feat: add exact player context actions

This commit is contained in:
Rijad Zuzo
2026-07-30 23:27:46 +02:00
parent d950c3da68
commit 7d410d8193
12 changed files with 762 additions and 67 deletions
+185 -51
View File
@@ -1,5 +1,7 @@
extends CharacterBody3D
signal interaction_feedback(heading: String, message: String, succeeded: bool)
@export var move_speed := 7.0
@export var acceleration := 18.0
@export var rotation_speed := 12.0
@@ -56,73 +58,205 @@ func _unhandled_input(event: InputEvent) -> void:
func try_interact() -> void:
var context := get_interaction_context()
if context == null:
return
match context.kind:
PlayerInteractionResult.KIND_ANIMAL:
_execute_animal_interaction(context)
PlayerInteractionResult.KIND_RESOURCE:
_execute_resource_interaction(context)
PlayerInteractionResult.KIND_GUARD:
simulation_manager.add_safety(3.0)
interaction_feedback.emit(
"Village guarded", "Safety increased through real guard-post work.", true
)
PlayerInteractionResult.KIND_STUDY:
simulation_manager.add_knowledge(2.0)
interaction_feedback.emit(
"Knowledge shared", "Village knowledge increased at the study desk.", true
)
PlayerInteractionResult.KIND_PANTRY:
_execute_pantry_interaction(context)
func get_interaction_context() -> PlayerInteractionResult:
if simulation_manager == null:
return
if try_feed_animal():
return
if try_harvest_resource_node():
return
return null
var animal := _find_feed_animal()
if animal != null:
return _build_animal_context(animal)
var resource := _find_resource_node()
if resource != null:
return _build_resource_context(resource)
if is_near_activity_site(guard_site):
simulation_manager.add_safety(3.0)
print("Player helped guard the village.")
elif is_near_activity_site(study_site):
simulation_manager.add_knowledge(2.0)
print("Player shared knowledge.")
elif is_near_storage(pantry_storage):
simulation_manager.eat_food(stomach_capacity_for_food)
print("Player ate food from the village supply.")
return PlayerInteractionResult.new(
PlayerInteractionResult.KIND_GUARD,
SimulationIds.ACTION_PATROL,
guard_site.site_id,
guard_site.display_name,
"Help guard the village",
"Work here · +3 safety",
guard_site
)
if is_near_activity_site(study_site):
return PlayerInteractionResult.new(
PlayerInteractionResult.KIND_STUDY,
SimulationIds.ACTION_STUDY,
study_site.site_id,
study_site.display_name,
"Share knowledge",
"Work here · +2 knowledge",
study_site
)
if is_near_storage(pantry_storage):
return _build_pantry_context()
return null
func try_feed_animal() -> bool:
func _find_feed_animal() -> AnimalNode:
if not ("animal_care" in simulation_manager) or simulation_manager.animal_care == null:
push_error("Player: SimulationManager has no animal-care service")
return false
var node: AnimalNode = simulation_manager.animal_care.find_node_for_player(
global_position, interaction_range
)
if node == null:
return false
if not simulation_manager.has_method("feed_animal"):
push_error("Player: SimulationManager cannot feed AnimalNodes")
return true
if simulation_manager.feed_animal(node.animal_id, -1):
print("Player fed %s one food from the village pantry." % node.display_name)
else:
print("%s is hungry, but the pantry has no food to spare." % node.display_name)
return true
return null
return simulation_manager.animal_care.find_node_for_player(global_position, interaction_range)
func try_harvest_resource_node() -> bool:
func _find_resource_node() -> ResourceNode:
if not simulation_manager.has_method("find_resource_node_for_player"):
push_error("Player: SimulationManager cannot find ResourceNodes")
return false
var node: ResourceNode = simulation_manager.find_resource_node_for_player(
global_position, interaction_range
return null
return simulation_manager.find_resource_node_for_player(global_position, interaction_range)
func _build_animal_context(node: AnimalNode) -> PlayerInteractionResult:
var cost := _get_animal_feed_cost()
var pantry_food := _get_pantry_food()
var blocked_reason := ""
var detail := "%.0f pantry food · %.0f available" % [cost, pantry_food]
if pantry_food < cost:
if pantry_food <= 0.0:
blocked_reason = "The village pantry is empty."
detail = "Pantry empty · needs %.0f food" % cost
else:
blocked_reason = "The village pantry does not have enough food."
detail = "Needs %.0f pantry food · %.1f available" % [cost, pantry_food]
return PlayerInteractionResult.new(
PlayerInteractionResult.KIND_ANIMAL,
SimulationIds.ACTION_FEED_ANIMAL,
node.animal_id,
node.display_name,
"Feed %s" % node.display_name,
detail,
node,
blocked_reason
)
if node == null:
return false
if not node.is_enabled():
print("%s is unavailable." % node.node_id)
return true
if node.is_depleted():
print("%s is depleted." % node.node_id)
return true
func _build_resource_context(node: ResourceNode) -> PlayerInteractionResult:
var definition := SimulationDefinitions.get_action(node.action_id)
var prompt := (
definition.display_name if definition != null else String(node.action_id).capitalize()
)
var display_name := String(node.node_id).replace("_", " ").capitalize()
return PlayerInteractionResult.new(
PlayerInteractionResult.KIND_RESOURCE,
node.action_id,
node.node_id,
display_name,
prompt,
"%s · %.1f remaining" % [display_name, node.get_amount_remaining()],
node
)
if not simulation_manager.has_method("harvest_resource_node"):
push_error("Player: SimulationManager cannot harvest ResourceNodes")
return true
func _build_pantry_context() -> PlayerInteractionResult:
var pantry_food := _get_pantry_food()
var blocked_reason := "" if pantry_food > 0.0 else "The village pantry is empty."
var detail := "%.0f food available" % pantry_food
if not blocked_reason.is_empty():
detail = "Pantry empty"
return PlayerInteractionResult.new(
PlayerInteractionResult.KIND_PANTRY,
SimulationIds.ACTION_EAT,
SimulationIds.STORAGE_VILLAGE_PANTRY,
"Village pantry",
"Eat from the pantry",
detail,
pantry_storage,
blocked_reason
)
func _execute_animal_interaction(context: PlayerInteractionResult) -> void:
var node := context.target_node as AnimalNode
if node == null or not context.is_available():
interaction_feedback.emit(
"%s is still hungry" % context.display_name,
(
context.blocked_reason
if not context.blocked_reason.is_empty()
else "Animal care is unavailable."
),
false
)
return
if not simulation_manager.has_method("feed_animal"):
push_error("Player: SimulationManager cannot feed AnimalNodes")
return
if simulation_manager.feed_animal(context.target_id, -1):
interaction_feedback.emit(
"%s is fed" % context.display_name,
"%.0f food moved from the village pantry." % _get_animal_feed_cost(),
true
)
return
interaction_feedback.emit(
"%s is still hungry" % context.display_name, "Animal care could not be completed.", false
)
func _execute_resource_interaction(context: PlayerInteractionResult) -> void:
var node := context.target_node as ResourceNode
if node == null or not simulation_manager.has_method("harvest_resource_node"):
push_error("Player: SimulationManager cannot harvest the resolved ResourceNode")
return
var extracted: float = simulation_manager.harvest_resource_node(node)
if extracted > 0.0:
print("Player gathered %s %s from %s." % [extracted, node.resource_id, node.node_id])
else:
print("%s could not be harvested." % node.node_id)
return true
if extracted <= 0.0:
interaction_feedback.emit(
"%s is unavailable" % context.display_name, "Nothing could be gathered.", false
)
return
var destination := "pantry" if node.resource_id == SimulationIds.RESOURCE_FOOD else "woodpile"
interaction_feedback.emit(
"%s gathered" % String(node.resource_id).capitalize(),
"%.1f moved to the village %s." % [extracted, destination],
true
)
func _execute_pantry_interaction(context: PlayerInteractionResult) -> void:
if not context.is_available():
interaction_feedback.emit("The pantry is empty", context.blocked_reason, false)
return
var food_before := _get_pantry_food()
simulation_manager.eat_food(stomach_capacity_for_food)
var consumed := food_before - _get_pantry_food()
interaction_feedback.emit(
"Ate from the pantry", "%.0f village food consumed." % consumed, consumed > 0.0
)
func _get_animal_feed_cost() -> float:
var definition := SimulationDefinitions.get_action(SimulationIds.ACTION_FEED_ANIMAL)
return definition.completion_cost_amount if definition != null else 1.0
func _get_pantry_food() -> float:
if not simulation_manager.has_method("get_pantry"):
return 0.0
var pantry: StorageStateRecord = simulation_manager.get_pantry()
return pantry.get_amount(SimulationIds.RESOURCE_FOOD) if pantry != null else 0.0
func is_near_storage(storage_node: StorageNode) -> bool: