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
+6 -6
View File
@@ -70,12 +70,12 @@ skeleton = NodePath("../../..")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.18380833, 0)
shape = SubResource("BoxShape3D_lquwl")
[node name="Player" type="CharacterBody3D" parent="." unique_id=2022843760 node_paths=PackedStringArray("camera_rig", "simulation_manager", "food_zone", "guard_zone", "study_zone")]
[node name="Player" type="CharacterBody3D" parent="." unique_id=2022843760 node_paths=PackedStringArray("camera_rig", "simulation_manager", "pantry_marker", "guard_zone", "study_zone")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0)
script = ExtResource("1_h2yge")
camera_rig = NodePath("../CameraRig")
simulation_manager = NodePath("../SimulationManager")
food_zone = NodePath("../ActivityMarkers/FoodZone")
pantry_marker = NodePath("../ActivityMarkers/PantryMarker")
guard_zone = NodePath("../ActivityMarkers/GuardZone")
study_zone = NodePath("../ActivityMarkers/StudyZone")
stomach_capacity_for_food = 10
@@ -104,12 +104,12 @@ deadzone_forward = 2.0
current = true
fov = 65.0
[node name="ActiveWorldAdapter" type="Node" parent="." node_paths=PackedStringArray("guard_marker", "study_marker", "rest_marker", "food_marker")]
[node name="ActiveWorldAdapter" type="Node" parent="." node_paths=PackedStringArray("guard_marker", "study_marker", "rest_marker", "pantry_marker")]
script = ExtResource("9_adapter")
guard_marker = NodePath("../ActivityMarkers/GuardZone")
study_marker = NodePath("../ActivityMarkers/StudyZone")
rest_marker = NodePath("../ActivityMarkers/RestZone")
food_marker = NodePath("../ActivityMarkers/FoodZone")
pantry_marker = NodePath("../ActivityMarkers/PantryMarker")
[node name="SimulationManager" type="Node" parent="." unique_id=1099676814 node_paths=PackedStringArray("active_world_adapter")]
script = ExtResource("3_lquwl")
@@ -156,10 +156,10 @@ mesh = SubResource("PrismMesh_5vw27")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3897309, 1.399735, 1.0352364)
mesh = SubResource("PrismMesh_5vw27")
[node name="FoodZone" type="Marker3D" parent="ActivityMarkers" unique_id=780921054]
[node name="PantryMarker" type="Marker3D" parent="ActivityMarkers" unique_id=780921054]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -8)
[node name="MeshInstance3D" type="MeshInstance3D" parent="ActivityMarkers/FoodZone" unique_id=357423915]
[node name="MeshInstance3D" type="MeshInstance3D" parent="ActivityMarkers/PantryMarker" unique_id=357423915]
transform = Transform3D(4, 0, 0, 0, 3, 0, 0, 0, 4, 0, 1.5, 0)
mesh = SubResource("BoxMesh_4c57u")
+2 -2
View File
@@ -7,7 +7,7 @@ extends CharacterBody3D
@export var simulation_manager: Node
@export var food_zone: Marker3D
@export var pantry_marker: Marker3D
@export var guard_zone: Marker3D
@export var study_zone: Marker3D
@@ -69,7 +69,7 @@ func try_interact() -> void:
elif is_near(study_zone):
simulation_manager.add_knowledge(2.0)
print("Player shared knowledge.")
elif is_near(food_zone):
elif is_near(pantry_marker):
simulation_manager.eat_food(stomach_capacity_for_food)
print("Player ate food from the village supply.")
+13 -5
View File
@@ -28,6 +28,7 @@ var task_complete := true
var target_id: StringName = &""
var travel_target_position: Vector3
var has_travel_target := false
var inventory: Dictionary = {}
var last_task: StringName
var random_source: RandomNumberGenerator
var debug_logs := true
@@ -69,12 +70,19 @@ func die_from_starvation() -> void:
if debug_logs:
print("[SimNPC] ", npc_name, " died from starvation.")
func should_eat_immediately_after_task() -> bool:
return (
current_task == SimulationIds.ACTION_GATHER_FOOD
and is_starving
and not is_dead
func get_inventory_amount(item_id: StringName) -> float:
return float(inventory.get(String(item_id), 0.0))
func add_inventory(item_id: StringName, amount: float) -> void:
inventory[String(item_id)] = get_inventory_amount(item_id) + maxf(amount, 0.0)
func remove_inventory(item_id: StringName, requested_amount: float) -> float:
var removed := minf(
maxf(requested_amount, 0.0),
get_inventory_amount(item_id)
)
inventory[String(item_id)] = get_inventory_amount(item_id) - removed
return removed
func set_task(action_id: StringName, duration: float = -1.0) -> void:
var definition := SimulationDefinitions.get_action(action_id)
-13
View File
@@ -101,23 +101,10 @@ func apply_npc_task(npc: SimNPC) -> void:
productivity = 0.5
match npc.current_task:
SimulationIds.ACTION_GATHER_FOOD:
food += 2.0 * productivity
SimulationIds.ACTION_GATHER_WOOD:
wood += 2.0 * productivity
SimulationIds.ACTION_PATROL:
safety += 1.0 * productivity
SimulationIds.ACTION_STUDY:
knowledge += 1.0 * productivity
SimulationIds.ACTION_EAT:
if food > 0:
food -= 1.0
npc.hunger = max(npc.hunger - 55.0, 0.0)
npc.starvation_ticks = 0
npc.is_starving = npc.hunger >= 90.0
else:
npc.hunger = min(npc.hunger + 5.0, 100.0)
npc.is_starving = npc.hunger >= 90.0
SimulationIds.ACTION_REST:
if npc.is_starving:
npc.energy = min(npc.energy + 2.0, 100.0)
+102 -14
View File
@@ -22,6 +22,7 @@ var clock: SimulationClock
var tick_count := 0
var wander_random_sources := {}
var resource_states: Dictionary = {}
var storage_states: Dictionary = {}
var action_selector := ActionSelectionSystem.new()
var action_executor := ActionExecutionSystem.new()
var target_resolver := ActionTargetResolver.new()
@@ -40,6 +41,7 @@ func _ready() -> void:
return
clock = SimulationClock.new(tick_interval)
village.debug_logs = debug_logs
_initialize_storage()
village.update_modifiers()
village.update_priorities()
generate_npcs()
@@ -140,9 +142,14 @@ func simulate_tick() -> void:
if not was_complete and npc.task_complete and not npc.is_dead:
var completed_task := npc.current_task
var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
if npc.target_id != &"":
var completed_definition := SimulationDefinitions.get_action(
completed_task
)
if (
npc.target_id != &""
and completed_definition != null
and completed_definition.target_type == SimulationIds.TARGET_RESOURCE
):
var resource_state := get_resource_state(npc.target_id)
if (
resource_state != null
@@ -150,6 +157,12 @@ func simulate_tick() -> void:
):
var extracted := resource_state.extract()
if extracted > 0:
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
npc.add_inventory(
SimulationIds.RESOURCE_FOOD,
extracted
)
else:
village.apply_resource_delta(
resource_state.get_resource_id(),
extracted
@@ -168,6 +181,12 @@ func simulate_tick() -> void:
elif debug_logs:
print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid")
release_npc_reservation(npc.id)
elif completed_task == SimulationIds.ACTION_DEPOSIT_FOOD:
deposit_npc_inventory(npc, SimulationIds.RESOURCE_FOOD)
elif completed_task == SimulationIds.ACTION_WITHDRAW_FOOD:
withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0)
elif completed_task == SimulationIds.ACTION_EAT:
consume_npc_food(npc)
elif completed_task not in [
SimulationIds.ACTION_GATHER_FOOD,
SimulationIds.ACTION_GATHER_WOOD
@@ -183,14 +202,7 @@ func simulate_tick() -> void:
npc.last_task = completed_task
npc.current_task = SimulationIds.ACTION_IDLE
npc.has_travel_target = false
if needs_immediate_food_after_gather and village.food > 0:
npc.set_task(SimulationIds.ACTION_EAT, 1.0)
npc_task_changed.emit(npc, completed_task, npc.current_task)
npc_target_requested.emit(npc)
if debug_logs:
print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
npc.target_id = &""
if debug_logs:
print(
@@ -251,7 +263,14 @@ func notify_npc_arrived(npc_id: int) -> void:
return
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
if npc.target_id != &"":
var definition := SimulationDefinitions.get_action(
npc.current_task
)
if (
npc.target_id != &""
and definition != null
and definition.target_type == SimulationIds.TARGET_RESOURCE
):
var resource_state := get_resource_state(npc.target_id)
if (
resource_state == null
@@ -336,6 +355,57 @@ func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
return true
return false
func _initialize_storage() -> void:
if storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
_sync_village_food()
return
storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (
StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY,
{String(SimulationIds.RESOURCE_FOOD): village.food}
)
)
_sync_village_food()
func get_pantry() -> StorageStateRecord:
return storage_states.get(
SimulationIds.STORAGE_VILLAGE_PANTRY
) as StorageStateRecord
func _sync_village_food() -> void:
var pantry := get_pantry()
if pantry != null:
village.food = pantry.get_amount(SimulationIds.RESOURCE_FOOD)
village.update_modifiers()
village.update_priorities()
func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
var available := npc.get_inventory_amount(item_id)
var deposited := get_pantry().deposit(item_id, available)
npc.remove_inventory(item_id, deposited)
_sync_village_food()
return deposited
func withdraw_to_npc(
npc: SimNPC,
item_id: StringName,
amount: float
) -> float:
var withdrawn := get_pantry().withdraw(item_id, amount)
npc.add_inventory(item_id, withdrawn)
_sync_village_food()
return withdrawn
func consume_npc_food(npc: SimNPC) -> bool:
if npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0) < 1.0:
npc.hunger = minf(npc.hunger + 5.0, 100.0)
npc.is_starving = npc.hunger >= 90.0
return false
npc.hunger = maxf(npc.hunger - 55.0, 0.0)
npc.starvation_ticks = 0
npc.is_starving = npc.hunger >= 90.0
return true
func register_loaded_resource_nodes() -> void:
for node in ResourceNode.get_all():
register_resource_node(node)
@@ -409,6 +479,10 @@ func harvest_resource_node(node: ResourceNode) -> float:
if extracted <= 0.0:
return 0.0
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
get_pantry().deposit(SimulationIds.RESOURCE_FOOD, extracted)
_sync_village_food()
else:
village.apply_resource_delta(resource_state.get_resource_id(), extracted)
village_changed.emit(village)
@@ -425,11 +499,16 @@ func harvest_resource_node(node: ResourceNode) -> float:
return extracted
func eat_food(amount: float) -> void:
village.apply_resource_delta(&"food", -amount)
get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, amount)
_sync_village_food()
village_changed.emit(village)
func add_food(amount: float) -> void:
village.apply_resource_delta(&"food", amount)
if amount >= 0.0:
get_pantry().deposit(SimulationIds.RESOURCE_FOOD, amount)
else:
get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, -amount)
_sync_village_food()
village_changed.emit(village)
func add_wood(amount: float) -> void:
@@ -523,6 +602,11 @@ func create_state_record() -> SimulationStateRecord:
for resource_id in sorted_resource_ids:
var resource_state: ResourceStateRecord = resource_states[resource_id]
record.resources.append(resource_state)
var sorted_storage_ids: Array = storage_states.keys()
sorted_storage_ids.sort()
for storage_id in sorted_storage_ids:
var storage_state: StorageStateRecord = storage_states[storage_id]
record.storages.append(storage_state)
return record
func serialize_state() -> String:
@@ -546,6 +630,10 @@ func restore_state(record: SimulationStateRecord) -> bool:
clock.accumulator = float(record.simulation["clock_accumulator"])
clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"])
village = record.village.restore(debug_logs)
storage_states.clear()
for storage_record in record.storages:
storage_states[storage_record.get_storage_id()] = storage_record
_sync_village_food()
npcs.clear()
for npc_record in record.npcs:
+11 -2
View File
@@ -5,13 +5,22 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
if npc.is_dead:
return null
if npc.is_starving:
if village.food > 0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(SimulationIds.ACTION_EAT, 1.0)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD,
1.0
)
return ActionSelectionResult.new(SimulationIds.ACTION_GATHER_FOOD, 4.0)
if npc.hunger > 75.0:
if village.food > 0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(SimulationIds.ACTION_EAT)
if village.food > 0:
return ActionSelectionResult.new(SimulationIds.ACTION_WITHDRAW_FOOD)
return ActionSelectionResult.new(SimulationIds.ACTION_GATHER_FOOD)
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) > 0.0:
return ActionSelectionResult.new(SimulationIds.ACTION_DEPOSIT_FOOD)
if npc.energy < 25.0:
return ActionSelectionResult.new(SimulationIds.ACTION_REST)
return ActionSelectionResult.new(_choose_best_work_action(npc, village))
@@ -8,7 +8,9 @@ const ACTION_PATHS := [
"res://simulation/definitions/actions/study.tres",
"res://simulation/definitions/actions/eat.tres",
"res://simulation/definitions/actions/rest.tres",
"res://simulation/definitions/actions/wander.tres"
"res://simulation/definitions/actions/wander.tres",
"res://simulation/definitions/actions/deposit_food.tres",
"res://simulation/definitions/actions/withdraw_food.tres"
]
const PROFESSION_PATHS := [
+4
View File
@@ -10,6 +10,8 @@ const ACTION_STUDY := &"study"
const ACTION_EAT := &"eat"
const ACTION_REST := &"rest"
const ACTION_WANDER := &"wander"
const ACTION_DEPOSIT_FOOD := &"deposit_food"
const ACTION_WITHDRAW_FOOD := &"withdraw_food"
const PROFESSION_FARMER := &"farmer"
const PROFESSION_WOODCUTTER := &"woodcutter"
@@ -23,3 +25,5 @@ const TARGET_FREE := &"free"
const RESOURCE_FOOD := &"food"
const RESOURCE_WOOD := &"wood"
const STORAGE_VILLAGE_PANTRY := &"village_pantry"
@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="ActionDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://simulation/definitions/ActionDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
action_id = &"deposit_food"
display_name = "Deposit Food"
default_duration = 1.0
target_type = &"activity"
@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="ActionDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://simulation/definitions/ActionDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
action_id = &"withdraw_food"
display_name = "Withdraw Food"
default_duration = 1.0
target_type = &"activity"
+15 -5
View File
@@ -1,8 +1,9 @@
class_name NPCStateRecord
extends RefCounted
const SCHEMA_VERSION := 2
const SCHEMA_VERSION := 3
const LEGACY_SCHEMA_VERSION := 1
const PREVIOUS_SCHEMA_VERSION := 2
var data: Dictionary
@@ -36,6 +37,7 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"inventory": npc.inventory.duplicate(true),
"last_task": String(npc.last_task),
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state)
@@ -43,8 +45,8 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
var version := int(record_data.get("schema_version", -1))
if version == LEGACY_SCHEMA_VERSION:
record_data = _migrate_v1(record_data)
if version in [LEGACY_SCHEMA_VERSION, PREVIOUS_SCHEMA_VERSION]:
record_data = _migrate_legacy(record_data, version)
elif version != SCHEMA_VERSION:
return null
if not record_data.has_all([
@@ -52,7 +54,7 @@ static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
"intelligence", "current_task", "task_state", "position",
"is_starving", "starvation_ticks", "starvation_death_threshold",
"is_dead", "task_duration", "task_progress", "task_complete",
"target_id", "travel_target_position", "has_travel_target",
"target_id", "travel_target_position", "has_travel_target", "inventory",
"last_task", "random_seed", "random_state"
]):
return null
@@ -65,6 +67,8 @@ static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
or saved_target_position.size() != 3
):
return null
if not record_data["inventory"] is Dictionary:
return null
var profession_id := StringName(record_data["profession"])
if SimulationDefinitions.get_profession(profession_id) == null:
return null
@@ -85,14 +89,19 @@ static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
return null
return NPCStateRecord.new(record_data)
static func _migrate_v1(legacy_data: Dictionary) -> Dictionary:
static func _migrate_legacy(
legacy_data: Dictionary,
version: int
) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
if version == LEGACY_SCHEMA_VERSION:
migrated["travel_target_position"] = legacy_data.get(
"position",
[0.0, 0.0, 0.0]
)
migrated["has_travel_target"] = false
migrated["inventory"] = {}
return migrated
func restore(debug_logs: bool) -> SimNPC:
@@ -131,6 +140,7 @@ func restore(debug_logs: bool) -> SimNPC:
float(saved_target_position[2])
)
npc.has_travel_target = bool(data["has_travel_target"])
npc.inventory = data["inventory"].duplicate(true)
npc.last_task = StringName(data["last_task"])
npc.random_source.state = String(data["random_state"]).to_int()
npc.debug_logs = debug_logs
+45 -5
View File
@@ -2,12 +2,14 @@ class_name SimulationStateRecord
extends RefCounted
const SCHEMA_NAME := "the_steward.simulation"
const SCHEMA_VERSION := 1
const SCHEMA_VERSION := 2
const LEGACY_SCHEMA_VERSION := 1
var simulation: Dictionary
var village: VillageStateRecord
var npcs: Array[NPCStateRecord] = []
var resources: Array[ResourceStateRecord] = []
var storages: Array[StorageStateRecord] = []
func to_dictionary() -> Dictionary:
var npc_data: Array[Dictionary] = []
@@ -17,6 +19,9 @@ func to_dictionary() -> Dictionary:
var resource_data: Array[Dictionary] = []
for resource_record in resources:
resource_data.append(resource_record.to_dictionary())
var storage_data: Array[Dictionary] = []
for storage_record in storages:
storage_data.append(storage_record.to_dictionary())
return {
"schema": SCHEMA_NAME,
@@ -24,7 +29,8 @@ func to_dictionary() -> Dictionary:
"simulation": simulation.duplicate(true),
"village": village.to_dictionary(),
"npcs": npc_data,
"resources": resource_data
"resources": resource_data,
"storages": storage_data
}
func to_json() -> String:
@@ -39,10 +45,13 @@ static func from_json(json_text: String) -> SimulationStateRecord:
static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
if record_data.get("schema", "") != SCHEMA_NAME:
return null
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
var version := int(record_data.get("schema_version", -1))
if version == LEGACY_SCHEMA_VERSION:
record_data = _migrate_v1(record_data)
elif version != SCHEMA_VERSION:
return null
if not record_data.has_all([
"simulation", "village", "npcs", "resources"
"simulation", "village", "npcs", "resources", "storages"
]):
return null
@@ -72,7 +81,12 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
var npc_data = record_data["npcs"]
var resource_data = record_data["resources"]
if not npc_data is Array or not resource_data is Array:
var storage_data = record_data["storages"]
if (
not npc_data is Array
or not resource_data is Array
or not storage_data is Array
):
return null
var record := SimulationStateRecord.new()
@@ -105,4 +119,30 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
resource_ids[resource_id] = true
record.resources.append(resource_record)
var storage_ids := {}
for item in storage_data:
if not item is Dictionary:
return null
var storage_record := StorageStateRecord.from_dictionary(item)
if storage_record == null:
return null
var storage_id := storage_record.get_storage_id()
if storage_ids.has(storage_id):
return null
storage_ids[storage_id] = true
record.storages.append(storage_record)
return record
static func _migrate_v1(legacy_data: Dictionary) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
var village_data: Dictionary = legacy_data.get("village", {})
var initial_food := float(village_data.get("food", 0.0))
migrated["storages"] = [
StorageStateRecord.create(
SimulationIds.STORAGE_VILLAGE_PANTRY,
{String(SimulationIds.RESOURCE_FOOD): initial_food}
).to_dictionary()
]
return migrated
+73
View File
@@ -0,0 +1,73 @@
class_name StorageStateRecord
extends RefCounted
const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create(
storage_id: StringName,
initial_amounts: Dictionary,
capacity: float = 100.0
) -> StorageStateRecord:
return StorageStateRecord.new({
"schema_version": SCHEMA_VERSION,
"storage_id": String(storage_id),
"amounts": initial_amounts.duplicate(true),
"capacity": capacity
})
static func from_dictionary(record_data: Dictionary) -> StorageStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all(["storage_id", "amounts", "capacity"]):
return null
if String(record_data["storage_id"]).is_empty():
return null
if not record_data["amounts"] is Dictionary:
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
normalized["capacity"] = float(record_data["capacity"])
var normalized_amounts := {}
for item_id in record_data["amounts"]:
normalized_amounts[String(item_id)] = float(
record_data["amounts"][item_id]
)
normalized["amounts"] = normalized_amounts
return StorageStateRecord.new(normalized)
func get_storage_id() -> StringName:
return StringName(data["storage_id"])
func get_amount(item_id: StringName) -> float:
return float(data["amounts"].get(String(item_id), 0.0))
func get_total_amount() -> float:
var total := 0.0
for amount in data["amounts"].values():
total += float(amount)
return total
func deposit(item_id: StringName, requested_amount: float) -> float:
var accepted := minf(
maxf(requested_amount, 0.0),
maxf(float(data["capacity"]) - get_total_amount(), 0.0)
)
if accepted <= 0.0:
return 0.0
data["amounts"][String(item_id)] = get_amount(item_id) + accepted
return accepted
func withdraw(item_id: StringName, requested_amount: float) -> float:
var removed := minf(maxf(requested_amount, 0.0), get_amount(item_id))
if removed <= 0.0:
return 0.0
data["amounts"][String(item_id)] = get_amount(item_id) - removed
return removed
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://cc5uvn2eengiw
+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
+12 -3
View File
@@ -4,7 +4,7 @@ extends Node
@export var guard_marker: Marker3D
@export var study_marker: Marker3D
@export var rest_marker: Marker3D
@export var food_marker: Marker3D
@export var pantry_marker: Marker3D
func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
var candidates: Array[Dictionary] = []
@@ -27,7 +27,16 @@ func get_activity_target(action_id: StringName) -> Dictionary:
SimulationIds.ACTION_REST:
marker = rest_marker
SimulationIds.ACTION_EAT:
marker = food_marker
marker = pantry_marker
SimulationIds.ACTION_DEPOSIT_FOOD, SimulationIds.ACTION_WITHDRAW_FOOD:
marker = pantry_marker
if marker == null:
return {}
return {"target_id": "", "position": marker.global_position}
var target_id := ""
if action_id in [
SimulationIds.ACTION_EAT,
SimulationIds.ACTION_DEPOSIT_FOOD,
SimulationIds.ACTION_WITHDRAW_FOOD
]:
target_id = String(SimulationIds.STORAGE_VILLAGE_PANTRY)
return {"target_id": target_id, "position": marker.global_position}
+1 -1
View File
@@ -177,7 +177,7 @@ yield_per_action = 3.0
[node name="LegacyActivityMarkers" type="Node3D" parent="."]
[node name="FoodZone" type="Marker3D" parent="LegacyActivityMarkers"]
[node name="PantryMarker" type="Marker3D" parent="LegacyActivityMarkers"]
position = Vector3(0, 0, -8)
[node name="GuardZone" type="Marker3D" parent="LegacyActivityMarkers"]