feat: wood inventory, carrying, and woodpile storage
Wood now follows the same gather-carry-deposit pattern as food. NPCs put harvested wood into inventory, walk to the VillageWoodpile StorageNode, and deposit it. Village wood syncs from storage. Player harvesting also routes wood to the woodpile. ActiveWorldAdapter exposes woodpile routing for DEPOSIT_WOOD action targeting. WorldViewManager recognizes wood inventory changes. Tests verify woodpile node existence, storage ID, navigation reachability, and adapter routing.
This commit is contained in:
@@ -59,9 +59,10 @@ max_zoom_offset = Vector3(0, 20, 15)
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current = true
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fov = 65.0
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[node name="ActiveWorldAdapter" type="Node" parent="." unique_id=1773902505 node_paths=PackedStringArray("pantry_storage")]
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[node name="ActiveWorldAdapter" type="Node" parent="." unique_id=1773902505 node_paths=PackedStringArray("pantry_storage", "woodpile_storage")]
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script = ExtResource("9_adapter")
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pantry_storage = NodePath("../JajceWorld/WorldObjects/StorageSites/VillagePantry")
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woodpile_storage = NodePath("../JajceWorld/WorldObjects/StorageSites/VillageWoodpile")
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[node name="SimulationManager" type="Node" parent="." unique_id=1099676814 node_paths=PackedStringArray("active_world_adapter")]
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script = ExtResource("3_lquwl")
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@@ -162,6 +162,13 @@ func simulate_tick() -> void:
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SimulationIds.RESOURCE_FOOD,
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
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)
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elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD:
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npc.add_inventory(SimulationIds.RESOURCE_WOOD, extracted)
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npc_inventory_changed.emit(
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npc,
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SimulationIds.RESOURCE_WOOD,
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npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
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)
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else:
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village.apply_resource_delta(
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resource_state.get_resource_id(), extracted
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@@ -172,7 +179,9 @@ func simulate_tick() -> void:
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resource_state.get_node_id(),
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(
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_npc_inventory_id(npc.id)
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if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
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if resource_state.get_resource_id() in [
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SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD
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]
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else &"village"
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),
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resource_state.get_resource_id(),
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@@ -200,6 +209,8 @@ func simulate_tick() -> void:
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release_npc_reservation(npc.id)
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elif completed_task == SimulationIds.ACTION_DEPOSIT_FOOD:
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deposit_npc_inventory(npc, SimulationIds.RESOURCE_FOOD)
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elif completed_task == SimulationIds.ACTION_DEPOSIT_WOOD:
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deposit_npc_wood(npc)
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elif completed_task == SimulationIds.ACTION_WITHDRAW_FOOD:
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withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0)
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elif completed_task == SimulationIds.ACTION_EAT:
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@@ -450,19 +461,28 @@ func _record_economic_event(
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func _initialize_storage() -> void:
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if storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
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_sync_village_food()
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return
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storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
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SimulationIds.STORAGE_VILLAGE_PANTRY, {String(SimulationIds.RESOURCE_FOOD): village.food}
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))
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if not storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
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storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
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SimulationIds.STORAGE_VILLAGE_PANTRY,
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{String(SimulationIds.RESOURCE_FOOD): village.food}
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))
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if not storage_states.has(SimulationIds.STORAGE_VILLAGE_WOODPILE):
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storage_states[SimulationIds.STORAGE_VILLAGE_WOODPILE] = (StorageStateRecord.create(
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SimulationIds.STORAGE_VILLAGE_WOODPILE,
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{String(SimulationIds.RESOURCE_WOOD): village.wood}
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))
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_sync_village_food()
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_sync_village_wood()
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func get_pantry() -> StorageStateRecord:
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return storage_states.get(SimulationIds.STORAGE_VILLAGE_PANTRY) as StorageStateRecord
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func get_woodpile() -> StorageStateRecord:
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return storage_states.get(SimulationIds.STORAGE_VILLAGE_WOODPILE) as StorageStateRecord
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func register_loaded_storage_nodes() -> void:
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for candidate in StorageNode.get_all():
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var node := candidate as StorageNode
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@@ -490,6 +510,14 @@ func _sync_village_food() -> void:
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village.update_priorities()
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func _sync_village_wood() -> void:
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var woodpile := get_woodpile()
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if woodpile != null:
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village.wood = woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
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village.update_modifiers()
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village.update_priorities()
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func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
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var available := npc.get_inventory_amount(item_id)
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var deposited := get_pantry().deposit(item_id, available)
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@@ -508,6 +536,29 @@ func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
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return deposited
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func deposit_npc_wood(npc: SimNPC) -> float:
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var available := npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
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var woodpile := get_woodpile()
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if woodpile == null:
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return 0.0
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var deposited := woodpile.deposit(SimulationIds.RESOURCE_WOOD, available)
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npc.remove_inventory(SimulationIds.RESOURCE_WOOD, deposited)
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_sync_village_wood()
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if deposited > 0.0:
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npc_inventory_changed.emit(
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npc, SimulationIds.RESOURCE_WOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
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)
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_record_economic_event(
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SimulationIds.EVENT_STORAGE_DEPOSITED,
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npc.id,
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_npc_inventory_id(npc.id),
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SimulationIds.STORAGE_VILLAGE_WOODPILE,
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SimulationIds.RESOURCE_WOOD,
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deposited
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)
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return deposited
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func withdraw_to_npc(npc: SimNPC, item_id: StringName, amount: float) -> float:
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var withdrawn := get_pantry().withdraw(item_id, amount)
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npc.add_inventory(item_id, withdrawn)
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@@ -620,6 +671,9 @@ func harvest_resource_node(node: ResourceNode) -> float:
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if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
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get_pantry().deposit(SimulationIds.RESOURCE_FOOD, extracted)
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_sync_village_food()
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elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD:
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get_woodpile().deposit(SimulationIds.RESOURCE_WOOD, extracted)
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_sync_village_wood()
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else:
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village.apply_resource_delta(resource_state.get_resource_id(), extracted)
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_record_economic_event(
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@@ -629,7 +683,11 @@ func harvest_resource_node(node: ResourceNode) -> float:
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(
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SimulationIds.STORAGE_VILLAGE_PANTRY
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if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
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else &"village"
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else (
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SimulationIds.STORAGE_VILLAGE_WOODPILE
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if resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD
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else &"village"
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)
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),
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resource_state.get_resource_id(),
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extracted
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@@ -104,6 +104,10 @@ func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -
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return ActionSelectionResult.new(
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SimulationIds.ACTION_DEPOSIT_FOOD, -1.0, "Carrying food for storage"
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)
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if npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD) > 0.0:
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return ActionSelectionResult.new(
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SimulationIds.ACTION_DEPOSIT_WOOD, -1.0, "Carrying wood for storage"
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)
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if npc.energy < 25.0:
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return ActionSelectionResult.new(
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SimulationIds.ACTION_REST, -1.0, "Energy is below the rest threshold"
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@@ -11,7 +11,8 @@ const ACTION_PATHS := [
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"res://simulation/definitions/actions/wander.tres",
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"res://simulation/definitions/actions/deposit_food.tres",
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"res://simulation/definitions/actions/withdraw_food.tres",
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"res://simulation/definitions/actions/sleep.tres"
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"res://simulation/definitions/actions/sleep.tres",
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"res://simulation/definitions/actions/deposit_wood.tres"
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]
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const PROFESSION_PATHS := [
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@@ -13,6 +13,7 @@ const ACTION_REST := &"rest"
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const ACTION_WANDER := &"wander"
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const ACTION_DEPOSIT_FOOD := &"deposit_food"
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const ACTION_WITHDRAW_FOOD := &"withdraw_food"
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const ACTION_DEPOSIT_WOOD := &"deposit_wood"
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const PROFESSION_FARMER := &"farmer"
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const PROFESSION_WOODCUTTER := &"woodcutter"
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@@ -28,6 +29,7 @@ const RESOURCE_FOOD := &"food"
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const RESOURCE_WOOD := &"wood"
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const STORAGE_VILLAGE_PANTRY := &"village_pantry"
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const STORAGE_VILLAGE_WOODPILE := &"village_woodpile"
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const EVENT_RESOURCE_EXTRACTED := &"resource_extracted"
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const EVENT_STORAGE_DEPOSITED := &"storage_deposited"
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@@ -0,0 +1,10 @@
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[gd_resource type="Resource" script_class="ActionDefinition" load_steps=2 format=3]
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[ext_resource type="Script" path="res://simulation/definitions/ActionDefinition.gd" id="1"]
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[resource]
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script = ExtResource("1")
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action_id = &"deposit_wood"
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display_name = "Deposit Wood"
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default_duration = 1.0
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target_type = &"activity"
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@@ -106,6 +106,12 @@ func _run() -> void:
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)
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var pantry := main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode
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destinations.append(pantry.get_interaction_position())
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_check(
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main_scene.has_node("JajceWorld/WorldObjects/StorageSites/VillageWoodpile"),
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"Runtime should expose a typed VillageWoodpile StorageNode"
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)
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var woodpile := main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillageWoodpile") as StorageNode
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destinations.append(woodpile.get_interaction_position())
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var activity_root := main_scene.get_node("JajceWorld/WorldObjects/ActivitySites")
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_check(activity_root.get_child_count() == 3, "Runtime should expose three typed activity sites")
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for site in activity_root.get_children():
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@@ -149,6 +155,11 @@ func _run() -> void:
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storage_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_PANTRY),
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"Runtime adapter should route storage actions to village_pantry"
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)
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var wood_target := adapter.get_activity_target(SimulationIds.ACTION_DEPOSIT_WOOD)
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_check(
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wood_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_WOODPILE),
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"Runtime adapter should route wood deposit to village_woodpile"
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)
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var study_target := adapter.get_activity_target(SimulationIds.ACTION_STUDY)
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_check(
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study_target.get("target_id", "") == "study_desk",
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@@ -187,6 +187,12 @@ func _run() -> void:
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pantry.storage_id == SimulationIds.STORAGE_VILLAGE_PANTRY,
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"VillagePantry should preserve the stable storage ID"
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)
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var woodpile := world.get_node("WorldObjects/StorageSites/VillageWoodpile") as StorageNode
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_check(woodpile != null, "JajceWorld should include a typed VillageWoodpile StorageNode")
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_check(
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woodpile.storage_id == SimulationIds.STORAGE_VILLAGE_WOODPILE,
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"VillageWoodpile should preserve the stable storage ID"
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)
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_check(
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not world.has_node("LegacyActivityMarkers/PantryMarker"),
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"Pantry should no longer be a legacy activity marker"
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@@ -224,6 +230,7 @@ func _run() -> void:
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for resource in resources:
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destinations.append((resource as ResourceNode).interaction_point.global_position)
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destinations.append(pantry.get_interaction_position())
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destinations.append(woodpile.get_interaction_position())
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for site in activity_root.get_children():
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destinations.append((site as ActivitySite).get_interaction_position())
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@@ -243,6 +250,7 @@ func _run() -> void:
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var adapter := ActiveWorldAdapter.new()
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adapter.pantry_storage = pantry
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adapter.woodpile_storage = woodpile
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root.add_child(adapter)
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var food_candidates := adapter.get_resource_candidates(SimulationIds.ACTION_GATHER_FOOD)
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_check(food_candidates.size() >= 9, "Adapter should expose all authored food candidates")
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@@ -296,6 +304,11 @@ func _run() -> void:
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storage_target_position.distance_to(pantry.get_interaction_position()) < 0.01,
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"Storage actions should use the pantry StorageNode interaction point"
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)
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var wood_target := adapter.get_activity_target(SimulationIds.ACTION_DEPOSIT_WOOD)
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_check(
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wood_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_WOODPILE),
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"Wood deposit should target the typed woodpile's stable ID"
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)
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var rest_target := adapter.get_activity_target(SimulationIds.ACTION_REST)
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_check(
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rest_target.get("target_id", "") == "rest_bench",
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@@ -34,7 +34,7 @@ func _test_registry_integrity() -> void:
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SimulationDefinitions.get_action(definition.action_id) == definition,
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"Action lookup should return '%s'" % definition.action_id
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)
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_check(action_ids.size() == 10, "Registry should contain all ten executable prototype actions")
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_check(action_ids.size() == 11, "Registry should contain all eleven executable prototype actions")
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var profession_ids := SimulationDefinitions.get_profession_ids()
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_check(profession_ids.size() == 5, "Registry should contain all five prototype professions")
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@@ -2,6 +2,7 @@ class_name ActiveWorldAdapter
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extends Node
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@export var pantry_storage: StorageNode
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@export var woodpile_storage: StorageNode
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func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
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@@ -38,6 +39,8 @@ func get_activity_target(action_id: StringName, origin: Vector3 = Vector3.ZERO)
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return _get_storage_target(pantry_storage)
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SimulationIds.ACTION_DEPOSIT_FOOD, SimulationIds.ACTION_WITHDRAW_FOOD:
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return _get_storage_target(pantry_storage)
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SimulationIds.ACTION_DEPOSIT_WOOD:
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return _get_storage_target(woodpile_storage)
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return {}
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@@ -473,6 +473,10 @@ discovery_priority = 0.45
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[node name="VillagePantry" parent="WorldObjects/StorageSites" instance=ExtResource("14_storage")]
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position = Vector3(0, 0, -8)
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[node name="VillageWoodpile" parent="WorldObjects/StorageSites" instance=ExtResource("14_storage")]
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position = Vector3(8, 0, -12)
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storage_id = &"village_woodpile"
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[node name="PantrySignPole" type="MeshInstance3D" parent="WorldObjects/StorageSites/VillagePantry"]
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position = Vector3(-1.05, 1.1, 1.25)
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mesh = SubResource("Mesh_site_pole")
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@@ -161,15 +161,15 @@ func _on_npc_died(npc: SimNPC) -> void:
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func _on_npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float) -> void:
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if item_id != SimulationIds.RESOURCE_FOOD:
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return
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var visual = active_npc_visuals.get(npc.id)
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if visual == null:
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return
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if visual.has_method("set_carried_food_visible"):
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visual.set_carried_food_visible(amount > 0.0)
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else:
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push_error("WorldViewManager: NPCVisual has no set_carried_food_visible method")
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if item_id == SimulationIds.RESOURCE_FOOD:
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if visual.has_method("set_carried_food_visible"):
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visual.set_carried_food_visible(amount > 0.0)
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elif item_id == SimulationIds.RESOURCE_WOOD:
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if visual.has_method("set_carried_wood_visible"):
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visual.set_carried_wood_visible(amount > 0.0)
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func _on_npc_task_changed(npc: SimNPC, _old_task: StringName, _new_task: StringName) -> void:
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Reference in New Issue
Block a user