feat: add behaviour events from the simulation results
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=13 format=3 uid="uid://rs3hv73svbpa"]
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[gd_scene load_steps=14 format=3 uid="uid://rs3hv73svbpa"]
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[ext_resource type="Script" uid="uid://4mg67crlim53" path="res://player/player.gd" id="1_h2yge"]
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[ext_resource type="Script" uid="uid://ii8ai801jur2" path="res://player/camera_rig.gd" id="2_1bvp3"]
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@@ -7,14 +7,16 @@
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[ext_resource type="PackedScene" uid="uid://dhxxyprqflotq" path="res://player/npc/NpcVisual.tscn" id="5_lquwl"]
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[sub_resource type="NavigationMesh" id="NavigationMesh_lquwl"]
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vertices = PackedVector3Array(-14.5, 0.4, -14.5, -14.5, 0.4, 14.5, 14.5, 0.4, 14.5, 14.5, 0.4, -14.5)
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polygons = [PackedInt32Array(3, 2, 0), PackedInt32Array(0, 2, 1)]
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vertices = PackedVector3Array(-14.5, 0.5, 0, -1, 0.5, 0, -1, 0.5, -0.75, 0, 0.5, -1, 0, 0.5, -14.5, -14.5, 0.5, -14.5, 0.75, 0.5, -1, 0.75, 0.75, -0.5, 14.5, 0.5, -0.5, 14.5, 0.5, -14.5, 0.75, 0.75, 0, 0, 1, 0, 0, 0.75, 0.75, -0.5, 0.75, 0.75, -0.5, 0.5, 14.5, 14.5, 0.5, 14.5, -1, 0.5, 0.75, -14.5, 0.5, 14.5)
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polygons = [PackedInt32Array(2, 1, 0), PackedInt32Array(3, 2, 4), PackedInt32Array(4, 2, 5), PackedInt32Array(5, 2, 0), PackedInt32Array(6, 3, 4), PackedInt32Array(8, 7, 6), PackedInt32Array(8, 6, 9), PackedInt32Array(9, 6, 4), PackedInt32Array(12, 11, 10), PackedInt32Array(10, 7, 8), PackedInt32Array(14, 13, 12), PackedInt32Array(10, 8, 12), PackedInt32Array(12, 8, 14), PackedInt32Array(14, 8, 15), PackedInt32Array(0, 1, 16), PackedInt32Array(16, 13, 14), PackedInt32Array(14, 17, 16), PackedInt32Array(16, 17, 0)]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_o5qli"]
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albedo_color = Color(0.16862746, 0.52156866, 0.30588236, 1)
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[sub_resource type="BoxMesh" id="BoxMesh_sgp6g"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_lquwl"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_o5qli"]
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radius = 0.4
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height = 1.7
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@@ -41,13 +43,20 @@ light_energy = 2.0
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[node name="NavigationRegion3D" type="NavigationRegion3D" parent="World"]
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navigation_mesh = SubResource("NavigationMesh_lquwl")
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[node name="Ground" type="MeshInstance3D" parent="World/NavigationRegion3D"]
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[node name="GroundRoot" type="StaticBody3D" parent="World/NavigationRegion3D"]
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[node name="GroundMesh" type="MeshInstance3D" parent="World/NavigationRegion3D/GroundRoot"]
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transform = Transform3D(30, 0, 0, 0, 0.1, 0, 0, 0, 30, 0, -0.05, 0)
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material_override = SubResource("StandardMaterial3D_o5qli")
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mesh = SubResource("BoxMesh_sgp6g")
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skeleton = NodePath("../..")
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skeleton = NodePath("../../..")
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[node name="GroundCollision" type="CollisionShape3D" parent="World/NavigationRegion3D/GroundRoot"]
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transform = Transform3D(30, 0, 0, 0, 0.1, 0, 0, 0, 30, 0, 0.18380833, 0)
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shape = SubResource("BoxShape3D_lquwl")
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[node name="Player" type="CharacterBody3D" parent="." node_paths=PackedStringArray("camera_rig")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0)
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script = ExtResource("1_h2yge")
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camera_rig = NodePath("../CameraRig")
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+5
-1
@@ -28,7 +28,11 @@ func _physics_process(delta: float) -> void:
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velocity.x = move_toward(velocity.x, target_velocity.x, acceleration * delta)
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velocity.z = move_toward(velocity.z, target_velocity.z, acceleration * delta)
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velocity.y = 0.0
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if not is_on_floor():
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velocity.y -= 30.0 * delta
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else:
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velocity.y = 0.0
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move_and_slide()
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@@ -1,5 +1,8 @@
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extends Node
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signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
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const DEBUG_LOGS := true
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var npcs: Array[SimNPC] = []
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var tick_interval := 1.0
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var tick_timer := 0.0
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@@ -47,15 +50,21 @@ func simulate_tick() -> void:
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print("--- Tick ", tick_count, " ---")
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for npc in npcs:
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var old_task := npc.current_task
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npc.simulate_tick()
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print(
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npc.npc_name,
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" | ",
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npc.profession,
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" | task: ",
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npc.current_task,
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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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)
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if old_task != npc.current_task:
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npc_task_changed.emit(npc, old_task, npc.current_task)
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if DEBUG_LOGS:
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print(
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npc.npc_name,
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" | ",
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npc.profession,
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" | task: ",
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npc.current_task,
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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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)
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@@ -20,16 +20,18 @@ func debug_log(message: String) -> void:
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print("[WorldViewManager] ", message)
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func _ready() -> void:
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call_deferred("spawn_initial_npcs")
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call_deferred("initialize_world_view")
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var target_update_timer := 0.0
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var target_update_interval := 0.5
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func initialize_world_view() -> void:
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await get_tree().physics_frame
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spawn_initial_npcs()
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func _process(delta: float) -> void:
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target_update_timer += delta
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if target_update_timer >= target_update_interval:
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target_update_timer = 0.0
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update_npc_targets()
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if simulation_manager.has_signal("npc_task_changed"):
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simulation_manager.npc_task_changed.connect(_on_npc_task_changed)
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else:
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push_error("WorldViewManager: SimulationManager has no npc_task_changed signal")
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update_npc_targets()
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func spawn_initial_npcs() -> void:
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if simulation_manager == null:
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@@ -96,3 +98,16 @@ func get_target_for_task(task: String) -> Marker3D:
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return food_zone
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_:
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return rest_zone
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func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> void:
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if DEBUG_LOGS:
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debug_log("%s changed task: %s -> %s" % [npc.npc_name, old_task, new_task])
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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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var target := get_target_for_task(new_task)
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if target != null:
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visual.set_target_position(target.global_position)
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