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.
This commit is contained in:
2026-07-09 00:25:57 +02:00
parent 4b5fc858f8
commit 6981c7e9bc
2 changed files with 35 additions and 2 deletions
+12 -1
View File
@@ -27,6 +27,8 @@ func _ready() -> void:
push_error("VillageUI: SimulationManager has no npc_decision_recorded signal")
if simulation_manager.has_signal("state_restored"):
simulation_manager.state_restored.connect(_on_state_restored)
if simulation_manager.has_signal("speed_changed"):
simulation_manager.speed_changed.connect(_on_speed_changed)
if "village" in simulation_manager:
_on_village_changed(simulation_manager.village)
@@ -63,9 +65,12 @@ func _on_village_changed(village: SimVillage) -> void:
event_text = ""
else:
event_text = "\n" + event_text
var speed_text := ""
if simulation_manager.has_method("get_current_speed"):
speed_text = simulation_manager.get_current_speed()
village_stats_label.text = (
"""
Village
Village [%s]
Food: %s
Wood: %s
@@ -79,6 +84,7 @@ func _on_village_changed(village: SimVillage) -> void:
%s
"""
% [
speed_text,
round(village.food),
round(village.wood),
round(village.safety),
@@ -101,6 +107,11 @@ func _on_state_restored() -> void:
_refresh_npc_inspector()
func _on_speed_changed(_multiplier: float) -> void:
if simulation_manager != null and "village" in simulation_manager:
_on_village_changed(simulation_manager.village)
func _refresh_npc_inspector() -> void:
if not debug_overlay_visible:
return