feat: add proper death from starvation and survival tasks urgency
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@@ -20,10 +20,16 @@ var path_index := 0
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var current_target := Vector3.INF
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var arrival_distance := 0.6
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var is_dead_visual := false
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var dead_material := StandardMaterial3D.new()
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func debug_log(message: String) -> void:
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if DEBUG_LOGS:
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print("[NPCVisual] ", name, " | ", message)
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func _ready() -> void:
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dead_material.albedo_color = Color(0.25, 0.25, 0.25, 1.0)
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func setup_from_sim(npc: SimNPC) -> void:
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sim_id = npc.id
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npc_name = npc.npc_name
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@@ -59,6 +65,11 @@ func set_target_position(pos: Vector3) -> void:
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debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
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func _physics_process(delta: float) -> void:
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if is_dead_visual:
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velocity = Vector3.ZERO
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move_and_slide()
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return
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if current_target == Vector3.INF:
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velocity = Vector3.ZERO
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move_and_slide()
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@@ -104,3 +115,20 @@ func _report_arrival_once() -> void:
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debug_log("Arrived at target")
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arrived_at_target.emit(sim_id)
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func apply_dead_visual_state() -> void:
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is_dead_visual = true
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velocity = Vector3.ZERO
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current_path = PackedVector3Array()
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path_index = 0
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current_target = Vector3.INF
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has_reported_arrival = true
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scale = Vector3(0.8, 0.25, 1.2)
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rotation_degrees.x = 90.0
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for child in get_children():
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if child is MeshInstance3D:
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child.material_override = dead_material
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debug_log("Applied dead visual state")
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@@ -15,6 +15,11 @@ run/main_scene="uid://rs3hv73svbpa"
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=1920
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window/size/viewport_height=1020
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[input]
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move_forward={
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+61
-12
@@ -1,7 +1,7 @@
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class_name SimNPC
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extends RefCounted
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@export var DEBUG_LOGS := true
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const DEBUG_LOGS := true
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const TASK_STATE_IDLE := "idle"
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const TASK_STATE_TRAVELING := "traveling"
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@@ -20,6 +20,9 @@ var task_state: String = TASK_STATE_IDLE
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var position: Vector3
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var is_starving := false
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var starvation_ticks := 0
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var starvation_death_threshold := 20
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var is_dead := false
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var task_duration := 0.0
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var task_progress := 0.0
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@@ -42,18 +45,13 @@ func _init(
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position = Vector3(randf_range(-8.0, 8.0), 0.0, randf_range(-8.0, 8.0))
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func simulate_tick(village: SimVillage) -> void:
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hunger += 5.0 * village.food_modifier
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energy -= 2.0
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if is_dead:
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return
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hunger = clamp(hunger, 0.0, 100.0)
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energy = clamp(energy, 0.0, 100.0)
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update_needs(village)
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is_starving = hunger >= 90.0
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if is_starving:
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energy -= 8.0
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energy = clamp(energy, 0.0, 100.0)
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if is_dead:
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return
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if task_state == TASK_STATE_IDLE or task_state == TASK_STATE_COMPLETE:
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choose_new_task(village)
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@@ -69,7 +67,55 @@ func simulate_tick(village: SimVillage) -> void:
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task_complete = true
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task_state = TASK_STATE_COMPLETE
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func update_needs(village: SimVillage) -> void:
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hunger += 3.0 * village.food_modifier
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match task_state:
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TASK_STATE_IDLE:
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energy -= 0.5
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TASK_STATE_TRAVELING:
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energy -= 2.0
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TASK_STATE_WORKING:
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if current_task != "rest":
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energy -= 3.0
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TASK_STATE_COMPLETE:
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energy -= 0.25
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hunger = clamp(hunger, 0.0, 100.0)
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energy = clamp(energy, 0.0, 100.0)
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is_starving = hunger >= 90.0
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if is_starving:
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starvation_ticks += 1
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else:
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starvation_ticks = 0
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if starvation_ticks >= starvation_death_threshold:
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die_from_starvation()
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func die_from_starvation() -> void:
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is_dead = true
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current_task = "dead"
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task_state = TASK_STATE_IDLE
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task_progress = 0.0
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task_duration = 0.0
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task_complete = true
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if DEBUG_LOGS:
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print("[SimNPC] ", npc_name, " died from starvation.")
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func choose_new_task(village: SimVillage) -> void:
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if is_dead:
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return
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if is_starving:
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if village.food > 0:
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set_task("eat", 1.0)
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else:
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set_task("gather_food", 4.0)
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return
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if hunger > 75.0:
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if village.food > 0:
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set_task("eat", 2.0)
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@@ -77,7 +123,7 @@ func choose_new_task(village: SimVillage) -> void:
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set_task("gather_food", 5.0)
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return
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if energy < 30.0:
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if energy < 25.0:
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set_task("rest", 4.0)
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return
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@@ -95,6 +141,9 @@ func choose_new_task(village: SimVillage) -> void:
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_:
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set_task("wander", 4.0)
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func should_eat_immediately_after_task() -> bool:
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return current_task == "gather_food" and is_starving and not is_dead
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func choose_best_work_task(village: SimVillage) -> String:
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var food_score := calculate_task_score(
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"gather_food",
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@@ -70,9 +70,14 @@ func update_priorities() -> void:
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print(get_priority_summary())
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func apply_npc_task(npc: SimNPC) -> void:
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if npc.is_dead:
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return
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var productivity := 1.0
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if npc.energy < 20.0:
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if npc.is_starving:
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productivity = 0.35
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elif npc.energy < 20.0:
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productivity = 0.25
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elif npc.energy < 40.0:
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productivity = 0.5
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@@ -87,9 +92,20 @@ func apply_npc_task(npc: SimNPC) -> void:
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"study":
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knowledge += 1.0 * productivity
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"eat":
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if food > 0:
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food -= 1.0
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npc.hunger = max(npc.hunger - 35.0, 0.0)
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npc.hunger = max(npc.hunger - 55.0, 0.0)
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npc.starvation_ticks = 0
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npc.is_starving = npc.hunger >= 90.0
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else:
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npc.hunger = min(npc.hunger + 5.0, 100.0)
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npc.is_starving = npc.hunger >= 90.0
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"rest":
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if npc.is_starving:
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npc.energy = min(npc.energy + 2.0, 100.0)
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elif npc.hunger > 75.0:
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npc.energy = min(npc.energy + 12.0, 100.0)
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else:
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npc.energy = min(npc.energy + 35.0, 100.0)
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"wander":
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safety -= 0.2
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@@ -2,6 +2,7 @@ extends Node
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signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
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signal village_changed(village: SimVillage)
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signal npc_died(npc: SimNPC)
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var village := SimVillage.new()
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@@ -26,6 +27,8 @@ var professions := [
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func _ready() -> void:
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randomize()
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village.update_modifiers()
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village.update_priorities()
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generate_npcs()
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print("--- Simulation started ---")
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@@ -58,13 +61,24 @@ func simulate_tick() -> void:
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var old_task := npc.current_task
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var old_state := npc.task_state
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var was_complete := npc.task_complete
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var was_dead := npc.is_dead
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npc.simulate_tick(village)
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if old_task != npc.current_task:
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if not was_dead and npc.is_dead:
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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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if not was_complete and npc.task_complete:
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if DEBUG_LOGS:
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print("[SimulationManager] NPC died: ", npc.npc_name)
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if old_task != npc.current_task and not npc.is_dead:
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npc_task_changed.emit(npc, old_task, npc.current_task)
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if not was_complete and npc.task_complete and not npc.is_dead:
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var completed_task := npc.current_task
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var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
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village.apply_npc_task(npc)
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village_was_changed = true
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@@ -72,6 +86,13 @@ func simulate_tick() -> void:
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.current_task = "idle"
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if needs_immediate_food_after_gather and village.food > 0:
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npc.set_task("eat", 1.0)
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npc_task_changed.emit(npc, completed_task, npc.current_task)
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
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if DEBUG_LOGS:
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print(
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npc.npc_name,
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@@ -90,7 +111,13 @@ func simulate_tick() -> void:
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" | hunger: ",
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round(npc.hunger),
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" | energy: ",
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round(npc.energy)
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round(npc.energy),
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" | starving: ",
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npc.is_starving,
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" | starvation_ticks: ",
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npc.starvation_ticks,
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" | dead: ",
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npc.is_dead
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)
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if old_state != npc.task_state:
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@@ -105,6 +132,9 @@ func simulate_tick() -> void:
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func notify_npc_arrived(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.is_dead:
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return
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if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
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npc.start_working()
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@@ -31,6 +31,11 @@ func initialize_world_view() -> void:
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else:
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push_error("WorldViewManager: SimulationManager has no npc_task_changed signal")
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if simulation_manager.has_signal("npc_died"):
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simulation_manager.npc_died.connect(_on_npc_died)
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else:
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push_error("WorldViewManager: SimulationManager has no npc_died signal")
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update_npc_targets()
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func spawn_initial_npcs() -> void:
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@@ -127,3 +132,15 @@ func _on_npc_visual_arrived(sim_id: int) -> void:
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simulation_manager.notify_npc_arrived(sim_id)
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else:
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push_error("WorldViewManager: SimulationManager has no notify_npc_arrived method")
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func _on_npc_died(npc: SimNPC) -> void:
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if not active_npc_visuals.has(npc.id):
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return
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var visual = active_npc_visuals[npc.id]
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if visual.has_method("apply_dead_visual_state"):
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visual.apply_dead_visual_state()
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else:
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push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state method")
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