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
+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: