feat: structured narrative event feed with per-NPC inspector timeline
Add narrative event types (task_started, npc_slept, npc_died, resource_depleted) alongside economic transfers. EconomicEventRecord gains create_narrative factory and human-readable description method. SimulationManager records task-start and sleep/death events, exposes get_npc_events() for per-NPC history queries. Inspector now shows a Recent timeline of the last 5 events for the selected NPC, plus displays carried wood count. Relax EconomicEventRecord validation to accept non-economic events. Update roadmap with completed milestones.
This commit is contained in:
@@ -652,14 +652,14 @@ Completed after the architecture gate:
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The practical next sequence is:
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The practical next sequence is:
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1. Continue growing resource discovery with finite `ResourceNode` instances
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1. Expand the structured event feed with actor/target/cause metadata so the
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placed in meaningful foliage, animal-camp, berry, and village-stockpile
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inspector can show a readable timeline per NPC. Narrative events for task
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contexts. The first distance/safety/comfort scoring pass, twelve authored
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starts, sleep, and death are recorded; next should add depletion notices,
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resources, and placement validation exist; next additions should increase
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relationship seeds, and village-level event summaries filtered by relevance.
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authored variety only when they preserve reachability, stable IDs, scoring
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2. Seed relationship dimensions (familiarity, trust, obligation) from shared
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metadata, and clear player interaction ranges.
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work, meal, and sleep proximity, then expose them through utility
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2. Expand persistence only when schedules, player state, or a real save menu
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considerations so NPCs begin to prefer known colleagues and familiar routes.
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creates a concrete requirement.
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Start with one lightweight dimension before building the full graph.
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Recently completed:
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Recently completed:
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@@ -693,6 +693,24 @@ Recently completed:
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multi-layer UV flow, fresnel edges, foam highlights, and sparkle; wider river
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multi-layer UV flow, fresnel edges, foam highlights, and sparkle; wider river
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and waterfall; fortress with crenellations, three turrets, and prominent
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and waterfall; fortress with crenellations, three turrets, and prominent
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ridge banner.
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ridge banner.
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- Resource discovery expanded to 18 finite ResourceNodes across farming,
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deep-forest, river-bank, and mill-adjacent contexts with scored metadata.
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- NPC schedules implemented: SLEEP/MEAL/WORK/DISCRETIONARY periods driven by
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simulation clock time-of-day. DayNightCycle synced to simulation clock. NPCs
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walk home to designated house positions at night, sleep to restore energy,
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eat at meal times, and work during the day. Starving NPCs always override
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sleep to seek food.
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- Starvation balance reworked: hunger ~25/day, death threshold ~3 days of
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starvation (realistic ~6-7 day survival without food). Energy drain uses
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exact binary fractions for lossless JSON serialization.
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- Wood inventory and woodpile storage: wood now follows the same
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gather→carry→deposit pattern as food. VillageWoodpile StorageNode receives
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wood deposits. Village wood syncs from storage. Economic events track all
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transfers.
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- Structured event feed: EconomicEventRecord now supports narrative events
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(task started, NPC slept, NPC died) alongside economic transfers.
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Per-NPC event history with human-readable descriptions exposed in the
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inspector under a "Recent" timeline.
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This order strengthens the simulation while regularly producing visible
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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progress suitable for public development updates.
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@@ -126,6 +126,13 @@ func simulate_tick() -> void:
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latest_decisions[npc.id] = selection
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latest_decisions[npc.id] = selection
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npc_decision_recorded.emit(npc, selection)
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npc_decision_recorded.emit(npc, selection)
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npc.set_task(selection.action_id, selection.duration_override)
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npc.set_task(selection.action_id, selection.duration_override)
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var action_def := SimulationDefinitions.get_action(selection.action_id)
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var action_display := String(selection.action_id)
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if action_def != null:
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action_display = action_def.display_name
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record_narrative_event(
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SimulationIds.EVENT_TASK_STARTED, npc.id, &"", action_display
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)
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if old_task != npc.current_task and old_target != &"":
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if old_task != npc.current_task and old_target != &"":
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release_npc_reservation(npc.id)
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release_npc_reservation(npc.id)
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@@ -135,6 +142,7 @@ func simulate_tick() -> void:
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release_npc_reservation(npc.id)
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release_npc_reservation(npc.id)
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npc_died.emit(npc)
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npc_died.emit(npc)
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npc_task_changed.emit(npc, old_task, npc.current_task)
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npc_task_changed.emit(npc, old_task, npc.current_task)
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record_narrative_event(SimulationIds.EVENT_NPC_DIED, npc.id)
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if debug_logs:
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if debug_logs:
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print("[SimulationManager] NPC died: ", npc.npc_name)
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print("[SimulationManager] NPC died: ", npc.npc_name)
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@@ -218,6 +226,7 @@ func simulate_tick() -> void:
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elif completed_task == SimulationIds.ACTION_SLEEP:
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elif completed_task == SimulationIds.ACTION_SLEEP:
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npc.energy = minf(npc.energy + 40.0, 100.0)
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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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npc.position = npc.home_position
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record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
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if debug_logs:
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
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print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
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elif (
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elif (
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@@ -460,6 +469,32 @@ func _record_economic_event(
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economic_event_recorded.emit(event)
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economic_event_recorded.emit(event)
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func record_narrative_event(
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event_type: StringName,
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actor_id: int,
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source_id: StringName = &"",
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action_display: String = ""
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) -> void:
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var event := EconomicEventRecord.create_narrative(
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next_event_id, event_type, tick_count, actor_id, source_id, action_display
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)
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next_event_id += 1
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economic_events.append(event)
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economic_event_recorded.emit(event)
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func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
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var results: Array[EconomicEventRecord] = []
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for i in range(economic_events.size() - 1, -1, -1):
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var event: EconomicEventRecord = economic_events[i]
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if event.data["actor_id"] == npc_id:
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results.append(event)
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if results.size() >= max_count:
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break
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results.reverse()
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return results
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func _initialize_storage() -> void:
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func _initialize_storage() -> void:
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if not storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
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if not storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
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storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
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storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
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@@ -35,3 +35,7 @@ const EVENT_RESOURCE_EXTRACTED := &"resource_extracted"
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const EVENT_STORAGE_DEPOSITED := &"storage_deposited"
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const EVENT_STORAGE_DEPOSITED := &"storage_deposited"
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const EVENT_STORAGE_WITHDRAWN := &"storage_withdrawn"
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const EVENT_STORAGE_WITHDRAWN := &"storage_withdrawn"
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const EVENT_ITEM_CONSUMED := &"item_consumed"
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const EVENT_ITEM_CONSUMED := &"item_consumed"
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const EVENT_NPC_SLEPT := &"npc_slept"
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const EVENT_NPC_DIED := &"npc_died"
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const EVENT_TASK_STARTED := &"task_started"
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const EVENT_RESOURCE_DEPLETED := &"resource_depleted"
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@@ -35,6 +35,30 @@ static func create(
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)
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)
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static func create_narrative(
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event_id: int,
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event_type: StringName,
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tick: int,
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actor_id: int,
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source_id: StringName,
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action_display: String = ""
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) -> EconomicEventRecord:
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return EconomicEventRecord.new(
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{
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"schema_version": SCHEMA_VERSION,
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"event_id": event_id,
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"event_type": String(event_type),
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"tick": tick,
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"actor_id": actor_id,
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"source_id": String(source_id),
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"destination_id": "",
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"item_id": "",
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"amount": 0.0,
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"action_name": action_display
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}
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)
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static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
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static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
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if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
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if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
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return null
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return null
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@@ -65,10 +89,6 @@ static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
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normalized["event_id"] < 0
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normalized["event_id"] < 0
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or normalized["tick"] < 0
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or normalized["tick"] < 0
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or normalized["event_type"].is_empty()
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or normalized["event_type"].is_empty()
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or normalized["source_id"].is_empty()
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or normalized["destination_id"].is_empty()
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or normalized["item_id"].is_empty()
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or normalized["amount"] <= 0.0
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):
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):
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return null
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return null
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return EconomicEventRecord.new(normalized)
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return EconomicEventRecord.new(normalized)
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@@ -76,3 +96,32 @@ static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
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func to_dictionary() -> Dictionary:
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func to_dictionary() -> Dictionary:
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return data.duplicate(true)
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return data.duplicate(true)
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func description(npc_names: Dictionary = {}) -> String:
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var actor_name: String = npc_names.get(int(data["actor_id"]), "Someone")
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var item: String = str(data["item_id"])
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var amount: float = float(data["amount"])
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var event_type: String = str(data["event_type"])
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var source: String = str(data["source_id"])
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var destination: String = str(data["destination_id"])
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var action_name: String = str(data.get("action_name", ""))
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match event_type:
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"resource_extracted":
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return "%s gathered %.0f %s from %s" % [actor_name, amount, item, source]
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"storage_deposited":
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return "%s deposited %.0f %s into %s" % [actor_name, amount, item, destination]
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"storage_withdrawn":
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return "%s withdrew %.0f %s from %s" % [actor_name, amount, item, source]
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"item_consumed":
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return "%s consumed %.0f %s" % [actor_name, amount, item]
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"npc_slept":
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return "%s slept and recovered energy" % actor_name
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"npc_died":
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return "%s died from starvation" % actor_name
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"task_started":
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return "%s began %s" % [actor_name, action_name if not action_name.is_empty() else item]
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"resource_depleted":
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return "%s was depleted" % source
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_:
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return "tick %d: %s" % [int(data["tick"]), event_type]
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@@ -150,17 +150,21 @@ func _check_economic_event_chain(manager: Node) -> void:
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SimulationIds.EVENT_STORAGE_WITHDRAWN,
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SimulationIds.EVENT_STORAGE_WITHDRAWN,
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SimulationIds.EVENT_ITEM_CONSUMED
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SimulationIds.EVENT_ITEM_CONSUMED
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]
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]
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var transfer_events: Array[EconomicEventRecord] = []
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for event in manager.economic_events:
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if float(event.data["amount"]) > 0.0:
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transfer_events.append(event)
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_check(
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_check(
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manager.economic_events.size() == expected_types.size(),
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transfer_events.size() == expected_types.size(),
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"Food transfer loop should emit one structured event per transfer"
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"Food transfer loop should emit one structured event per transfer"
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)
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)
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if manager.economic_events.size() != expected_types.size():
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if transfer_events.size() != expected_types.size():
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return
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return
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for index in expected_types.size():
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for index in expected_types.size():
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var event: EconomicEventRecord = manager.economic_events[index]
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var event: EconomicEventRecord = transfer_events[index]
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_check(
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_check(
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(
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(
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int(event.data["event_id"]) == index
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int(event.data["event_id"]) >= 0
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and StringName(event.data["event_type"]) == expected_types[index]
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and StringName(event.data["event_type"]) == expected_types[index]
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and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
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and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
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),
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),
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@@ -168,10 +172,10 @@ func _check_economic_event_chain(manager: Node) -> void:
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)
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)
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_check(
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_check(
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(
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(
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is_equal_approx(float(manager.economic_events[0].data["amount"]), 2.0)
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is_equal_approx(float(transfer_events[0].data["amount"]), 2.0)
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and is_equal_approx(float(manager.economic_events[1].data["amount"]), 2.0)
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and is_equal_approx(float(transfer_events[1].data["amount"]), 2.0)
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and is_equal_approx(float(manager.economic_events[2].data["amount"]), 1.0)
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and is_equal_approx(float(transfer_events[2].data["amount"]), 1.0)
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and is_equal_approx(float(manager.economic_events[3].data["amount"]), 1.0)
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and is_equal_approx(float(transfer_events[3].data["amount"]), 1.0)
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),
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),
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"Economic events should record exact transferred quantities"
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"Economic events should record exact transferred quantities"
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)
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)
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+21
-2
@@ -118,13 +118,15 @@ func _refresh_npc_inspector() -> void:
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)
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)
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if not score_rows.is_empty():
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if not score_rows.is_empty():
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score_text = "\n\nUtility\n" + "\n".join(score_rows)
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score_text = "\n\nUtility\n" + "\n".join(score_rows)
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var event_text := _build_event_history(npc)
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npc_inspector_label.text = (
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npc_inspector_label.text = (
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"%s · %s\n"
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"%s · %s\n"
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+ "Task: %s (%s)\n"
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+ "Task: %s (%s)\n"
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+ "Destination: %s\n"
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+ "Destination: %s\n"
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+ "Hunger: %.0f Energy: %.0f\n"
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+ "Hunger: %.0f Energy: %.0f\n"
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+ "Carrying food: %.0f\n\n"
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+ "Carrying food: %.0f wood: %.0f\n\n"
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+ "Why\n%s%s\n\n"
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+ "Why\n%s%s\n\n"
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+ "Recent\n%s\n\n"
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+ "[Tab] Next villager [F10] Cinematic/debug [F12] Demo reset"
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+ "[Tab] Next villager [F10] Cinematic/debug [F12] Demo reset"
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) % [
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) % [
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npc.npc_name,
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npc.npc_name,
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@@ -135,8 +137,10 @@ func _refresh_npc_inspector() -> void:
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npc.hunger,
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npc.hunger,
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npc.energy,
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npc.energy,
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD),
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reason_text,
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reason_text,
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score_text
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score_text,
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event_text
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]
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]
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@@ -156,3 +160,18 @@ func set_debug_overlay_visible(is_visible: bool) -> void:
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visible = is_visible
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visible = is_visible
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if is_visible:
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if is_visible:
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_refresh_npc_inspector()
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_refresh_npc_inspector()
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func _build_event_history(npc: SimNPC) -> String:
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if not simulation_manager.has_method("get_npc_events"):
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return ""
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var events: Array = simulation_manager.get_npc_events(npc.id, 5)
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if events.is_empty():
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return "No recorded events yet"
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var name_map := {}
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for other_npc in simulation_manager.npcs:
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name_map[other_npc.id] = other_npc.npc_name
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var lines: Array[String] = []
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for event in events:
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lines.append(event.description(name_map))
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return "\n".join(lines)
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Reference in New Issue
Block a user