feat: add missing wood opportunities
This commit is contained in:
@@ -0,0 +1,303 @@
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class_name VillageOpportunitySystem
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extends RefCounted
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const CARE_HUNGER_THRESHOLD := 80.0
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var opportunities: Array[OpportunityStateRecord] = []
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var next_opportunity_id := 0
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func consider_event(
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event: EconomicEventRecord,
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current_tick: int,
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pantry: StorageStateRecord,
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npcs: Array[SimNPC],
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knowledge_system: EventKnowledgeSystem,
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resource_states: Dictionary,
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woodpile: StorageStateRecord = null
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) -> OpportunityStateRecord:
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if event == null or pantry == null or current_tick < 0:
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return null
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var event_tick := int(event.data["tick"])
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if event_tick < 0 or event_tick > current_tick:
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return null
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var resolved := _try_resolve(event, pantry, woodpile, npcs, resource_states)
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if resolved != null:
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return resolved
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var opened := _try_open_food(event, current_tick, pantry, npcs, knowledge_system)
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if opened != null:
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return opened
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if woodpile == null:
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return null
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return _try_open_wood(event, current_tick, woodpile, npcs, knowledge_system)
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func maintain_open_opportunity(
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current_tick: int,
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max_age: int,
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npcs: Array[SimNPC],
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pantry: StorageStateRecord,
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woodpile: StorageStateRecord
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) -> OpportunityStateRecord:
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var opportunity := get_open_opportunity()
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if opportunity == null or current_tick < opportunity.get_created_tick():
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return null
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if opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
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return null
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var interested := _find_npc(opportunity.get_interested_npc_id(), npcs)
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if interested == null or interested.is_dead:
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return (
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opportunity
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if opportunity.invalidate(
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SimulationIds.OPPORTUNITY_INVALIDATED_INTERESTED_DIED, current_tick
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)
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else null
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)
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var target_storage := _get_target_storage(opportunity, pantry, woodpile)
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var condition_is_stale := (
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target_storage == null
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or (
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target_storage.get_amount(opportunity.get_resource_id())
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>= opportunity.get_target_amount()
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)
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or current_tick - opportunity.get_created_tick() >= maxi(max_age, 1)
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)
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if not condition_is_stale:
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return null
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return (
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opportunity
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if opportunity.invalidate(
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SimulationIds.OPPORTUNITY_INVALIDATED_EVIDENCE_STALE, current_tick
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)
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else null
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)
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func restore(records: Array[OpportunityStateRecord], restored_next_id: int) -> void:
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opportunities = records.duplicate()
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opportunities.sort_custom(_sort_by_id)
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next_opportunity_id = maxi(restored_next_id, 0)
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func get_all_sorted() -> Array[OpportunityStateRecord]:
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var sorted := opportunities.duplicate()
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sorted.sort_custom(_sort_by_id)
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return sorted
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func get_open_sorted() -> Array[OpportunityStateRecord]:
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var open_records: Array[OpportunityStateRecord] = []
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for opportunity in opportunities:
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if opportunity.is_open():
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open_records.append(opportunity)
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open_records.sort_custom(_sort_by_id)
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return open_records
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func get_open_opportunity() -> OpportunityStateRecord:
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var open_records := get_open_sorted()
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return open_records[0] if not open_records.is_empty() else null
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func get_latest() -> OpportunityStateRecord:
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var sorted := get_all_sorted()
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return sorted[-1] if not sorted.is_empty() else null
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func get_latest_for_npc(npc_id: int) -> OpportunityStateRecord:
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for index in range(opportunities.size() - 1, -1, -1):
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var opportunity := opportunities[index]
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if opportunity.get_interested_npc_id() == npc_id:
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return opportunity
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return null
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func _try_open_food(
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event: EconomicEventRecord,
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current_tick: int,
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pantry: StorageStateRecord,
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npcs: Array[SimNPC],
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knowledge_system: EventKnowledgeSystem
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) -> OpportunityStateRecord:
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if knowledge_system == null or get_open_opportunity() != null:
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return null
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if pantry.get_amount(SimulationIds.RESOURCE_FOOD) > 0.0:
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return null
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if not _is_food_withdrawal(event):
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return null
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var interested_npc := _select_interested_npc(
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int(event.data["event_id"]), npcs, knowledge_system
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)
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if interested_npc == null:
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return null
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var opportunity := OpportunityStateRecord.create(
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next_opportunity_id, current_tick, int(event.data["event_id"]), interested_npc.id
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)
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next_opportunity_id += 1
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opportunities.append(opportunity)
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return opportunity
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func _try_open_wood(
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event: EconomicEventRecord,
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current_tick: int,
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woodpile: StorageStateRecord,
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npcs: Array[SimNPC],
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knowledge_system: EventKnowledgeSystem
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) -> OpportunityStateRecord:
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if knowledge_system == null or get_open_opportunity() != null:
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return null
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if not _is_missing_wood_block(event):
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return null
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var target_amount := float(event.data.get("required_amount", 0.0))
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if woodpile.get_amount(SimulationIds.RESOURCE_WOOD) >= target_amount:
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return null
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var actor := _find_npc(int(event.data["actor_id"]), npcs)
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if (
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actor == null
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or actor.is_dead
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or not knowledge_system.knows_event(actor.id, int(event.data["event_id"]))
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):
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return null
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var opportunity := OpportunityStateRecord.create(
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next_opportunity_id,
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current_tick,
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int(event.data["event_id"]),
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actor.id,
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target_amount,
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SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
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SimulationIds.STORAGE_VILLAGE_WOODPILE,
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SimulationIds.RESOURCE_WOOD
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)
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next_opportunity_id += 1
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opportunities.append(opportunity)
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return opportunity
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func _try_resolve(
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event: EconomicEventRecord,
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pantry: StorageStateRecord,
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woodpile: StorageStateRecord,
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npcs: Array[SimNPC],
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resource_states: Dictionary
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) -> OpportunityStateRecord:
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var opportunity := get_open_opportunity()
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if opportunity == null:
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return null
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var target_storage := _get_target_storage(opportunity, pantry, woodpile)
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if (
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target_storage == null
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or (
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target_storage.get_amount(opportunity.get_resource_id())
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< opportunity.get_target_amount()
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)
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):
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return null
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if not _is_valid_supply(event, opportunity, npcs, resource_states):
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return null
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if int(event.data["tick"]) < opportunity.get_created_tick():
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return null
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if int(event.data["event_id"]) <= opportunity.get_trigger_event_id():
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return null
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if not opportunity.resolve(int(event.data["event_id"]), int(event.data["tick"])):
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return null
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return opportunity
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func _select_interested_npc(
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event_id: int, npcs: Array[SimNPC], knowledge_system: EventKnowledgeSystem
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) -> SimNPC:
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var candidates: Array[SimNPC] = []
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for npc in npcs:
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if npc.is_dead or npc.hunger < CARE_HUNGER_THRESHOLD:
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continue
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if not knowledge_system.knows_event(npc.id, event_id):
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continue
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candidates.append(npc)
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candidates.sort_custom(_sort_by_care)
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return candidates[0] if not candidates.is_empty() else null
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static func _is_food_withdrawal(event: EconomicEventRecord) -> bool:
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var actor_id := int(event.data["actor_id"])
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return (
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StringName(event.data["event_type"]) == SimulationIds.EVENT_STORAGE_WITHDRAWN
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and actor_id >= 0
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and StringName(event.data["source_id"]) == SimulationIds.STORAGE_VILLAGE_PANTRY
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and StringName(event.data["destination_id"]) == SimulationIds.npc_inventory_id(actor_id)
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and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
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and float(event.data["amount"]) > 0.0
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)
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static func _is_missing_wood_block(event: EconomicEventRecord) -> bool:
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return (
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StringName(event.data["event_type"]) == SimulationIds.EVENT_TASK_BLOCKED
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and int(event.data["actor_id"]) >= 0
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and StringName(event.data["source_id"]) == SimulationIds.STORAGE_VILLAGE_WOODPILE
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and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_WOOD
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and (
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StringName(event.data.get("action_id", &""))
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in [SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY]
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)
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and float(event.data.get("required_amount", 0.0)) > 0.0
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)
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static func _is_valid_supply(
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event: EconomicEventRecord,
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opportunity: OpportunityStateRecord,
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npcs: Array[SimNPC],
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resource_states: Dictionary
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) -> bool:
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if (
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StringName(event.data["item_id"]) != opportunity.get_resource_id()
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or StringName(event.data["destination_id"]) != opportunity.get_target_id()
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or float(event.data["amount"]) <= 0.0
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):
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return false
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var event_type := StringName(event.data["event_type"])
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var actor_id := int(event.data["actor_id"])
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if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED:
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return (
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_find_npc(actor_id, npcs) != null
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and StringName(event.data["source_id"]) == SimulationIds.npc_inventory_id(actor_id)
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)
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if event_type != SimulationIds.EVENT_RESOURCE_EXTRACTED or actor_id != -1:
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return false
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var resource_state := (
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resource_states.get(StringName(event.data["source_id"])) as ResourceStateRecord
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)
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return (
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resource_state != null
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and resource_state.get_resource_id() == opportunity.get_resource_id()
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and resource_state.can_player_use_resource()
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)
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static func _get_target_storage(
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opportunity: OpportunityStateRecord, pantry: StorageStateRecord, woodpile: StorageStateRecord
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) -> StorageStateRecord:
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match opportunity.get_target_id():
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SimulationIds.STORAGE_VILLAGE_PANTRY:
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return pantry
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SimulationIds.STORAGE_VILLAGE_WOODPILE:
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return woodpile
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return null
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static func _sort_by_care(first: SimNPC, second: SimNPC) -> bool:
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if first.hunger != second.hunger:
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return first.hunger > second.hunger
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return first.id < second.id
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static func _find_npc(npc_id: int, npcs: Array[SimNPC]) -> SimNPC:
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for npc in npcs:
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if npc.id == npc_id:
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return npc
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return null
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static func _sort_by_id(first: OpportunityStateRecord, second: OpportunityStateRecord) -> bool:
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return first.get_opportunity_id() < second.get_opportunity_id()
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