feat: add cold-season scarcity that halves yields and pauses regrowth

This commit is contained in:
Rijad Zuzo
2026-08-11 00:43:48 +02:00
parent 549a365ab2
commit e51cde57be
4 changed files with 157 additions and 2 deletions
+26 -2
View File
@@ -68,6 +68,10 @@ var _population_view := SimulationPopulationView.new()
var speed_index := 2
const SPEED_LEVELS := [0.25, 0.5, 1.0, 2.0, 4.0, 10.0]
const KNOWLEDGE_COMMUNICATION_RADIUS := 2.5
const SEASON_DAYS := 4
const COLD_DAYS := 3
const SEASON_COLD := &"cold"
const SEASON_WARM := &"warm"
signal speed_changed(multiplier: float)
const NPC_NAMES := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
@@ -337,7 +341,9 @@ func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
release_npc_reservation(npc.id)
return
var extracted := resource_state.extract()
var extracted := resource_state.extract(
resource_state.get_yield_per_action() * _gather_yield_multiplier()
)
if extracted > 0.0:
var resource_id := resource_state.get_resource_id()
npc.add_inventory(resource_id, extracted)
@@ -1019,7 +1025,9 @@ func harvest_resource_node(node: ResourceNode) -> float:
var resource_state := get_resource_state(node.node_id)
if resource_state == null or not resource_state.can_player_use_resource():
return 0.0
var extracted := resource_state.extract(resource_state.get_yield_per_action())
var extracted := resource_state.extract(
resource_state.get_yield_per_action() * _gather_yield_multiplier()
)
if extracted <= 0.0:
return 0.0
var resource_id := resource_state.get_resource_id()
@@ -1066,7 +1074,23 @@ func advance_player_needs() -> void:
player_system.advance_needs(village.food_modifier)
func get_season() -> StringName:
var ticks_per_day := maxi(get_knowledge_review_interval(), 1)
var season_day := int(clock.elapsed_ticks / ticks_per_day)
return SEASON_COLD if season_day % SEASON_DAYS >= COLD_DAYS else SEASON_WARM
func is_cold_season() -> bool:
return get_season() == SEASON_COLD
func _gather_yield_multiplier() -> float:
return 0.5 if is_cold_season() else 1.0
func _advance_resource_regrowth() -> void:
if is_cold_season():
return
for resource_id in resource_states:
var resource_state := resource_states[resource_id] as ResourceStateRecord
resource_state.regrow()
+127
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@@ -0,0 +1,127 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var manager := _create_manager(971)
var ticks_per_day: int = manager.get_knowledge_review_interval()
var berry := ResourceNode.new()
berry.name = "SeasonBerry"
berry.node_id = &"season_berry"
berry.action_id = SimulationIds.ACTION_GATHER_FOOD
berry.resource_id = SimulationIds.RESOURCE_FOOD
berry.initial_amount = 2.0
berry.max_amount = 2.0
berry.regrow_rate = 0.1
berry.debug_label_enabled = false
var interaction_point := Marker3D.new()
interaction_point.name = "InteractionPoint"
interaction_point.position = Vector3.ZERO
berry.add_child(interaction_point)
root.add_child(berry)
await process_frame
_check(
manager.register_resource_node(berry), "Season test should bind a real finite ResourceNode"
)
var state: ResourceStateRecord = manager.get_resource_state(berry.node_id)
manager.clock.elapsed_ticks = 0 * ticks_per_day + 50
_check(
(
manager.get_season() == &"warm"
and is_equal_approx(manager._gather_yield_multiplier(), 1.0)
),
"The first season days should be warm with full yields"
)
_check(
is_equal_approx(manager.harvest_resource_node(berry), 2.0),
"Warm-season gathering should extract the full configured yield"
)
state.set_amount_remaining(2.0)
manager.clock.elapsed_ticks = 3 * ticks_per_day + 50
_check(
(
manager.get_season() == &"cold"
and is_equal_approx(manager._gather_yield_multiplier(), 0.5)
),
"Later season days should be cold with reduced yields"
)
_check(
is_equal_approx(manager.harvest_resource_node(berry), 1.0),
"Cold-season gathering should extract only half the configured yield"
)
state.set_amount_remaining(0.5)
manager.simulate_tick()
_check(
is_equal_approx(state.get_amount_remaining(), 0.5),
"Cold-season regrowth should pause until warmer days"
)
manager.clock.elapsed_ticks = 4 * ticks_per_day + 50
_check(manager.get_season() == &"warm", "The season should return warm after the cold spell")
manager.simulate_tick()
_check(
is_equal_approx(state.get_amount_remaining(), 0.6),
"Regrowth should resume once the warm season returns"
)
manager.clock.elapsed_ticks = 3 * ticks_per_day + 50
var saved_json: String = manager.serialize_state()
var restored := _create_manager(972)
_check(
restored.restore_state_from_json(saved_json),
"Seasonal clock state should survive save and restore"
)
_check(
(
restored.get_state_checksum() == manager.get_state_checksum()
and restored.get_season() == &"cold"
and is_equal_approx(restored._gather_yield_multiplier(), 0.5)
),
"Restore should re-derive the same cold season and its reduced yields"
)
restored.free()
berry.queue_free()
manager.free()
_finish()
func _create_manager(seed_value: int = 971) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
var home_positions: Array[Vector3] = [
Vector3(0.0, 0.0, 0.0),
Vector3(2.0, 0.0, 0.0),
Vector3(10.0, 0.0, 0.0),
Vector3(12.0, 0.0, 0.0),
Vector3(30.0, 0.0, 30.0),
Vector3(40.0, 0.0, 40.0),
]
manager.home_positions = home_positions
root.add_child(manager)
manager.set_process(false)
return manager
func _finish() -> void:
if failures.is_empty():
print("[TEST] Seasonal rhythm passed: cold yields + paused regrowth")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+1
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@@ -0,0 +1 @@
uid://bu0iqfwmmcwsk
+3
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@@ -86,6 +86,7 @@ func _on_village_changed(village: SimVillage) -> void:
if rates["wood_per_day"] > 0.01:
wood_rate = " (%.0f/d)" % rates["wood_per_day"]
var opportunity_text := _build_active_opportunity_display()
var season_text := "Cold" if simulation_manager.is_cold_season() else "Warm"
village_stats_label.text = (
"""
Village [%s]
@@ -95,6 +96,7 @@ func _on_village_changed(village: SimVillage) -> void:
Safety: %s
Knowledge: %s
Starving: %s
Season: %s
Food Mod: %.2f
Safety Mod: %.2f
@@ -110,6 +112,7 @@ func _on_village_changed(village: SimVillage) -> void:
round(village.safety),
round(village.knowledge),
simulation_manager.get_starving_count(),
season_text,
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier,