feat: add weak-villager and damaged-roof village needs
This commit is contained in:
@@ -232,6 +232,8 @@ func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
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return
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if npc.task_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
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return
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if _is_weak_villager_state(npc):
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record_narrative_event(SimulationIds.EVENT_VILLAGER_WEAK, npc.id)
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var helper := get_active_opportunity_helper()
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var animal_feed_available := animal_care.has_available_feed_target(npc.id)
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var selection := action_selector.select_action(
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@@ -249,6 +251,16 @@ func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
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record_narrative_event(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
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func _is_weak_villager_state(npc: SimNPC) -> bool:
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return (
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npc.is_starving
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and npc.energy < 25.0
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and village.food <= 0.0
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and npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) < 1.0
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and opportunity_system.get_open_opportunity() == null
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)
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func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target: StringName) -> void:
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if not previous_target.is_empty():
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release_npc_reservation(npc.id)
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@@ -301,6 +313,8 @@ func _apply_action_completion(
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npc.energy = minf(npc.energy + 40.0, 100.0)
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npc.position = npc.home_position
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record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
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if village.safety < 25.0 and opportunity_system.get_open_opportunity() == null:
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record_narrative_event(SimulationIds.EVENT_HOME_DAMAGED, npc.id)
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SimulationIds.ACTION_FEED_ANIMAL:
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pass
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SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY, SimulationIds.ACTION_REST, SimulationIds.ACTION_WANDER:
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@@ -53,9 +53,13 @@ const EVENT_TASK_STARTED := &"task_started"
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const EVENT_TASK_BLOCKED := &"task_blocked"
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const EVENT_RESOURCE_DEPLETED := &"resource_depleted"
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const EVENT_ANIMAL_FED := &"animal_fed"
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const EVENT_VILLAGER_WEAK := &"villager_weak"
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const EVENT_HOME_DAMAGED := &"home_damaged"
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const OPPORTUNITY_RESTOCK_EMPTY_PANTRY := &"restock_empty_pantry"
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const OPPORTUNITY_SUPPLY_MISSING_WOOD := &"supply_missing_wood"
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const OPPORTUNITY_FEED_WEAK_VILLAGER := &"feed_weak_villager"
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const OPPORTUNITY_REPAIR_HOME_ROOF := &"repair_home_roof"
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const OPPORTUNITY_STATUS_OPEN := &"open"
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const OPPORTUNITY_STATUS_RESOLVED := &"resolved"
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const OPPORTUNITY_STATUS_INVALIDATED := &"invalidated"
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@@ -248,6 +248,14 @@ static func is_knowable_event(event: EconomicEventRecord) -> bool:
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)
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and float(event.data.get("required_amount", 0.0)) > 0.0
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)
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if (
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event_type
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in [
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SimulationIds.EVENT_VILLAGER_WEAK,
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SimulationIds.EVENT_HOME_DAMAGED,
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]
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):
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return int(event.data["actor_id"]) >= 0
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if float(event.data["amount"]) <= 0.0:
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return false
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if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED:
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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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@@ -95,13 +95,13 @@ static func from_dictionary(record_data: Dictionary) -> OpportunityStateRecord:
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if opportunity_id < 0 or created_tick < 0 or trigger_event_id < 0 or interested_npc_id < 0:
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return null
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match opportunity_type:
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SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY:
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SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY, SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
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if (
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target_id != SimulationIds.STORAGE_VILLAGE_PANTRY
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or resource_id != SimulationIds.RESOURCE_FOOD
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):
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return null
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SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
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SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD, SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
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if (
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target_id != SimulationIds.STORAGE_VILLAGE_WOODPILE
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or resource_id != SimulationIds.RESOURCE_WOOD
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@@ -573,6 +573,12 @@ static func _is_valid_opportunity(
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SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
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if not _is_valid_missing_wood_trigger(trigger_event, opportunity, npc_ids):
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return false
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SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
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if not _is_valid_weak_trigger(trigger_event, opportunity, npc_ids):
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return false
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SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
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if not _is_valid_home_damaged_trigger(trigger_event, opportunity, npc_ids):
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return false
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_:
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return false
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var trigger_tick := int(trigger_event.data["tick"])
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@@ -594,25 +600,41 @@ static func _is_valid_opportunity(
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"%d:%d" % [opportunity.get_interested_npc_id(), opportunity.get_trigger_event_id()]
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)
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var evidence := knowledge_records_by_key.get(evidence_key) as KnownEventStateRecord
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var is_weak_need := (
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opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
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)
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var interested_alive := (
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interested_record != null and not bool(interested_record.data["is_dead"])
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)
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var storage_satisfied := (
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is_weak_need
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or (
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target_storage != null
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and (
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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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)
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return (
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resolution_event_id == OpportunityStateRecord.NO_EVENT_ID
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and resolved_tick == -1
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and interested_record != null
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and (
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opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD
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or not bool(interested_record.data["is_dead"])
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)
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and interested_alive
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and target_storage != null
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and (
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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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and storage_satisfied
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and evidence != null
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and evidence.get_acquired_tick() <= created_tick
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)
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if status == OpportunityStateRecord.STATUS_INVALIDATED:
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if (
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opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD
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(
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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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or resolution_event_id != OpportunityStateRecord.NO_EVENT_ID
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or resolved_tick != -1
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or opportunity.get_closed_tick() < created_tick
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@@ -681,6 +703,26 @@ static func _is_valid_pantry_empty_trigger(event: EconomicEventRecord, npc_ids:
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)
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static func _is_valid_weak_trigger(
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event: EconomicEventRecord, opportunity: OpportunityStateRecord, npc_ids: Dictionary
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) -> bool:
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return (
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npc_ids.has(int(event.data["actor_id"]))
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and int(event.data["actor_id"]) == opportunity.get_interested_npc_id()
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and StringName(event.data["event_type"]) == SimulationIds.EVENT_VILLAGER_WEAK
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)
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static func _is_valid_home_damaged_trigger(
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event: EconomicEventRecord, opportunity: OpportunityStateRecord, npc_ids: Dictionary
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) -> bool:
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return (
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npc_ids.has(int(event.data["actor_id"]))
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and int(event.data["actor_id"]) == opportunity.get_interested_npc_id()
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and StringName(event.data["event_type"]) == SimulationIds.EVENT_HOME_DAMAGED
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)
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static func _is_valid_relationship_cause(
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cause_event: EconomicEventRecord, subject_id: int, is_player_subject: bool
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) -> bool:
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@@ -721,6 +763,15 @@ static func _is_valid_supply_resolution(
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) -> bool:
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var actor_id := int(event.data["actor_id"])
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var event_type := StringName(event.data["event_type"])
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if (
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opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
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and event_type == SimulationIds.EVENT_ITEM_CONSUMED
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):
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return (
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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["destination_id"]) != opportunity.get_target_id()
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or StringName(event.data["item_id"]) != opportunity.get_resource_id()
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@@ -0,0 +1,230 @@
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extends SceneTree
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var failures: Array[String] = []
|
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|
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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_test_feed_weak_villager()
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_test_repair_home_roof()
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_finish()
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func _test_feed_weak_villager() -> void:
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var manager := _create_manager(951)
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var weak: SimNPC = manager.npcs[0]
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var supplier: SimNPC = manager.npcs[1]
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_empty_pantry(manager)
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for npc in manager.npcs:
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npc.position = Vector3(40.0 + npc.id * 10.0, 0.0, 0.0)
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weak.position = Vector3.ZERO
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supplier.position = Vector3(2.0, 0.0, 0.0)
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weak.hunger = 95.0
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weak.is_starving = true
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weak.energy = 10.0
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manager.economy.withdraw_to_inventory(weak, SimulationIds.RESOURCE_FOOD, 1.0)
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weak.task_state = SimNPC.TASK_STATE_IDLE
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weak.task_complete = true
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||||
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
@@ -268,15 +268,41 @@ func _build_active_opportunity_display() -> String:
|
||||
var resource_name := String(opportunity.get_resource_id()).capitalize()
|
||||
var current_amount := _get_opportunity_current_amount(opportunity)
|
||||
var helper_text := _build_opportunity_helper_display()
|
||||
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
|
||||
var action_name := _get_opportunity_action_name(opportunity)
|
||||
return (
|
||||
"\n\nVillage need\n"
|
||||
+ "◆ Supply wood for blocked work\n"
|
||||
+ "%s could not finish %s\n" % [interested_name, action_name]
|
||||
+ "%s %.0f / %.0f" % [resource_name, current_amount, opportunity.get_target_amount()]
|
||||
+ helper_text
|
||||
)
|
||||
match opportunity.get_opportunity_type():
|
||||
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
|
||||
var action_name := _get_opportunity_action_name(opportunity)
|
||||
return (
|
||||
"\n\nVillage need\n"
|
||||
+ "◆ Supply wood for blocked work\n"
|
||||
+ "%s could not finish %s\n" % [interested_name, action_name]
|
||||
+ (
|
||||
"%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 (
|
||||
"\n\nVillage need\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()
|
||||
if opportunity.get_status() == OpportunityStateRecord.STATUS_OPEN:
|
||||
var current_amount := _get_opportunity_current_amount(opportunity)
|
||||
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
|
||||
return (
|
||||
"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()]
|
||||
match opportunity.get_opportunity_type():
|
||||
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
|
||||
return (
|
||||
"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()]
|
||||
)
|
||||
)
|
||||
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 (
|
||||
"Open village need\n"
|
||||
+ "◆ Restock the empty pantry\n"
|
||||
@@ -364,12 +409,28 @@ func _build_npc_opportunity_display(npc: SimNPC) -> String:
|
||||
if resolution_event != null:
|
||||
var actor_id := int(resolution_event.data["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:
|
||||
return (
|
||||
"Resolved village need\n"
|
||||
+ "◆ %s supplied the woodpile\n" % actor_name
|
||||
+ "%s target %.0f\n\n" % [resource_name, opportunity.get_target_amount()]
|
||||
)
|
||||
match opportunity.get_opportunity_type():
|
||||
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD:
|
||||
return (
|
||||
"Resolved village need\n"
|
||||
+ "◆ %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 (
|
||||
"Resolved village need\n"
|
||||
+ "◆ %s restocked the pantry\n" % actor_name
|
||||
|
||||
@@ -201,6 +201,11 @@ func _on_state_restored() -> void:
|
||||
|
||||
func _build_need_message(opportunity: OpportunityStateRecord) -> String:
|
||||
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:
|
||||
return "%s worries over the empty pantry." % interested_name
|
||||
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:
|
||||
match opportunity.get_opportunity_type():
|
||||
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
|
||||
return "weak-villager plea"
|
||||
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF:
|
||||
return "damaged-roof report"
|
||||
return (
|
||||
"empty-pantry worry"
|
||||
if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD
|
||||
|
||||
Reference in New Issue
Block a user