feat: add npc path finding to the zones based on needs

This commit is contained in:
Rijad Zuzo
2026-06-19 10:02:42 +02:00
parent e2549ac50c
commit af3495f4e3
4 changed files with 88 additions and 23 deletions
+30 -8
View File
@@ -1,5 +1,7 @@
extends Node
const DEBUG_LOGS := true
@export var npc_visual_scene: PackedScene
@export var simulation_manager: Node
@export var active_npcs_parent: Node3D
@@ -11,11 +13,24 @@ extends Node
@export var rest_zone: Marker3D
@export var food_zone: Marker3D
var active_npc_visuals := {} # sim_id -> NPCVisual
var active_npc_visuals := {}
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[WorldViewManager] ", message)
func _ready() -> void:
call_deferred("spawn_initial_npcs")
var target_update_timer := 0.0
var target_update_interval := 0.5
func _process(delta: float) -> void:
target_update_timer += delta
if target_update_timer >= target_update_interval:
target_update_timer = 0.0
update_npc_targets()
func spawn_initial_npcs() -> void:
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager is missing")
@@ -25,6 +40,12 @@ func spawn_initial_npcs() -> void:
push_error("WorldViewManager: npc_visual_scene is missing")
return
if active_npcs_parent == null:
push_error("WorldViewManager: active_npcs_parent is missing")
return
debug_log("Spawning NPC visuals. Count: %s" % simulation_manager.npcs.size())
for npc in simulation_manager.npcs:
spawn_npc_visual(npc)
@@ -32,7 +53,7 @@ func spawn_npc_visual(npc: SimNPC) -> void:
if active_npc_visuals.has(npc.id):
return
var visual := npc_visual_scene.instantiate()
var visual = npc_visual_scene.instantiate()
active_npcs_parent.add_child(visual)
visual.global_position = npc.position
@@ -40,10 +61,8 @@ func spawn_npc_visual(npc: SimNPC) -> void:
active_npc_visuals[npc.id] = visual
func _process(delta: float) -> void:
update_npc_targets()
debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
func update_npc_targets() -> void:
if simulation_manager == null:
return
@@ -55,8 +74,11 @@ func update_npc_targets() -> void:
var visual = active_npc_visuals[npc.id]
var target := get_target_for_task(npc.current_task)
if target != null:
visual.set_target_position(target.global_position)
if target == null:
debug_log("No target for task: %s" % npc.current_task)
continue
visual.set_target_position(target.global_position)
func get_target_for_task(task: String) -> Marker3D:
match task: