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:
2026-07-04 19:24:30 +02:00
parent 1837bc0d2d
commit b8752f8835
4 changed files with 106 additions and 37 deletions
+46 -14
View File
@@ -1,12 +1,14 @@
extends CharacterBody3D
signal arrived_at_target(sim_id: int)
signal navigation_failed(sim_id: int)
const DEBUG_LOGS := true
@export var move_speed := 3.0
@export var rotation_speed := 8.0
@export var waypoint_reached_distance := 0.35
@export var stuck_timeout := 1.5
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
@@ -18,8 +20,10 @@ var profession: String = ""
var current_path: PackedVector3Array = []
var path_index := 0
var current_target := Vector3.INF
var arrival_distance := 1.5
var stuck_counter := 0
var arrival_distance := 0.6
var stuck_time := 0.0
var path_request_id := 0
var path_pending := false
var is_dead_visual := false
var dead_material := StandardMaterial3D.new()
@@ -38,8 +42,12 @@ func setup_from_sim(npc: SimNPC) -> void:
name = "NPC_%s_%s" % [sim_id, npc_name]
func set_target_position(pos: Vector3) -> void:
path_request_id += 1
var request_id := path_request_id
current_target = pos
has_reported_arrival = false
stuck_time = 0.0
path_pending = false
if global_position.distance_to(pos) <= arrival_distance:
current_path = PackedVector3Array()
@@ -48,9 +56,13 @@ func set_target_position(pos: Vector3) -> void:
return
nav_agent.target_position = pos
path_pending = true
await get_tree().physics_frame
if request_id != path_request_id or is_dead_visual:
return
current_path = NavigationServer3D.map_get_path(
get_world_3d().navigation_map,
global_position,
@@ -58,11 +70,12 @@ func set_target_position(pos: Vector3) -> void:
true
)
path_pending = false
path_index = 0
if current_path.is_empty():
debug_log("Path is empty, stuck counter will handle fallback.")
nav_agent.target_position = global_position
debug_log("Path is empty")
_report_navigation_failure_once()
else:
debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
@@ -77,6 +90,11 @@ func _physics_process(delta: float) -> void:
move_and_slide()
return
if path_pending:
velocity = Vector3.ZERO
move_and_slide()
return
if global_position.distance_to(current_target) <= arrival_distance:
_report_arrival_once()
velocity = Vector3.ZERO
@@ -86,10 +104,7 @@ func _physics_process(delta: float) -> void:
if current_path.is_empty() or path_index >= current_path.size():
velocity = Vector3.ZERO
move_and_slide()
stuck_counter += 1
if stuck_counter > 90:
debug_log("Stuck with no valid path, reporting arrival")
_report_arrival_once()
_report_navigation_failure_once()
return
var next_pos := current_path[path_index]
@@ -109,14 +124,15 @@ func _physics_process(delta: float) -> void:
move_and_slide()
if global_position.distance_squared_to(prev_pos) < 0.001:
stuck_counter += 1
if stuck_counter > 90:
debug_log("Stuck while navigating, reporting arrival")
_report_arrival_once()
var minimum_progress := move_speed * delta * 0.1
if global_position.distance_squared_to(prev_pos) < minimum_progress * minimum_progress:
stuck_time += delta
if stuck_time >= stuck_timeout:
debug_log("Movement remained blocked")
_report_navigation_failure_once()
return
else:
stuck_counter = 0
stuck_time = 0.0
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
@@ -132,12 +148,28 @@ func _report_arrival_once() -> void:
debug_log("Arrived at target")
arrived_at_target.emit(sim_id)
func _report_navigation_failure_once() -> void:
if has_reported_arrival:
return
has_reported_arrival = true
current_path = PackedVector3Array()
path_index = 0
current_target = Vector3.INF
path_pending = false
velocity = Vector3.ZERO
debug_log("Navigation failed")
navigation_failed.emit(sim_id)
func apply_dead_visual_state() -> void:
is_dead_visual = true
path_request_id += 1
velocity = Vector3.ZERO
current_path = PackedVector3Array()
path_index = 0
current_target = Vector3.INF
path_pending = false
has_reported_arrival = true
scale = Vector3(0.8, 0.25, 1.2)
-2
View File
@@ -28,7 +28,6 @@ var task_duration := 0.0
var task_progress := 0.0
var task_complete := true
var target_id: StringName = &""
var retry_count := 0
var last_task := ""
func _init(
@@ -247,7 +246,6 @@ func calculate_task_score(
return score
func set_task(task: String, duration: float) -> void:
last_task = current_task
current_task = task
task_duration = duration
task_progress = 0.0
+28 -16
View File
@@ -87,21 +87,25 @@ func simulate_tick() -> void:
if npc.target_id != &"":
var node := ResourceNode.get_by_id(npc.target_id)
if node != null:
if node != null and node.reserved_by == npc.id:
var extracted := node.extract()
if extracted > 0:
village.apply_resource_delta(node.resource_id, extracted)
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " extracted ", extracted, " ", node.resource_id, " from ", node.node_id)
elif DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid")
release_npc_reservation(npc.id)
else:
elif completed_task not in ["gather_food", "gather_wood"]:
village.apply_npc_task(npc)
elif DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": no resource target")
village_was_changed = true
npc.retry_count = 0
npc.task_complete = true
npc.task_state = SimNPC.TASK_STATE_IDLE
npc.last_task = completed_task
npc.current_task = "idle"
if needs_immediate_food_after_gather and village.food > 0:
@@ -111,15 +115,6 @@ func simulate_tick() -> void:
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
if npc.task_state == SimNPC.TASK_STATE_TRAVELING and npc.target_id == &"":
npc.retry_count += 1
if npc.retry_count >= 5:
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " stuck traveling without target for ", npc.retry_count, " attempts, replanning")
npc.task_state = SimNPC.TASK_STATE_IDLE
npc.current_task = ""
npc.retry_count = 0
if DEBUG_LOGS:
print(
npc.npc_name,
@@ -184,10 +179,7 @@ func notify_npc_arrived(npc_id: int) -> void:
if node == null or not node.can_extract():
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " arrived but target ", npc.target_id, " is unavailable, replanning")
release_npc_reservation(npc.id)
npc.task_state = SimNPC.TASK_STATE_IDLE
npc.current_task = ""
npc.retry_count += 1
notify_npc_navigation_failed(npc.id)
return
npc.start_working()
@@ -196,6 +188,26 @@ func notify_npc_arrived(npc_id: int) -> void:
print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
return
func notify_npc_navigation_failed(npc_id: int) -> void:
for npc in npcs:
if npc.id != npc_id:
continue
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
return
var failed_task := npc.current_task
release_npc_reservation(npc.id)
npc.last_task = failed_task
npc.set_task("wander", 2.0)
npc_task_changed.emit(npc, failed_task, npc.current_task)
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " could not navigate for ", failed_task, " and is trying a wander target")
return
func notify_npc_target_unavailable(npc_id: int) -> void:
notify_npc_navigation_failed(npc_id)
func eat_food(amount: float) -> void:
village.food -= amount
village_changed.emit(village)
+32 -5
View File
@@ -71,6 +71,11 @@ func spawn_npc_visual(npc: SimNPC) -> void:
else:
push_error("WorldViewManager: NPCVisual has no arrived_at_target signal")
if visual.has_signal("navigation_failed"):
visual.navigation_failed.connect(_on_npc_visual_navigation_failed)
else:
push_error("WorldViewManager: NPCVisual has no navigation_failed signal")
active_npc_visuals[npc.id] = visual
debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
@@ -83,18 +88,23 @@ func update_npc_targets() -> void:
continue
var visual = active_npc_visuals[npc.id]
var task = npc.current_task
if task in ["", "idle", "dead"]:
continue
var resource_pos = _try_get_resource_target(npc, npc.current_task)
if resource_pos != null:
visual.set_target_position(resource_pos)
continue
var task = npc.current_task
if task == "wander":
var offset = Vector3(randf_range(-6.0, 6.0), 0.0, randf_range(-6.0, 6.0))
visual.set_target_position(visual.global_position + offset)
continue
if task in ["gather_food", "gather_wood"]:
if simulation_manager.has_method("notify_npc_target_unavailable"):
simulation_manager.notify_npc_target_unavailable(npc.id)
continue
var target = get_target_for_task(task)
@@ -137,7 +147,7 @@ func _try_get_resource_target(npc: SimNPC, task: String) -> Variant:
var node := ResourceNode.find_available(action_id, npc.id, visual.global_position)
if node == null:
debug_log("No available resource node for %s, using zone fallback" % task)
debug_log("No available resource node for %s" % task)
return null
if not node.reserve(npc.id):
@@ -145,7 +155,6 @@ func _try_get_resource_target(npc: SimNPC, task: String) -> Variant:
return null
npc.target_id = node.node_id
npc.retry_count = 0
debug_log("%s reserved %s for %s" % [npc.npc_name, node.node_id, task])
return node.interaction_point.global_position
@@ -155,6 +164,9 @@ func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> vo
if not active_npc_visuals.has(npc.id):
return
if new_task in ["", "idle", "dead"]:
return
var visual = active_npc_visuals[npc.id]
var resource_pos = _try_get_resource_target(npc, new_task)
@@ -168,6 +180,10 @@ func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> vo
return
if new_task in ["gather_food", "gather_wood"]:
if simulation_manager.has_method("notify_npc_target_unavailable"):
simulation_manager.notify_npc_target_unavailable(npc.id)
else:
push_error("WorldViewManager: SimulationManager cannot handle unavailable targets")
return
var target := get_target_for_task(new_task)
@@ -186,8 +202,19 @@ 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_visual_navigation_failed(sim_id: int) -> void:
debug_log("NPC visual navigation failed. sim_id=%s" % sim_id)
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager missing during navigation failure")
return
if simulation_manager.has_method("notify_npc_navigation_failed"):
simulation_manager.notify_npc_navigation_failed(sim_id)
else:
push_error("WorldViewManager: SimulationManager has no notify_npc_navigation_failed method")
func _on_npc_died(npc: SimNPC) -> void:
if not active_npc_visuals.has(npc.id):
return