feat: surface player routes for village needs
This commit is contained in:
@@ -48,7 +48,10 @@ would otherwise obscure that lifecycle:
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work wood consumers. It also derives one ephemeral `OpportunityHelperResult`
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from knowledge, directed relationships, inventory, action definitions, and
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finite-resource state without changing resources or assigning tasks. The
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ordinary action selector consumes that result only for the matching idle NPC;
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ordinary action selector consumes that result only for the matching idle NPC.
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When no such helper exists, it can separately derive an ephemeral
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`OpportunityPlayerResponseResult` from the real destination capacity and
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enabled player-usable finite sources;
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- `simulation/persistence/` owns save-slot file safety;
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- `simulation/state/` owns versioned serialized record contracts;
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- `simulation/definitions/` owns stable IDs and immutable action/profession
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@@ -98,8 +101,9 @@ improving ownership.
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Relationship cues, interested-villager concern, physical pantry stock, and
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refill feedback consume authoritative state or state-change signals and are
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intentionally absent from saves and checksums. The transient village-whisper
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HUD likewise formats need, transfer, response, and resolution signals without
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owning them. Stable visuals are rebuilt from state after restore; transient
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HUD likewise formats need, player route, transfer, response, and resolution
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signals without owning them. It drops the player route when a capable helper
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emerges. Stable visuals are rebuilt from state after restore; transient
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reactions are not replayed.
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- Resource changes go through `ResourceStateRecord`, NPC inventory, and
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`VillageEconomy`; `village.food` and `village.wood` are synchronized views.
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@@ -746,13 +746,17 @@ Completed:
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informed trusted helper to respond autonomously. One cardless warm-amber HUD
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ribbon gently rises, pulses, and fades through need, named report, response,
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and resolution beats while remaining separate from development overlays.
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31. Player response whisper: when no capable helper exists, the same ribbon now
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derives one concise ordinary harvest route from current player-usable finite
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resources and the real pantry or woodpile. It clears when help emerges or
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the need closes, and adds no quest, waypoint, tracker, or saved UI state.
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Next:
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1. When no capable helper exists, show one contextual player response hint
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derived from a current player-usable finite source and the real storage
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target. Clear it as soon as help emerges or the need closes; do not add quest
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acceptance, waypoint state, or a generic tracker, as sequenced in
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1. Begin Milestone 8 with a deterministic headless scaling baseline over
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increasing NPC and event counts. Measure current tick throughput,
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serialized-state growth, and retained history before choosing a target
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population or adding spatial partitions and simulation LOD, as sequenced in
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`LEARNING_ROADMAP.md`.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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@@ -822,12 +822,38 @@ The first direct information-to-help path is complete:
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helper response, and resolution. It is signal-driven, survives debug-overlay
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hiding, and neither serializes nor replays after restore.
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Milestone 7 is not complete. The immediate next slice should expose one bounded
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player response affordance when an open need has no capable helper: derive a
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concise contextual hint from the existing player-usable finite source and real
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storage target, then clear it when a helper emerges or the need closes. Reuse
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the current interaction/economy rules; do not add quest acceptance, waypoint
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state, or a generic objective tracker.
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The bounded Milestone 7 player-response affordance is complete:
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- an open need with no capable helper derives one ephemeral
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`OpportunityPlayerResponseResult` only when its real storage target has room
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and at least one matching enabled, stocked, player-usable finite source
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exists;
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- the result exposes the ordinary gather action, resource, destination, source
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count, opportunity, and trigger IDs without selecting a waypoint, accepting a
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quest, drawing RNG, or mutating simulation state;
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- the existing cardless village-whisper ribbon says `YOU CAN HELP` and explains
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the direct resource-to-storage interaction in one line, while the development
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summary exposes the exact derived route;
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- knowledge, relationship, inventory, or village-resource changes track the
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derived route in both directions: a newly unassisted need can surface the
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hint once, a capable helper removes it immediately, and resolution or
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invalidation replaces it with the existing close beat;
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- reserved resources remain honestly player-usable because the current player
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extraction contract does not consume NPC reservations, while disabled,
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depleted, wrong-resource, and capacity-blocked sources do not qualify;
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- unit, headless lifecycle, restore/checksum, real player extraction, and Jajce
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runtime regressions cover the slice without persisting or replaying HUD state.
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This completes the bounded Milestone 7 simulation-garden proof. A known and
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cared-about shortage now produces an inspectable opportunity whose NPC and
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player responses both use the originating resource, relationship, knowledge,
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and event systems rather than quest-only duplicates.
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The immediate next slice should begin Milestone 8 with a deterministic headless
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scaling baseline: measure tick throughput, serialized-state growth, and retained
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history across increasing NPC/event counts using the current full-fidelity
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simulation. Set an evidence-backed target before adding spatial partitions,
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batching, or active/abstract LOD transitions.
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Recently completed:
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+12
-5
@@ -935,11 +935,18 @@ re-derived and autonomously responds through ordinary action selection. A
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single cardless warm-amber HUD ribbon presents the real need, named report,
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helper response, and resolution without entering simulation or save state.
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Milestone 7 remains in progress. The immediate next slice should add one
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bounded player response hint only when no capable helper exists, derived from
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the current player-usable finite source and real destination. It should clear
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when help emerges or the need closes, without quest acceptance, waypoint state,
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or a generic tracker.
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The bounded Milestone 7 player response is complete. When no capable helper
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exists, an ephemeral query now proves an enabled player-usable finite source and
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real destination with capacity. The warm-amber whisper briefly explains the
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ordinary direct harvest route, then yields immediately when a helper emerges or
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the need closes. The result and HUD add no quest acceptance, waypoint, tracker,
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save field, RNG draw, or simulation mutation. This completes the Milestone 7
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simulation-garden exit proof.
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The next slice should start Milestone 8 with a deterministic headless scaling
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baseline over increasing NPC and event counts. Measure tick throughput,
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serialized-state growth, and retained history before selecting a target
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population or implementing spatial partitions and active/abstract LOD.
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The remaining simulation-garden target still aims for:
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@@ -196,10 +196,13 @@ lasting during deterministic memory maintenance. Resolution or invalidation
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releases that fact back to the normal bounded-retention rules; neither deletes
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objective event or opportunity history.
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`OpportunityHelperResult` is deliberately absent from this schema. It is
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re-derived from the open opportunity plus current NPC knowledge, directed
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relationship, inventory, action-definition, storage-capacity, and finite-
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resource records. Save/restore regressions require the same helper/action/route
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`OpportunityHelperResult` and `OpportunityPlayerResponseResult` are deliberately
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absent from this schema. The helper result is re-derived from the open
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opportunity plus current NPC knowledge, directed relationship, inventory,
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action-definition, storage-capacity, and finite-resource records. The player
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result additionally requires no capable helper and derives its ordinary gather
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action, real destination, and source count from current enabled player-usable
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finite resources. Save/restore regressions require the same applicable route
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result and an unchanged checksum before and after querying.
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When an idle derived helper chooses the reported supply action, only the
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@@ -209,8 +212,8 @@ and independently re-derives current capability from restored facts.
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Active-need communication adds no schema fields. It persists through the
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existing `KnownEventStateRecord` event, listener, source NPC, direct source
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method, and acquisition-tick fields. Communication/HUD animations are transient
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and are cleared rather than replayed after restore.
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method, and acquisition-tick fields. Communication and player-response HUD
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animations are transient and are cleared rather than replayed after restore.
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## Resource authority
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@@ -782,24 +782,14 @@ func get_relationship_cause(relationship: RelationshipStateRecord) -> EconomicEv
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func get_known_events(npc_id: int, max_count: int = 3) -> Array[EconomicEventRecord]:
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var known: Array[EconomicEventRecord] = []
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for event_id in event_knowledge_system.get_known_event_ids(npc_id, max_count):
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var event := event_log.get_by_id(event_id)
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if event != null:
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known.append(event)
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return known
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return event_log.get_by_ids(event_knowledge_system.get_known_event_ids(npc_id, max_count))
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func get_retained_memory_events(npc_id: int, max_count: int = 4) -> Array[EconomicEventRecord]:
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var retained: Array[EconomicEventRecord] = []
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var event_ids := event_knowledge_system.get_retained_event_ids(
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npc_id, _get_lasting_event_ids(npc_id), max_count
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)
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for event_id in event_ids:
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var event := event_log.get_by_id(event_id)
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if event != null:
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retained.append(event)
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return retained
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return event_log.get_by_ids(event_ids)
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func get_active_opportunity() -> OpportunityStateRecord:
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@@ -820,18 +810,26 @@ func get_active_opportunity_helper() -> OpportunityHelperResult:
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)
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func get_active_opportunity_player_response() -> OpportunityPlayerResponseResult:
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var active := get_active_opportunity()
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if active == null:
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return null
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var helper := get_active_opportunity_helper()
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return opportunity_system.find_player_response(
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active, economy.get_storage(active.get_target_id()), resource_states, helper != null
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)
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func get_latest_opportunity_for_npc(npc_id: int) -> OpportunityStateRecord:
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return opportunity_system.get_latest_for_npc(npc_id)
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func get_opportunity_trigger_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
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var event_id := opportunity.get_trigger_event_id() if opportunity != null else -1
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return event_log.get_by_id(event_id)
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return event_log.get_by_id(opportunity.get_trigger_event_id() if opportunity != null else -1)
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func get_opportunity_resolution_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
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var event_id := opportunity.get_resolution_event_id() if opportunity != null else -1
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return event_log.get_by_id(event_id)
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return event_log.get_by_id(opportunity.get_resolution_event_id() if opportunity != null else -1)
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func npc_knows_event(npc_id: int, event_id: int) -> bool:
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@@ -91,6 +91,15 @@ func get_by_id(event_id: int) -> EconomicEventRecord:
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return null
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func get_by_ids(event_ids: Array[int]) -> Array[EconomicEventRecord]:
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var results: Array[EconomicEventRecord] = []
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for event_id in event_ids:
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var event := get_by_id(event_id)
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if event != null:
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results.append(event)
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return results
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func get_consumption_rates(
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current_tick: int,
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window_ticks: int = DEFAULT_RATE_WINDOW_TICKS,
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@@ -0,0 +1,20 @@
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class_name OpportunityPlayerResponseResult
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extends RefCounted
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var opportunity_id: int
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var trigger_event_id: int
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var action_id: StringName
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var resource_id: StringName
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var target_id: StringName
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var available_source_count: int
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var reason: String
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func _init(result: Dictionary) -> void:
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opportunity_id = int(result["opportunity_id"])
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trigger_event_id = int(result["trigger_event_id"])
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action_id = StringName(result["action_id"])
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resource_id = StringName(result["resource_id"])
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target_id = StringName(result["target_id"])
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available_source_count = int(result["available_source_count"])
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reason = String(result["reason"])
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@@ -0,0 +1 @@
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uid://2nyepaa3b77v
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@@ -193,6 +193,62 @@ func find_capable_helper(
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)
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func find_player_response(
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opportunity: OpportunityStateRecord,
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target_storage: StorageStateRecord,
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resource_states: Dictionary,
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has_capable_helper: bool
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) -> OpportunityPlayerResponseResult:
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if (
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opportunity == null
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or not opportunity.is_open()
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or target_storage == null
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or target_storage.get_storage_id() != opportunity.get_target_id()
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or has_capable_helper
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):
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return null
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var remaining := maxf(
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opportunity.get_target_amount() - target_storage.get_amount(opportunity.get_resource_id()),
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0.0
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)
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if remaining <= 0.0 or target_storage.get_available_capacity() < remaining:
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return null
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var action_ids := _get_supply_action_ids(opportunity.get_resource_id())
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if action_ids.is_empty():
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return null
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var gather_definition := SimulationDefinitions.get_action(action_ids["gather"])
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if gather_definition == null:
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return null
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var available_source_count := _count_player_resource_sources(
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remaining, opportunity.get_resource_id(), gather_definition, resource_states
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)
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if available_source_count == 0:
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return null
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return (
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OpportunityPlayerResponseResult
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. new(
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{
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"opportunity_id": opportunity.get_opportunity_id(),
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"trigger_event_id": opportunity.get_trigger_event_id(),
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"action_id": gather_definition.action_id,
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"resource_id": opportunity.get_resource_id(),
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"target_id": target_storage.get_storage_id(),
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"available_source_count": available_source_count,
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"reason":
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(
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"No capable helper; %d player-usable finite %s source%s can supply %s"
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% [
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available_source_count,
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String(opportunity.get_resource_id()).capitalize(),
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"" if available_source_count == 1 else "s",
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String(target_storage.get_storage_id()),
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]
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),
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}
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)
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)
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func _build_helper_candidate(
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npc: SimNPC,
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opportunity: OpportunityStateRecord,
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@@ -299,6 +355,29 @@ static func _count_available_resource_sources(
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return count
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static func _count_player_resource_sources(
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remaining: float,
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resource_id: StringName,
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gather_definition: ActionDefinition,
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resource_states: Dictionary
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) -> int:
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var count := 0
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for value in resource_states.values():
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var state := value as ResourceStateRecord
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if (
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state == null
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or state.get_action_id() != gather_definition.resource_action_id
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or state.get_resource_id() != resource_id
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or not state.can_player_use_resource()
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or not state.can_extract()
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or state.get_yield_per_action() <= 0.0
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or state.get_amount_remaining() < remaining
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):
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continue
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count += 1
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return count
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static func _sort_helper_candidates(first: Dictionary, second: Dictionary) -> bool:
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if first["uses_inventory"] != second["uses_inventory"]:
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return bool(first["uses_inventory"])
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@@ -311,16 +311,25 @@ func _run() -> void:
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runtime_opportunity.get_trigger_event_id() if runtime_opportunity != null else -1
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)
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var runtime_helper: OpportunityHelperResult = simulation_manager.get_active_opportunity_helper()
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var runtime_player_response: OpportunityPlayerResponseResult = (
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simulation_manager.get_active_opportunity_player_response()
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)
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_check(
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(
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runtime_opportunity != null
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and runtime_helper == null
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and runtime_player_response != null
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and runtime_player_response.action_id == SimulationIds.ACTION_GATHER_WOOD
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and runtime_player_response.target_id == SimulationIds.STORAGE_VILLAGE_WOODPILE
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and runtime_player_response.available_source_count > 0
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and not simulation_manager.npc_knows_event(witness.id, runtime_trigger_id)
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and whisper_kicker.text == "VILLAGE NEED"
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and contributor.npc_name in whisper_message.text
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and "needs wood" in whisper_message.text
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and whisper_kicker.text == "YOU CAN HELP"
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and (
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"Harvest a tree; wood goes straight to the village woodpile."
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in whisper_message.text
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)
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),
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"The real blocked-work need should surface while the distant helper remains uninformed"
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"An unassisted blocked-work need should surface its real player harvest route"
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)
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_check(
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(
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@@ -330,6 +339,7 @@ func _run() -> void:
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"Possible helper: none informed, trusted, and able to supply"
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in village_stats_label.text
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)
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and "Player route: Gather Wood → Village Woodpile" in village_stats_label.text
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and "◆ Find wood for Study" in inspector_label.text
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and not contributor_visual.get_node("OpportunityConcernRoot").visible
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),
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@@ -348,6 +358,7 @@ func _run() -> void:
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witness.id, runtime_trigger_id
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)
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runtime_helper = simulation_manager.get_active_opportunity_helper()
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runtime_player_response = simulation_manager.get_active_opportunity_player_response()
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_check(
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(
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communicated_trigger != null
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@@ -357,6 +368,7 @@ func _run() -> void:
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)
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and communicated_trigger.get_source_npc_id() == contributor.id
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and runtime_helper != null
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and runtime_player_response == null
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and runtime_helper.helper_npc_id == witness.id
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and runtime_helper.action_id == SimulationIds.ACTION_GATHER_WOOD
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and whisper_kicker.text == "NEWS TRAVELS"
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@@ -306,6 +306,60 @@ func test_ready_inventory_then_trust_and_stable_id_rank_helpers_deterministicall
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assert_eq(result.helper_npc_id, lower_id_carrier.id)
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func test_player_response_requires_no_helper_and_a_real_player_supply_route() -> void:
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var fixture := _open_fixture()
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var system: VillageOpportunitySystem = fixture["system"]
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var pantry: StorageStateRecord = fixture["pantry"]
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var opportunity: OpportunityStateRecord = system.get_open_opportunity()
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var player_source := _resource_state(
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&"player_berries", SimulationIds.ACTION_GATHER_FOOD, SimulationIds.RESOURCE_FOOD, 1.0
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)
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var npc_only_source := _resource_state(
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&"npc_berries",
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SimulationIds.ACTION_GATHER_FOOD,
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SimulationIds.RESOURCE_FOOD,
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2.0,
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0.0,
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0.0,
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false
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)
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var resource_states := {
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player_source.get_node_id(): player_source,
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npc_only_source.get_node_id(): npc_only_source,
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}
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assert_true(player_source.reserve(99))
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var opportunity_before := opportunity.to_dictionary()
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var pantry_before := pantry.to_dictionary()
|
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var source_before := player_source.to_dictionary()
|
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var response: OpportunityPlayerResponseResult = system.find_player_response(
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opportunity, pantry, resource_states, false
|
||||
)
|
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|
||||
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
|
||||
|
||||
@@ -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
@@ -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 ""
|
||||
|
||||
@@ -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:
|
||||
|
||||
Reference in New Issue
Block a user