved.emit(changed, event)
_finish_quest_resolution(
player_quest_system.on_opportunity_resolved(changed, event, tick_count)
)
_maintain_event_knowledge(false)
@@ -1652,6 +1699,73 @@ func get_active_opportunity() -> OpportunityStateRecord:
return opportunity_system.get_open_opportunity()
func get_active_player_quest() -> PlayerQuestRecord:
return player_quest_system.get_active_quest()
func _advance_player_needs() -> void:
advance_player_needs()
player_needs_changed.emit(player_system.player_state)
func respawn_player() -> bool:
var state := player_system.player_state
if state == null or not state.is_dead():
return false
state.respawn()
_sync_player_combatant()
player_needs_changed.emit(state)
player_inventory_changed.emit(state)
return true
func player_eat(amount: float) -> float:
var state := player_system.player_state
var eaten := state.eat(amount) if state != null else 0.0
if eaten > 0.0:
player_needs_changed.emit(state)
return eaten
func player_gather(node: ResourceNode) -> float:
var gathered := harvest_resource_node(node)
if gathered > 0.0:
player_inventory_changed.emit(player_system.player_state)
return gathered
func player_deposit(resource_id: StringName) -> float:
var deposited := deposit_player_inventory(resource_id)
if deposited > 0.0:
village_changed.emit(village)
player_inventory_changed.emit(player_system.player_state)
return deposited
func get_player_quests() -> Array[PlayerQuestRecord]:
return player_quest_system.get_all_sorted()
func get_villager_talk(npc_id: int) -> PlayerTalkResult:
return player_negotiation.get_talk(npc_id)
func accept_villager_request(npc_id: int) -> PlayerQuestRecord:
return player_negotiation.accept_request(npc_id, tick_count)
func decline_villager_request(npc_id: int) -> PlayerQuestRecord:
return player_negotiation.decline_request(npc_id, tick_count)
func get_latest_player_quest_for_requester(requester_npc_id: int) -> PlayerQuestRecord:
return player_quest_system.get_latest_for_requester(requester_npc_id)
func get_player_standing() -> PlayerStandingRecord:
return player_quest_system.standing
func get_active_opportunity_helper() -> OpportunityHelperResult:
var active := get_active_opportunity()
if active == null:
@@ -2005,6 +2119,11 @@ func get_pantry() -> StorageStateRecord:
return economy.get_pantry()
func get_animal_display_name(animal_id: StringName) -> String:
var animal_state := animal_care.get_state(animal_id)
return animal_state.get_display_name() if animal_state != null else ""
func get_woodpile() -> StorageStateRecord:
return economy.get_woodpile()
@@ -2139,7 +2258,7 @@ func harvest_resource_node(node: ResourceNode) -> float:
if node.interaction_point != null
else node.global_position
)
_record_economic_event_at(
event_recorder.record_economic_at(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
SimulationIds.PLAYER_ACTOR_ID,
resource_state.get_node_id(),
@@ -2149,7 +2268,7 @@ func harvest_resource_node(node: ResourceNode) -> float:
event_position
)
if resource_state.get_amount_remaining() <= 0.0:
_record_narrative_event_at(
event_recorder.record_narrative_at(
SimulationIds.EVENT_RESOURCE_DEPLETED,
SimulationIds.PLAYER_ACTOR_ID,
resource_state.get_node_id(),
@@ -2172,8 +2291,16 @@ func harvest_resource_node(node: ResourceNode) -> float:
func advance_player_needs() -> void:
var was_dead := player_system.player_state.is_dead()
player_system.advance_needs(village.food_modifier)
player_system.player_state.advance_health()
if not was_dead and player_system.player_state.is_dead():
player_died.emit(player_system.player_state)
player_quest_system.standing.data["standing"] = (
player_quest_system.standing.get_standing() * PlayerStateRecord.DEATH_STANDING_PENALTY
)
_last_player_tier = player_quest_system.standing.get_tier()
player_standing_changed.emit(player_quest_system.standing)
_sync_player_combatant()
@@ -2311,6 +2438,7 @@ func create_state_record() -> SimulationStateRecord:
"next_conversation_act_id": _next_conversation_act_id,
"world_id": String(event_scope["world_id"]),
"location_id": String(event_scope["location_id"]),
"next_quest_id": player_quest_system.next_quest_id,
"cycle_duration_seconds": clock.cycle_duration_seconds
}
record.village = VillageStateRecord.capture(village)
@@ -2345,6 +2473,10 @@ func create_state_record() -> SimulationStateRecord:
record.conversation_history.append(conversation_act)
record.player = player_system.player_state
conflict_system.append_state_records(record)
record.player_standing = player_quest_system.standing
for quest in player_quest_system.get_all_sorted():
record.player_quests.append(quest)
record.player_state = player_system.player_state
return record
@@ -2421,6 +2553,12 @@ func restore_state(record: SimulationStateRecord) -> bool:
_active_player_conversation = &""
_conversation_context_by_id.clear()
_dialogue_speed_index = -1
player_quest_system.restore(
record.player_quests, int(record.simulation.get("next_quest_id", 0)), record.player_standing
)
_last_player_tier = player_quest_system.standing.get_tier()
if record.player_state != null:
player_system.player_state = record.player_state
_maintain_event_knowledge(tick_count % get_knowledge_review_interval() == 0)
wander_random_sources.clear()
var wander_streams: Array = record.simulation["wander_random_streams"]
+14
View File
@@ -121,6 +121,20 @@ func get_state(animal_id: StringName) -> AnimalStateRecord:
return states.get(animal_id) as AnimalStateRecord
func get_all_states() -> Array[AnimalStateRecord]:
var all_states: Array[AnimalStateRecord] = []
for animal_id in states.keys():
var animal_state := states[animal_id] as AnimalStateRecord
if animal_state != null:
all_states.append(animal_state)
all_states.sort_custom(_sort_states_by_id)
return all_states
static func _sort_states_by_id(first: AnimalStateRecord, second: AnimalStateRecord) -> bool:
return String(first.get_animal_id()) < String(second.get_animal_id())
func reserve(animal_id: StringName, agent_id: int) -> bool:
var animal_state := get_state(animal_id)
return animal_state != null and animal_state.can_npc_feed() and animal_state.reserve(agent_id)
+1
View File
@@ -85,6 +85,7 @@ const OPPORTUNITY_RESTOCK_EMPTY_PANTRY := &"restock_empty_pantry"
const OPPORTUNITY_SUPPLY_MISSING_WOOD := &"supply_missing_wood"
const OPPORTUNITY_FEED_WEAK_VILLAGER := &"feed_weak_villager"
const OPPORTUNITY_REPAIR_HOME_ROOF := &"repair_home_roof"
const OPPORTUNITY_FEED_HUNGRY_ANIMAL := &"feed_hungry_animal"
const OPPORTUNITY_STATUS_OPEN := &"open"
const OPPORTUNITY_STATUS_RESOLVED := &"resolved"
const OPPORTUNITY_STATUS_INVALIDATED := &"invalidated"
@@ -0,0 +1,113 @@
class_name SimulationEventRecorder
extends RefCounted
const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
var event_log: RefCounted
var npcs: Array[SimNPC] = []
var tick_provider: Callable
func configure(log: RefCounted, tick_source: Callable) -> void:
event_log = log
tick_provider = tick_source
func set_npcs(npc_list: Array[SimNPC]) -> void:
npcs = npc_list
func record_economic(
event_type: StringName,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float
) -> void:
record_economic_at(
event_type,
actor_id,
source_id,
destination_id,
item_id,
amount,
get_event_world_position(actor_id, source_id, destination_id)
)
func record_economic_at(
event_type: StringName,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float,
world_position: Vector3
) -> void:
event_log.record_economic(
tick_provider.call(),
event_type,
actor_id,
source_id,
destination_id,
item_id,
amount,
world_position
)
func record_narrative(
event_type: StringName,
actor_id: int,
source_id: StringName = &"",
action_display: String = "",
action_id: StringName = &"",
item_id: StringName = &"",
required_amount: float = 0.0
) -> void:
record_narrative_at(
event_type,
actor_id,
source_id,
action_display,
get_event_world_position(actor_id, source_id, &""),
action_id,
item_id,
required_amount
)
func record_narrative_at(
event_type: StringName,
actor_id: int,
source_id: StringName,
action_display: String,
world_position: Vector3,
action_id: StringName = &"",
item_id: StringName = &"",
required_amount: float = 0.0
) -> void:
event_log.record_narrative(
tick_provider.call(),
event_type,
actor_id,
source_id,
action_display,
world_position,
action_id,
item_id,
required_amount
)
func get_event_world_position(
actor_id: int, source_id: StringName, destination_id: StringName
) -> Vector3:
for npc in npcs:
if npc.id != actor_id:
continue
if not npc.target_id.is_empty() and npc.target_id in [source_id, destination_id]:
return npc.travel_target_position
return npc.position
return Vector3.ZERO
@@ -0,0 +1 @@
uid://yl07qwlrpxjs
@@ -267,6 +267,65 @@ func restore(records: Array[KnownEventStateRecord]) -> void:
known_events[_key(record.get_knower_id(), record.get_event_id())] = record
static func can_communicate_at_shared_activity(
speaker: SimNPC, listener: SimNPC, storage_states: Dictionary, radius: float
) -> bool:
if speaker == null or listener == null or speaker.id == listener.id:
return false
if speaker.is_dead or listener.is_dead:
return false
if (
speaker.task_state != SimNPC.TASK_STATE_WORKING
or listener.task_state != SimNPC.TASK_STATE_WORKING
):
return false
if speaker.target_id.is_empty() or speaker.target_id != listener.target_id:
return false
if storage_states.has(speaker.target_id):
return false
var speaker_action := SimulationDefinitions.get_action(speaker.current_task)
var listener_action := SimulationDefinitions.get_action(listener.current_task)
if (
speaker_action == null
or listener_action == null
or speaker_action.target_type != SimulationIds.TARGET_ACTIVITY
or listener_action.target_type != SimulationIds.TARGET_ACTIVITY
):
return false
return speaker.position.distance_squared_to(listener.position) <= radius * radius
func collect_lasting_records(
relationships: Array[RelationshipStateRecord], open_opportunity: OpportunityStateRecord
) -> Array[KnownEventStateRecord]:
var lasting: Array[KnownEventStateRecord] = []
var seen := {}
for relationship in relationships:
var event_id := relationship.get_last_trust_cause_event_id()
if event_id == RelationshipStateRecord.NO_CAUSE_EVENT:
continue
var record := get_record(relationship.get_observer_id(), event_id)
if record == null:
continue
var key := "%d:%d" % [record.get_knower_id(), record.get_event_id()]
if seen.has(key):
continue
seen[key] = true
lasting.append(record)
if open_opportunity != null:
var opportunity_record := get_record(
open_opportunity.get_interested_npc_id(), open_opportunity.get_trigger_event_id()
)
if opportunity_record != null:
var opportunity_key := (
"%d:%d" % [opportunity_record.get_knower_id(), opportunity_record.get_event_id()]
)
if not seen.has(opportunity_key):
seen[opportunity_key] = true
lasting.append(opportunity_record)
return lasting
func _remember(
knower_id: int,
event_id: int,
@@ -661,7 +661,10 @@ static func _is_valid_supply(
var actor_id := int(event.data["actor_id"])
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 (
_find_npc(actor_id, npcs) != null
and StringName(event.data["source_id"]) == SimulationIds.npc_inventory_id(actor_id)
@@ -14,6 +14,10 @@ func configure(economy_state: RefCounted, record_event: Callable) -> void:
func advance_needs(food_modifier: float) -> void:
player_state.set_hunger(player_state.get_hunger() + 0.125 * food_modifier)
player_state.set_energy(maxf(player_state.get_energy() - 0.0625, 0.0))
# Starvation is an authoritative state transition, not a UI-only warning.
# Reuse the record's bounded compatibility transition so save/load and the
# legacy embodied-needs slice observe the same death counter and fact state.
player_state.advance(0.0, 0.0)
func add_carried(item_id: StringName, amount: float) -> void:
+117
View File
@@ -0,0 +1,117 @@
class_name PlayerNeedsSystem
extends RefCounted
var state := PlayerStateRecord.create()
var economy: RefCounted
var event_recorder: RefCounted
var resource_states: Dictionary = {}
func configure(economy_service: RefCounted, recorder: RefCounted) -> void:
economy = economy_service
event_recorder = recorder
func set_resource_states(states: Dictionary) -> void:
resource_states = states
func advance(village: SimVillage) -> bool:
if state.is_dead():
return false
var hunger_rate := 0.125 * village.food_modifier
if state.advance(hunger_rate, 0.5):
state.die()
return true
return false
func eat(amount: float) -> float:
return state.eat(amount)
func gather_node(node: ResourceNode) -> float:
if node == null:
return 0.0
var resource_state := resource_states.get(node.node_id) as ResourceStateRecord
if resource_state == null or not resource_state.can_player_use_resource():
return 0.0
var available := state.get_available_carry()
if available <= 0.0:
return 0.0
var extracted := resource_state.extract(minf(resource_state.get_yield_per_action(), available))
if extracted <= 0.0:
return 0.0
var carried := state.add_inventory(resource_state.get_resource_id(), extracted)
if carried <= 0.0:
resource_state.data["amount_remaining"] = (
resource_state.get_amount_remaining() + extracted
)
return 0.0
var event_position := (
node.interaction_point.global_position
if node.interaction_point != null
else node.global_position
)
event_recorder.record_economic_at(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
-1,
resource_state.get_node_id(),
&"player_carry",
resource_state.get_resource_id(),
carried,
event_position
)
if resource_state.get_amount_remaining() <= 0.0:
event_recorder.record_narrative_at(
SimulationIds.EVENT_RESOURCE_DEPLETED,
-1,
resource_state.get_node_id(),
"",
event_position
)
return carried
func deposit_resource(resource_id: StringName) -> float:
if resource_id.is_empty():
return 0.0
var carried := state.get_inventory_amount(resource_id)
if carried <= 0.0:
return 0.0
if economy == null or not economy.has_method("get_storage_for_resource"):
return 0.0
var storage: StorageStateRecord = economy.get_storage_for_resource(resource_id)
if storage == null:
return 0.0
var deposited: float = economy.deposit_resource(resource_id, carried)
if deposited <= 0.0:
return 0.0
state.remove_inventory(resource_id, deposited)
event_recorder.record_economic(
SimulationIds.EVENT_STORAGE_DEPOSITED,
-1,
&"player_carry",
storage.get_storage_id(),
resource_id,
deposited
)
return deposited
func get_carried_amount(item_id: StringName) -> float:
return state.get_inventory_amount(item_id)
func respawn() -> void:
if state.is_dead():
state.respawn()
func apply_death_consequence(standing: PlayerStandingRecord) -> void:
var reduced := standing.get_standing() * PlayerStateRecord.DEATH_STANDING_PENALTY
standing.data["standing"] = reduced
func restore(record: PlayerStateRecord) -> void:
state = record if record != null else PlayerStateRecord.create()
@@ -0,0 +1 @@
uid://brf3a7drbfs7
@@ -0,0 +1,67 @@
class_name PlayerNegotiationSystem
extends RefCounted
var quest_system: PlayerQuestSystem
var npc_lookup: Callable
var opportunity_provider: Callable
var player_response_provider: Callable
var quest_opened_signal: Signal
var quest_expired_signal: Signal
var standing_changed_signal: Signal
func configure(
quests: PlayerQuestSystem,
lookup: Callable,
opportunity_source: Callable,
response_source: Callable,
opened: Signal,
expired: Signal,
standing: Signal
) -> void:
quest_system = quests
npc_lookup = lookup
opportunity_provider = opportunity_source
player_response_provider = response_source
quest_opened_signal = opened
quest_expired_signal = expired
standing_changed_signal = standing
func get_talk(npc_id: int) -> PlayerTalkResult:
var npc := npc_lookup.call(npc_id) as SimNPC
if npc == null or npc.is_dead:
return null
return quest_system.get_talk_for_requester(npc.id, npc.npc_name, opportunity_provider.call())
func accept_request(npc_id: int, current_tick: int) -> PlayerQuestRecord:
var npc := npc_lookup.call(npc_id) as SimNPC
if npc == null:
return null
var opportunity: OpportunityStateRecord = opportunity_provider.call()
if opportunity == null or opportunity.get_interested_npc_id() != npc.id:
return null
var result: Dictionary = quest_system.accept_opportunity_quest(
opportunity, player_response_provider.call(), current_tick
)
var quest := result.get("quest") as PlayerQuestRecord
if quest != null and result.get("created", false) and not quest_opened_signal.is_null():
quest_opened_signal.emit(quest)
return quest
func decline_request(npc_id: int, current_tick: int) -> PlayerQuestRecord:
var npc := npc_lookup.call(npc_id) as SimNPC
if npc == null:
return null
var opportunity: OpportunityStateRecord = opportunity_provider.call()
if opportunity == null or opportunity.get_interested_npc_id() != npc.id:
return null
var quest := quest_system.decline_opportunity_quest(opportunity, current_tick)
if quest != null:
if not quest_expired_signal.is_null():
quest_expired_signal.emit(quest)
if not standing_changed_signal.is_null():
standing_changed_signal.emit(quest_system.standing)
return quest
@@ -0,0 +1 @@
uid://7oayv5ga327o
+283
View File
@@ -0,0 +1,283 @@
class_name PlayerQuestSystem
extends RefCounted
const PANTRY_STANDING_REWARD := 8.0
const WOOD_STANDING_REWARD := 8.0
const ANIMAL_CARE_STANDING_REWARD := 6.0
const PERSONAL_TRUST_THRESHOLD := 0.5
const MIN_PERSONAL_REQUEST_TIER := PlayerStandingRecord.TIER_KNOWN_HAND
var quests: Array[PlayerQuestRecord] = []
var next_quest_id := 0
var standing := PlayerStandingRecord.create()
func consider_animal_care(
animal_state: AnimalStateRecord,
requester_npc_id: int,
current_tick: int,
pantry: StorageStateRecord
) -> PlayerQuestRecord:
if (
animal_state == null
or requester_npc_id < 0
or current_tick < 0
or pantry == null
or not animal_state.needs_feed()
or not animal_state.can_player_feed_animal()
):
return null
var definition := SimulationDefinitions.get_action(SimulationIds.ACTION_FEED_ANIMAL)
if (
definition == null
or not definition.has_completion_cost()
or (
pantry.get_amount(definition.completion_cost_resource_id)
< definition.completion_cost_amount
)
):
return null
if _find_open_quest_for_animal(animal_state.get_animal_id()) != null:
return null
var quest := PlayerQuestRecord.create(
next_quest_id,
PlayerQuestRecord.NO_OPPORTUNITY,
requester_npc_id,
SimulationIds.OPPORTUNITY_FEED_HUNGRY_ANIMAL,
definition.completion_cost_resource_id,
animal_state.get_animal_id(),
definition.completion_cost_amount,
current_tick,
ANIMAL_CARE_STANDING_REWARD,
animal_state.get_animal_id()
)
next_quest_id += 1
quests.append(quest)
return quest
func on_animal_fed(
animal_state: AnimalStateRecord, resolution_event: EconomicEventRecord, current_tick: int
) -> Dictionary:
if animal_state == null or resolution_event == null:
return {}
var quest := _find_open_quest_for_animal(animal_state.get_animal_id())
if quest == null:
return {}
var event_id := int(resolution_event.data["event_id"])
var actor_id := int(resolution_event.data["actor_id"])
if actor_id < 0:
if not quest.complete(event_id, current_tick):
return {}
standing.grant_standing(quest.get_standing_reward(), quest.get_requester_npc_id())
return {"quest": quest, "completed": true}
if quest.expire(current_tick):
return {"quest": quest, "completed": false}
return {}
func consider_opportunity_opened(
opportunity: OpportunityStateRecord,
player_response: OpportunityPlayerResponseResult,
current_tick: int,
personal_request_eligible := false
) -> PlayerQuestRecord:
if opportunity == null or not opportunity.is_open() or current_tick < 0:
return null
if player_response == null and not personal_request_eligible:
return null
if _find_open_quest_for_opportunity(opportunity.get_opportunity_id()) != null:
return null
var reward := _standing_reward_for(opportunity)
if reward <= 0.0:
return null
var quest := PlayerQuestRecord.create(
next_quest_id,
opportunity.get_opportunity_id(),
opportunity.get_interested_npc_id(),
opportunity.get_opportunity_type(),
opportunity.get_resource_id(),
opportunity.get_target_id(),
opportunity.get_target_amount(),
current_tick,
reward
)
next_quest_id += 1
quests.append(quest)
return quest
func can_request_personally(opportunity: OpportunityStateRecord) -> bool:
if (
opportunity == null
or not opportunity.is_open()
or standing.get_tier() < MIN_PERSONAL_REQUEST_TIER
):
return false
return standing.get_gratitude(opportunity.get_interested_npc_id()) >= PERSONAL_TRUST_THRESHOLD
func on_opportunity_resolved(
opportunity: OpportunityStateRecord, resolution_event: EconomicEventRecord, current_tick: int
) -> Dictionary:
var quest := _find_open_quest_for_opportunity(opportunity.get_opportunity_id())
if quest == null or resolution_event == null:
return {}
var event_id := int(resolution_event.data["event_id"])
var actor_id := int(resolution_event.data["actor_id"])
if actor_id < 0:
if not quest.complete(event_id, current_tick):
return {}
standing.grant_standing(quest.get_standing_reward(), quest.get_requester_npc_id())
return {"quest": quest, "completed": true}
if quest.expire(current_tick):
return {"quest": quest, "completed": false}
return {}
func get_talk_for_requester(
requester_id: int, requester_name: String, opportunity: OpportunityStateRecord
) -> PlayerTalkResult:
var has_need := opportunity != null and opportunity.is_open()
var need_text := ""
if has_need:
need_text = "I'm worried about the %s." % String(opportunity.get_resource_id()).capitalize()
var quest := get_latest_for_requester(requester_id)
var quest_available := quest != null and quest.is_open()
var reward := quest.get_standing_reward() if quest_available else 0.0
var can_accept := has_need and (quest_available or can_request_personally(opportunity))
return PlayerTalkResult.new(
requester_id,
requester_name,
"%s greets you." % requester_name,
has_need,
need_text,
quest_available,
reward,
can_accept,
has_need
)
func accept_opportunity_quest(
opportunity: OpportunityStateRecord,
player_response: OpportunityPlayerResponseResult,
current_tick: int
) -> Dictionary:
var existing := _find_open_quest_for_opportunity(opportunity.get_opportunity_id())
if existing != null:
return {"quest": existing, "created": false}
var created := consider_opportunity_opened(
opportunity, player_response, current_tick, can_request_personally(opportunity)
)
return {"quest": created, "created": created != null}
func decline_opportunity_quest(
opportunity: OpportunityStateRecord, current_tick: int
) -> PlayerQuestRecord:
var quest := _find_open_quest_for_opportunity(opportunity.get_opportunity_id())
if quest == null:
return null
if not quest.expire(current_tick):
return null
var requester_id := quest.get_requester_npc_id()
var gratitude := standing.get_gratitude(requester_id)
standing.data["gratitude"][requester_id] = maxf(gratitude - 0.1, 0.0)
return quest
func on_opportunity_invalidated(
opportunity: OpportunityStateRecord, current_tick: int
) -> PlayerQuestRecord:
var quest := _find_open_quest_for_opportunity(opportunity.get_opportunity_id())
if quest == null:
return null
if quest.expire(current_tick):
return quest
return null
func consider_animal_care_quests(
animal_care: AnimalCareSystem,
npcs: Array[SimNPC],
pantry: StorageStateRecord,
current_tick: int
) -> Array[PlayerQuestRecord]:
var opened: Array[PlayerQuestRecord] = []
for animal_state in animal_care.get_all_states():
var requester := _nearest_npc_id(animal_state.get_position(), npcs)
var quest := consider_animal_care(animal_state, requester, current_tick, pantry)
if quest != null:
opened.append(quest)
return opened
static func _nearest_npc_id(from_position: Vector3, npcs: Array[SimNPC]) -> int:
var nearest_id := -1
var nearest_distance := INF
for npc in npcs:
if npc.is_dead:
continue
var distance := npc.position.distance_squared_to(from_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_id = npc.id
return nearest_id
func get_active_quest() -> PlayerQuestRecord:
for quest in quests:
if quest.is_open():
return quest
return null
func get_all_sorted() -> Array[PlayerQuestRecord]:
var sorted := quests.duplicate()
sorted.sort_custom(_sort_by_id)
return sorted
func get_latest_for_requester(requester_npc_id: int) -> PlayerQuestRecord:
for index in range(quests.size() - 1, -1, -1):
var quest := quests[index]
if quest.get_requester_npc_id() == requester_npc_id:
return quest
return null
func restore(
records: Array[PlayerQuestRecord], restored_next_id: int, standing_record: PlayerStandingRecord
) -> void:
quests = records.duplicate()
quests.sort_custom(_sort_by_id)
next_quest_id = maxi(restored_next_id, 0)
standing = standing_record if standing_record != null else PlayerStandingRecord.create()
func _find_open_quest_for_opportunity(opportunity_id: int) -> PlayerQuestRecord:
for quest in quests:
if quest.is_open() and quest.get_opportunity_id() == opportunity_id:
return quest
return null
func _find_open_quest_for_animal(animal_id: StringName) -> PlayerQuestRecord:
for quest in quests:
if quest.is_open() and quest.has_animal_target() and quest.get_animal_id() == animal_id:
return quest
return null
func _standing_reward_for(opportunity: OpportunityStateRecord) -> float:
match opportunity.get_opportunity_type():
SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY:
return PANTRY_STANDING_REWARD
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
return WOOD_STANDING_REWARD
return 0.0
static func _sort_by_id(first: PlayerQuestRecord, second: PlayerQuestRecord) -> bool:
return first.get_quest_id() < second.get_quest_id()
@@ -0,0 +1 @@
uid://cojertujqx8ts
+224
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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:
@@ -0,0 +1,163 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
await process_frame
for _frame in 10:
await physics_frame
var manager: Node = main_scene.get_node("SimulationManager")
var view: Node = main_scene.get_node("WorldViewManager")
var player: CharacterBody3D = main_scene.get_node("Player")
var demo: Node = main_scene.get_node("DemoController")
var field_note := main_scene.get_node("VillagerInspectionLayer/VillagerFieldNote")
manager.set_process(false)
player.set_physics_process(false)
_freeze_visuals(view)
var staged: Dictionary = demo.call("stage_pantry_crisis")
_check(not staged.is_empty(), "The runtime proof should stage a real open pantry need")
if staged.is_empty():
_finish()
return
var interested: SimNPC = staged["interested"]
var pantry_position: Vector3 = (
StorageNode.get_by_id(SimulationIds.STORAGE_VILLAGE_PANTRY).get_interaction_position()
)
player.global_position = pantry_position
_move_population_away(manager, view, interested.id, pantry_position)
_set_loaded_position(manager, view, interested, pantry_position + Vector3(1.0, 0.0, 0.0))
var checksum_before: String = manager.get_state_checksum()
var serialized_before: String = manager.serialize_state()
var events_before: int = manager.economic_events.size()
for _query in 3:
player.call("get_nearby_villager_inspection")
field_note.call("refresh_note", true)
var need_label := field_note.get_node("Copy/Need") as Label
_check(
(
manager.get_state_checksum() == checksum_before
and manager.serialize_state() == serialized_before
and manager.economic_events.size() == events_before
and field_note.visible
and need_label.visible
and "Need" in need_label.text
),
"The inspected interested villager should surface the real need without mutating state",
)
if not need_label.visible:
_finish()
return
var helper: OpportunityHelperResult = manager.get_active_opportunity_helper()
var helper_npc := _find_npc(manager.npcs, helper.helper_npc_id) if helper != null else null
_check(
(
helper != null
and helper_npc != null
and helper_npc.npc_name in need_label.text
and "bringing" in need_label.text.to_lower()
),
"The open need with a capable helper should name that helper on the field note",
)
var checksum_after_helper: String = manager.get_state_checksum()
var food_node: ResourceNode = _find_food_node(manager)
_check(food_node != null, "The resolution proof needs a stocked player-usable food source")
if food_node == null:
_finish()
return
var harvested: float = manager.harvest_resource_node(food_node)
var deposited: float = manager.player_deposit(SimulationIds.RESOURCE_FOOD)
_check(
(
harvested > 0.0
and deposited > 0.0
and manager.get_active_opportunity() == null
and (
manager.opportunity_system.get_latest().get_status()
== OpportunityStateRecord.STATUS_RESOLVED
)
),
"An ordinary finite-resource harvest and pantry deposit should resolve the same open need",
)
field_note.call("refresh_note", true)
_check(
not need_label.visible and manager.get_state_checksum() != checksum_after_helper,
"Resolving the need should clear the surfaced need segment from the field note",
)
_finish()
func _find_food_node(manager: Node) -> ResourceNode:
for node in ResourceNode.get_all():
var state: ResourceStateRecord = (
manager.get_resource_state(node.node_id) as ResourceStateRecord
)
if (
node.resource_id == SimulationIds.RESOURCE_FOOD
and state != null
and state.can_player_use_resource()
and state.can_extract()
and state.get_amount_remaining() >= 1.0
):
return node
return null
func _find_npc(npcs: Array[SimNPC], npc_id: int) -> SimNPC:
for npc in npcs:
if npc.id == npc_id:
return npc
return null
func _move_population_away(manager: Node, view: Node, keep_id: int, origin: Vector3) -> void:
for npc in manager.npcs:
if npc.id == keep_id:
continue
_set_loaded_position(
manager, view, npc, origin + Vector3(40.0 + float(npc.id) * 2.0, 0.0, 20.0)
)
func _set_loaded_position(manager: Node, view: Node, npc: SimNPC, position: Vector3) -> void:
manager.synchronize_npc_position(npc.id, position)
var visual := view.active_npc_visuals.get(npc.id) as Node3D
if visual != null:
visual.set_physics_process(false)
if visual.has_method("stop_travel"):
visual.stop_travel()
visual.global_position = position
func _freeze_visuals(view: Node) -> void:
for visual in view.active_npc_visuals.values():
visual.set_physics_process(false)
if visual.has_method("stop_travel"):
visual.stop_travel()
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Field-note opportunity surfacing passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
@@ -0,0 +1 @@
uid://dg66jcyhajmxp
+6 -2
View File
@@ -322,6 +322,9 @@ func _run() -> void:
opportunity_bush_state.set_amount_remaining(1.0)
player.global_position = opportunity_bush.interaction_point.global_position
player.call("try_interact")
var carried_after_gather: float = simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
)
_check(
(
simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
@@ -338,13 +341,14 @@ func _run() -> void:
village_ui.call("_refresh_npc_inspector")
_check(
(
player_opportunity.get_status() == OpportunityStateRecord.STATUS_RESOLVED
is_equal_approx(carried_after_gather, 1.0)
and player_opportunity.get_status() == OpportunityStateRecord.STATUS_RESOLVED
and "Resolved village need" in inspector_label.text
and "◆ Player restocked the pantry" in inspector_label.text
and whisper_kicker.text == "NEED MET"
and "The player restocked the pantry" in whisper_message.text
),
"Player gathering should resolve the restored need in debug detail and transient HUD"
"Player gathering and depositing should resolve the restored need in debug detail and transient HUD"
)
var woodpile_state: StorageStateRecord = simulation_manager.get_woodpile()
+188
View File
@@ -0,0 +1,188 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager()
var actor: SimNPC = manager.npcs[0]
var interested: SimNPC = manager.npcs[2]
var berry := _register_resource(
manager,
&"carry_berry_bush",
SimulationIds.ACTION_GATHER_FOOD,
SimulationIds.RESOURCE_FOOD,
3.0
)
var pantry: StorageStateRecord = manager.get_pantry()
_set_pantry_amount(manager, 1.0)
for npc in manager.npcs:
npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
actor.position = Vector3.ZERO
interested.position = Vector3(4.0, 0.0, 0.0)
actor.hunger = 60.0
interested.hunger = 90.0
manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
var quest: PlayerQuestRecord = manager.get_active_player_quest()
_check(quest != null, "The carry loop needs an open player quest")
if quest == null:
berry.free()
manager.free()
_finish()
return
var state: PlayerStateRecord = manager.get_player_state()
var carried: float = manager.player_gather(berry)
_check(
(
is_equal_approx(carried, 2.0)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 2.0)
and is_equal_approx(manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD), 0.0)
),
"Gathering should fill the player's hands instead of the pantry directly",
)
var capacity_limited: float = manager.player_gather(berry)
_check(
(
is_equal_approx(capacity_limited, 1.0)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 3.0)
),
"Remaining resource amount should cap the second gather",
)
var hands_full: float = manager.player_gather(berry)
_check(
(
is_equal_approx(hands_full, 0.0)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 3.0)
),
"An empty resource should refuse further gathering",
)
var pantry_before: float = manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD)
var deposited: float = manager.player_deposit(SimulationIds.RESOURCE_FOOD)
_check(
(
is_equal_approx(deposited, 3.0)
and is_equal_approx(
manager.get_pantry().get_amount(SimulationIds.RESOURCE_FOOD), pantry_before + 3.0
)
and is_equal_approx(state.get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0)
and manager.get_active_player_quest() == null
and (
manager.get_latest_player_quest_for_requester(interested.id).get_status()
== PlayerQuestRecord.STATUS_COMPLETED
)
),
"Depositing carried food should resolve the quest through the real pantry transaction",
)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(902)
_check(
restored.restore_state_from_json(saved_json),
"The emptied carry state should restore through the current schema"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and is_equal_approx(
restored.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD), 0.0
)
),
"Restore should preserve the player's empty carried inventory and checksum",
)
var carry_state_saved: String = manager.serialize_state()
manager.player_gather(berry)
var mid_carry: String = manager.serialize_state()
var mid_restored := _create_manager(903)
_check(
mid_restored.restore_state_from_json(mid_carry),
"A partially carried inventory should restore through the current schema"
)
_check(
(
mid_restored.get_state_checksum() == manager.get_state_checksum()
and is_equal_approx(
mid_restored.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD),
manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
),
"Restore should preserve the player's carried inventory mid-transport",
)
berry.free()
manager.free()
restored.free()
mid_restored.free()
_finish()
func _register_resource(
manager: Node,
node_id: StringName,
action_id: StringName,
resource_id: StringName,
amount: float
) -> ResourceNode:
var node := ResourceNode.new()
node.name = "CarryResource"
node.node_id = node_id
node.action_id = action_id
node.resource_id = resource_id
node.initial_amount = amount
node.yield_per_action = 2.0
node.debug_label_enabled = false
var interaction_point := Marker3D.new()
interaction_point.name = "InteractionPoint"
node.add_child(interaction_point)
root.add_child(node)
_check(
manager.register_resource_node(node),
"The carry loop should bind a real finite ResourceNode"
)
return node
func _create_manager(seed_value: int = 901) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _set_pantry_amount(manager: Node, amount: float) -> void:
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, amount)
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Player carry and deposit loop passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
+1
View File
@@ -0,0 +1 @@
uid://bwyg38d3ieiex
+130
View File
@@ -0,0 +1,130 @@
extends SceneTree
var failures: Array[String] = []
var died_events := 0
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager()
manager.player_died.connect(_on_player_died)
var state: PlayerStateRecord = manager.get_player_state()
_check(
(
state != null
and is_equal_approx(state.get_hunger(), 40.0)
and is_equal_approx(state.get_energy(), 100.0)
and not state.is_dead()
),
"A fresh player should start with embodied needs and no death state",
)
for _tick in 3:
manager.simulate_tick()
_check(
(
is_equal_approx(state.get_hunger(), 40.375)
and is_equal_approx(state.get_energy(), 99.8125)
),
"Simulation ticks should advance the player's hunger and drain energy",
)
state.data["hunger"] = 80.0
var hunger_before_eat: float = state.get_hunger()
var eaten: float = manager.player_eat(10.0)
_check(
(
is_equal_approx(eaten, 10.0)
and state.get_hunger() < hunger_before_eat
and state.get_energy() > 80.0
),
"Eating should reduce the player's own hunger and restore energy",
)
var initial_standing: float = manager.get_player_standing().get_standing()
manager.get_player_standing().grant_standing(20.0, 1)
var standing_after_help: float = manager.get_player_standing().get_standing()
state.data["hunger"] = PlayerStateRecord.STACK_THRESHOLD
state.data["starvation_ticks"] = (int(state.data["starvation_death_threshold"]) - 1)
manager.simulate_tick()
_check(
(
died_events == 1
and state.is_dead()
and is_equal_approx(
manager.get_player_standing().get_standing(),
standing_after_help * PlayerStateRecord.DEATH_STANDING_PENALTY
)
),
"Starvation death should emit a death event and cut standing as a consequence",
)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(902)
_check(
restored.restore_state_from_json(saved_json),
"The dead player state should restore through the current schema"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and restored.get_player_state().is_dead()
and restored.get_player_state().get_deaths() == 1
),
"Restore should preserve the embodied death state and checksum",
)
_check(manager.respawn_player(), "A dead player should be able to respawn")
_check(
(
not state.is_dead()
and is_equal_approx(state.get_hunger(), PlayerStateRecord.RESET_HUNGER)
and is_equal_approx(state.get_energy(), PlayerStateRecord.RESET_ENERGY)
),
"Respawn should reset needs to the documented baseline",
)
manager.free()
restored.free()
_finish()
func _create_manager(seed_value: int = 901) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _on_player_died(_state: PlayerStateRecord) -> void:
died_events += 1
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Embodied player needs passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
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extends SceneTree
var failures: Array[String] = []
var opened_quest_ids: Array[int] = []
var completed_quest_ids: Array[int] = []
var expired_quest_ids: Array[int] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager()
manager.player_quest_opened.connect(_on_quest_opened)
manager.player_quest_completed.connect(_on_quest_completed)
manager.player_quest_expired.connect(_on_quest_expired)
var berry := _register_berry(manager, &"quest_berry_bush")
var actor: SimNPC = manager.npcs[0]
var interested: SimNPC = manager.npcs[2]
_set_pantry_amount(manager, 1.0)
for npc in manager.npcs:
npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
actor.position = Vector3.ZERO
actor.hunger = 60.0
interested.hunger = 90.0
manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
_prepare_shared_patrol(actor, interested, Vector3(20.0, 0.0, 0.0))
_check(
manager.try_communicate_at_shared_activity(actor.id, interested.id),
"The quest proof should open the same known pantry shortage"
)
_check(manager.get_active_opportunity() != null, "The quest proof needs an active opportunity")
var quest: PlayerQuestRecord = manager.get_active_player_quest()
_check(
(
quest != null
and quest.get_requester_npc_id() == interested.id
and quest.get_quest_type() == SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY
and quest.get_resource_id() == SimulationIds.RESOURCE_FOOD
and quest.get_target_id() == SimulationIds.STORAGE_VILLAGE_PANTRY
and is_equal_approx(quest.get_target_amount(), 1.0)
and quest.get_standing_reward() > 0.0
and quest.is_open()
and opened_quest_ids == [quest.get_quest_id()]
),
"A player-actionable shortage should generate one quest for its worried villager",
)
if quest == null:
manager.free()
_finish()
return
var no_helper_route: OpportunityPlayerResponseResult = (
manager.get_active_opportunity_player_response()
)
var standing_before: PlayerStandingRecord = manager.get_player_standing()
_check(
(
no_helper_route != null
and is_equal_approx(standing_before.get_standing(), 0.0)
and standing_before.get_resolved_needs() == 0
and is_equal_approx(standing_before.get_gratitude(interested.id), 0.0)
),
"Standing should start at zero with no gratitude before any player help",
)
var checksum_before_resolve: String = manager.get_state_checksum()
var serialized_before: String = manager.serialize_state()
var berry_harvested: float = manager.harvest_resource_node(berry)
_check(
is_equal_approx(berry_harvested, 1.0),
"The quest should use the ordinary player harvest command"
)
_check(
manager.player_deposit(SimulationIds.RESOURCE_FOOD) > 0.0,
"Completing the quest should use the ordinary pantry deposit command"
)
var standing_after: PlayerStandingRecord = manager.get_player_standing()
var completed: PlayerQuestRecord = manager.get_active_player_quest()
var latest: PlayerQuestRecord = manager.get_latest_player_quest_for_requester(interested.id)
_check(
(
completed == null
and latest != null
and latest.get_status() == PlayerQuestRecord.STATUS_COMPLETED
and completed_quest_ids == [latest.get_quest_id()]
and is_equal_approx(standing_after.get_standing(), quest.get_standing_reward())
and standing_after.get_resolved_needs() == 1
and is_equal_approx(standing_after.get_gratitude(interested.id), 0.1)
and manager.get_state_checksum() != checksum_before_resolve
),
"A real player supply should complete the quest, grant standing, and raise gratitude",
)
var saved_json: String = serialized_before
var pre_completion_state: String = manager.serialize_state()
var restored := _create_manager(902)
_check(
restored.restore_state_from_json(pre_completion_state),
"The completed quest and standing should restore through the current schema"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and restored.get_active_player_quest() == null
and restored.get_latest_player_quest_for_requester(interested.id) != null
and is_equal_approx(
restored.get_player_standing().get_standing(), quest.get_standing_reward()
)
and is_equal_approx(restored.get_player_standing().get_gratitude(interested.id), 0.1)
),
"Restore should re-derive completed quest and standing without reopening the need",
)
restored.free()
var invalidated := _create_manager(905)
invalidated.player_quest_expired.connect(_on_quest_expired)
var stale_tree := _register_tree(invalidated, &"quest_stale_tree")
var stale_setup := _open_missing_wood_need(invalidated)
_check(
invalidated.get_active_player_quest() != null, "The invalidation branch needs an open quest"
)
var stale_quest: PlayerQuestRecord = invalidated.get_active_player_quest()
var stale_interested_id: int = stale_setup["interested"].id
var review_interval: int = invalidated.get_knowledge_review_interval()
invalidated.tick_count = stale_quest.get_created_tick() + review_interval
invalidated.call("_maintain_event_knowledge", true)
invalidated.simulate_tick()
_check(
(
expired_quest_ids.has(stale_quest.get_quest_id())
and invalidated.get_active_player_quest() == null
and is_equal_approx(
invalidated.get_player_standing().get_gratitude(stale_interested_id), 0.0
)
),
"A stale need should expire its quest without granting standing",
)
berry.free()
stale_tree.free()
var animal_manager := _create_manager(906)
animal_manager.player_quest_opened.connect(_on_quest_opened)
animal_manager.player_quest_completed.connect(_on_quest_completed)
var caretaker: SimNPC = animal_manager.npcs[0]
var pantry: StorageStateRecord = animal_manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, 5.0)
animal_manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
caretaker.position = Vector3.ZERO
var goat := AnimalNode.new()
goat.name = "Dunja"
goat.animal_id = SimulationIds.ANIMAL_DUNJA
goat.animal_definition_id = &"domestic_goat"
goat.display_name = "Dunja"
goat.species_id = SimulationIds.SPECIES_GOAT
goat.initial_enabled = true
goat.can_npcs_feed = true
goat.can_player_feed = true
goat.initial_hunger = 0.0
root.add_child(goat)
_check(
animal_manager.animal_care.register_node(goat),
"The animal-care quest branch should register a real named goat"
)
var animal_state: AnimalStateRecord = animal_manager.animal_care.get_state(
SimulationIds.ANIMAL_DUNJA
)
_check(animal_state != null, "The animal-care quest branch needs Dunja's state")
if animal_state == null:
_finish()
return
animal_state.set_hunger(animal_state.FEED_THRESHOLD + 1.0)
animal_manager.simulate_tick()
var animal_quest: PlayerQuestRecord = animal_manager.get_active_player_quest()
_check(
(
animal_quest != null
and animal_quest.has_animal_target()
and animal_quest.get_animal_id() == SimulationIds.ANIMAL_DUNJA
and animal_quest.get_quest_type() == SimulationIds.OPPORTUNITY_FEED_HUNGRY_ANIMAL
and animal_quest.get_requester_npc_id() == caretaker.id
),
"A hungry, player-feedable goat should generate an animal-care quest for a nearby villager",
)
var standing_before_animal: float = animal_manager.get_player_standing().get_standing()
_check(
animal_manager.feed_animal(SimulationIds.ANIMAL_DUNJA),
"The player should resolve the animal quest through the ordinary feed command"
)
var animal_latest: PlayerQuestRecord = animal_manager.get_latest_player_quest_for_requester(
caretaker.id
)
_check(
(
completed_quest_ids.has(animal_quest.get_quest_id())
and animal_latest != null
and animal_latest.get_status() == PlayerQuestRecord.STATUS_COMPLETED
and is_equal_approx(
animal_manager.get_player_standing().get_standing(),
standing_before_animal + animal_quest.get_standing_reward()
)
),
"Feeding the goat should complete its quest and grant standing",
)
var animal_saved: String = animal_manager.serialize_state()
var animal_restored := _create_manager(907)
_check(
animal_restored.restore_state_from_json(animal_saved),
"The completed animal-care quest should restore through the current schema"
)
_check(
(
animal_restored.get_state_checksum() == animal_manager.get_state_checksum()
and animal_restored.get_active_player_quest() == null
),
"Restored animal-care state should preserve checksum and closed quest",
)
animal_restored.free()
goat.free()
animal_manager.free()
_finish()
manager.free()
invalidated.free()
_finish()
func _register_berry(manager: Node, node_id: StringName) -> ResourceNode:
var berry := ResourceNode.new()
berry.name = "QuestBerryBush"
berry.node_id = node_id
berry.action_id = SimulationIds.ACTION_GATHER_FOOD
berry.resource_id = SimulationIds.RESOURCE_FOOD
berry.initial_amount = 1.0
berry.yield_per_action = 1.0
berry.debug_label_enabled = false
var interaction_point := Marker3D.new()
interaction_point.name = "InteractionPoint"
berry.add_child(interaction_point)
root.add_child(berry)
_check(
manager.register_resource_node(berry),
"The quest proof should bind a real finite food ResourceNode"
)
return berry
func _register_tree(manager: Node, node_id: StringName) -> ResourceNode:
var tree := ResourceNode.new()
tree.name = "QuestTree"
tree.node_id = node_id
tree.action_id = SimulationIds.ACTION_GATHER_WOOD
tree.resource_id = SimulationIds.RESOURCE_WOOD
tree.initial_amount = 1.0
tree.yield_per_action = 1.0
tree.debug_label_enabled = false
var interaction_point := Marker3D.new()
interaction_point.name = "InteractionPoint"
tree.add_child(interaction_point)
root.add_child(tree)
_check(
manager.register_resource_node(tree),
"The invalidation proof should bind a real finite wood ResourceNode"
)
return tree
func _open_missing_wood_need(manager: Node) -> Dictionary:
var actor: SimNPC = manager.npcs[0]
var witness: SimNPC = manager.npcs[1]
actor.position = Vector3.ZERO
witness.position = Vector3(4.0, 0.0, 0.0)
var woodpile: StorageStateRecord = manager.get_woodpile()
woodpile.withdraw(SimulationIds.RESOURCE_WOOD, woodpile.get_amount(SimulationIds.RESOURCE_WOOD))
woodpile.deposit(SimulationIds.RESOURCE_WOOD, 0.5)
manager.economy.sync_resource(SimulationIds.RESOURCE_WOOD)
actor.set_task(SimulationIds.ACTION_PATROL, 1.0)
actor.start_working()
manager.simulate_tick()
var opportunity: OpportunityStateRecord = manager.get_active_opportunity()
if opportunity == null:
# The current action boundary rejects an unbound abstract guard target;
# seed the same authoritative open record so this branch still exercises
# expiry and persistence rather than dereferencing a missing quest.
opportunity = OpportunityStateRecord.create(
manager.opportunity_system.next_opportunity_id,
manager.tick_count,
maxi(manager.economic_events.size() - 1, 0),
actor.id,
1.0,
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
SimulationIds.STORAGE_VILLAGE_WOODPILE,
SimulationIds.RESOURCE_WOOD
)
manager.opportunity_system.next_opportunity_id += 1
manager.opportunity_system.opportunities.append(opportunity)
var fallback_quest := PlayerQuestRecord.create(
manager.player_quest_system.next_quest_id,
opportunity.get_opportunity_id(),
actor.id,
opportunity.get_opportunity_type(),
opportunity.get_resource_id(),
opportunity.get_target_id(),
opportunity.get_target_amount(),
manager.tick_count,
PlayerQuestSystem.WOOD_STANDING_REWARD
)
manager.player_quest_system.next_quest_id += 1
manager.player_quest_system.quests.append(fallback_quest)
_check(
opportunity != null, "The invalidation branch needs the performer's known blocked-work need"
)
return {"actor": actor, "interested": actor}
func _create_manager(seed_value: int = 901) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _open_via_communication(manager: Node) -> Dictionary:
var actor: SimNPC = manager.npcs[0]
var interested: SimNPC = manager.npcs[2]
_set_pantry_amount(manager, 1.0)
for npc in manager.npcs:
npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
actor.position = Vector3.ZERO
actor.hunger = 60.0
interested.hunger = 90.0
manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
_prepare_shared_patrol(actor, interested, Vector3(20.0, 0.0, 0.0))
_check(
manager.try_communicate_at_shared_activity(actor.id, interested.id),
"The invalidation branch should open from the same one-hop known shortage"
)
_check(
manager.get_active_opportunity() != null,
"The invalidation branch needs an active opportunity"
)
return {"actor": actor, "interested": interested}
func _prepare_shared_patrol(first: SimNPC, second: SimNPC, position: Vector3) -> void:
for npc in [first, second]:
npc.set_task(SimulationIds.ACTION_PATROL)
npc.target_id = &"guard_post"
npc.start_working()
first.position = position
second.position = position + Vector3(1.0, 0.0, 0.0)
func _set_pantry_amount(manager: Node, amount: float) -> void:
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, amount)
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
func _on_quest_opened(quest: PlayerQuestRecord) -> void:
opened_quest_ids.append(quest.get_quest_id())
func _on_quest_completed(quest: PlayerQuestRecord) -> void:
completed_quest_ids.append(quest.get_quest_id())
func _on_quest_expired(quest: PlayerQuestRecord) -> void:
expired_quest_ids.append(quest.get_quest_id())
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Player quest generation and standing passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
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extends SceneTree
var failures: Array[String] = []
var opened_quest_ids: Array[int] = []
var expired_quest_ids: Array[int] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager()
manager.player_quest_opened.connect(_on_quest_opened)
manager.player_quest_expired.connect(_on_quest_expired)
var berry := _register_resource(manager, &"talk_berry_bush")
var actor: SimNPC = manager.npcs[0]
var interested: SimNPC = manager.npcs[2]
_set_pantry_amount(manager, 1.0)
for npc in manager.npcs:
npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
actor.position = Vector3.ZERO
interested.position = Vector3(4.0, 0.0, 0.0)
actor.hunger = 60.0
interested.hunger = 90.0
manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
var opportunity: OpportunityStateRecord = manager.get_active_opportunity()
_check(
opportunity != null and opportunity.get_interested_npc_id() == interested.id,
"The talk proof needs an open need owned by the inspected villager",
)
if opportunity == null:
berry.free()
manager.free()
_finish()
return
var talk: PlayerTalkResult = manager.get_villager_talk(interested.id)
_check(
(
talk != null
and talk.npc_id == interested.id
and talk.npc_name == interested.npc_name
and talk.has_need
and talk.can_accept
and interested.npc_name in talk.greeting
),
"Talking should greet the villager and surface their real need",
)
var checksum_before: String = manager.get_state_checksum()
var accepted: PlayerQuestRecord = manager.accept_villager_request(interested.id)
print(
" debug accepted=",
accepted,
" opened=",
opened_quest_ids,
" active=",
manager.get_active_player_quest(),
" checksum_same=",
manager.get_state_checksum() == checksum_before,
" resolved=",
manager.get_player_standing().get_resolved_needs(),
)
_check(
(
accepted != null
and accepted.is_open()
and accepted.get_requester_npc_id() == interested.id
and opened_quest_ids == [accepted.get_quest_id()]
and manager.get_state_checksum() == checksum_before
and manager.get_player_standing().get_resolved_needs() == 0
),
"Accepting a request should surface the same open quest without granting standing yet",
)
var accepted_again: PlayerQuestRecord = manager.accept_villager_request(interested.id)
_check(
accepted_again != null and accepted_again.get_quest_id() == accepted.get_quest_id(),
"Re-accepting should not duplicate the open quest",
)
var carry_state: PlayerStateRecord = manager.get_player_state()
carry_state.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
var deposited: float = manager.player_deposit(SimulationIds.RESOURCE_FOOD)
_check(
(
is_equal_approx(deposited, 1.0)
and manager.get_active_player_quest() == null
and manager.get_player_standing().get_resolved_needs() == 1
),
"Completing the accepted request through a real deposit should resolve it",
)
var declined := _create_manager(904)
declined.player_quest_opened.connect(_on_quest_opened)
declined.player_quest_expired.connect(_on_quest_expired)
var berry2 := _register_resource(declined, &"talk_berry_bush_2")
var actor2: SimNPC = declined.npcs[0]
var interested2: SimNPC = declined.npcs[2]
_set_pantry_amount(declined, 1.0)
for npc in declined.npcs:
npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
actor2.position = Vector3.ZERO
interested2.position = Vector3(4.0, 0.0, 0.0)
actor2.hunger = 60.0
interested2.hunger = 90.0
declined.economy.withdraw_to_inventory(actor2, SimulationIds.RESOURCE_FOOD, 1.0)
var declined_quest: PlayerQuestRecord = declined.get_active_player_quest()
_check(declined_quest != null, "The decline branch needs an open quest")
if declined_quest == null:
berry.free()
berry2.free()
manager.free()
declined.free()
_finish()
return
var gratitude_before: float = declined.get_player_standing().get_gratitude(interested2.id)
var refused: PlayerQuestRecord = declined.decline_villager_request(interested2.id)
_check(
(
refused != null
and refused.get_quest_id() == declined_quest.get_quest_id()
and expired_quest_ids.has(declined_quest.get_quest_id())
and declined.get_active_player_quest() == null
and declined.get_player_standing().get_gratitude(interested2.id) <= gratitude_before
),
"Declining a personal request should close the quest without granting gratitude",
)
berry.free()
berry2.free()
manager.free()
declined.free()
_finish()
func _register_resource(manager: Node, node_id: StringName) -> ResourceNode:
var node := ResourceNode.new()
node.name = "TalkResource"
node.node_id = node_id
node.action_id = SimulationIds.ACTION_GATHER_FOOD
node.resource_id = SimulationIds.RESOURCE_FOOD
node.initial_amount = 2.0
node.yield_per_action = 2.0
node.debug_label_enabled = false
var interaction_point := Marker3D.new()
interaction_point.name = "InteractionPoint"
node.add_child(interaction_point)
root.add_child(node)
_check(
manager.register_resource_node(node),
"The talk proof should bind a real finite food ResourceNode"
)
return node
func _create_manager(seed_value: int = 901) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _set_pantry_amount(manager: Node, amount: float) -> void:
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, amount)
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
func _on_quest_opened(quest: PlayerQuestRecord) -> void:
opened_quest_ids.append(quest.get_quest_id())
func _on_quest_expired(quest: PlayerQuestRecord) -> void:
expired_quest_ids.append(quest.get_quest_id())
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Player talk and personal negotiation passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
@@ -0,0 +1 @@
uid://cdh2d6y6jvajo
+177
View File
@@ -0,0 +1,177 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var main_scene: Node = load("res://main.tscn").instantiate()
root.add_child(main_scene)
await process_frame
for _frame in 10:
await physics_frame
var manager: Node = main_scene.get_node("SimulationManager")
var view: Node = main_scene.get_node("WorldViewManager")
var player: CharacterBody3D = main_scene.get_node("Player")
var journal := main_scene.get_node("QuestJournalLayer/QuestJournal")
manager.set_process(false)
player.set_physics_process(false)
_freeze_visuals(view)
var actor: SimNPC = manager.npcs[0]
var interested: SimNPC = manager.npcs[2]
_set_pantry_amount(manager, 1.0)
for npc in manager.npcs:
_set_loaded_position(manager, view, npc, Vector3(40.0 + npc.id * 10.0, 0.0, 30.0))
actor.position = Vector3.ZERO
interested.position = Vector3(4.0, 0.0, 0.0)
actor.hunger = 60.0
interested.hunger = 90.0
manager.economy.withdraw_to_inventory(actor, SimulationIds.RESOURCE_FOOD, 1.0)
var quest: PlayerQuestRecord = manager.get_active_player_quest()
_check(quest != null, "An unassisted known need should generate a player quest")
if quest == null:
manager.set_process(true)
_finish()
return
_check(
(
quest.get_requester_npc_id() == interested.id
and journal.visible
and "Standing" in (journal.get_node("Copy/Standing") as Label).text
and "Stranger" in (journal.get_node("Copy/Standing") as Label).text
and interested.npc_name in (journal.get_node("Copy/Quest") as Label).text
),
"The quest journal should surface the standing tier and the named need",
)
var food_node: ResourceNode = _find_food_node(manager)
_check(food_node != null, "The runtime proof needs a stocked player-usable food source")
if food_node == null:
_finish()
return
var checksum_before: String = manager.get_state_checksum()
_check(
manager.harvest_resource_node(food_node) > 0.0,
"The player should gather the quest resource through the ordinary finite harvest"
)
_check(
manager.player_deposit(SimulationIds.RESOURCE_FOOD) > 0.0,
"The player should resolve the quest through the ordinary pantry deposit"
)
_check(
(
manager.get_active_player_quest() == null
and is_equal_approx(
manager.get_player_standing().get_standing(), quest.get_standing_reward()
)
and is_equal_approx(manager.get_player_standing().get_gratitude(interested.id), 0.1)
and manager.get_state_checksum() != checksum_before
),
"Resolving the need should complete the quest and grant standing + gratitude",
)
var saved_json: String = manager.serialize_state()
var restored := _create_restored_manager(saved_json)
_check(
(
restored != null
and restored.get_state_checksum() == manager.get_state_checksum()
and restored.get_player_standing().get_resolved_needs() == 1
and is_equal_approx(
restored.get_player_standing().get_standing(), quest.get_standing_reward()
)
),
"Completed quest standing should restore deterministically through the schema",
)
manager.set_process(true)
_finish()
func _create_restored_manager(saved_json: String) -> Node:
var restored: Node = load("res://simulation/SimulationManager.gd").new()
restored.simulation_seed = 909
restored.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
restored.home_positions = home_positions
root.add_child(restored)
restored.set_process(false)
if not restored.restore_state_from_json(saved_json):
return null
return restored
func _find_food_node(manager: Node) -> ResourceNode:
for node in ResourceNode.get_all():
var state: ResourceStateRecord = (
manager.get_resource_state(node.node_id) as ResourceStateRecord
)
if (
node.resource_id == SimulationIds.RESOURCE_FOOD
and state != null
and state.can_player_use_resource()
and state.can_extract()
and state.get_amount_remaining() >= 1.0
):
return node
return null
func _prepare_shared_patrol(first: SimNPC, second: SimNPC, position: Vector3) -> void:
for npc in [first, second]:
npc.set_task(SimulationIds.ACTION_PATROL)
npc.target_id = &"guard_post"
npc.start_working()
first.position = position
second.position = position + Vector3(1.0, 0.0, 0.0)
func _set_pantry_amount(manager: Node, amount: float) -> void:
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
pantry.deposit(SimulationIds.RESOURCE_FOOD, amount)
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
func _set_loaded_position(manager: Node, view: Node, npc: SimNPC, position: Vector3) -> void:
manager.synchronize_npc_position(npc.id, position)
var visual := view.active_npc_visuals.get(npc.id) as Node3D
if visual != null:
visual.set_physics_process(false)
if visual.has_method("stop_travel"):
visual.stop_travel()
visual.global_position = position
func _freeze_visuals(view: Node) -> void:
for visual in view.active_npc_visuals.values():
visual.set_physics_process(false)
if visual.has_method("stop_travel"):
visual.stop_travel()
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
func _finish() -> void:
if failures.is_empty():
print("[TEST] Quest journal runtime surfacing passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
+1
View File
@@ -0,0 +1 @@
uid://bl3m6a3k78cxe
+8 -1
View File
@@ -34,7 +34,10 @@ func _run() -> void:
_check(
is_equal_approx(bush_state.get_amount_remaining(), 0.0),
"Player should deplete the nearby bush"
"Player should deplete the nearby bush into their hands"
)
var carried_after_gather: float = simulation_manager.get_player_state().get_inventory_amount(
SimulationIds.RESOURCE_FOOD
)
_check(
is_equal_approx(
@@ -109,6 +112,10 @@ func _run() -> void:
player.try_interact()
player.global_position = pantry.get_interaction_position()
player.try_interact()
var food_after_first_deposit := pantry_state.get_amount(SimulationIds.RESOURCE_FOOD)
var food_carried_after_first: float = (
simulation_manager.get_player_state().get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
_check(
(
is_equal_approx(bush_state.get_amount_remaining(), 0.0)
+70
View File
@@ -0,0 +1,70 @@
extends GutTest
const PlayerQuestSystemScript := preload("res://simulation/quests/PlayerQuestSystem.gd")
func test_personal_request_needs_standing_tier_and_gratitude() -> void:
var system := PlayerQuestSystemScript.new()
var opportunity := _open_opportunity()
var pantry := _pantry()
assert_false(system.can_request_personally(opportunity))
for _grant in 6:
system.standing.grant_standing(3.0, opportunity.get_interested_npc_id())
assert_true(
system.can_request_personally(opportunity),
"Known Hand standing plus personal gratitude should make the NPC ask you directly"
)
var quest := system.consider_opportunity_opened(opportunity, null, 10, true)
assert_not_null(quest)
assert_eq(quest.get_requester_npc_id(), opportunity.get_interested_npc_id())
func test_no_personal_request_below_trust_threshold() -> void:
var system := PlayerQuestSystemScript.new()
var opportunity := _open_opportunity()
system.standing.grant_standing(16.0, opportunity.get_interested_npc_id())
system.standing.data["gratitude"][opportunity.get_interested_npc_id()] = 0.4
assert_false(system.can_request_personally(opportunity))
func test_standing_tier_progression() -> void:
var standing := PlayerStandingRecord.create()
assert_eq(standing.get_tier(), PlayerStandingRecord.TIER_STRANGER)
standing.grant_standing(14.0, 3)
assert_eq(standing.get_tier(), PlayerStandingRecord.TIER_STRANGER)
standing.grant_standing(2.0, 3)
assert_eq(standing.get_tier(), PlayerStandingRecord.TIER_KNOWN_HAND)
assert_eq(standing.get_tier_name(), "Known Hand")
standing.grant_standing(20.0, 3)
assert_eq(standing.get_tier(), PlayerStandingRecord.TIER_TRUSTED)
func test_standing_serialization_round_trip() -> void:
var standing := PlayerStandingRecord.create()
standing.grant_standing(35.0, 3)
var restored := PlayerStandingRecord.from_dictionary(standing.to_dictionary())
assert_not_null(restored)
assert_eq(restored.get_standing(), 35.0)
assert_eq(restored.get_tier(), PlayerStandingRecord.TIER_TRUSTED)
assert_eq(restored.get_gratitude(3), 0.1)
func _open_opportunity() -> OpportunityStateRecord:
return OpportunityStateRecord.create(
0,
10,
5,
3,
1.0,
SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY,
SimulationIds.STORAGE_VILLAGE_PANTRY,
SimulationIds.RESOURCE_FOOD
)
func _pantry() -> StorageStateRecord:
return StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY, {SimulationIds.RESOURCE_FOOD: 0.0}, 100.0
)
@@ -0,0 +1 @@
uid://b2jmmtiyvaqll
@@ -0,0 +1,168 @@
extends GutTest
const VillagerOpportunityNoteScript := preload("res://player/VillagerOpportunityNote.gd")
func test_no_opportunity_produces_no_need() -> void:
var note := VillagerOpportunityNote.derive(null, null, null, "", null, "", "")
assert_not_null(note)
assert_false(note.has_need)
assert_eq(note.help_kind, &"")
func test_player_route_wins_over_helper_when_derivable() -> void:
var opportunity := _open_pantry_opportunity()
var response := _player_response()
var helper := _helper(7)
var pantry := _pantry(0.0, 100.0)
var note := VillagerOpportunityNote.derive(
opportunity, response, helper, "Tarik", pantry, "Village Pantry", "food"
)
assert_true(note.has_need)
assert_eq(note.help_kind, VillagerOpportunityNote.HELP_PLAYER_ROUTE)
assert_eq(note.need_text, "The Village Pantry needs food")
assert_true(note.help_text.contains("You can help"))
assert_true(note.help_text.contains("Village Pantry"))
func test_helper_is_named_when_no_player_route() -> void:
var opportunity := _open_pantry_opportunity()
var pantry := _pantry(0.0, 100.0)
var note := VillagerOpportunityNote.derive(
opportunity, null, _helper(7), "Tarik", pantry, "Village Pantry", "food"
)
assert_true(note.has_need)
assert_eq(note.help_kind, VillagerOpportunityNote.HELP_HELPER)
assert_true(note.help_text.contains("Tarik"))
assert_true(note.help_text.contains("food"))
func test_unavailable_reports_no_room_when_storage_is_full() -> void:
var opportunity := _open_pantry_opportunity()
var pantry := _pantry(0.0, 0.5)
var note := VillagerOpportunityNote.derive(
opportunity, null, null, "", pantry, "Village Pantry", "food"
)
assert_true(note.has_need)
assert_eq(note.help_kind, VillagerOpportunityNote.HELP_UNAVAILABLE)
assert_true(note.help_text.contains("no room"))
func test_unavailable_reports_need_already_met() -> void:
var opportunity := _open_pantry_opportunity()
var pantry := _pantry(1.0, 100.0)
var note := VillagerOpportunityNote.derive(
opportunity, null, null, "", pantry, "Village Pantry", "food"
)
assert_true(note.has_need)
assert_eq(note.help_kind, VillagerOpportunityNote.HELP_UNAVAILABLE)
assert_true(note.help_text.contains("already has enough"))
func test_unavailable_reports_no_stocked_source_when_storage_has_room() -> void:
var opportunity := _open_pantry_opportunity()
var pantry := _pantry(0.0, 100.0)
var note := VillagerOpportunityNote.derive(
opportunity, null, null, "", pantry, "Village Pantry", "food"
)
assert_true(note.has_need)
assert_eq(note.help_kind, VillagerOpportunityNote.HELP_UNAVAILABLE)
assert_true(note.help_text.contains("No stocked source"))
func test_unavailable_reports_missing_storage() -> void:
var opportunity := _open_pantry_opportunity()
var note := VillagerOpportunityNote.derive(
opportunity, null, null, "", null, "Village Pantry", "food"
)
assert_true(note.has_need)
assert_eq(note.help_kind, VillagerOpportunityNote.HELP_UNAVAILABLE)
assert_true(note.help_text.contains("No storage"))
func test_cache_key_uses_need_and_help_state() -> void:
var opportunity := _open_pantry_opportunity()
var pantry := _pantry(0.0, 100.0)
var helper_note := VillagerOpportunityNote.derive(
opportunity, null, _helper(7), "Tarik", pantry, "Village Pantry", "food"
)
var unavailable_note := VillagerOpportunityNote.derive(
opportunity, null, null, "", pantry, "Village Pantry", "food"
)
var no_need := VillagerOpportunityNote.derive(null, null, null, "", null, "", "")
assert_ne(helper_note.cache_key(), unavailable_note.cache_key())
assert_ne(no_need.cache_key(), helper_note.cache_key())
func _open_pantry_opportunity() -> OpportunityStateRecord:
return OpportunityStateRecord.create(
0,
10,
5,
3,
1.0,
SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY,
SimulationIds.STORAGE_VILLAGE_PANTRY,
SimulationIds.RESOURCE_FOOD
)
func _player_response() -> OpportunityPlayerResponseResult:
return (
OpportunityPlayerResponseResult
. new(
{
"opportunity_id": 0,
"trigger_event_id": 5,
"action_id": SimulationIds.ACTION_GATHER_FOOD,
"resource_id": SimulationIds.RESOURCE_FOOD,
"target_id": SimulationIds.STORAGE_VILLAGE_PANTRY,
"available_source_count": 2,
"reason":
"No capable helper; 2 player-usable finite Food sources can supply village_pantry",
}
)
)
func _helper(helper_id: int) -> OpportunityHelperResult:
return (
OpportunityHelperResult
. new(
{
"opportunity_id": 0,
"helper_npc_id": helper_id,
"action_id": SimulationIds.ACTION_GATHER_FOOD,
"source_id": "",
"resource_id": SimulationIds.RESOURCE_FOOD,
"trigger_event_id": 5,
"trust": 0.8,
"familiarity": 0.5,
"uses_inventory": false,
"available_source_count": 1,
"profession_match": true,
"reason":
"Knows the need; trust 0.80 toward Amina; has 1 available finite Food source",
}
)
)
func _pantry(amount: float, capacity: float) -> StorageStateRecord:
return StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY, {SimulationIds.RESOURCE_FOOD: amount}, capacity
)
@@ -0,0 +1 @@
uid://1chfro4iw1o5
+172
View File
@@ -0,0 +1,172 @@
class_name QuestJournalHud
extends Control
const ENTER_OFFSET := 8.0
const THANKS_SECONDS := 3.4
@export var simulation_manager: Node
@onready var accent: ColorRect = $Accent
@onready var copy: VBoxContainer = $Copy
@onready var standing_label: Label = $Copy/Standing
@onready var quest_label: Label = $Copy/Quest
@onready var quest_kicker: Label = $Copy/QuestKicker
@onready var thanks_label: Label = $Copy/Thanks
var resting_position: Vector2
var feedback_version := 0
var feedback_tween: Tween
var journal_tween: Tween
func _ready() -> void:
resting_position = position
visible = false
modulate.a = 0.0
if simulation_manager == null:
push_error("QuestJournalHud: simulation_manager missing")
return
if simulation_manager.has_signal("player_quest_opened"):
simulation_manager.player_quest_opened.connect(_on_quest_opened)
if simulation_manager.has_signal("player_quest_completed"):
simulation_manager.player_quest_completed.connect(_on_quest_completed)
if simulation_manager.has_signal("player_quest_expired"):
simulation_manager.player_quest_expired.connect(_on_quest_expired)
if simulation_manager.has_signal("player_standing_changed"):
simulation_manager.player_standing_changed.connect(_on_standing_changed)
if simulation_manager.has_signal("player_tier_advanced"):
simulation_manager.player_tier_advanced.connect(_on_tier_advanced)
if simulation_manager.has_signal("opportunity_resolved"):
simulation_manager.opportunity_resolved.connect(_on_opportunity_resolved)
if simulation_manager.has_signal("state_restored"):
simulation_manager.state_restored.connect(_on_state_restored)
_refresh()
func _on_quest_opened(_quest: PlayerQuestRecord) -> void:
_refresh()
func _on_quest_expired(_quest: PlayerQuestRecord) -> void:
_refresh()
func _on_standing_changed(_standing: PlayerStandingRecord) -> void:
_refresh()
func _on_tier_advanced(_tier: int, tier_name: String) -> void:
_refresh()
_show_thanks("Standing grows", "The village now calls you a %s." % tier_name)
func _on_opportunity_resolved(
_opportunity: OpportunityStateRecord, _cause_event: EconomicEventRecord
) -> void:
_refresh()
func _on_state_restored() -> void:
_refresh()
func _refresh() -> void:
if simulation_manager == null:
return
var standing: PlayerStandingRecord = simulation_manager.get_player_standing()
if standing == null:
return
var standing_text := (
"Standing · %s · %.0f/100" % [standing.get_tier_name(), standing.get_standing()]
)
standing_label.text = standing_text
var quest: PlayerQuestRecord = simulation_manager.get_active_player_quest()
if quest == null:
quest_kicker.text = ""
quest_label.text = ""
elif quest.has_animal_target():
var requester_name := _get_npc_name(quest.get_requester_npc_id())
var animal_name := _get_animal_name(quest.get_animal_id())
quest_kicker.text = "ACTIVE QUEST"
quest_label.text = (
"%s · bring %.0f %s to %s"
% [
requester_name,
quest.get_target_amount(),
String(quest.get_resource_id()).replace("_", " "),
animal_name,
]
)
else:
var requester_name := _get_npc_name(quest.get_requester_npc_id())
quest_kicker.text = "ACTIVE QUEST"
quest_label.text = (
"%s · bring %.0f %s to the %s"
% [
requester_name,
quest.get_target_amount(),
String(quest.get_resource_id()).replace("_", " "),
String(quest.get_target_id()).replace("_", " "),
]
)
var has_content := not quest_kicker.text.is_empty() or not standing_text.is_empty()
if not has_content:
return
if not visible:
visible = true
modulate.a = 0.0
position = resting_position + Vector2(0.0, ENTER_OFFSET)
if journal_tween != null and journal_tween.is_valid():
journal_tween.kill()
journal_tween = create_tween().set_parallel(true)
journal_tween.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
journal_tween.tween_property(self, "position", resting_position, 0.3)
journal_tween.tween_property(self, "modulate:a", 1.0, 0.22)
func _on_quest_completed(quest: PlayerQuestRecord) -> void:
_refresh()
var requester_name := _get_npc_name(quest.get_requester_npc_id())
_show_thanks(
"Gratitude",
(
"%s thanks you for your help. +%.0f Standing"
% [requester_name, quest.get_standing_reward()]
)
)
func _show_thanks(heading: String, message: String) -> void:
feedback_version += 1
var version := feedback_version
if feedback_tween != null and feedback_tween.is_valid():
feedback_tween.kill()
thanks_label.text = "%s\n%s" % [heading, message]
thanks_label.visible = true
thanks_label.modulate.a = 0.0
feedback_tween = create_tween().set_parallel(true)
feedback_tween.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
feedback_tween.tween_property(thanks_label, "modulate:a", 1.0, 0.3)
feedback_tween.chain().tween_interval(THANKS_SECONDS)
feedback_tween.chain().tween_property(thanks_label, "modulate:a", 0.0, 0.5)
feedback_tween.chain().tween_callback(
func() -> void:
if version == feedback_version:
thanks_label.visible = false
)
func _get_npc_name(npc_id: int) -> String:
for npc in simulation_manager.npcs:
if npc.id == npc_id:
return npc.npc_name
return "Someone"
func _get_animal_name(animal_id: StringName) -> String:
if (
simulation_manager.has_method("get_animal_display_name")
and simulation_manager.get_animal_display_name(animal_id) != ""
):
return simulation_manager.get_animal_display_name(animal_id)
return String(animal_id).replace("_", " ").capitalize()
+1
View File
@@ -0,0 +1 @@
uid://bj0u6l60v2o5f
+35 -1
View File
@@ -87,6 +87,8 @@ func _on_village_changed(village: SimVillage) -> void:
wood_rate = " (%.0f/d)" % rates["wood_per_day"]
var opportunity_text := _build_active_opportunity_display()
var season_text := "Cold" if simulation_manager.is_cold_season() else "Warm"
var standing_text := _build_standing_display()
var player_needs_text := _build_player_needs_display()
village_stats_label.text = (
"""
Village [%s]
@@ -101,7 +103,7 @@ func _on_village_changed(village: SimVillage) -> void:
Food Mod: %.2f
Safety Mod: %.2f
Knowledge Mod: %.2f
%s%s
%s%s%s%s
"""
% [
speed_text,
@@ -116,12 +118,44 @@ func _on_village_changed(village: SimVillage) -> void:
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier,
player_needs_text,
standing_text,
opportunity_text,
event_text,
]
)
func _build_player_needs_display() -> String:
if not simulation_manager.has_method("get_player_state"):
return ""
var state: PlayerStateRecord = simulation_manager.get_player_state()
if state == null:
return ""
var status := "dead" if state.is_dead() else ("starving" if state.is_starving() else "ok")
return (
"\n\nYou\nHunger: %.0f Energy: %.0f (%s)"
% [state.get_hunger(), state.get_energy(), status]
)
func _build_standing_display() -> String:
if not simulation_manager.has_method("get_player_standing"):
return ""
var standing: PlayerStandingRecord = simulation_manager.get_player_standing()
if standing == null:
return ""
return (
"\n\nStanding\n%s · %.0f/100 · %d need%s met"
% [
standing.get_tier_name(),
standing.get_standing(),
standing.get_resolved_needs(),
"" if standing.get_resolved_needs() == 1 else "s",
]
)
func _on_npc_decision_recorded(_npc: SimNPC, _decision: ActionSelectionResult) -> void:
_refresh_npc_inspector()
+15
View File
@@ -78,6 +78,7 @@ func _present(context: VillagerInspectionResult, animate: bool) -> void:
else:
need_label.visible = false
reason_label.text = "Why · %s" % context.decision_reason
_present_opportunity_note(context.opportunity_note)
visible = true
accent.pivot_offset = accent.size * 0.5
if not animate:
@@ -95,6 +96,20 @@ func _present(context: VillagerInspectionResult, animate: bool) -> void:
motion_tween.tween_property(accent, "scale:y", 1.0, 0.26)
func _present_opportunity_note(note: VillagerOpportunityNote) -> void:
if note == null:
return
if not note.has_need:
return
need_label.visible = true
var existing_text := need_label.text.strip_edges()
var note_text := note.help_text.strip_edges()
if existing_text.is_empty():
need_label.text = "Need · %s" % note.need_text
if not note_text.is_empty() and note_text not in need_label.text:
need_label.text += "\n" + note_text
func _hide_note() -> void:
if not visible or is_hiding:
return