feat: add navigation_failed signal with time-based stuck detection and simulation pipeline
NpcVisual: - Add navigation_failed(sim_id) signal distinct from arrived_at_target so the simulation layer can distinguish genuine arrival from failure - Replace integer stuck_counter with delta-based stuck_time and exported stuck_timeout (1.5s) for frame-rate-independent detection - Add path_request_id / path_pending mechanism to reject stale async path results when a new target is set or NPC dies - On empty path or stuck movement, emit navigation_failed instead of arriving; only emit arrived_at_target when truly close to target - Reduce arrival_distance back to 0.6 now that navigation_failure is properly signalled (no longer needed as a workaround) - clamp arrival_distance reference in apply_dead_visual_state SimNPC: - Remove retry_count (replaced by navigation_failed signal pathway) - Move last_task assignment from set_task() to task completion in SimulationManager so it reflects the task that actually finished SimulationManager: - Add notify_npc_navigation_failed(): release reservation, record last_task, send NPC to wander for 2s, emit task_changed signal - Add notify_npc_target_unavailable() as public alias of above - Guard extraction with node.reserved_by == npc.id to prevent stale/illegitimate extraction when reservation is lost - Guard fallback zone task completion (apply_npc_task) so it only fires for non-resource tasks (gather_food/wood with no target silently skip instead of applying zone values) - Remove retry_count safety net (fully replaced by signal pipeline) WorldViewManager: - Connect navigation_failed signal in spawn_npc_visual() - Skip target assignment for empty/idle/dead task states - When no resource node available for gather_food/wood, call notify_npc_target_unavailable() so NPC wanders instead of idling - Add _on_npc_visual_navigation_failed handler delegating to SimulationManager.notify_npc_navigation_failed() - Remove retry_count references
This commit is contained in:
+46
-14
@@ -1,12 +1,14 @@
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extends CharacterBody3D
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signal arrived_at_target(sim_id: int)
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signal navigation_failed(sim_id: int)
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const DEBUG_LOGS := true
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@export var move_speed := 3.0
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@export var rotation_speed := 8.0
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@export var waypoint_reached_distance := 0.35
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@export var stuck_timeout := 1.5
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@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
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@@ -18,8 +20,10 @@ var profession: String = ""
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var current_path: PackedVector3Array = []
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var path_index := 0
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var current_target := Vector3.INF
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var arrival_distance := 1.5
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var stuck_counter := 0
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var arrival_distance := 0.6
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var stuck_time := 0.0
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var path_request_id := 0
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var path_pending := false
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var is_dead_visual := false
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var dead_material := StandardMaterial3D.new()
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@@ -38,8 +42,12 @@ func setup_from_sim(npc: SimNPC) -> void:
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name = "NPC_%s_%s" % [sim_id, npc_name]
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func set_target_position(pos: Vector3) -> void:
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path_request_id += 1
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var request_id := path_request_id
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current_target = pos
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has_reported_arrival = false
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stuck_time = 0.0
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path_pending = false
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if global_position.distance_to(pos) <= arrival_distance:
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current_path = PackedVector3Array()
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@@ -48,9 +56,13 @@ func set_target_position(pos: Vector3) -> void:
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return
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nav_agent.target_position = pos
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path_pending = true
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await get_tree().physics_frame
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if request_id != path_request_id or is_dead_visual:
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return
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current_path = NavigationServer3D.map_get_path(
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get_world_3d().navigation_map,
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global_position,
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@@ -58,11 +70,12 @@ func set_target_position(pos: Vector3) -> void:
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true
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)
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path_pending = false
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path_index = 0
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if current_path.is_empty():
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debug_log("Path is empty, stuck counter will handle fallback.")
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nav_agent.target_position = global_position
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debug_log("Path is empty")
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_report_navigation_failure_once()
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else:
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debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
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@@ -77,6 +90,11 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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return
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if path_pending:
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velocity = Vector3.ZERO
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move_and_slide()
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return
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if global_position.distance_to(current_target) <= arrival_distance:
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_report_arrival_once()
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velocity = Vector3.ZERO
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@@ -86,10 +104,7 @@ func _physics_process(delta: float) -> void:
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if current_path.is_empty() or path_index >= current_path.size():
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velocity = Vector3.ZERO
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move_and_slide()
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stuck_counter += 1
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if stuck_counter > 90:
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debug_log("Stuck with no valid path, reporting arrival")
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_report_arrival_once()
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_report_navigation_failure_once()
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return
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var next_pos := current_path[path_index]
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@@ -109,14 +124,15 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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if global_position.distance_squared_to(prev_pos) < 0.001:
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stuck_counter += 1
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if stuck_counter > 90:
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debug_log("Stuck while navigating, reporting arrival")
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_report_arrival_once()
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var minimum_progress := move_speed * delta * 0.1
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if global_position.distance_squared_to(prev_pos) < minimum_progress * minimum_progress:
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stuck_time += delta
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if stuck_time >= stuck_timeout:
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debug_log("Movement remained blocked")
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_report_navigation_failure_once()
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return
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else:
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stuck_counter = 0
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stuck_time = 0.0
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var target_angle := atan2(direction.x, direction.z)
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rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
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@@ -132,12 +148,28 @@ 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 _report_navigation_failure_once() -> void:
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if has_reported_arrival:
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return
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has_reported_arrival = true
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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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path_pending = false
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velocity = Vector3.ZERO
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debug_log("Navigation failed")
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navigation_failed.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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path_request_id += 1
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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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path_pending = false
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has_reported_arrival = true
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scale = Vector3(0.8, 0.25, 1.2)
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@@ -28,7 +28,6 @@ var task_duration := 0.0
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var task_progress := 0.0
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var task_complete := true
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var target_id: StringName = &""
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var retry_count := 0
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var last_task := ""
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func _init(
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@@ -247,7 +246,6 @@ func calculate_task_score(
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return score
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func set_task(task: String, duration: float) -> void:
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last_task = current_task
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current_task = task
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task_duration = duration
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task_progress = 0.0
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@@ -87,21 +87,25 @@ func simulate_tick() -> void:
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if npc.target_id != &"":
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var node := ResourceNode.get_by_id(npc.target_id)
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if node != null:
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if node != null and node.reserved_by == npc.id:
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var extracted := node.extract()
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if extracted > 0:
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village.apply_resource_delta(node.resource_id, extracted)
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " extracted ", extracted, " ", node.resource_id, " from ", node.node_id)
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elif DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid")
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release_npc_reservation(npc.id)
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else:
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elif completed_task not in ["gather_food", "gather_wood"]:
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village.apply_npc_task(npc)
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elif DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": no resource target")
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village_was_changed = true
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npc.retry_count = 0
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npc.task_complete = true
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.last_task = completed_task
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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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@@ -111,15 +115,6 @@ func simulate_tick() -> void:
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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 npc.task_state == SimNPC.TASK_STATE_TRAVELING and npc.target_id == &"":
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npc.retry_count += 1
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if npc.retry_count >= 5:
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " stuck traveling without target for ", npc.retry_count, " attempts, replanning")
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.current_task = ""
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npc.retry_count = 0
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if DEBUG_LOGS:
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print(
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npc.npc_name,
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@@ -184,10 +179,7 @@ func notify_npc_arrived(npc_id: int) -> void:
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if node == null or not node.can_extract():
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " arrived but target ", npc.target_id, " is unavailable, replanning")
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release_npc_reservation(npc.id)
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.current_task = ""
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npc.retry_count += 1
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notify_npc_navigation_failed(npc.id)
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return
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npc.start_working()
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@@ -196,6 +188,26 @@ func notify_npc_arrived(npc_id: int) -> void:
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print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
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return
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func notify_npc_navigation_failed(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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continue
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if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
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return
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var failed_task := npc.current_task
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release_npc_reservation(npc.id)
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npc.last_task = failed_task
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npc.set_task("wander", 2.0)
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npc_task_changed.emit(npc, failed_task, npc.current_task)
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " could not navigate for ", failed_task, " and is trying a wander target")
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return
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func notify_npc_target_unavailable(npc_id: int) -> void:
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notify_npc_navigation_failed(npc_id)
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func eat_food(amount: float) -> void:
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village.food -= amount
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village_changed.emit(village)
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@@ -71,6 +71,11 @@ func spawn_npc_visual(npc: SimNPC) -> void:
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else:
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push_error("WorldViewManager: NPCVisual has no arrived_at_target signal")
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if visual.has_signal("navigation_failed"):
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visual.navigation_failed.connect(_on_npc_visual_navigation_failed)
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else:
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push_error("WorldViewManager: NPCVisual has no navigation_failed signal")
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active_npc_visuals[npc.id] = visual
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debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
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@@ -83,18 +88,23 @@ func update_npc_targets() -> void:
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continue
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var visual = active_npc_visuals[npc.id]
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var task = npc.current_task
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if task in ["", "idle", "dead"]:
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continue
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var resource_pos = _try_get_resource_target(npc, npc.current_task)
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if resource_pos != null:
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visual.set_target_position(resource_pos)
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continue
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var task = npc.current_task
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if task == "wander":
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var offset = Vector3(randf_range(-6.0, 6.0), 0.0, randf_range(-6.0, 6.0))
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visual.set_target_position(visual.global_position + offset)
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continue
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if task in ["gather_food", "gather_wood"]:
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if simulation_manager.has_method("notify_npc_target_unavailable"):
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simulation_manager.notify_npc_target_unavailable(npc.id)
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continue
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var target = get_target_for_task(task)
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@@ -137,7 +147,7 @@ func _try_get_resource_target(npc: SimNPC, task: String) -> Variant:
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var node := ResourceNode.find_available(action_id, npc.id, visual.global_position)
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if node == null:
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debug_log("No available resource node for %s, using zone fallback" % task)
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debug_log("No available resource node for %s" % task)
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return null
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if not node.reserve(npc.id):
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@@ -145,7 +155,6 @@ func _try_get_resource_target(npc: SimNPC, task: String) -> Variant:
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return null
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npc.target_id = node.node_id
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npc.retry_count = 0
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debug_log("%s reserved %s for %s" % [npc.npc_name, node.node_id, task])
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return node.interaction_point.global_position
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@@ -155,6 +164,9 @@ func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> vo
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if not active_npc_visuals.has(npc.id):
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return
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if new_task in ["", "idle", "dead"]:
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return
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var visual = active_npc_visuals[npc.id]
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var resource_pos = _try_get_resource_target(npc, new_task)
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@@ -168,6 +180,10 @@ func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> vo
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return
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if new_task in ["gather_food", "gather_wood"]:
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if simulation_manager.has_method("notify_npc_target_unavailable"):
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simulation_manager.notify_npc_target_unavailable(npc.id)
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else:
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push_error("WorldViewManager: SimulationManager cannot handle unavailable targets")
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return
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var target := get_target_for_task(new_task)
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@@ -186,8 +202,19 @@ 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_visual_navigation_failed(sim_id: int) -> void:
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debug_log("NPC visual navigation failed. sim_id=%s" % sim_id)
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if simulation_manager == null:
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push_error("WorldViewManager: simulation_manager missing during navigation failure")
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return
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if simulation_manager.has_method("notify_npc_navigation_failed"):
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simulation_manager.notify_npc_navigation_failed(sim_id)
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else:
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push_error("WorldViewManager: SimulationManager has no notify_npc_navigation_failed 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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Reference in New Issue
Block a user