feat: add proper death from starvation and survival tasks urgency

This commit is contained in:
Rijad Zuzo
2026-06-21 23:37:58 +02:00
parent eef2068747
commit b5e2493c2a
6 changed files with 165 additions and 20 deletions
+28
View File
@@ -20,10 +20,16 @@ var path_index := 0
var current_target := Vector3.INF
var arrival_distance := 0.6
var is_dead_visual := false
var dead_material := StandardMaterial3D.new()
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[NPCVisual] ", name, " | ", message)
func _ready() -> void:
dead_material.albedo_color = Color(0.25, 0.25, 0.25, 1.0)
func setup_from_sim(npc: SimNPC) -> void:
sim_id = npc.id
npc_name = npc.npc_name
@@ -59,6 +65,11 @@ func set_target_position(pos: Vector3) -> void:
debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
func _physics_process(delta: float) -> void:
if is_dead_visual:
velocity = Vector3.ZERO
move_and_slide()
return
if current_target == Vector3.INF:
velocity = Vector3.ZERO
move_and_slide()
@@ -104,3 +115,20 @@ func _report_arrival_once() -> void:
debug_log("Arrived at target")
arrived_at_target.emit(sim_id)
func apply_dead_visual_state() -> void:
is_dead_visual = true
velocity = Vector3.ZERO
current_path = PackedVector3Array()
path_index = 0
current_target = Vector3.INF
has_reported_arrival = true
scale = Vector3(0.8, 0.25, 1.2)
rotation_degrees.x = 90.0
for child in get_children():
if child is MeshInstance3D:
child.material_override = dead_material
debug_log("Applied dead visual state")
+5
View File
@@ -15,6 +15,11 @@ run/main_scene="uid://rs3hv73svbpa"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1020
[input]
move_forward={
+61 -12
View File
@@ -1,7 +1,7 @@
class_name SimNPC
extends RefCounted
@export var DEBUG_LOGS := true
const DEBUG_LOGS := true
const TASK_STATE_IDLE := "idle"
const TASK_STATE_TRAVELING := "traveling"
@@ -20,6 +20,9 @@ var task_state: String = TASK_STATE_IDLE
var position: Vector3
var is_starving := false
var starvation_ticks := 0
var starvation_death_threshold := 20
var is_dead := false
var task_duration := 0.0
var task_progress := 0.0
@@ -42,18 +45,13 @@ func _init(
position = Vector3(randf_range(-8.0, 8.0), 0.0, randf_range(-8.0, 8.0))
func simulate_tick(village: SimVillage) -> void:
hunger += 5.0 * village.food_modifier
energy -= 2.0
if is_dead:
return
hunger = clamp(hunger, 0.0, 100.0)
energy = clamp(energy, 0.0, 100.0)
update_needs(village)
is_starving = hunger >= 90.0
if is_starving:
energy -= 8.0
energy = clamp(energy, 0.0, 100.0)
if is_dead:
return
if task_state == TASK_STATE_IDLE or task_state == TASK_STATE_COMPLETE:
choose_new_task(village)
@@ -68,8 +66,56 @@ func simulate_tick(village: SimVillage) -> void:
if task_progress >= task_duration:
task_complete = true
task_state = TASK_STATE_COMPLETE
func update_needs(village: SimVillage) -> void:
hunger += 3.0 * village.food_modifier
match task_state:
TASK_STATE_IDLE:
energy -= 0.5
TASK_STATE_TRAVELING:
energy -= 2.0
TASK_STATE_WORKING:
if current_task != "rest":
energy -= 3.0
TASK_STATE_COMPLETE:
energy -= 0.25
hunger = clamp(hunger, 0.0, 100.0)
energy = clamp(energy, 0.0, 100.0)
is_starving = hunger >= 90.0
if is_starving:
starvation_ticks += 1
else:
starvation_ticks = 0
if starvation_ticks >= starvation_death_threshold:
die_from_starvation()
func die_from_starvation() -> void:
is_dead = true
current_task = "dead"
task_state = TASK_STATE_IDLE
task_progress = 0.0
task_duration = 0.0
task_complete = true
if DEBUG_LOGS:
print("[SimNPC] ", npc_name, " died from starvation.")
func choose_new_task(village: SimVillage) -> void:
if is_dead:
return
if is_starving:
if village.food > 0:
set_task("eat", 1.0)
else:
set_task("gather_food", 4.0)
return
if hunger > 75.0:
if village.food > 0:
set_task("eat", 2.0)
@@ -77,7 +123,7 @@ func choose_new_task(village: SimVillage) -> void:
set_task("gather_food", 5.0)
return
if energy < 30.0:
if energy < 25.0:
set_task("rest", 4.0)
return
@@ -94,6 +140,9 @@ func choose_new_task(village: SimVillage) -> void:
set_task("study", 6.0)
_:
set_task("wander", 4.0)
func should_eat_immediately_after_task() -> bool:
return current_task == "gather_food" and is_starving and not is_dead
func choose_best_work_task(village: SimVillage) -> String:
var food_score := calculate_task_score(
+20 -4
View File
@@ -70,9 +70,14 @@ func update_priorities() -> void:
print(get_priority_summary())
func apply_npc_task(npc: SimNPC) -> void:
if npc.is_dead:
return
var productivity := 1.0
if npc.energy < 20.0:
if npc.is_starving:
productivity = 0.35
elif npc.energy < 20.0:
productivity = 0.25
elif npc.energy < 40.0:
productivity = 0.5
@@ -87,10 +92,21 @@ func apply_npc_task(npc: SimNPC) -> void:
"study":
knowledge += 1.0 * productivity
"eat":
food -= 1.0
npc.hunger = max(npc.hunger - 35.0, 0.0)
if food > 0:
food -= 1.0
npc.hunger = max(npc.hunger - 55.0, 0.0)
npc.starvation_ticks = 0
npc.is_starving = npc.hunger >= 90.0
else:
npc.hunger = min(npc.hunger + 5.0, 100.0)
npc.is_starving = npc.hunger >= 90.0
"rest":
npc.energy = min(npc.energy + 35.0, 100.0)
if npc.is_starving:
npc.energy = min(npc.energy + 2.0, 100.0)
elif npc.hunger > 75.0:
npc.energy = min(npc.energy + 12.0, 100.0)
else:
npc.energy = min(npc.energy + 35.0, 100.0)
"wander":
safety -= 0.2
+34 -4
View File
@@ -2,6 +2,7 @@ extends Node
signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
signal village_changed(village: SimVillage)
signal npc_died(npc: SimNPC)
var village := SimVillage.new()
@@ -26,9 +27,11 @@ var professions := [
func _ready() -> void:
randomize()
village.update_modifiers()
village.update_priorities()
generate_npcs()
print("--- Simulation started ---")
func _process(delta: float) -> void:
tick_timer += delta
@@ -58,13 +61,24 @@ func simulate_tick() -> void:
var old_task := npc.current_task
var old_state := npc.task_state
var was_complete := npc.task_complete
var was_dead := npc.is_dead
npc.simulate_tick(village)
if old_task != npc.current_task:
if not was_dead and npc.is_dead:
npc_died.emit(npc)
npc_task_changed.emit(npc, old_task, npc.current_task)
if not was_complete and npc.task_complete:
if DEBUG_LOGS:
print("[SimulationManager] NPC died: ", npc.npc_name)
if old_task != npc.current_task and not npc.is_dead:
npc_task_changed.emit(npc, old_task, npc.current_task)
if not was_complete and npc.task_complete and not npc.is_dead:
var completed_task := npc.current_task
var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
village.apply_npc_task(npc)
village_was_changed = true
@@ -72,6 +86,13 @@ func simulate_tick() -> void:
npc.task_state = SimNPC.TASK_STATE_IDLE
npc.current_task = "idle"
if needs_immediate_food_after_gather and village.food > 0:
npc.set_task("eat", 1.0)
npc_task_changed.emit(npc, completed_task, npc.current_task)
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
if DEBUG_LOGS:
print(
npc.npc_name,
@@ -90,7 +111,13 @@ func simulate_tick() -> void:
" | hunger: ",
round(npc.hunger),
" | energy: ",
round(npc.energy)
round(npc.energy),
" | starving: ",
npc.is_starving,
" | starvation_ticks: ",
npc.starvation_ticks,
" | dead: ",
npc.is_dead
)
if old_state != npc.task_state:
@@ -105,6 +132,9 @@ func simulate_tick() -> void:
func notify_npc_arrived(npc_id: int) -> void:
for npc in npcs:
if npc.id == npc_id:
if npc.is_dead:
return
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
npc.start_working()
+17
View File
@@ -30,6 +30,11 @@ func initialize_world_view() -> void:
simulation_manager.npc_task_changed.connect(_on_npc_task_changed)
else:
push_error("WorldViewManager: SimulationManager has no npc_task_changed signal")
if simulation_manager.has_signal("npc_died"):
simulation_manager.npc_died.connect(_on_npc_died)
else:
push_error("WorldViewManager: SimulationManager has no npc_died signal")
update_npc_targets()
@@ -127,3 +132,15 @@ func _on_npc_visual_arrived(sim_id: int) -> void:
simulation_manager.notify_npc_arrived(sim_id)
else:
push_error("WorldViewManager: SimulationManager has no notify_npc_arrived method")
func _on_npc_died(npc: SimNPC) -> void:
if not active_npc_visuals.has(npc.id):
return
var visual = active_npc_visuals[npc.id]
if visual.has_method("apply_dead_visual_state"):
visual.apply_dead_visual_state()
else:
push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state method")