feat: surface inspected villager's open village need in field notes
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+97
-1
@@ -142,6 +142,7 @@ func get_nearby_villager_inspection() -> VillagerInspectionResult:
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var decision: ActionSelectionResult = simulation_manager.get_latest_decision(npc.id)
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if decision != null and decision.action_id == npc.current_task:
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reason = decision.reason
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var need := _get_open_need_for_npc(npc)
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return VillagerInspectionResult.new(
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npc.id,
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npc.npc_name,
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@@ -151,10 +152,105 @@ func get_nearby_villager_inspection() -> VillagerInspectionResult:
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npc.target_id,
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target_name,
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carried_amounts,
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reason
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reason,
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need
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)
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func _get_open_need_for_npc(npc: SimNPC) -> Dictionary:
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if not simulation_manager.has_method("get_latest_opportunity_for_npc"):
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return {
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"has_open_need": false,
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"need_type": &"",
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"progress": "",
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"response": "",
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}
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var opportunity: OpportunityStateRecord = simulation_manager.get_latest_opportunity_for_npc(
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npc.id
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)
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if (
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opportunity == null
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or opportunity.get_status() != OpportunityStateRecord.STATUS_OPEN
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or opportunity.get_interested_npc_id() != npc.id
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):
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return {
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"has_open_need": false,
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"need_type": &"",
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"progress": "",
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"response": "",
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}
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var resource_name := String(opportunity.get_resource_id()).capitalize()
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var current_amount := _get_need_storage_amount(opportunity)
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var progress := (
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"%s %.0f / %.0f" % [resource_name, current_amount, opportunity.get_target_amount()]
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)
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var response := "No one is able to supply this right now."
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if simulation_manager.has_method("get_active_opportunity_helper"):
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var helper: OpportunityHelperResult = simulation_manager.get_active_opportunity_helper()
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if helper != null and helper.opportunity_id == opportunity.get_opportunity_id():
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var helper_name := _get_npc_name(helper.helper_npc_id)
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var action_phrase := _get_action_phrase(helper.action_id)
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response = "%s can %s." % [helper_name, action_phrase]
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if response == "No one is able to supply this right now.":
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if simulation_manager.has_method("get_active_opportunity_player_response"):
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var player_route: OpportunityPlayerResponseResult = (
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simulation_manager.get_active_opportunity_player_response()
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)
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if player_route != null:
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var route_phrase := (
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"forage food"
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if opportunity.get_resource_id() == SimulationIds.RESOURCE_FOOD
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else "harvest a tree"
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)
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response = (
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"You can help — %s to the %s."
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% [route_phrase, _get_need_target_name(opportunity)]
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)
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return {
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"has_open_need": true,
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"need_type": opportunity.get_opportunity_type(),
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"progress": progress,
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"response": response,
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}
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func _get_need_storage_amount(opportunity: OpportunityStateRecord) -> float:
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if not simulation_manager.has_method("get_pantry"):
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return 0.0
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match opportunity.get_target_id():
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SimulationIds.STORAGE_VILLAGE_PANTRY:
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var pantry: StorageStateRecord = simulation_manager.get_pantry()
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return pantry.get_amount(opportunity.get_resource_id()) if pantry != null else 0.0
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SimulationIds.STORAGE_VILLAGE_WOODPILE:
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if simulation_manager.has_method("get_woodpile"):
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var woodpile: StorageStateRecord = simulation_manager.get_woodpile()
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return (
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woodpile.get_amount(opportunity.get_resource_id()) if woodpile != null else 0.0
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)
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return 0.0
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func _get_npc_name(npc_id: int) -> String:
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for npc in simulation_manager.npcs:
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if npc.id == npc_id:
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return npc.npc_name
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return "Someone"
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func _get_action_phrase(action_id: StringName) -> String:
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var definition := SimulationDefinitions.get_action(action_id)
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return definition.display_name.to_lower() if definition != null else String(action_id)
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func _get_need_target_name(opportunity: OpportunityStateRecord) -> String:
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match opportunity.get_target_id():
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SimulationIds.STORAGE_VILLAGE_PANTRY:
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return "village pantry"
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SimulationIds.STORAGE_VILLAGE_WOODPILE:
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return "village woodpile"
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return String(opportunity.get_target_id()).replace("_", " ")
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func _find_feed_animal() -> AnimalNode:
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if not ("animal_care" in simulation_manager) or simulation_manager.animal_care == null:
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push_error("Player: SimulationManager has no animal-care service")
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