feat: surface player routes for village needs

This commit is contained in:
Rijad Zuzo
2026-07-16 12:36:50 +02:00
parent d6e6a63048
commit 4f88d15e12
15 changed files with 417 additions and 47 deletions
+7 -3
View File
@@ -48,7 +48,10 @@ would otherwise obscure that lifecycle:
work wood consumers. It also derives one ephemeral `OpportunityHelperResult`
from knowledge, directed relationships, inventory, action definitions, and
finite-resource state without changing resources or assigning tasks. The
ordinary action selector consumes that result only for the matching idle NPC;
ordinary action selector consumes that result only for the matching idle NPC.
When no such helper exists, it can separately derive an ephemeral
`OpportunityPlayerResponseResult` from the real destination capacity and
enabled player-usable finite sources;
- `simulation/persistence/` owns save-slot file safety;
- `simulation/state/` owns versioned serialized record contracts;
- `simulation/definitions/` owns stable IDs and immutable action/profession
@@ -98,8 +101,9 @@ improving ownership.
Relationship cues, interested-villager concern, physical pantry stock, and
refill feedback consume authoritative state or state-change signals and are
intentionally absent from saves and checksums. The transient village-whisper
HUD likewise formats need, transfer, response, and resolution signals without
owning them. Stable visuals are rebuilt from state after restore; transient
HUD likewise formats need, player route, transfer, response, and resolution
signals without owning them. It drops the player route when a capable helper
emerges. Stable visuals are rebuilt from state after restore; transient
reactions are not replayed.
- Resource changes go through `ResourceStateRecord`, NPC inventory, and
`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
+8 -4
View File
@@ -746,13 +746,17 @@ Completed:
informed trusted helper to respond autonomously. One cardless warm-amber HUD
ribbon gently rises, pulses, and fades through need, named report, response,
and resolution beats while remaining separate from development overlays.
31. Player response whisper: when no capable helper exists, the same ribbon now
derives one concise ordinary harvest route from current player-usable finite
resources and the real pantry or woodpile. It clears when help emerges or
the need closes, and adds no quest, waypoint, tracker, or saved UI state.
Next:
1. When no capable helper exists, show one contextual player response hint
derived from a current player-usable finite source and the real storage
target. Clear it as soon as help emerges or the need closes; do not add quest
acceptance, waypoint state, or a generic tracker, as sequenced in
1. Begin Milestone 8 with a deterministic headless scaling baseline over
increasing NPC and event counts. Measure current tick throughput,
serialized-state growth, and retained history before choosing a target
population or adding spatial partitions and simulation LOD, as sequenced in
`LEARNING_ROADMAP.md`.
Do not start with GIS data, a full city, a large asset pack, or more NPC
+32 -6
View File
@@ -822,12 +822,38 @@ The first direct information-to-help path is complete:
helper response, and resolution. It is signal-driven, survives debug-overlay
hiding, and neither serializes nor replays after restore.
Milestone 7 is not complete. The immediate next slice should expose one bounded
player response affordance when an open need has no capable helper: derive a
concise contextual hint from the existing player-usable finite source and real
storage target, then clear it when a helper emerges or the need closes. Reuse
the current interaction/economy rules; do not add quest acceptance, waypoint
state, or a generic objective tracker.
The bounded Milestone 7 player-response affordance is complete:
- an open need with no capable helper derives one ephemeral
`OpportunityPlayerResponseResult` only when its real storage target has room
and at least one matching enabled, stocked, player-usable finite source
exists;
- the result exposes the ordinary gather action, resource, destination, source
count, opportunity, and trigger IDs without selecting a waypoint, accepting a
quest, drawing RNG, or mutating simulation state;
- the existing cardless village-whisper ribbon says `YOU CAN HELP` and explains
the direct resource-to-storage interaction in one line, while the development
summary exposes the exact derived route;
- knowledge, relationship, inventory, or village-resource changes track the
derived route in both directions: a newly unassisted need can surface the
hint once, a capable helper removes it immediately, and resolution or
invalidation replaces it with the existing close beat;
- reserved resources remain honestly player-usable because the current player
extraction contract does not consume NPC reservations, while disabled,
depleted, wrong-resource, and capacity-blocked sources do not qualify;
- unit, headless lifecycle, restore/checksum, real player extraction, and Jajce
runtime regressions cover the slice without persisting or replaying HUD state.
This completes the bounded Milestone 7 simulation-garden proof. A known and
cared-about shortage now produces an inspectable opportunity whose NPC and
player responses both use the originating resource, relationship, knowledge,
and event systems rather than quest-only duplicates.
The immediate next slice should begin Milestone 8 with a deterministic headless
scaling baseline: measure tick throughput, serialized-state growth, and retained
history across increasing NPC/event counts using the current full-fidelity
simulation. Set an evidence-backed target before adding spatial partitions,
batching, or active/abstract LOD transitions.
Recently completed:
+12 -5
View File
@@ -935,11 +935,18 @@ re-derived and autonomously responds through ordinary action selection. A
single cardless warm-amber HUD ribbon presents the real need, named report,
helper response, and resolution without entering simulation or save state.
Milestone 7 remains in progress. The immediate next slice should add one
bounded player response hint only when no capable helper exists, derived from
the current player-usable finite source and real destination. It should clear
when help emerges or the need closes, without quest acceptance, waypoint state,
or a generic tracker.
The bounded Milestone 7 player response is complete. When no capable helper
exists, an ephemeral query now proves an enabled player-usable finite source and
real destination with capacity. The warm-amber whisper briefly explains the
ordinary direct harvest route, then yields immediately when a helper emerges or
the need closes. The result and HUD add no quest acceptance, waypoint, tracker,
save field, RNG draw, or simulation mutation. This completes the Milestone 7
simulation-garden exit proof.
The next slice should start Milestone 8 with a deterministic headless scaling
baseline over increasing NPC and event counts. Measure tick throughput,
serialized-state growth, and retained history before selecting a target
population or implementing spatial partitions and active/abstract LOD.
The remaining simulation-garden target still aims for:
+9 -6
View File
@@ -196,10 +196,13 @@ lasting during deterministic memory maintenance. Resolution or invalidation
releases that fact back to the normal bounded-retention rules; neither deletes
objective event or opportunity history.
`OpportunityHelperResult` is deliberately absent from this schema. It is
re-derived from the open opportunity plus current NPC knowledge, directed
relationship, inventory, action-definition, storage-capacity, and finite-
resource records. Save/restore regressions require the same helper/action/route
`OpportunityHelperResult` and `OpportunityPlayerResponseResult` are deliberately
absent from this schema. The helper result is re-derived from the open
opportunity plus current NPC knowledge, directed relationship, inventory,
action-definition, storage-capacity, and finite-resource records. The player
result additionally requires no capable helper and derives its ordinary gather
action, real destination, and source count from current enabled player-usable
finite resources. Save/restore regressions require the same applicable route
result and an unchanged checksum before and after querying.
When an idle derived helper chooses the reported supply action, only the
@@ -209,8 +212,8 @@ and independently re-derives current capability from restored facts.
Active-need communication adds no schema fields. It persists through the
existing `KnownEventStateRecord` event, listener, source NPC, direct source
method, and acquisition-tick fields. Communication/HUD animations are transient
and are cleared rather than replayed after restore.
method, and acquisition-tick fields. Communication and player-response HUD
animations are transient and are cleared rather than replayed after restore.
## Resource authority
+14 -16
View File
@@ -782,24 +782,14 @@ func get_relationship_cause(relationship: RelationshipStateRecord) -> EconomicEv
func get_known_events(npc_id: int, max_count: int = 3) -> Array[EconomicEventRecord]:
var known: Array[EconomicEventRecord] = []
for event_id in event_knowledge_system.get_known_event_ids(npc_id, max_count):
var event := event_log.get_by_id(event_id)
if event != null:
known.append(event)
return known
return event_log.get_by_ids(event_knowledge_system.get_known_event_ids(npc_id, max_count))
func get_retained_memory_events(npc_id: int, max_count: int = 4) -> Array[EconomicEventRecord]:
var retained: Array[EconomicEventRecord] = []
var event_ids := event_knowledge_system.get_retained_event_ids(
npc_id, _get_lasting_event_ids(npc_id), max_count
)
for event_id in event_ids:
var event := event_log.get_by_id(event_id)
if event != null:
retained.append(event)
return retained
return event_log.get_by_ids(event_ids)
func get_active_opportunity() -> OpportunityStateRecord:
@@ -820,18 +810,26 @@ func get_active_opportunity_helper() -> OpportunityHelperResult:
)
func get_active_opportunity_player_response() -> OpportunityPlayerResponseResult:
var active := get_active_opportunity()
if active == null:
return null
var helper := get_active_opportunity_helper()
return opportunity_system.find_player_response(
active, economy.get_storage(active.get_target_id()), resource_states, helper != null
)
func get_latest_opportunity_for_npc(npc_id: int) -> OpportunityStateRecord:
return opportunity_system.get_latest_for_npc(npc_id)
func get_opportunity_trigger_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
var event_id := opportunity.get_trigger_event_id() if opportunity != null else -1
return event_log.get_by_id(event_id)
return event_log.get_by_id(opportunity.get_trigger_event_id() if opportunity != null else -1)
func get_opportunity_resolution_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
var event_id := opportunity.get_resolution_event_id() if opportunity != null else -1
return event_log.get_by_id(event_id)
return event_log.get_by_id(opportunity.get_resolution_event_id() if opportunity != null else -1)
func npc_knows_event(npc_id: int, event_id: int) -> bool:
+9
View File
@@ -91,6 +91,15 @@ func get_by_id(event_id: int) -> EconomicEventRecord:
return null
func get_by_ids(event_ids: Array[int]) -> Array[EconomicEventRecord]:
var results: Array[EconomicEventRecord] = []
for event_id in event_ids:
var event := get_by_id(event_id)
if event != null:
results.append(event)
return results
func get_consumption_rates(
current_tick: int,
window_ticks: int = DEFAULT_RATE_WINDOW_TICKS,
@@ -0,0 +1,20 @@
class_name OpportunityPlayerResponseResult
extends RefCounted
var opportunity_id: int
var trigger_event_id: int
var action_id: StringName
var resource_id: StringName
var target_id: StringName
var available_source_count: int
var reason: String
func _init(result: Dictionary) -> void:
opportunity_id = int(result["opportunity_id"])
trigger_event_id = int(result["trigger_event_id"])
action_id = StringName(result["action_id"])
resource_id = StringName(result["resource_id"])
target_id = StringName(result["target_id"])
available_source_count = int(result["available_source_count"])
reason = String(result["reason"])
@@ -0,0 +1 @@
uid://2nyepaa3b77v
@@ -193,6 +193,62 @@ func find_capable_helper(
)
func find_player_response(
opportunity: OpportunityStateRecord,
target_storage: StorageStateRecord,
resource_states: Dictionary,
has_capable_helper: bool
) -> OpportunityPlayerResponseResult:
if (
opportunity == null
or not opportunity.is_open()
or target_storage == null
or target_storage.get_storage_id() != opportunity.get_target_id()
or has_capable_helper
):
return null
var remaining := maxf(
opportunity.get_target_amount() - target_storage.get_amount(opportunity.get_resource_id()),
0.0
)
if remaining <= 0.0 or target_storage.get_available_capacity() < remaining:
return null
var action_ids := _get_supply_action_ids(opportunity.get_resource_id())
if action_ids.is_empty():
return null
var gather_definition := SimulationDefinitions.get_action(action_ids["gather"])
if gather_definition == null:
return null
var available_source_count := _count_player_resource_sources(
remaining, opportunity.get_resource_id(), gather_definition, resource_states
)
if available_source_count == 0:
return null
return (
OpportunityPlayerResponseResult
. new(
{
"opportunity_id": opportunity.get_opportunity_id(),
"trigger_event_id": opportunity.get_trigger_event_id(),
"action_id": gather_definition.action_id,
"resource_id": opportunity.get_resource_id(),
"target_id": target_storage.get_storage_id(),
"available_source_count": available_source_count,
"reason":
(
"No capable helper; %d player-usable finite %s source%s can supply %s"
% [
available_source_count,
String(opportunity.get_resource_id()).capitalize(),
"" if available_source_count == 1 else "s",
String(target_storage.get_storage_id()),
]
),
}
)
)
func _build_helper_candidate(
npc: SimNPC,
opportunity: OpportunityStateRecord,
@@ -299,6 +355,29 @@ static func _count_available_resource_sources(
return count
static func _count_player_resource_sources(
remaining: float,
resource_id: StringName,
gather_definition: ActionDefinition,
resource_states: Dictionary
) -> int:
var count := 0
for value in resource_states.values():
var state := value as ResourceStateRecord
if (
state == null
or state.get_action_id() != gather_definition.resource_action_id
or state.get_resource_id() != resource_id
or not state.can_player_use_resource()
or not state.can_extract()
or state.get_yield_per_action() <= 0.0
or state.get_amount_remaining() < remaining
):
continue
count += 1
return count
static func _sort_helper_candidates(first: Dictionary, second: Dictionary) -> bool:
if first["uses_inventory"] != second["uses_inventory"]:
return bool(first["uses_inventory"])
+16 -4
View File
@@ -311,16 +311,25 @@ func _run() -> void:
runtime_opportunity.get_trigger_event_id() if runtime_opportunity != null else -1
)
var runtime_helper: OpportunityHelperResult = simulation_manager.get_active_opportunity_helper()
var runtime_player_response: OpportunityPlayerResponseResult = (
simulation_manager.get_active_opportunity_player_response()
)
_check(
(
runtime_opportunity != null
and runtime_helper == null
and runtime_player_response != null
and runtime_player_response.action_id == SimulationIds.ACTION_GATHER_WOOD
and runtime_player_response.target_id == SimulationIds.STORAGE_VILLAGE_WOODPILE
and runtime_player_response.available_source_count > 0
and not simulation_manager.npc_knows_event(witness.id, runtime_trigger_id)
and whisper_kicker.text == "VILLAGE NEED"
and contributor.npc_name in whisper_message.text
and "needs wood" in whisper_message.text
and whisper_kicker.text == "YOU CAN HELP"
and (
"Harvest a tree; wood goes straight to the village woodpile."
in whisper_message.text
)
),
"The real blocked-work need should surface while the distant helper remains uninformed"
"An unassisted blocked-work need should surface its real player harvest route"
)
_check(
(
@@ -330,6 +339,7 @@ func _run() -> void:
"Possible helper: none informed, trusted, and able to supply"
in village_stats_label.text
)
and "Player route: Gather Wood → Village Woodpile" in village_stats_label.text
and "◆ Find wood for Study" in inspector_label.text
and not contributor_visual.get_node("OpportunityConcernRoot").visible
),
@@ -348,6 +358,7 @@ func _run() -> void:
witness.id, runtime_trigger_id
)
runtime_helper = simulation_manager.get_active_opportunity_helper()
runtime_player_response = simulation_manager.get_active_opportunity_player_response()
_check(
(
communicated_trigger != null
@@ -357,6 +368,7 @@ func _run() -> void:
)
and communicated_trigger.get_source_npc_id() == contributor.id
and runtime_helper != null
and runtime_player_response == null
and runtime_helper.helper_npc_id == witness.id
and runtime_helper.action_id == SimulationIds.ACTION_GATHER_WOOD
and whisper_kicker.text == "NEWS TRAVELS"
+59 -1
View File
@@ -306,6 +306,60 @@ func test_ready_inventory_then_trust_and_stable_id_rank_helpers_deterministicall
assert_eq(result.helper_npc_id, lower_id_carrier.id)
func test_player_response_requires_no_helper_and_a_real_player_supply_route() -> void:
var fixture := _open_fixture()
var system: VillageOpportunitySystem = fixture["system"]
var pantry: StorageStateRecord = fixture["pantry"]
var opportunity: OpportunityStateRecord = system.get_open_opportunity()
var player_source := _resource_state(
&"player_berries", SimulationIds.ACTION_GATHER_FOOD, SimulationIds.RESOURCE_FOOD, 1.0
)
var npc_only_source := _resource_state(
&"npc_berries",
SimulationIds.ACTION_GATHER_FOOD,
SimulationIds.RESOURCE_FOOD,
2.0,
0.0,
0.0,
false
)
var resource_states := {
player_source.get_node_id(): player_source,
npc_only_source.get_node_id(): npc_only_source,
}
assert_true(player_source.reserve(99))
var opportunity_before := opportunity.to_dictionary()
var pantry_before := pantry.to_dictionary()
var source_before := player_source.to_dictionary()
var response: OpportunityPlayerResponseResult = system.find_player_response(
opportunity, pantry, resource_states, false
)
assert_not_null(response)
assert_eq(response.opportunity_id, opportunity.get_opportunity_id())
assert_eq(response.trigger_event_id, opportunity.get_trigger_event_id())
assert_eq(response.action_id, SimulationIds.ACTION_GATHER_FOOD)
assert_eq(response.resource_id, SimulationIds.RESOURCE_FOOD)
assert_eq(response.target_id, SimulationIds.STORAGE_VILLAGE_PANTRY)
assert_eq(response.available_source_count, 1)
assert_string_contains(response.reason, "No capable helper")
assert_string_contains(response.reason, "player-usable finite Food source")
assert_eq(opportunity.to_dictionary(), opportunity_before)
assert_eq(pantry.to_dictionary(), pantry_before)
assert_eq(player_source.to_dictionary(), source_before)
assert_null(system.find_player_response(opportunity, pantry, resource_states, true))
player_source.set_enabled(false)
assert_null(system.find_player_response(opportunity, pantry, resource_states, false))
var full_pantry := StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY, {String(SimulationIds.RESOURCE_WOOD): 1.0}, 1.0
)
player_source.set_enabled(true)
assert_null(system.find_player_response(opportunity, full_pantry, resource_states, false))
var wrong_target := StorageStateRecord.create(&"not_the_pantry", {}, 1.0)
assert_null(system.find_player_response(opportunity, wrong_target, resource_states, false))
func test_wood_helper_uses_available_finite_source_and_respects_reservations() -> void:
var system := VillageOpportunitySystemScript.new()
var interested := _npc(0, 20.0)
@@ -483,7 +537,9 @@ func _resource_state(
resource_id: StringName,
amount: float,
discovery_priority: float = 0.0,
safety_risk: float = 0.0
safety_risk: float = 0.0,
can_player_use: bool = true,
can_npcs_use: bool = true
) -> ResourceStateRecord:
var node := ResourceNode.new()
node.node_id = node_id
@@ -493,6 +549,8 @@ func _resource_state(
node.yield_per_action = 1.0
node.discovery_priority = discovery_priority
node.safety_risk = safety_risk
node.can_player_use = can_player_use
node.can_npcs_use = can_npcs_use
var state := ResourceStateRecord.create_from_node(node)
node.free()
return state
+48
View File
@@ -202,6 +202,48 @@ func _run() -> void:
root.add_child(tree)
await process_frame
_check(player_manager.register_resource_node(tree), "Player branch should bind a real tree")
var checksum_before_player_query: String = player_manager.get_state_checksum()
var player_response: OpportunityPlayerResponseResult = (
player_manager.get_active_opportunity_player_response()
)
_check(
(
player_manager.get_active_opportunity_helper() == null
and player_response != null
and player_response.action_id == SimulationIds.ACTION_GATHER_WOOD
and player_response.resource_id == SimulationIds.RESOURCE_WOOD
and player_response.target_id == SimulationIds.STORAGE_VILLAGE_WOODPILE
and player_response.available_source_count == 1
),
"An unassisted wood need should derive one ordinary player tree-to-woodpile route"
)
_check(
player_manager.get_state_checksum() == checksum_before_player_query,
"Player-response discovery should not mutate authoritative simulation state"
)
var player_active_json: String = player_manager.serialize_state()
var player_active_restored := _create_manager(1210)
_check(
player_active_restored.restore_state_from_json(player_active_json),
"An active player-response route should restore through its existing facts"
)
var restored_player_response: OpportunityPlayerResponseResult = (
player_active_restored.get_active_opportunity_player_response()
)
_check(
(
player_active_restored.get_state_checksum() == checksum_before_player_query
and restored_player_response != null
and restored_player_response.action_id == player_response.action_id
and restored_player_response.target_id == player_response.target_id
and (
restored_player_response.available_source_count
== player_response.available_source_count
)
),
"Restore should re-derive the same player response without persisted hint state"
)
player_active_restored.free()
_check(
is_equal_approx(player_manager.harvest_resource_node(tree), 1.0),
"Player tree extraction should supply the authoritative woodpile"
@@ -227,6 +269,10 @@ func _run() -> void:
),
"Player extraction should resolve through its exact existing economy event"
)
_check(
player_manager.get_active_opportunity_player_response() == null,
"Resolving the need should remove the derived player response"
)
tree.queue_free()
player_manager.free()
@@ -347,6 +393,7 @@ func _create_player_tree() -> ResourceNode:
tree.resource_id = SimulationIds.RESOURCE_WOOD
tree.initial_amount = 1.0
tree.yield_per_action = 1.0
tree.can_npcs_use = false
tree.can_player_use = true
tree.debug_label_enabled = false
var interaction_point := Marker3D.new()
@@ -359,6 +406,7 @@ func _create_helper_tree() -> ResourceNode:
var tree := _create_player_tree()
tree.name = "HelperTree"
tree.node_id = &"helper_tree"
tree.can_npcs_use = true
tree.can_player_use = false
tree.discovery_priority = 4.0
return tree
+22 -1
View File
@@ -291,13 +291,34 @@ func _build_opportunity_helper_display() -> String:
return ""
var helper: OpportunityHelperResult = simulation_manager.get_active_opportunity_helper()
if helper == null:
return "\nPossible helper: none informed, trusted, and able to supply"
var player_text := _build_opportunity_player_response_display()
return "\nPossible helper: none informed, trusted, and able to supply" + player_text
return (
"\nPossible helper: %s%s\n%s"
% [_get_npc_name(helper.helper_npc_id), _get_action_name(helper.action_id), helper.reason]
)
func _build_opportunity_player_response_display() -> String:
if not simulation_manager.has_method("get_active_opportunity_player_response"):
return ""
var response: OpportunityPlayerResponseResult = (
simulation_manager.get_active_opportunity_player_response()
)
if response == null:
return ""
var source_suffix := "" if response.available_source_count == 1 else "s"
return (
"\nPlayer route: %s%s · %d finite source%s"
% [
_get_action_name(response.action_id),
String(response.target_id).replace("_", " ").capitalize(),
response.available_source_count,
source_suffix,
]
)
func _build_npc_opportunity_display(npc: SimNPC) -> String:
if not simulation_manager.has_method("get_latest_opportunity_for_npc"):
return ""
+81 -1
View File
@@ -3,6 +3,7 @@ extends Control
const DISPLAY_SECONDS := 4.2
const ENTER_OFFSET := 8.0
const FEEDBACK_PLAYER_RESPONSE := &"player_response"
@export var simulation_manager: Node
@@ -15,6 +16,8 @@ var resting_position: Vector2
var feedback_version := 0
var active_trigger_event_id := OpportunityStateRecord.NO_EVENT_ID
var informed_listener_id := -1
var feedback_kind := &""
var player_response_available := false
func _ready() -> void:
@@ -28,12 +31,29 @@ func _ready() -> void:
simulation_manager.opportunity_invalidated.connect(_on_opportunity_invalidated)
simulation_manager.event_knowledge_transferred.connect(_on_event_knowledge_transferred)
simulation_manager.npc_decision_recorded.connect(_on_npc_decision_recorded)
simulation_manager.event_knowledge_changed.connect(_on_helper_facts_changed)
simulation_manager.event_knowledge_forgotten.connect(_on_helper_fact_forgotten)
simulation_manager.relationship_changed.connect(_on_helper_relationship_changed)
simulation_manager.npc_inventory_changed.connect(_on_helper_inventory_changed)
simulation_manager.village_changed.connect(_on_village_changed)
simulation_manager.state_restored.connect(_on_state_restored)
player_response_available = simulation_manager.get_active_opportunity_player_response() != null
func _on_opportunity_opened(opportunity: OpportunityStateRecord) -> void:
active_trigger_event_id = opportunity.get_trigger_event_id()
informed_listener_id = -1
var player_response: OpportunityPlayerResponseResult = (
simulation_manager.get_active_opportunity_player_response()
)
player_response_available = player_response != null
if player_response != null:
_show_feedback(
"You can help",
_build_player_response_message(player_response),
FEEDBACK_PLAYER_RESPONSE
)
return
_show_feedback("Village need", _build_need_message(opportunity))
@@ -78,6 +98,44 @@ func _on_npc_decision_recorded(npc: SimNPC, decision: ActionSelectionResult) ->
)
func _on_helper_facts_changed(_knower_id: int, _event: EconomicEventRecord) -> void:
_refresh_player_response()
func _on_helper_fact_forgotten(_knower_id: int, _event: EconomicEventRecord) -> void:
_refresh_player_response()
func _on_helper_relationship_changed(
_relationship: RelationshipStateRecord, _cause_event: EconomicEventRecord
) -> void:
_refresh_player_response()
func _on_helper_inventory_changed(_npc: SimNPC, _item_id: StringName, _amount: float) -> void:
_refresh_player_response()
func _on_village_changed(_village: SimVillage) -> void:
_refresh_player_response()
func _refresh_player_response() -> void:
var response: OpportunityPlayerResponseResult = (
simulation_manager.get_active_opportunity_player_response()
)
var is_available := response != null
if is_available == player_response_available:
return
player_response_available = is_available
if response != null:
_show_feedback(
"You can help", _build_player_response_message(response), FEEDBACK_PLAYER_RESPONSE
)
elif feedback_kind == FEEDBACK_PLAYER_RESPONSE:
_reset_feedback()
func _on_opportunity_resolved(
opportunity: OpportunityStateRecord, resolution_event: EconomicEventRecord
) -> void:
@@ -92,6 +150,7 @@ func _on_opportunity_resolved(
)
_show_feedback("Need met", "%s %s." % [actor_name, outcome])
informed_listener_id = -1
player_response_available = false
func _on_opportunity_invalidated(opportunity: OpportunityStateRecord) -> void:
@@ -99,6 +158,7 @@ func _on_opportunity_invalidated(opportunity: OpportunityStateRecord) -> void:
return
_show_feedback("Need closed", "The village could no longer act on this report.")
informed_listener_id = -1
player_response_available = false
func _on_state_restored() -> void:
@@ -110,6 +170,7 @@ func _on_state_restored() -> void:
else OpportunityStateRecord.NO_EVENT_ID
)
informed_listener_id = -1
player_response_available = simulation_manager.get_active_opportunity_player_response() != null
func _build_need_message(opportunity: OpportunityStateRecord) -> String:
@@ -123,6 +184,22 @@ func _build_need_message(opportunity: OpportunityStateRecord) -> String:
return "%s needs wood to finish %s." % [interested_name, action_name]
func _build_player_response_message(response: OpportunityPlayerResponseResult) -> String:
var destination := _get_destination_name(response.target_id)
if response.resource_id == SimulationIds.RESOURCE_FOOD:
return "Forage food; it goes straight to the %s." % destination
return "Harvest a tree; wood goes straight to the %s." % destination
func _get_destination_name(target_id: StringName) -> String:
match target_id:
SimulationIds.STORAGE_VILLAGE_PANTRY:
return "village pantry"
SimulationIds.STORAGE_VILLAGE_WOODPILE:
return "village woodpile"
return String(target_id).replace("_", " ")
func _get_need_name(opportunity: OpportunityStateRecord) -> String:
return (
"empty-pantry worry"
@@ -143,13 +220,14 @@ func _get_npc_name(npc_id: int) -> String:
return "Someone"
func _show_feedback(heading: String, body: String) -> void:
func _show_feedback(heading: String, body: String, kind: StringName = &"") -> void:
feedback_version += 1
var version := feedback_version
if feedback_tween != null:
feedback_tween.kill()
kicker.text = heading.to_upper()
message.text = body
feedback_kind = kind
visible = true
position = resting_position + Vector2(0.0, ENTER_OFFSET)
modulate.a = 0.0
@@ -174,6 +252,7 @@ func _fade_after_delay(version: int) -> void:
await feedback_tween.finished
if version == feedback_version:
visible = false
feedback_kind = &""
func _reset_feedback() -> void:
@@ -181,6 +260,7 @@ func _reset_feedback() -> void:
if feedback_tween != null:
feedback_tween.kill()
visible = false
feedback_kind = &""
position = resting_position
modulate.a = 0.0
if accent != null: