feat: spawn enemies from reusable definitions

This commit is contained in:
Rijad Zuzo
2026-08-12 20:34:55 +02:00
parent 41b37a4962
commit 809e7c008d
12 changed files with 332 additions and 57 deletions
+81
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@@ -0,0 +1,81 @@
class_name CombatantFactory
extends RefCounted
var _occupied_ids: Dictionary = {}
var _next_suffix_by_prefix: Dictionary = {}
func reset_allocator() -> void:
_occupied_ids.clear()
_next_suffix_by_prefix.clear()
func restore_allocator(records: Array[CombatantStateRecord]) -> void:
reset_allocator()
for record in records:
if record != null:
reserve_id(record.get_combatant_id())
func reserve_id(combatant_id: StringName) -> bool:
if combatant_id.is_empty() or _occupied_ids.has(combatant_id):
return false
_occupied_ids[combatant_id] = true
_observe_numeric_suffix(combatant_id)
return true
func create_enemy(enemy_definition_id: StringName, position: Vector3) -> CombatantStateRecord:
return create_from_definition(SimulationEnemies.get_enemy(enemy_definition_id), position)
func create_from_definition(definition: EnemyDefinition, position: Vector3) -> CombatantStateRecord:
if definition == null or not definition.validate().is_empty() or not position.is_finite():
return null
var combatant_id := _allocate_id(definition.combatant_id_prefix)
return CombatantStateRecord.create(
combatant_id,
definition.kind,
definition.faction_id,
definition.display_name,
position,
definition.health,
definition.weapon_id,
CombatantStateRecord.NO_NPC_ID,
definition.hostile,
definition.enemy_id
)
func get_next_suffix(prefix: String) -> int:
return int(_next_suffix_by_prefix.get(prefix, 0))
func is_reserved(combatant_id: StringName) -> bool:
return _occupied_ids.has(combatant_id)
func _allocate_id(prefix: String) -> StringName:
var suffix := get_next_suffix(prefix)
var candidate := StringName("%s_%d" % [prefix, suffix])
while _occupied_ids.has(candidate):
suffix += 1
candidate = StringName("%s_%d" % [prefix, suffix])
_occupied_ids[candidate] = true
_next_suffix_by_prefix[prefix] = suffix + 1
return candidate
func _observe_numeric_suffix(combatant_id: StringName) -> void:
var text_id := String(combatant_id)
var separator_index := text_id.rfind("_")
if separator_index <= 0 or separator_index >= text_id.length() - 1:
return
var suffix_text := text_id.substr(separator_index + 1)
if not suffix_text.is_valid_int():
return
var suffix := int(suffix_text)
if suffix < 0:
return
var prefix := text_id.substr(0, separator_index)
_next_suffix_by_prefix[prefix] = maxi(get_next_suffix(prefix), suffix + 1)
@@ -0,0 +1 @@
uid://dfxudn0m53uai
+30 -35
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@@ -34,8 +34,7 @@ var factions: Dictionary = {}
var economy: RefCounted
var npcs: Array[SimNPC] = []
var _npcs_by_id: Dictionary = {}
var next_combatant_id := 0
var next_wolf_id := 0
var combatant_factory := CombatantFactory.new()
var current_tick := 0
var village_center := Vector3.ZERO
var last_war_resolved_tick := -1
@@ -222,24 +221,18 @@ func player_attack(combatant_id: StringName) -> float:
func spawn_wolf(position: Vector3) -> StringName:
var definition := SimulationEnemies.get_enemy(&"enemy_wolf")
var wolf_id := StringName("wolf_%d" % next_wolf_id)
next_wolf_id += 1
var wolf := CombatantStateRecord.create(
wolf_id,
SimulationIds.COMBATANT_KIND_WOLF,
SimulationIds.FACTION_TRIBE,
definition.display_name if definition != null else "Wolf",
position,
definition.health if definition != null else 40.0,
definition.weapon_id if definition != null else SimulationIds.ITEM_CLAW,
CombatantStateRecord.NO_NPC_ID,
true
)
combatants[wolf_id] = wolf
return spawn_enemy(&"enemy_wolf", position)
func spawn_enemy(enemy_definition_id: StringName, position: Vector3) -> StringName:
var enemy := combatant_factory.create_enemy(enemy_definition_id, position)
if enemy == null:
return &""
var combatant_id := enemy.get_combatant_id()
combatants[combatant_id] = enemy
_combatant_ids_dirty = true
combatant_spawned.emit(wolf_id)
return wolf_id
combatant_spawned.emit(combatant_id)
return combatant_id
func _apply_damage(target: CombatantStateRecord, damage: float, actor_id: int) -> float:
@@ -291,7 +284,11 @@ func _advance_wolves() -> void:
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive():
continue
if combatant.get_kind() != SimulationIds.COMBATANT_KIND_WOLF:
var definition := _enemy_definition_for(combatant)
if (
definition == null
or definition.behavior_profile_id != EnemyDefinition.BEHAVIOR_PROFILE_WOLF_HUNT
):
continue
var target := _find_nearest_defender(combatant.get_position(), WOLF_HUNT_RADIUS)
if target == null:
@@ -302,8 +299,7 @@ func _advance_wolves() -> void:
var to_target := target.get_position() - combatant.get_position()
to_target.y = 0.0
if to_target.length() > reach:
var definition := SimulationEnemies.get_enemy(&"enemy_wolf")
var speed := definition.move_speed if definition != null else 3.2
var speed := definition.move_speed
var step_distance := minf(speed * tick_interval, to_target.length() - reach)
combatant.set_position(
combatant.get_position() + to_target.normalized() * maxf(step_distance, 0.0)
@@ -422,25 +418,17 @@ func village_defender_count() -> int:
func _start_raid(tribe: FactionStateRecord, simulation_tick: int) -> void:
var definition := SimulationEnemies.get_enemy(&"enemy_raider")
tribe.set_war_plan(SimulationIds.WAR_PLAN_RAIDING, simulation_tick)
tribe.set_stance(SimulationIds.STANCE_HOSTILE)
var raider_ids: Array[StringName] = []
for index in range(tribe.get_warriors()):
var raider_id := StringName("raider_%d" % next_combatant_id)
next_combatant_id += 1
var offset := Vector3(float(index * 2 - tribe.get_warriors()), 0.0, 0.0)
var raider := CombatantStateRecord.create(
raider_id,
SimulationIds.COMBATANT_KIND_RAIDER,
SimulationIds.FACTION_TRIBE,
definition.display_name if definition != null else "Raider",
village_center + RAID_SPAWN_OFFSET + offset,
definition.health if definition != null else 60.0,
definition.weapon_id if definition != null else SimulationIds.ITEM_SWORD,
CombatantStateRecord.NO_NPC_ID,
true
var raider := combatant_factory.create_enemy(
&"enemy_raider", village_center + RAID_SPAWN_OFFSET + offset
)
if raider == null:
continue
var raider_id := raider.get_combatant_id()
combatants[raider_id] = raider
_combatant_ids_dirty = true
raider_ids.append(raider_id)
@@ -695,6 +683,12 @@ func _get_faction(faction_id: StringName) -> FactionStateRecord:
return factions.get(faction_id) as FactionStateRecord
func _enemy_definition_for(combatant: CombatantStateRecord) -> EnemyDefinition:
if combatant == null or combatant.get_enemy_definition_id().is_empty():
return null
return SimulationEnemies.get_enemy(combatant.get_enemy_definition_id())
func _narrative_event_requested(
event_type: StringName,
actor_id: int,
@@ -738,6 +732,7 @@ func restore_state_records(
combatants.clear()
for combatant in combatant_records:
combatants[combatant.get_combatant_id()] = combatant
combatant_factory.restore_allocator(combatant_records)
_combatant_ids_dirty = true
factions.clear()
for faction in faction_records:
+23
View File
@@ -1,9 +1,20 @@
class_name EnemyDefinition
extends Resource
const BEHAVIOR_PROFILE_RAID_ASSAULT := &"raid_assault"
const BEHAVIOR_PROFILE_WOLF_HUNT := &"wolf_hunt"
const VALID_BEHAVIOR_PROFILE_IDS := [
BEHAVIOR_PROFILE_RAID_ASSAULT,
BEHAVIOR_PROFILE_WOLF_HUNT,
]
@export var enemy_id: StringName
@export var display_name: String
@export var kind: StringName = SimulationIds.COMBATANT_KIND_RAIDER
@export var behavior_profile_id: StringName = BEHAVIOR_PROFILE_RAID_ASSAULT
@export var combatant_id_prefix := "enemy"
@export var faction_id: StringName = SimulationIds.FACTION_TRIBE
@export var hostile := true
@export var weapon_id: StringName = SimulationIds.ITEM_SWORD
@export var health := 60.0
@export var move_speed := 3.5
@@ -18,6 +29,18 @@ func validate() -> Array[String]:
errors.append("enemy_id is empty")
if display_name.is_empty():
errors.append("display_name is empty for '%s'" % enemy_id)
if behavior_profile_id not in VALID_BEHAVIOR_PROFILE_IDS:
errors.append(
"behavior_profile_id '%s' is invalid for '%s'" % [behavior_profile_id, enemy_id]
)
if combatant_id_prefix.is_empty():
errors.append("combatant_id_prefix is empty for '%s'" % enemy_id)
elif not combatant_id_prefix.is_valid_identifier():
errors.append(
"combatant_id_prefix '%s' is invalid for '%s'" % [combatant_id_prefix, enemy_id]
)
if faction_id.is_empty():
errors.append("faction_id is empty for '%s'" % enemy_id)
if (
kind
not in [
+19
View File
@@ -0,0 +1,19 @@
[gd_resource type="Resource" script_class="EnemyDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://simulation/definitions/EnemyDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
enemy_id = &"enemy_boar"
display_name = "Wild Boar"
kind = &"wolf"
behavior_profile_id = &"wolf_hunt"
combatant_id_prefix = "boar"
faction_id = &"faction_tribe"
hostile = true
weapon_id = &"item_claw"
health = 55.0
move_speed = 3.6
body_color = Color(0.28, 0.16, 0.08, 1)
accent_color = Color(0.78, 0.68, 0.5, 1)
visual_scale = Vector3(1.05, 0.9, 1.15)
@@ -7,6 +7,10 @@ script = ExtResource("1")
enemy_id = &"enemy_raider"
display_name = "Raider"
kind = &"raider"
behavior_profile_id = &"raid_assault"
combatant_id_prefix = "raider"
faction_id = &"faction_tribe"
hostile = true
weapon_id = &"item_sword"
health = 60.0
move_speed = 3.5
+4
View File
@@ -7,6 +7,10 @@ script = ExtResource("1")
enemy_id = &"enemy_wolf"
display_name = "Wolf"
kind = &"wolf"
behavior_profile_id = &"wolf_hunt"
combatant_id_prefix = "wolf"
faction_id = &"faction_tribe"
hostile = true
weapon_id = &"item_claw"
health = 40.0
move_speed = 4.2
+3 -2
View File
@@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="SimulationContentPack" load_steps=27 format=3]
[gd_resource type="Resource" script_class="SimulationContentPack" load_steps=28 format=3]
[ext_resource type="Script" path="res://simulation/definitions/SimulationContentPack.gd" id="1_pack"]
[ext_resource type="Resource" path="res://simulation/definitions/actions/defend.tres" id="2_defend"]
@@ -25,6 +25,7 @@
[ext_resource type="Resource" path="res://simulation/definitions/items/wood.tres" id="23_wood"]
[ext_resource type="Resource" path="res://simulation/definitions/enemies/raider.tres" id="24_raider"]
[ext_resource type="Resource" path="res://simulation/definitions/enemies/wolf.tres" id="25_wolf"]
[ext_resource type="Resource" path="res://simulation/definitions/enemies/boar.tres" id="26_boar"]
[resource]
script = ExtResource("1_pack")
@@ -33,4 +34,4 @@ display_name = "The Steward Core"
actions = [ExtResource("2_defend"), ExtResource("3_deposit_food"), ExtResource("4_deposit_wood"), ExtResource("5_eat"), ExtResource("6_feed_animal"), ExtResource("7_gather_food"), ExtResource("8_gather_wood"), ExtResource("9_patrol"), ExtResource("10_rest"), ExtResource("11_sleep"), ExtResource("12_study"), ExtResource("13_wander"), ExtResource("14_withdraw_food")]
professions = [ExtResource("15_farmer"), ExtResource("16_guard"), ExtResource("17_scholar"), ExtResource("18_wanderer"), ExtResource("19_woodcutter")]
items = [ExtResource("20_claw"), ExtResource("21_food"), ExtResource("22_sword"), ExtResource("23_wood")]
enemies = [ExtResource("24_raider"), ExtResource("25_wolf")]
enemies = [ExtResource("24_raider"), ExtResource("25_wolf"), ExtResource("26_boar")]
+53 -19
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@@ -3,8 +3,12 @@ extends RefCounted
signal changed(state: CombatantStateRecord)
const SCHEMA_VERSION := 1
const SCHEMA_VERSION := 2
const LEGACY_SCHEMA_VERSION := 1
const NO_NPC_ID := -1
const NO_ENEMY_DEFINITION_ID := &""
const LEGACY_RAIDER_DEFINITION_ID := &"enemy_raider"
const LEGACY_WOLF_DEFINITION_ID := &"enemy_wolf"
var data: Dictionary
@@ -26,9 +30,13 @@ static func create(
max_health: float,
weapon_id: StringName,
npc_id: int = NO_NPC_ID,
hostile: bool = false
hostile: bool = false,
enemy_definition_id: StringName = NO_ENEMY_DEFINITION_ID
) -> CombatantStateRecord:
var snapped_position := Vector3(_snap(position.x), _snap(position.y), _snap(position.z))
var canonical_enemy_definition_id := enemy_definition_id
if canonical_enemy_definition_id.is_empty():
canonical_enemy_definition_id = _legacy_definition_id_for_kind(kind)
return (
CombatantStateRecord
. new(
@@ -39,6 +47,7 @@ static func create(
"faction_id": String(faction_id),
"display_name": display_name,
"npc_id": npc_id,
"enemy_definition_id": String(canonical_enemy_definition_id),
"position": [snapped_position.x, snapped_position.y, snapped_position.z],
"health": max_health,
"max_health": max_health,
@@ -52,10 +61,17 @@ static func create(
static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
var version := int(record_data.get("schema_version", -1))
var normalized := record_data.duplicate(true)
if version == LEGACY_SCHEMA_VERSION:
normalized["schema_version"] = SCHEMA_VERSION
normalized["enemy_definition_id"] = String(
_legacy_definition_id_for_kind(StringName(normalized.get("kind", &"")))
)
elif version != SCHEMA_VERSION:
return null
if not (
record_data
normalized
. has_all(
[
"combatant_id",
@@ -63,6 +79,7 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
"faction_id",
"display_name",
"npc_id",
"enemy_definition_id",
"position",
"health",
"max_health",
@@ -74,12 +91,12 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
)
):
return null
var combatant_id := String(record_data["combatant_id"])
var display_name := String(record_data["display_name"])
var combatant_id := String(normalized["combatant_id"])
var display_name := String(normalized["display_name"])
if combatant_id.is_empty() or display_name.is_empty():
return null
if (
StringName(record_data["kind"])
StringName(normalized["kind"])
not in [
SimulationIds.COMBATANT_KIND_NPC,
SimulationIds.COMBATANT_KIND_RAIDER,
@@ -88,15 +105,20 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
]
):
return null
var saved_position = record_data["position"]
var kind := StringName(normalized["kind"])
var enemy_definition_id := StringName(normalized["enemy_definition_id"])
var is_enemy := kind in [SimulationIds.COMBATANT_KIND_RAIDER, SimulationIds.COMBATANT_KIND_WOLF]
if is_enemy == enemy_definition_id.is_empty():
return null
var saved_position = normalized["position"]
if not saved_position is Array or saved_position.size() != 3:
return null
for component in saved_position:
if not is_finite(float(component)):
return null
var health := float(record_data["health"])
var max_health := float(record_data["max_health"])
var npc_id := int(record_data["npc_id"])
var health := float(normalized["health"])
var max_health := float(normalized["max_health"])
var npc_id := int(normalized["npc_id"])
if (
not is_finite(health)
or not is_finite(max_health)
@@ -104,16 +126,16 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
or max_health <= 0.0
or health > max_health
or npc_id < NO_NPC_ID
or int(record_data["attack_cooldown"]) < 0
or int(normalized["attack_cooldown"]) < 0
):
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
normalized["combatant_id"] = combatant_id
normalized["kind"] = String(record_data["kind"])
normalized["faction_id"] = String(record_data["faction_id"])
normalized["kind"] = String(kind)
normalized["faction_id"] = String(normalized["faction_id"])
normalized["display_name"] = display_name
normalized["npc_id"] = npc_id
normalized["enemy_definition_id"] = String(enemy_definition_id)
normalized["position"] = [
_snap(float(saved_position[0])),
_snap(float(saved_position[1])),
@@ -121,10 +143,10 @@ static func from_dictionary(record_data: Dictionary) -> CombatantStateRecord:
]
normalized["health"] = health
normalized["max_health"] = max_health
normalized["weapon_id"] = String(record_data["weapon_id"])
normalized["alive"] = bool(record_data["alive"])
normalized["hostile"] = bool(record_data["hostile"])
normalized["attack_cooldown"] = int(record_data["attack_cooldown"])
normalized["weapon_id"] = String(normalized["weapon_id"])
normalized["alive"] = bool(normalized["alive"])
normalized["hostile"] = bool(normalized["hostile"])
normalized["attack_cooldown"] = int(normalized["attack_cooldown"])
return CombatantStateRecord.new(normalized)
@@ -148,6 +170,10 @@ func get_npc_id() -> int:
return int(data["npc_id"])
func get_enemy_definition_id() -> StringName:
return StringName(data["enemy_definition_id"])
func get_position() -> Vector3:
var saved_position: Array = data["position"]
return Vector3(float(saved_position[0]), float(saved_position[1]), float(saved_position[2]))
@@ -235,3 +261,11 @@ func _weapon_cooldown_ticks(tick_interval: float) -> int:
func to_dictionary() -> Dictionary:
return data.duplicate(true)
static func _legacy_definition_id_for_kind(kind: StringName) -> StringName:
if kind == SimulationIds.COMBATANT_KIND_RAIDER:
return LEGACY_RAIDER_DEFINITION_ID
if kind == SimulationIds.COMBATANT_KIND_WOLF:
return LEGACY_WOLF_DEFINITION_ID
return NO_ENEMY_DEFINITION_ID
+1
View File
@@ -111,6 +111,7 @@ func _test_defend_selection() -> void:
"A strong idle villager should rally to defend during an active raid"
)
var worker: SimNPC = manager.npcs[1]
worker.profession = SimulationIds.PROFESSION_FARMER
worker.strength = 1.0
worker.hunger = 20.0
worker.energy = 90.0
+6 -1
View File
@@ -51,7 +51,7 @@ func _test_core_pack() -> void:
"Core items should include food, wood, sword, and claw in stable-ID order"
)
_check(
_enemy_ids(catalog.get_enemies()) == [&"enemy_raider", &"enemy_wolf"],
_enemy_ids(catalog.get_enemies()) == [&"enemy_boar", &"enemy_raider", &"enemy_wolf"],
"Core enemies should enumerate by stable ID"
)
var food := catalog.get_item(SimulationIds.RESOURCE_FOOD)
@@ -69,10 +69,15 @@ func _test_core_pack() -> void:
"Claw should preserve its weapon contract"
)
var wolf := catalog.get_enemy(&"enemy_wolf")
var boar := catalog.get_enemy(&"enemy_boar")
_check(
wolf != null and wolf.weapon_id == SimulationIds.ITEM_CLAW,
"Enemy references should resolve against catalog items"
)
_check(
boar != null and boar.behavior_profile_id == wolf.behavior_profile_id,
"New enemy types should be able to reuse an existing behavior profile"
)
func _test_deterministic_enumeration_and_dependencies() -> void:
+107
View File
@@ -0,0 +1,107 @@
extends GutTest
func test_core_boar_reuses_wolf_behavior_and_spawns_from_data() -> void:
SimulationEnemies.invalidate_cache()
var wolf := SimulationEnemies.get_enemy(&"enemy_wolf")
var boar := SimulationEnemies.get_enemy(&"enemy_boar")
assert_not_null(wolf)
assert_not_null(boar)
assert_eq(boar.behavior_profile_id, wolf.behavior_profile_id)
assert_eq(boar.behavior_profile_id, EnemyDefinition.BEHAVIOR_PROFILE_WOLF_HUNT)
assert_eq(boar.combatant_id_prefix, "boar")
var factory := CombatantFactory.new()
var combatant := factory.create_enemy(boar.enemy_id, Vector3(1.0, 2.0, 3.0))
assert_not_null(combatant)
assert_eq(combatant.get_combatant_id(), &"boar_0")
assert_eq(combatant.get_enemy_definition_id(), boar.enemy_id)
assert_eq(combatant.get_kind(), boar.kind)
assert_eq(combatant.get_faction_id(), boar.faction_id)
assert_eq(combatant.get_weapon_id(), boar.weapon_id)
assert_eq(combatant.get_max_health(), boar.health)
assert_eq(combatant.is_hostile(), boar.hostile)
func test_factory_accepts_a_definition_without_enemy_specific_code() -> void:
var definition := EnemyDefinition.new()
definition.enemy_id = &"enemy_test_hound"
definition.display_name = "Test Hound"
definition.kind = SimulationIds.COMBATANT_KIND_WOLF
definition.behavior_profile_id = EnemyDefinition.BEHAVIOR_PROFILE_WOLF_HUNT
definition.combatant_id_prefix = "test_hound"
definition.faction_id = SimulationIds.FACTION_TRIBE
definition.hostile = true
definition.weapon_id = SimulationIds.ITEM_CLAW
definition.health = 37.0
var factory := CombatantFactory.new()
assert_true(definition.validate().is_empty())
var combatant := factory.create_from_definition(definition, Vector3.ZERO)
assert_not_null(combatant)
assert_eq(combatant.get_combatant_id(), &"test_hound_0")
assert_eq(combatant.get_enemy_definition_id(), definition.enemy_id)
assert_eq(combatant.get_max_health(), 37.0)
func test_enemy_definition_id_round_trips_and_v1_infers_legacy_ids() -> void:
var current := CombatantStateRecord.create(
&"boar_7",
SimulationIds.COMBATANT_KIND_WOLF,
SimulationIds.FACTION_TRIBE,
"Wild Boar",
Vector3.ZERO,
55.0,
SimulationIds.ITEM_CLAW,
CombatantStateRecord.NO_NPC_ID,
true,
&"enemy_boar"
)
var restored := CombatantStateRecord.from_dictionary(current.to_dictionary())
assert_not_null(restored)
assert_eq(restored.get_enemy_definition_id(), &"enemy_boar")
var legacy_data := current.to_dictionary()
legacy_data["schema_version"] = CombatantStateRecord.LEGACY_SCHEMA_VERSION
legacy_data.erase("enemy_definition_id")
var migrated := CombatantStateRecord.from_dictionary(legacy_data)
assert_not_null(migrated)
assert_eq(migrated.get_enemy_definition_id(), &"enemy_wolf")
assert_eq(int(migrated.to_dictionary()["schema_version"]), CombatantStateRecord.SCHEMA_VERSION)
func test_conflict_restore_rebuilds_collision_free_definition_allocators() -> void:
var records: Array[CombatantStateRecord] = [
_enemy_record(&"wolf_0", &"enemy_wolf"),
_enemy_record(&"wolf_4", &"enemy_wolf"),
_enemy_record(&"boar_2", &"enemy_boar"),
]
var no_factions: Array[FactionStateRecord] = []
var conflict := ConflictSystem.new()
conflict.restore_state_records(records, no_factions, 12)
var wolf_id := conflict.spawn_wolf(Vector3.ZERO)
var boar_id := conflict.spawn_enemy(&"enemy_boar", Vector3.ONE)
assert_eq(wolf_id, &"wolf_5")
assert_eq(boar_id, &"boar_3")
assert_eq(conflict.get_combatant(wolf_id).get_enemy_definition_id(), &"enemy_wolf")
assert_eq(conflict.get_combatant(boar_id).get_enemy_definition_id(), &"enemy_boar")
assert_eq(conflict.get_all_combatants().size(), 6)
func _enemy_record(
combatant_id: StringName, enemy_definition_id: StringName
) -> CombatantStateRecord:
var definition := SimulationEnemies.get_enemy(enemy_definition_id)
return CombatantStateRecord.create(
combatant_id,
definition.kind,
definition.faction_id,
definition.display_name,
Vector3.ZERO,
definition.health,
definition.weapon_id,
CombatantStateRecord.NO_NPC_ID,
definition.hostile,
definition.enemy_id
)