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()