feat: surface inspected villager's open village need in field notes
This commit is contained in:
@@ -204,7 +204,7 @@ anchors_preset = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 34.0
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offset_top = -194.0
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offset_top = -236.0
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offset_right = 430.0
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offset_bottom = -46.0
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grow_vertical = 0
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@@ -279,6 +279,17 @@ theme_override_constants/outline_size = 4
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theme_override_font_sizes/font_size = 13
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text = "Carrying · nothing"
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[node name="Need" type="Label" parent="VillagerInspectionLayer/VillagerFieldNote/Copy"]
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custom_minimum_size = Vector2(380, 0)
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layout_mode = 2
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mouse_filter = 2
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theme_override_colors/font_color = Color(0.98, 0.78, 0.36, 1)
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theme_override_colors/font_outline_color = Color(0.07, 0.045, 0.025, 0.9)
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theme_override_constants/outline_size = 4
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theme_override_font_sizes/font_size = 13
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text = "Need"
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autowrap_mode = 2
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[node name="Reason" type="Label" parent="VillagerInspectionLayer/VillagerFieldNote/Copy"]
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custom_minimum_size = Vector2(380, 0)
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layout_mode = 2
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@@ -14,6 +14,11 @@ var carried_amounts: Dictionary
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var decision_reason: String
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var _has_decision_reason: bool
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var has_open_need := false
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var need_type: StringName
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var need_progress: String
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var need_response: String
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func _init(
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inspection_npc_id: int,
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@@ -24,7 +29,8 @@ func _init(
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inspection_target_id: StringName,
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inspection_target_name: String,
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inspection_carried_amounts: Dictionary,
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inspection_decision_reason := ""
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inspection_decision_reason := "",
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inspection_need: Dictionary = {}
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) -> void:
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npc_id = inspection_npc_id
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npc_name = inspection_npc_name
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@@ -36,6 +42,10 @@ func _init(
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carried_amounts = inspection_carried_amounts.duplicate(true)
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_has_decision_reason = not inspection_decision_reason.strip_edges().is_empty()
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decision_reason = (inspection_decision_reason if _has_decision_reason else AWAITING_REASON)
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has_open_need = bool(inspection_need.get("has_open_need", false))
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need_type = StringName(inspection_need.get("need_type", &""))
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need_progress = String(inspection_need.get("progress", ""))
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need_response = String(inspection_need.get("response", ""))
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func has_decision_reason() -> bool:
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@@ -80,6 +90,10 @@ func cache_key() -> String:
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target_name,
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",".join(carried_parts),
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decision_reason,
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str(has_open_need),
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String(need_type),
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need_progress,
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need_response,
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]
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)
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)
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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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@@ -214,6 +214,30 @@ func _run() -> void:
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),
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"The interested villager should expose the open pantry need in their inspector"
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)
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var field_note := (
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main_scene.get_node("VillagerInspectionLayer/VillagerFieldNote") as VillagerFieldNoteHud
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)
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contributor_visual.global_position = Vector3(-30.0, 0.0, -30.0)
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var note_player := main_scene.get_node("Player") as Node3D
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note_player.global_position = contributor_visual.global_position + Vector3(1.0, 0.0, 0.0)
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var note_context: VillagerInspectionResult = note_player.get_nearby_villager_inspection()
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_check(
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(
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note_context != null
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and note_context.npc_id == contributor.id
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and note_context.has_open_need
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and note_context.need_type == SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY
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and note_context.need_progress == "Food 0 / 1"
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and not note_context.need_response.strip_edges().is_empty()
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),
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"Field note should derive the inspected villager's exact open need and response"
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)
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field_note.refresh_note(true)
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var need_label := field_note.get_node("Copy/Need") as Label
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_check(
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field_note.visible and need_label.visible and "Food 0 / 1" in need_label.text,
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"Field note HUD should render the surfaced need line for its interested villager"
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)
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village_ui.selected_npc_index = listener.id
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village_ui.call("_refresh_npc_inspector")
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_check(
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@@ -13,6 +13,7 @@ const EXIT_OFFSET := 4.0
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@onready var activity_label: Label = $Copy/Activity
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@onready var target_label: Label = $Copy/Target
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@onready var carrying_label: Label = $Copy/Carrying
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@onready var need_label: Label = $Copy/Need
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@onready var reason_label: Label = $Copy/Reason
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var copy_resting_position: Vector2
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@@ -63,6 +64,11 @@ func _present(context: VillagerInspectionResult, animate: bool) -> void:
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activity_label.text = context.activity_text()
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target_label.text = "Target · %s" % context.target_name
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carrying_label.text = "Carrying · %s" % context.carrying_text()
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if context.has_open_need:
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need_label.text = "Need · %s\n%s" % [context.need_progress, context.need_response]
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need_label.visible = true
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else:
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need_label.visible = false
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reason_label.text = "Why · %s" % context.decision_reason
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visible = true
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accent.pivot_offset = accent.size * 0.5
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