feat: add location-based food storage loop

This commit is contained in:
2026-07-05 17:57:24 +02:00
parent 3ea8f02d55
commit 6dbb395bd6
22 changed files with 469 additions and 72 deletions
+2 -2
View File
@@ -51,8 +51,8 @@ func _test_selection_and_execution_are_separate() -> void:
var selector := ActionSelectionSystem.new()
var selection := selector.select_action(npc, village)
_check(
selection.action_id == SimulationIds.ACTION_EAT,
"Selection should independently choose the urgent eat action"
selection.action_id == SimulationIds.ACTION_WITHDRAW_FOOD,
"Selection should independently choose food retrieval"
)
func _test_target_resolution_and_travel_are_separate() -> void:
+1 -1
View File
@@ -28,7 +28,7 @@ func _run() -> void:
]
var destinations: Array[Vector3] = []
for marker_path in [
"ActivityMarkers/FoodZone",
"ActivityMarkers/PantryMarker",
"ActivityMarkers/GuardZone",
"ActivityMarkers/StudyZone",
"ActivityMarkers/RestZone"
+124
View File
@@ -0,0 +1,124 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.debug_logs = false
root.add_child(manager)
manager.set_process(false)
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, 1000.0)
manager._sync_village_food()
var resource := ResourceStateRecord.from_dictionary({
"schema_version": ResourceStateRecord.SCHEMA_VERSION,
"node_id": "food_loop_bush",
"action_id": String(SimulationIds.ACTION_GATHER_FOOD),
"resource_id": String(SimulationIds.RESOURCE_FOOD),
"amount_remaining": 10.0,
"yield_per_action": 2.0,
"reserved_by": -1,
"enabled": true,
"can_npcs_use": true,
"can_player_use": true
})
manager.resource_states[resource.get_node_id()] = resource
var npc: SimNPC = manager.npcs[0]
npc.hunger = 20.0
npc.energy = 100.0
npc.set_task(SimulationIds.ACTION_GATHER_FOOD, 1.0)
npc.target_id = resource.get_node_id()
resource.reserve(npc.id)
npc.start_working()
manager.simulate_tick()
_check(
is_equal_approx(resource.get_amount_remaining(), 8.0)
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
2.0
),
"Gathering should move food from the source into NPC inventory"
)
_check(
is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 0.0),
"Gathering should not teleport food into storage"
)
manager.simulate_tick()
_check(
npc.current_task == SimulationIds.ACTION_DEPOSIT_FOOD,
"Carried food should select the deposit action"
)
manager.notify_npc_arrived(npc.id)
manager.simulate_tick()
_check(
is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 2.0)
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
0.0
),
"Deposit should transfer carried food into the pantry"
)
npc.hunger = 80.0
manager.simulate_tick()
_check(
npc.current_task == SimulationIds.ACTION_WITHDRAW_FOOD,
"Hungry NPC should retrieve food from storage"
)
manager.notify_npc_arrived(npc.id)
manager.simulate_tick()
_check(
is_equal_approx(pantry.get_amount(SimulationIds.RESOURCE_FOOD), 1.0)
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
1.0
),
"Withdraw should transfer pantry food into NPC inventory"
)
manager.simulate_tick()
_check(
npc.current_task == SimulationIds.ACTION_EAT,
"NPC carrying food should select eat"
)
manager.notify_npc_arrived(npc.id)
var hunger_before_eating := npc.hunger
manager.simulate_tick()
manager.simulate_tick()
_check(
npc.hunger < hunger_before_eating
and is_equal_approx(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
0.0
),
"Eating should consume carried food and reduce hunger"
)
var conserved_food := (
resource.get_amount_remaining()
+ pantry.get_amount(SimulationIds.RESOURCE_FOOD)
+ npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
_check(
is_equal_approx(conserved_food, 9.0),
"Exactly one food unit should leave the world when eaten"
)
if failures.is_empty():
print("[TEST] Food storage loop passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+1
View File
@@ -0,0 +1 @@
uid://cpyi0mc2gjs7l
+2 -2
View File
@@ -35,8 +35,8 @@ func _test_registry_integrity() -> void:
"Action lookup should return '%s'" % definition.action_id
)
_check(
action_ids.size() == 7,
"Registry should contain all seven executable prototype actions"
action_ids.size() == 9,
"Registry should contain all nine executable prototype actions"
)
var profession_ids := SimulationDefinitions.get_profession_ids()
@@ -10,6 +10,7 @@ func _run() -> void:
await _test_resource_state_round_trip()
_test_legacy_npc_migration()
_test_legacy_resource_migration()
_test_legacy_world_storage_migration()
_test_schema_rejection()
if failures.is_empty():
@@ -182,6 +183,26 @@ func _test_legacy_npc_migration() -> void:
"Legacy NPC migration should not invent an active travel target"
)
func _test_legacy_world_storage_migration() -> void:
var manager := _create_manager(55)
var legacy_data: Dictionary = manager.create_state_record().to_dictionary()
legacy_data["schema_version"] = SimulationStateRecord.LEGACY_SCHEMA_VERSION
legacy_data.erase("storages")
var migrated := SimulationStateRecord.from_dictionary(legacy_data)
_check(migrated != null, "World schema v1 should migrate pantry storage")
if migrated != null:
_check(
migrated.storages.size() == 1
and is_equal_approx(
migrated.storages[0].get_amount(
SimulationIds.RESOURCE_FOOD
),
manager.village.food
),
"World migration should preserve legacy village food in pantry"
)
manager.free()
func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value