feat: add witnessed knowledge and wind ambience

This commit is contained in:
Rijad Zuzo
2026-07-11 11:27:40 +02:00
parent 2ed93de6d1
commit 81409650df
72 changed files with 3001 additions and 606 deletions
+139 -53
View File
@@ -2,6 +2,8 @@ extends Node
const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
const VillageEconomyScript := preload("res://simulation/economy/VillageEconomy.gd")
const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
const EventKnowledgeSystemScript := preload("res://simulation/knowledge/EventKnowledgeSystem.gd")
signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
signal village_changed(village: SimVillage)
@@ -12,6 +14,8 @@ signal npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float)
signal economic_event_recorded(event: EconomicEventRecord)
signal state_restored
signal npc_decision_recorded(npc: SimNPC, decision: ActionSelectionResult)
signal relationship_changed(relationship: RelationshipStateRecord, cause_event: EconomicEventRecord)
signal event_knowledge_changed(knower_id: int, event: EconomicEventRecord)
var village := SimVillage.new()
@@ -29,6 +33,8 @@ var wander_random_sources := {}
var resource_states: Dictionary = {}
var event_log := SimulationEventLogScript.new()
var economy := VillageEconomyScript.new()
var relationship_system := RelationshipSystemScript.new()
var event_knowledge_system := EventKnowledgeSystemScript.new()
var storage_states: Dictionary:
get:
return economy.storage_states
@@ -57,6 +63,7 @@ func _ready() -> void:
economy.inventory_changed.connect(_on_economy_inventory_changed)
economy.economic_event_requested.connect(_record_economic_event)
economy.narrative_event_requested.connect(record_narrative_event)
action_selector.relationship_system = relationship_system
var definition_errors := SimulationDefinitions.validate()
if not definition_errors.is_empty():
for error in definition_errors:
@@ -72,6 +79,7 @@ func _ready() -> void:
village.update_modifiers()
village.update_priorities()
generate_npcs()
relationship_system.initialize_households(npcs)
call_deferred("register_loaded_resource_nodes")
call_deferred("register_loaded_storage_nodes")
if debug_logs:
@@ -122,12 +130,6 @@ func generate_npcs() -> void:
for i in range(npcs.size()):
npcs[i].home_position = home_positions[i % home_count]
for i in range(npcs.size()):
for j in range(i + 1, npcs.size()):
if npcs[i].home_position.distance_to(npcs[j].home_position) < 4.0:
npcs[i].familiarity[npcs[j].id] = 0.5
npcs[j].familiarity[npcs[i].id] = 0.5
func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator:
var source := RandomNumberGenerator.new()
@@ -200,13 +202,13 @@ func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
npc_decision_recorded.emit(npc, selection)
npc.set_task(selection.action_id, selection.duration_override)
var definition := SimulationDefinitions.get_action(selection.action_id)
var display_name := definition.display_name if definition != null else String(selection.action_id)
var display_name := (
definition.display_name if definition != null else String(selection.action_id)
)
record_narrative_event(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
func _handle_npc_death(
npc: SimNPC, previous_task: StringName, previous_target: StringName
) -> void:
func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target: StringName) -> void:
if not previous_target.is_empty():
release_npc_reservation(npc.id)
npc_died.emit(npc)
@@ -264,8 +266,10 @@ func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
if resource_state == null or resource_state.get_reserved_by() != npc.id:
if debug_logs:
print(
"[SimulationManager] %s could not complete %s: invalid reservation"
% [npc.npc_name, completed_task]
(
"[SimulationManager] %s could not complete %s: invalid reservation"
% [npc.npc_name, completed_task]
)
)
release_npc_reservation(npc.id)
return
@@ -289,8 +293,10 @@ func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
)
if debug_logs:
print(
"[SimulationManager] %s extracted %.1f %s from %s"
% [npc.npc_name, extracted, resource_id, resource_state.get_node_id()]
(
"[SimulationManager] %s extracted %.1f %s from %s"
% [npc.npc_name, extracted, resource_id, resource_state.get_node_id()]
)
)
release_npc_reservation(npc.id)
@@ -384,16 +390,12 @@ func notify_npc_arrived(npc_id: int) -> void:
continue
if (
other.target_id == npc.target_id
and other.task_state in [
SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING
]
and (
other.task_state
in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]
)
):
npc.familiarity[other.id] = minf(
float(npc.familiarity.get(other.id, 0.0)) + 0.1, 1.0
)
other.familiarity[npc.id] = minf(
float(other.familiarity.get(npc.id, 0.0)) + 0.1, 1.0
)
relationship_system.increase_shared_work_familiarity(npc.id, other.id)
if debug_logs:
print(
@@ -491,27 +493,12 @@ func get_activity_target_claim_count(target_id: StringName, except_npc_id: int =
func _notify_mourning(dead_npc: SimNPC) -> void:
var best_id := -1
var best_score := -1.0
for key in dead_npc.familiarity:
var other_id: int = int(key)
var score: float = float(dead_npc.familiarity[key])
if score > best_score:
best_score = score
best_id = other_id
if best_id < 0:
var mourner := relationship_system.get_most_familiar_living_subject(dead_npc.id, npcs)
if mourner == null:
return
for npc in npcs:
if npc.id == best_id and not npc.is_dead:
npc.mourning_ticks = 100
if debug_logs:
print(
"[SimulationManager] ",
npc.npc_name,
" is mourning ",
dead_npc.npc_name
)
return
mourner.mourning_ticks = 100
if debug_logs:
print("[SimulationManager] ", mourner.npc_name, " is mourning ", dead_npc.npc_name)
func _record_economic_event(
@@ -521,19 +508,66 @@ func _record_economic_event(
destination_id: StringName,
item_id: StringName,
amount: float
) -> void:
_record_economic_event_at(
event_type,
actor_id,
source_id,
destination_id,
item_id,
amount,
_get_event_world_position(actor_id, source_id, destination_id)
)
func _record_economic_event_at(
event_type: StringName,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float,
world_position: Vector3
) -> void:
event_log.record_economic(
tick_count, event_type, actor_id, source_id, destination_id, item_id, amount
tick_count, event_type, actor_id, source_id, destination_id, item_id, amount, world_position
)
func record_narrative_event(
event_type: StringName, actor_id: int, source_id: StringName = &"", action_display: String = ""
) -> void:
_record_narrative_event_at(
event_type,
actor_id,
source_id,
action_display,
_get_event_world_position(actor_id, source_id, &"")
)
func _record_narrative_event_at(
event_type: StringName,
actor_id: int,
source_id: StringName = &"",
action_display: String = ""
source_id: StringName,
action_display: String,
world_position: Vector3
) -> void:
event_log.record_narrative(tick_count, event_type, actor_id, source_id, action_display)
event_log.record_narrative(
tick_count, event_type, actor_id, source_id, action_display, world_position
)
func _get_event_world_position(
actor_id: int, source_id: StringName, destination_id: StringName
) -> Vector3:
for npc in npcs:
if npc.id != actor_id:
continue
if not npc.target_id.is_empty() and npc.target_id in [source_id, destination_id]:
return npc.travel_target_position
return npc.position
return Vector3.ZERO
func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
@@ -545,9 +579,43 @@ func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]:
func _on_economic_event_recorded(event: EconomicEventRecord) -> void:
var learned_records: Array[KnownEventStateRecord] = event_knowledge_system.observe_event(
event, npcs
)
for learned_record in learned_records:
event_knowledge_changed.emit(learned_record.get_knower_id(), event)
var knower_ids: Array[int] = event_knowledge_system.get_knowers(int(event.data["event_id"]))
var changed_relationships: Array[RelationshipStateRecord] = relationship_system.apply_event(
event, npcs, knower_ids
)
for relationship in changed_relationships:
relationship_changed.emit(relationship, event)
economic_event_recorded.emit(event)
func get_primary_relationship(npc_id: int) -> RelationshipStateRecord:
return relationship_system.get_primary_relationship(npc_id)
func get_relationship_cause(relationship: RelationshipStateRecord) -> EconomicEventRecord:
if relationship == null:
return null
return event_log.get_by_id(relationship.get_last_trust_cause_event_id())
func get_known_events(npc_id: int, max_count: int = 3) -> Array[EconomicEventRecord]:
var known: Array[EconomicEventRecord] = []
for event_id in event_knowledge_system.get_known_event_ids(npc_id, max_count):
var event := event_log.get_by_id(event_id)
if event != null:
known.append(event)
return known
func npc_knows_event(npc_id: int, event_id: int) -> bool:
return event_knowledge_system.knows_event(npc_id, event_id)
func get_current_speed() -> String:
return "%.2fx" % SPEED_LEVELS[speed_index]
@@ -576,8 +644,10 @@ func register_storage_node(node: StorageNode) -> bool:
var storage_state := storage_states.get(node.storage_id) as StorageStateRecord
if storage_state == null:
push_error(
"SimulationManager: StorageNode '%s' has no authoritative StorageStateRecord"
% node.storage_id
(
"SimulationManager: StorageNode '%s' has no authoritative StorageStateRecord"
% node.storage_id
)
)
return false
return node.bind_state(storage_state)
@@ -671,7 +741,12 @@ func harvest_resource_node(node: ResourceNode) -> float:
return 0.0
var deposited := economy.deposit_resource(resource_state.get_resource_id(), extracted)
_record_economic_event(
var event_position := (
node.interaction_point.global_position
if node.interaction_point != null
else node.global_position
)
_record_economic_event_at(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
-1,
resource_state.get_node_id(),
@@ -685,11 +760,16 @@ func harvest_resource_node(node: ResourceNode) -> float:
)
),
resource_state.get_resource_id(),
deposited
deposited,
event_position
)
if resource_state.get_amount_remaining() <= 0.0:
record_narrative_event(
SimulationIds.EVENT_RESOURCE_DEPLETED, -1, resource_state.get_node_id()
_record_narrative_event_at(
SimulationIds.EVENT_RESOURCE_DEPLETED,
-1,
resource_state.get_node_id(),
"",
event_position
)
village_changed.emit(village)
@@ -818,6 +898,10 @@ func create_state_record() -> SimulationStateRecord:
record.storages.append(storage_state)
for event in economic_events:
record.economic_events.append(event)
for relationship in relationship_system.get_all_sorted():
record.relationships.append(relationship)
for known_event in event_knowledge_system.get_all_sorted():
record.event_knowledge.append(known_event)
return record
@@ -853,6 +937,8 @@ func restore_state(record: SimulationStateRecord) -> bool:
npcs.clear()
for npc_record in record.npcs:
npcs.append(npc_record.restore(debug_logs))
relationship_system.restore(record.relationships)
event_knowledge_system.restore(record.event_knowledge)
wander_random_sources.clear()
var wander_streams: Array = record.simulation["wander_random_streams"]