feat: add weak-villager and damaged-roof village needs

This commit is contained in:
Rijad Zuzo
2026-08-11 00:32:22 +02:00
parent 37f262fb84
commit 82e44a9f5d
10 changed files with 547 additions and 45 deletions
+14
View File
@@ -232,6 +232,8 @@ func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
return return
if npc.task_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]: if npc.task_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
return return
if _is_weak_villager_state(npc):
record_narrative_event(SimulationIds.EVENT_VILLAGER_WEAK, npc.id)
var helper := get_active_opportunity_helper() var helper := get_active_opportunity_helper()
var animal_feed_available := animal_care.has_available_feed_target(npc.id) var animal_feed_available := animal_care.has_available_feed_target(npc.id)
var selection := action_selector.select_action( var selection := action_selector.select_action(
@@ -249,6 +251,16 @@ func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
record_narrative_event(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name) record_narrative_event(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
func _is_weak_villager_state(npc: SimNPC) -> bool:
return (
npc.is_starving
and npc.energy < 25.0
and village.food <= 0.0
and npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) < 1.0
and opportunity_system.get_open_opportunity() == null
)
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(): if not previous_target.is_empty():
release_npc_reservation(npc.id) release_npc_reservation(npc.id)
@@ -301,6 +313,8 @@ func _apply_action_completion(
npc.energy = minf(npc.energy + 40.0, 100.0) npc.energy = minf(npc.energy + 40.0, 100.0)
npc.position = npc.home_position npc.position = npc.home_position
record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id) record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
if village.safety < 25.0 and opportunity_system.get_open_opportunity() == null:
record_narrative_event(SimulationIds.EVENT_HOME_DAMAGED, npc.id)
SimulationIds.ACTION_FEED_ANIMAL: SimulationIds.ACTION_FEED_ANIMAL:
pass pass
SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY, SimulationIds.ACTION_REST, SimulationIds.ACTION_WANDER: SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY, SimulationIds.ACTION_REST, SimulationIds.ACTION_WANDER:
+4
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@@ -53,9 +53,13 @@ const EVENT_TASK_STARTED := &"task_started"
const EVENT_TASK_BLOCKED := &"task_blocked" const EVENT_TASK_BLOCKED := &"task_blocked"
const EVENT_RESOURCE_DEPLETED := &"resource_depleted" const EVENT_RESOURCE_DEPLETED := &"resource_depleted"
const EVENT_ANIMAL_FED := &"animal_fed" const EVENT_ANIMAL_FED := &"animal_fed"
const EVENT_VILLAGER_WEAK := &"villager_weak"
const EVENT_HOME_DAMAGED := &"home_damaged"
const OPPORTUNITY_RESTOCK_EMPTY_PANTRY := &"restock_empty_pantry" const OPPORTUNITY_RESTOCK_EMPTY_PANTRY := &"restock_empty_pantry"
const OPPORTUNITY_SUPPLY_MISSING_WOOD := &"supply_missing_wood" const OPPORTUNITY_SUPPLY_MISSING_WOOD := &"supply_missing_wood"
const OPPORTUNITY_FEED_WEAK_VILLAGER := &"feed_weak_villager"
const OPPORTUNITY_REPAIR_HOME_ROOF := &"repair_home_roof"
const OPPORTUNITY_STATUS_OPEN := &"open" const OPPORTUNITY_STATUS_OPEN := &"open"
const OPPORTUNITY_STATUS_RESOLVED := &"resolved" const OPPORTUNITY_STATUS_RESOLVED := &"resolved"
const OPPORTUNITY_STATUS_INVALIDATED := &"invalidated" const OPPORTUNITY_STATUS_INVALIDATED := &"invalidated"
@@ -248,6 +248,14 @@ static func is_knowable_event(event: EconomicEventRecord) -> bool:
) )
and float(event.data.get("required_amount", 0.0)) > 0.0 and float(event.data.get("required_amount", 0.0)) > 0.0
) )
if (
event_type
in [
SimulationIds.EVENT_VILLAGER_WEAK,
SimulationIds.EVENT_HOME_DAMAGED,
]
):
return int(event.data["actor_id"]) >= 0
if float(event.data["amount"]) <= 0.0: if float(event.data["amount"]) <= 0.0:
return false return false
if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED: if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED:
@@ -2,6 +2,7 @@ class_name VillageOpportunitySystem
extends RefCounted extends RefCounted
const CARE_HUNGER_THRESHOLD := 80.0 const CARE_HUNGER_THRESHOLD := 80.0
const WEAK_ENERGY_THRESHOLD := 25.0
var opportunities: Array[OpportunityStateRecord] = [] var opportunities: Array[OpportunityStateRecord] = []
var next_opportunity_id := 0 var next_opportunity_id := 0
@@ -29,7 +30,13 @@ func consider_event(
return opened return opened
if woodpile == null: if woodpile == null:
return null return null
return _try_open_wood(event, current_tick, woodpile, npcs, knowledge_system) opened = _try_open_wood(event, current_tick, woodpile, npcs, knowledge_system)
if opened != null:
return opened
opened = _try_open_weak(event, current_tick, pantry, npcs, knowledge_system)
if opened != null:
return opened
return _try_open_roof(event, current_tick, woodpile, npcs, knowledge_system)
func maintain_open_opportunity( func maintain_open_opportunity(
@@ -42,7 +49,14 @@ func maintain_open_opportunity(
var opportunity := get_open_opportunity() var opportunity := get_open_opportunity()
if opportunity == null or current_tick < opportunity.get_created_tick(): if opportunity == null or current_tick < opportunity.get_created_tick():
return null return null
if opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD: if (
opportunity.get_opportunity_type()
not in [
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER,
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF,
]
):
return null return null
var interested := _find_npc(opportunity.get_interested_npc_id(), npcs) var interested := _find_npc(opportunity.get_interested_npc_id(), npcs)
if interested == null or interested.is_dead: if interested == null or interested.is_dead:
@@ -53,15 +67,17 @@ func maintain_open_opportunity(
) )
else null else null
) )
var target_storage := _get_target_storage(opportunity, pantry, woodpile) var condition_is_stale := current_tick - opportunity.get_created_tick() >= maxi(max_age, 1)
var condition_is_stale := ( if opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
target_storage == null var target_storage := _get_target_storage(opportunity, pantry, woodpile)
or ( condition_is_stale = (
target_storage.get_amount(opportunity.get_resource_id()) condition_is_stale
>= opportunity.get_target_amount() or target_storage == null
or (
target_storage.get_amount(opportunity.get_resource_id())
>= opportunity.get_target_amount()
)
) )
or current_tick - opportunity.get_created_tick() >= maxi(max_age, 1)
)
if not condition_is_stale: if not condition_is_stale:
return null return null
return ( return (
@@ -452,6 +468,95 @@ func _try_open_wood(
return opportunity return opportunity
func _try_open_weak(
event: EconomicEventRecord,
current_tick: int,
pantry: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem
) -> OpportunityStateRecord:
if knowledge_system == null or get_open_opportunity() != null:
return null
if not _is_weak_trigger(event):
return null
if pantry.get_amount(SimulationIds.RESOURCE_FOOD) > 0.0:
return null
var actor := _find_npc(int(event.data["actor_id"]), npcs)
if (
actor == null
or actor.is_dead
or actor.hunger < CARE_HUNGER_THRESHOLD
or actor.energy >= WEAK_ENERGY_THRESHOLD
or not knowledge_system.knows_event(actor.id, int(event.data["event_id"]))
):
return null
var opportunity := OpportunityStateRecord.create(
next_opportunity_id,
current_tick,
int(event.data["event_id"]),
actor.id,
OpportunityStateRecord.DEFAULT_TARGET_AMOUNT,
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER,
SimulationIds.STORAGE_VILLAGE_PANTRY,
SimulationIds.RESOURCE_FOOD
)
next_opportunity_id += 1
opportunities.append(opportunity)
return opportunity
func _try_open_roof(
event: EconomicEventRecord,
current_tick: int,
woodpile: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem
) -> OpportunityStateRecord:
if knowledge_system == null or get_open_opportunity() != null:
return null
if not _is_home_damaged_trigger(event):
return null
if (
woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
>= OpportunityStateRecord.DEFAULT_TARGET_AMOUNT
):
return null
var actor := _find_npc(int(event.data["actor_id"]), npcs)
if (
actor == null
or actor.is_dead
or not knowledge_system.knows_event(actor.id, int(event.data["event_id"]))
):
return null
var opportunity := OpportunityStateRecord.create(
next_opportunity_id,
current_tick,
int(event.data["event_id"]),
actor.id,
OpportunityStateRecord.DEFAULT_TARGET_AMOUNT,
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF,
SimulationIds.STORAGE_VILLAGE_WOODPILE,
SimulationIds.RESOURCE_WOOD
)
next_opportunity_id += 1
opportunities.append(opportunity)
return opportunity
static func _is_weak_trigger(event: EconomicEventRecord) -> bool:
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_VILLAGER_WEAK
and int(event.data["actor_id"]) >= 0
)
static func _is_home_damaged_trigger(event: EconomicEventRecord) -> bool:
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_HOME_DAMAGED
and int(event.data["actor_id"]) >= 0
)
func _try_resolve( func _try_resolve(
event: EconomicEventRecord, event: EconomicEventRecord,
pantry: StorageStateRecord, pantry: StorageStateRecord,
@@ -462,6 +567,17 @@ func _try_resolve(
var opportunity := get_open_opportunity() var opportunity := get_open_opportunity()
if opportunity == null: if opportunity == null:
return null return null
if (
opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
and _is_valid_supply(event, opportunity, npcs, resource_states)
):
if int(event.data["tick"]) < opportunity.get_created_tick():
return null
if int(event.data["event_id"]) <= opportunity.get_trigger_event_id():
return null
if not opportunity.resolve(int(event.data["event_id"]), int(event.data["tick"])):
return null
return opportunity
var target_storage := _get_target_storage(opportunity, pantry, woodpile) var target_storage := _get_target_storage(opportunity, pantry, woodpile)
if ( if (
target_storage == null target_storage == null
@@ -528,6 +644,13 @@ static func _is_valid_supply(
npcs: Array[SimNPC], npcs: Array[SimNPC],
resource_states: Dictionary resource_states: Dictionary
) -> bool: ) -> bool:
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_ITEM_CONSUMED
and int(event.data["actor_id"]) == opportunity.get_interested_npc_id()
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
and float(event.data["amount"]) > 0.0
)
if ( if (
StringName(event.data["item_id"]) != opportunity.get_resource_id() StringName(event.data["item_id"]) != opportunity.get_resource_id()
or StringName(event.data["destination_id"]) != opportunity.get_target_id() or StringName(event.data["destination_id"]) != opportunity.get_target_id()
+2 -2
View File
@@ -95,13 +95,13 @@ static func from_dictionary(record_data: Dictionary) -> OpportunityStateRecord:
if opportunity_id < 0 or created_tick < 0 or trigger_event_id < 0 or interested_npc_id < 0: if opportunity_id < 0 or created_tick < 0 or trigger_event_id < 0 or interested_npc_id < 0:
return null return null
match opportunity_type: match opportunity_type:
SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY: SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY, SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
if ( if (
target_id != SimulationIds.STORAGE_VILLAGE_PANTRY target_id != SimulationIds.STORAGE_VILLAGE_PANTRY
or resource_id != SimulationIds.RESOURCE_FOOD or resource_id != SimulationIds.RESOURCE_FOOD
): ):
return null return null
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD: SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD, SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
if ( if (
target_id != SimulationIds.STORAGE_VILLAGE_WOODPILE target_id != SimulationIds.STORAGE_VILLAGE_WOODPILE
or resource_id != SimulationIds.RESOURCE_WOOD or resource_id != SimulationIds.RESOURCE_WOOD
+61 -10
View File
@@ -573,6 +573,12 @@ static func _is_valid_opportunity(
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD: SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
if not _is_valid_missing_wood_trigger(trigger_event, opportunity, npc_ids): if not _is_valid_missing_wood_trigger(trigger_event, opportunity, npc_ids):
return false return false
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
if not _is_valid_weak_trigger(trigger_event, opportunity, npc_ids):
return false
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
if not _is_valid_home_damaged_trigger(trigger_event, opportunity, npc_ids):
return false
_: _:
return false return false
var trigger_tick := int(trigger_event.data["tick"]) var trigger_tick := int(trigger_event.data["tick"])
@@ -594,25 +600,41 @@ static func _is_valid_opportunity(
"%d:%d" % [opportunity.get_interested_npc_id(), opportunity.get_trigger_event_id()] "%d:%d" % [opportunity.get_interested_npc_id(), opportunity.get_trigger_event_id()]
) )
var evidence := knowledge_records_by_key.get(evidence_key) as KnownEventStateRecord var evidence := knowledge_records_by_key.get(evidence_key) as KnownEventStateRecord
var is_weak_need := (
opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
)
var interested_alive := (
interested_record != null and not bool(interested_record.data["is_dead"])
)
var storage_satisfied := (
is_weak_need
or (
target_storage != null
and (
target_storage.get_amount(opportunity.get_resource_id())
< opportunity.get_target_amount()
)
)
)
return ( return (
resolution_event_id == OpportunityStateRecord.NO_EVENT_ID resolution_event_id == OpportunityStateRecord.NO_EVENT_ID
and resolved_tick == -1 and resolved_tick == -1
and interested_record != null and interested_alive
and (
opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD
or not bool(interested_record.data["is_dead"])
)
and target_storage != null and target_storage != null
and ( and storage_satisfied
target_storage.get_amount(opportunity.get_resource_id())
< opportunity.get_target_amount()
)
and evidence != null and evidence != null
and evidence.get_acquired_tick() <= created_tick and evidence.get_acquired_tick() <= created_tick
) )
if status == OpportunityStateRecord.STATUS_INVALIDATED: if status == OpportunityStateRecord.STATUS_INVALIDATED:
if ( if (
opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD (
opportunity.get_opportunity_type()
not in [
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER,
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF,
]
)
or resolution_event_id != OpportunityStateRecord.NO_EVENT_ID or resolution_event_id != OpportunityStateRecord.NO_EVENT_ID
or resolved_tick != -1 or resolved_tick != -1
or opportunity.get_closed_tick() < created_tick or opportunity.get_closed_tick() < created_tick
@@ -681,6 +703,26 @@ static func _is_valid_pantry_empty_trigger(event: EconomicEventRecord, npc_ids:
) )
static func _is_valid_weak_trigger(
event: EconomicEventRecord, opportunity: OpportunityStateRecord, npc_ids: Dictionary
) -> bool:
return (
npc_ids.has(int(event.data["actor_id"]))
and int(event.data["actor_id"]) == opportunity.get_interested_npc_id()
and StringName(event.data["event_type"]) == SimulationIds.EVENT_VILLAGER_WEAK
)
static func _is_valid_home_damaged_trigger(
event: EconomicEventRecord, opportunity: OpportunityStateRecord, npc_ids: Dictionary
) -> bool:
return (
npc_ids.has(int(event.data["actor_id"]))
and int(event.data["actor_id"]) == opportunity.get_interested_npc_id()
and StringName(event.data["event_type"]) == SimulationIds.EVENT_HOME_DAMAGED
)
static func _is_valid_relationship_cause( static func _is_valid_relationship_cause(
cause_event: EconomicEventRecord, subject_id: int, is_player_subject: bool cause_event: EconomicEventRecord, subject_id: int, is_player_subject: bool
) -> bool: ) -> bool:
@@ -721,6 +763,15 @@ static func _is_valid_supply_resolution(
) -> bool: ) -> bool:
var actor_id := int(event.data["actor_id"]) var actor_id := int(event.data["actor_id"])
var event_type := StringName(event.data["event_type"]) var event_type := StringName(event.data["event_type"])
if (
opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
and event_type == SimulationIds.EVENT_ITEM_CONSUMED
):
return (
actor_id == opportunity.get_interested_npc_id()
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
and float(event.data["amount"]) > 0.0
)
if ( if (
StringName(event.data["destination_id"]) != opportunity.get_target_id() StringName(event.data["destination_id"]) != opportunity.get_target_id()
or StringName(event.data["item_id"]) != opportunity.get_resource_id() or StringName(event.data["item_id"]) != opportunity.get_resource_id()
+230
View File
@@ -0,0 +1,230 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_feed_weak_villager()
_test_repair_home_roof()
_finish()
func _test_feed_weak_villager() -> void:
var manager := _create_manager(951)
var weak: SimNPC = manager.npcs[0]
var supplier: SimNPC = manager.npcs[1]
_empty_pantry(manager)
for npc in manager.npcs:
npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
weak.position = Vector3.ZERO
supplier.position = Vector3(2.0, 0.0, 0.0)
weak.hunger = 95.0
weak.is_starving = true
weak.energy = 10.0
manager.economy.withdraw_to_inventory(weak, SimulationIds.RESOURCE_FOOD, 1.0)
weak.task_state = SimNPC.TASK_STATE_IDLE
weak.task_complete = true
manager.call("_select_action_if_idle", weak, SimNPC.TASK_STATE_IDLE)
var opportunity: OpportunityStateRecord = manager.get_active_opportunity()
_check(
(
opportunity != null
and opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
and opportunity.get_interested_npc_id() == weak.id
and opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD
),
"A starving weak villager with an empty pantry should open a feed-weak-villager need"
)
if opportunity == null:
manager.free()
return
supplier.position = Vector3(2.0, 0.0, 0.0)
var supplier_relationship: RelationshipStateRecord = (
manager.relationship_system.get_relationship(supplier.id, weak.id)
)
_check(
(
supplier_relationship != null
and (
supplier_relationship.increase_trust(0.15, RelationshipStateRecord.NO_CAUSE_EVENT)
> 0.0
)
),
"Feed-weak setup should make the supplier a trusted known helper"
)
supplier.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
var helper: OpportunityHelperResult = manager.get_active_opportunity_helper()
_check(
(
helper != null
and helper.helper_npc_id == supplier.id
and helper.action_id == SimulationIds.ACTION_DEPOSIT_FOOD
),
"A trusted informed supplier should be derived as the capable helper"
)
_check(
is_equal_approx(
manager.economy.deposit_inventory(supplier, SimulationIds.RESOURCE_FOOD), 1.0
),
"A real supplier should restock the pantry for the weak villager"
)
_check(
manager.get_active_opportunity() != null,
"Stocking the pantry alone must not close a feed-weak-villager need"
)
weak.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
_check(manager.economy.consume_npc_food(weak), "The weak villager should eat the supplied food")
var resolved: OpportunityStateRecord = manager.get_latest_opportunity_for_npc(weak.id)
var resolution: EconomicEventRecord = manager.get_opportunity_resolution_event(resolved)
_check(
(
resolved != null
and resolved.get_status() == OpportunityStateRecord.STATUS_RESOLVED
and resolution != null
and (StringName(resolution.data["event_type"]) == SimulationIds.EVENT_ITEM_CONSUMED)
and int(resolution.data["actor_id"]) == weak.id
),
"A weak-villager need should resolve only when the interested villager actually eats"
)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(952)
_check(
restored.restore_state_from_json(saved_json),
"A feed-weak-villager need should survive save and restore"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and (
restored.get_latest_opportunity_for_npc(weak.id).get_status()
== OpportunityStateRecord.STATUS_RESOLVED
)
),
"Restore should preserve the resolved feed-weak history and checksum"
)
restored.free()
_empty_pantry(manager)
weak.hunger = 95.0
weak.is_starving = true
weak.energy = 5.0
weak.task_state = SimNPC.TASK_STATE_IDLE
weak.task_complete = true
manager.call("_select_action_if_idle", weak, SimNPC.TASK_STATE_IDLE)
var reopened: OpportunityStateRecord = manager.get_active_opportunity()
_check(
(
reopened != null
and reopened.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
),
"A renewed weak condition should open a new feed-weak-villager need"
)
var created_tick: int = reopened.get_created_tick()
var invalidated: OpportunityStateRecord = manager.opportunity_system.maintain_open_opportunity(
created_tick + manager.get_knowledge_review_interval(),
manager.get_knowledge_review_interval(),
manager.npcs,
manager.get_pantry(),
manager.get_woodpile()
)
_check(
(
invalidated != null
and invalidated.get_status() == OpportunityStateRecord.STATUS_INVALIDATED
and (
invalidated.get_invalidation_reason()
== SimulationIds.OPPORTUNITY_INVALIDATED_EVIDENCE_STALE
)
),
"An unresolved weak-villager need should close as stale after one simulated day"
)
manager.free()
func _test_repair_home_roof() -> void:
var manager := _create_manager(953)
var homeowner: SimNPC = manager.npcs[0]
var supplier: SimNPC = manager.npcs[1]
var woodpile: StorageStateRecord = manager.get_woodpile()
woodpile.withdraw(SimulationIds.RESOURCE_WOOD, woodpile.get_amount(SimulationIds.RESOURCE_WOOD))
manager.economy.sync_resource(SimulationIds.RESOURCE_WOOD)
manager.village.safety = 15.0
homeowner.position = Vector3.ZERO
var definition := SimulationDefinitions.get_action(SimulationIds.ACTION_SLEEP)
manager.call("_apply_action_completion", homeowner, SimulationIds.ACTION_SLEEP, definition)
var opportunity: OpportunityStateRecord = manager.get_active_opportunity()
_check(
(
opportunity != null
and opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF
and opportunity.get_interested_npc_id() == homeowner.id
and opportunity.get_resource_id() == SimulationIds.RESOURCE_WOOD
),
"A sleepless night in a low-safety village should open a damaged-roof wood need"
)
if opportunity == null:
manager.free()
return
supplier.add_inventory(SimulationIds.RESOURCE_WOOD, 1.0)
_check(
is_equal_approx(
manager.economy.deposit_inventory(supplier, SimulationIds.RESOURCE_WOOD), 1.0
),
"A real supplier should deposit wood for the roof repair"
)
var resolved: OpportunityStateRecord = manager.get_latest_opportunity_for_npc(homeowner.id)
_check(
(
resolved != null
and resolved.get_status() == OpportunityStateRecord.STATUS_RESOLVED
and manager.get_active_opportunity() == null
),
"A real wood deposit should resolve the damaged-roof need"
)
manager.free()
func _empty_pantry(manager: Node) -> void:
var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, pantry.get_amount(SimulationIds.RESOURCE_FOOD))
manager.economy.sync_resource(SimulationIds.RESOURCE_FOOD)
func _create_manager(seed_value: int = 951) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _finish() -> void:
if failures.is_empty():
print("[TEST] Village care opportunities passed: weak villager + damaged roof")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
@@ -0,0 +1 @@
uid://cw18rdabwuedd
+84 -23
View File
@@ -268,15 +268,41 @@ func _build_active_opportunity_display() -> String:
var resource_name := String(opportunity.get_resource_id()).capitalize() var resource_name := String(opportunity.get_resource_id()).capitalize()
var current_amount := _get_opportunity_current_amount(opportunity) var current_amount := _get_opportunity_current_amount(opportunity)
var helper_text := _build_opportunity_helper_display() var helper_text := _build_opportunity_helper_display()
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD: match opportunity.get_opportunity_type():
var action_name := _get_opportunity_action_name(opportunity) SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
return ( var action_name := _get_opportunity_action_name(opportunity)
"\n\nVillage need\n" return (
+ "◆ Supply wood for blocked work\n" "\n\nVillage need\n"
+ "%s could not finish %s\n" % [interested_name, action_name] + "◆ Supply wood for blocked work\n"
+ "%s %.0f / %.0f" % [resource_name, current_amount, opportunity.get_target_amount()] + "%s could not finish %s\n" % [interested_name, action_name]
+ helper_text + (
) "%s %.0f / %.0f"
% [resource_name, current_amount, opportunity.get_target_amount()]
)
+ helper_text
)
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return (
"\n\nVillage need\n"
+ "◆ Bring food to %s\n" % interested_name
+ "%s is too weak to gather\n" % interested_name
+ (
"%s %.0f / %.0f"
% [resource_name, current_amount, opportunity.get_target_amount()]
)
+ helper_text
)
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
return (
"\n\nVillage need\n"
+ "◆ Repair %s's roof\n" % interested_name
+ "%s is worried about their damaged home\n" % interested_name
+ (
"%s %.0f / %.0f"
% [resource_name, current_amount, opportunity.get_target_amount()]
)
+ helper_text
)
return ( return (
"\n\nVillage need\n" "\n\nVillage need\n"
+ "◆ Restock the empty pantry\n" + "◆ Restock the empty pantry\n"
@@ -328,15 +354,34 @@ func _build_npc_opportunity_display(npc: SimNPC) -> String:
var resource_name := String(opportunity.get_resource_id()).capitalize() var resource_name := String(opportunity.get_resource_id()).capitalize()
if opportunity.get_status() == OpportunityStateRecord.STATUS_OPEN: if opportunity.get_status() == OpportunityStateRecord.STATUS_OPEN:
var current_amount := _get_opportunity_current_amount(opportunity) var current_amount := _get_opportunity_current_amount(opportunity)
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD: match opportunity.get_opportunity_type():
return ( SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
"Open village need\n" return (
+ "◆ Find wood for %s\n" % _get_opportunity_action_name(opportunity) "Open village need\n"
+ ( + "◆ Find wood for %s\n" % _get_opportunity_action_name(opportunity)
"%s %.0f / %.0f\n\n" + (
% [resource_name, current_amount, opportunity.get_target_amount()] "%s %.0f / %.0f\n\n"
% [resource_name, current_amount, opportunity.get_target_amount()]
)
)
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return (
"Open village need\n"
+ "%s is too weak to gather\n" % npc.npc_name
+ (
"%s %.0f / %.0f\n\n"
% [resource_name, current_amount, opportunity.get_target_amount()]
)
)
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
return (
"Open village need\n"
+ "%s's roof needs wood\n" % npc.npc_name
+ (
"%s %.0f / %.0f\n\n"
% [resource_name, current_amount, opportunity.get_target_amount()]
)
) )
)
return ( return (
"Open village need\n" "Open village need\n"
+ "◆ Restock the empty pantry\n" + "◆ Restock the empty pantry\n"
@@ -364,12 +409,28 @@ func _build_npc_opportunity_display(npc: SimNPC) -> String:
if resolution_event != null: if resolution_event != null:
var actor_id := int(resolution_event.data["actor_id"]) var actor_id := int(resolution_event.data["actor_id"])
actor_name = "Player" if actor_id < 0 else _get_npc_name(actor_id) actor_name = "Player" if actor_id < 0 else _get_npc_name(actor_id)
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD: match opportunity.get_opportunity_type():
return ( SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
"Resolved village need\n" return (
+ "%s supplied the woodpile\n" % actor_name "Resolved village need\n"
+ "%s target %.0f\n\n" % [resource_name, opportunity.get_target_amount()] + "%s supplied the woodpile\n" % actor_name
) + "%s target %.0f\n\n" % [resource_name, opportunity.get_target_amount()]
)
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return (
"Resolved village need\n"
+ (
"%s ate the supplied food\n"
% _get_npc_name(opportunity.get_interested_npc_id())
)
+ "%s target %.0f\n\n" % [resource_name, opportunity.get_target_amount()]
)
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
return (
"Resolved village need\n"
+ "%s repaired the roof\n" % actor_name
+ "%s target %.0f\n\n" % [resource_name, opportunity.get_target_amount()]
)
return ( return (
"Resolved village need\n" "Resolved village need\n"
+ "%s restocked the pantry\n" % actor_name + "%s restocked the pantry\n" % actor_name
+10
View File
@@ -201,6 +201,11 @@ func _on_state_restored() -> void:
func _build_need_message(opportunity: OpportunityStateRecord) -> String: func _build_need_message(opportunity: OpportunityStateRecord) -> String:
var interested_name := _get_npc_name(opportunity.get_interested_npc_id()) var interested_name := _get_npc_name(opportunity.get_interested_npc_id())
match opportunity.get_opportunity_type():
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return "%s is too weak to gather food." % interested_name
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
return "%s's roof needs wood." % interested_name
if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD: if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD:
return "%s worries over the empty pantry." % interested_name return "%s worries over the empty pantry." % interested_name
var trigger: EconomicEventRecord = simulation_manager.get_opportunity_trigger_event(opportunity) var trigger: EconomicEventRecord = simulation_manager.get_opportunity_trigger_event(opportunity)
@@ -227,6 +232,11 @@ func _get_destination_name(target_id: StringName) -> String:
func _get_need_name(opportunity: OpportunityStateRecord) -> String: func _get_need_name(opportunity: OpportunityStateRecord) -> String:
match opportunity.get_opportunity_type():
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return "weak-villager plea"
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
return "damaged-roof report"
return ( return (
"empty-pantry worry" "empty-pantry worry"
if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD