feat: add weak-villager and damaged-roof village needs
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@@ -201,6 +201,11 @@ func _on_state_restored() -> void:
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func _build_need_message(opportunity: OpportunityStateRecord) -> String:
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var interested_name := _get_npc_name(opportunity.get_interested_npc_id())
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match opportunity.get_opportunity_type():
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SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
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return "%s is too weak to gather food." % interested_name
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SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
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return "%s's roof needs wood." % interested_name
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if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD:
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return "%s worries over the empty pantry." % interested_name
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var trigger: EconomicEventRecord = simulation_manager.get_opportunity_trigger_event(opportunity)
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@@ -227,6 +232,11 @@ func _get_destination_name(target_id: StringName) -> String:
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func _get_need_name(opportunity: OpportunityStateRecord) -> String:
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match opportunity.get_opportunity_type():
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SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
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return "weak-villager plea"
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SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
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return "damaged-roof report"
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return (
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"empty-pantry worry"
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if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD
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