feat: simulation speed control with bracket keys
Press [ to slow down, ] to speed up through 6 levels: 0.25x, 0.5x, 1x, 2x, 4x, 10x. Clock delta is multiplied by the current speed, so time_of_day advances proportionally and the visual day-night cycle stays synced. Current speed shown in the village panel header. 10x makes a full day cycle watchable in ~24 seconds. Speed changes are non-destructive to simulation determinism.
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@@ -31,6 +31,9 @@ var latest_decisions: Dictionary = {}
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var action_selector := ActionSelectionSystem.new()
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var action_executor := ActionExecutionSystem.new()
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var target_resolver := ActionTargetResolver.new()
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var speed_index := 2
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const SPEED_LEVELS := [0.25, 0.5, 1.0, 2.0, 4.0, 10.0]
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signal speed_changed(multiplier: float)
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var names := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
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@@ -58,11 +61,26 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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var ticks_due := clock.advance(delta)
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var ticks_due := clock.advance(delta * SPEED_LEVELS[speed_index])
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for tick in ticks_due:
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simulate_tick()
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func _input(event: InputEvent) -> void:
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if not event is InputEventKey or not event.pressed or event.echo:
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return
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if event.keycode == KEY_BRACKETLEFT:
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speed_index = maxi(speed_index - 1, 0)
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speed_changed.emit(SPEED_LEVELS[speed_index])
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if debug_logs:
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print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
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elif event.keycode == KEY_BRACKETRIGHT:
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speed_index = mini(speed_index + 1, SPEED_LEVELS.size() - 1)
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speed_changed.emit(SPEED_LEVELS[speed_index])
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if debug_logs:
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print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
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func generate_npcs() -> void:
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var profession_ids := SimulationDefinitions.get_profession_ids()
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for i in range(names.size()):
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@@ -568,6 +586,10 @@ func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]:
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return results
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func get_current_speed() -> String:
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return "%.2fx" % SPEED_LEVELS[speed_index]
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func _initialize_storage() -> void:
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if not storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
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storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
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+12
-1
@@ -27,6 +27,8 @@ func _ready() -> void:
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push_error("VillageUI: SimulationManager has no npc_decision_recorded signal")
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if simulation_manager.has_signal("state_restored"):
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simulation_manager.state_restored.connect(_on_state_restored)
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if simulation_manager.has_signal("speed_changed"):
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simulation_manager.speed_changed.connect(_on_speed_changed)
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if "village" in simulation_manager:
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_on_village_changed(simulation_manager.village)
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@@ -63,9 +65,12 @@ func _on_village_changed(village: SimVillage) -> void:
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event_text = ""
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else:
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event_text = "\n" + event_text
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var speed_text := ""
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if simulation_manager.has_method("get_current_speed"):
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speed_text = simulation_manager.get_current_speed()
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village_stats_label.text = (
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"""
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Village
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Village [%s]
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Food: %s
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Wood: %s
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@@ -79,6 +84,7 @@ func _on_village_changed(village: SimVillage) -> void:
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%s
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"""
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% [
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speed_text,
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round(village.food),
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round(village.wood),
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round(village.safety),
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@@ -101,6 +107,11 @@ func _on_state_restored() -> void:
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_refresh_npc_inspector()
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func _on_speed_changed(_multiplier: float) -> void:
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if simulation_manager != null and "village" in simulation_manager:
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_on_village_changed(simulation_manager.village)
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func _refresh_npc_inspector() -> void:
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if not debug_overlay_visible:
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return
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