feat: add weak-villager and damaged-roof village needs
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@@ -2,6 +2,7 @@ class_name VillageOpportunitySystem
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extends RefCounted
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const CARE_HUNGER_THRESHOLD := 80.0
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const WEAK_ENERGY_THRESHOLD := 25.0
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var opportunities: Array[OpportunityStateRecord] = []
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var next_opportunity_id := 0
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@@ -29,7 +30,13 @@ func consider_event(
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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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opened = _try_open_wood(event, current_tick, woodpile, npcs, knowledge_system)
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if opened != null:
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return opened
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opened = _try_open_weak(event, current_tick, pantry, npcs, knowledge_system)
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if opened != null:
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return opened
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return _try_open_roof(event, current_tick, woodpile, npcs, knowledge_system)
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func maintain_open_opportunity(
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@@ -42,7 +49,14 @@ func maintain_open_opportunity(
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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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if (
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opportunity.get_opportunity_type()
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not in [
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SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
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SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER,
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SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF,
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]
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):
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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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@@ -53,15 +67,17 @@ func maintain_open_opportunity(
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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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var condition_is_stale := current_tick - opportunity.get_created_tick() >= maxi(max_age, 1)
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if opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
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var target_storage := _get_target_storage(opportunity, pantry, woodpile)
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condition_is_stale = (
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condition_is_stale
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or 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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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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@@ -452,6 +468,95 @@ func _try_open_wood(
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return opportunity
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func _try_open_weak(
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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 not _is_weak_trigger(event):
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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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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 actor.hunger < CARE_HUNGER_THRESHOLD
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or actor.energy >= WEAK_ENERGY_THRESHOLD
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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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OpportunityStateRecord.DEFAULT_TARGET_AMOUNT,
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SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER,
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SimulationIds.STORAGE_VILLAGE_PANTRY,
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SimulationIds.RESOURCE_FOOD
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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_roof(
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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_home_damaged_trigger(event):
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return null
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if (
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woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
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>= OpportunityStateRecord.DEFAULT_TARGET_AMOUNT
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):
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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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OpportunityStateRecord.DEFAULT_TARGET_AMOUNT,
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SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF,
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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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static func _is_weak_trigger(event: EconomicEventRecord) -> bool:
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return (
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StringName(event.data["event_type"]) == SimulationIds.EVENT_VILLAGER_WEAK
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and int(event.data["actor_id"]) >= 0
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)
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static func _is_home_damaged_trigger(event: EconomicEventRecord) -> bool:
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return (
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StringName(event.data["event_type"]) == SimulationIds.EVENT_HOME_DAMAGED
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and int(event.data["actor_id"]) >= 0
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)
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func _try_resolve(
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event: EconomicEventRecord,
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pantry: StorageStateRecord,
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@@ -462,6 +567,17 @@ func _try_resolve(
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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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if (
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opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
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and _is_valid_supply(event, opportunity, npcs, resource_states)
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):
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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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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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@@ -528,6 +644,13 @@ static func _is_valid_supply(
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npcs: Array[SimNPC],
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resource_states: Dictionary
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) -> bool:
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if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
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return (
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StringName(event.data["event_type"]) == SimulationIds.EVENT_ITEM_CONSUMED
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and int(event.data["actor_id"]) == opportunity.get_interested_npc_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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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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