feat: derive capable opportunity helpers
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@@ -3,6 +3,7 @@ extends GutTest
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const VillageOpportunitySystemScript := preload(
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"res://simulation/opportunities/VillageOpportunitySystem.gd"
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)
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const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
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func test_opening_requires_current_knowledge_and_care() -> void:
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@@ -192,6 +193,173 @@ func test_missing_wood_maintenance_does_not_change_the_existing_food_lifecycle()
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assert_eq(food_need.get_closed_tick(), -1)
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func test_capable_helper_requires_exact_knowledge_trust_and_a_real_supply_route() -> void:
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var fixture := _open_fixture()
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var system: VillageOpportunitySystem = fixture["system"]
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var pantry: StorageStateRecord = fixture["pantry"]
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var knowledge: EventKnowledgeSystem = fixture["knowledge"]
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var interested: SimNPC = fixture["npcs"][0]
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var helper := _npc(1, 20.0)
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var npcs: Array[SimNPC] = [interested, helper]
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var relationships := RelationshipSystemScript.new()
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var trusted := RelationshipStateRecord.create(helper.id, interested.id, 0.8, 0.7)
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relationships.restore([trusted])
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var source := _resource_state(
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&"orchard_berries", SimulationIds.ACTION_GATHER_FOOD, SimulationIds.RESOURCE_FOOD, 2.0, 3.0
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)
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var resource_states := {source.get_node_id(): source}
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var opportunity: OpportunityStateRecord = system.get_open_opportunity()
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assert_null(
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system.find_capable_helper(
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opportunity, pantry, npcs, knowledge, relationships, resource_states
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)
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)
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_remember(knowledge, helper.id, opportunity.get_trigger_event_id(), 10)
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relationships.restore([RelationshipStateRecord.create(helper.id, interested.id, 0.8, 0.59)])
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assert_null(
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system.find_capable_helper(
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opportunity, pantry, npcs, knowledge, relationships, resource_states
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)
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)
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relationships.restore([trusted])
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var opportunity_before := opportunity.to_dictionary()
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var source_before := source.to_dictionary()
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var helper_inventory_before := helper.inventory.duplicate(true)
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var result: OpportunityHelperResult = system.find_capable_helper(
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opportunity, pantry, npcs, knowledge, relationships, resource_states
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)
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assert_not_null(result)
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assert_eq(result.opportunity_id, opportunity.get_opportunity_id())
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assert_eq(result.helper_npc_id, helper.id)
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assert_eq(result.action_id, SimulationIds.ACTION_GATHER_FOOD)
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assert_true(result.source_id.is_empty())
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assert_eq(result.available_source_count, 1)
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assert_eq(result.resource_id, SimulationIds.RESOURCE_FOOD)
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assert_eq(result.trigger_event_id, opportunity.get_trigger_event_id())
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assert_eq(result.trust, 0.7)
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assert_true(result.profession_match)
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assert_false(result.uses_inventory)
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assert_string_contains(result.reason, "Knows the need")
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assert_eq(opportunity.to_dictionary(), opportunity_before)
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assert_eq(source.to_dictionary(), source_before)
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assert_eq(helper.inventory, helper_inventory_before)
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func test_ready_inventory_then_trust_and_stable_id_rank_helpers_deterministically() -> void:
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var fixture := _open_fixture()
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var system: VillageOpportunitySystem = fixture["system"]
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var pantry: StorageStateRecord = fixture["pantry"]
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var knowledge: EventKnowledgeSystem = fixture["knowledge"]
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var interested: SimNPC = fixture["npcs"][0]
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var trusted_gatherer := _npc(1, 20.0)
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var lower_id_carrier := _npc(2, 20.0)
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var stronger_carrier := _npc(5, 20.0)
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lower_id_carrier.profession = SimulationIds.PROFESSION_GUARD
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stronger_carrier.profession = SimulationIds.PROFESSION_GUARD
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lower_id_carrier.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
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stronger_carrier.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
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var npcs: Array[SimNPC] = [interested, trusted_gatherer, lower_id_carrier, stronger_carrier]
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var opportunity: OpportunityStateRecord = system.get_open_opportunity()
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for helper in [trusted_gatherer, lower_id_carrier, stronger_carrier]:
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_remember(knowledge, helper.id, opportunity.get_trigger_event_id(), 10)
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var relationships := RelationshipSystemScript.new()
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(
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relationships
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. restore(
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[
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RelationshipStateRecord.create(trusted_gatherer.id, interested.id, 0.9, 0.95),
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RelationshipStateRecord.create(lower_id_carrier.id, interested.id, 0.7, 0.7),
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RelationshipStateRecord.create(stronger_carrier.id, interested.id, 0.7, 0.8),
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]
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)
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)
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var source := _resource_state(
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&"berry_source", SimulationIds.ACTION_GATHER_FOOD, SimulationIds.RESOURCE_FOOD, 2.0
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)
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var result: OpportunityHelperResult = system.find_capable_helper(
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opportunity, pantry, npcs, knowledge, relationships, {source.get_node_id(): source}
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)
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assert_eq(result.helper_npc_id, stronger_carrier.id)
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assert_eq(result.action_id, SimulationIds.ACTION_DEPOSIT_FOOD)
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assert_eq(result.source_id, SimulationIds.npc_inventory_id(stronger_carrier.id))
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assert_true(result.uses_inventory)
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assert_eq(result.available_source_count, 0)
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assert_false(result.profession_match)
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assert_eq(result.trust, 0.8)
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(
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relationships
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. restore(
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[
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RelationshipStateRecord.create(trusted_gatherer.id, interested.id, 0.9, 0.95),
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RelationshipStateRecord.create(lower_id_carrier.id, interested.id, 0.7, 0.8),
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RelationshipStateRecord.create(stronger_carrier.id, interested.id, 0.7, 0.8),
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]
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)
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)
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result = system.find_capable_helper(
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opportunity, pantry, npcs, knowledge, relationships, {source.get_node_id(): source}
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)
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assert_eq(result.helper_npc_id, lower_id_carrier.id)
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func test_wood_helper_uses_available_finite_source_and_respects_reservations() -> void:
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var system := VillageOpportunitySystemScript.new()
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var interested := _npc(0, 20.0)
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var helper := _npc(1, 20.0)
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helper.profession = SimulationIds.PROFESSION_WOODCUTTER
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var npcs: Array[SimNPC] = [interested, helper]
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var knowledge := EventKnowledgeSystem.new()
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var opportunity := OpportunityStateRecord.create(
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0,
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10,
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4,
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interested.id,
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1.0,
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SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
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SimulationIds.STORAGE_VILLAGE_WOODPILE,
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SimulationIds.RESOURCE_WOOD
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)
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system.restore([opportunity], 1)
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_remember(knowledge, helper.id, opportunity.get_trigger_event_id(), 10)
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var relationships := RelationshipSystemScript.new()
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relationships.restore([RelationshipStateRecord.create(helper.id, interested.id, 0.7, 0.7)])
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var preferred_source := _resource_state(
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&"safe_grove", SimulationIds.ACTION_GATHER_WOOD, SimulationIds.RESOURCE_WOOD, 2.0, 5.0, 0.1
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)
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var fallback_source := _resource_state(
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&"rough_grove", SimulationIds.ACTION_GATHER_WOOD, SimulationIds.RESOURCE_WOOD, 2.0, 1.0, 0.8
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)
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var sources := {
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fallback_source.get_node_id(): fallback_source,
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preferred_source.get_node_id(): preferred_source,
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}
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var woodpile := StorageStateRecord.create(
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SimulationIds.STORAGE_VILLAGE_WOODPILE, {String(SimulationIds.RESOURCE_WOOD): 0.0}
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)
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var result: OpportunityHelperResult = system.find_capable_helper(
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opportunity, woodpile, npcs, knowledge, relationships, sources
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)
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assert_eq(result.helper_npc_id, helper.id)
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assert_eq(result.action_id, SimulationIds.ACTION_GATHER_WOOD)
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assert_true(result.source_id.is_empty())
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assert_eq(result.available_source_count, 2)
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assert_true(result.profession_match)
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assert_true(preferred_source.reserve(99))
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result = system.find_capable_helper(
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opportunity, woodpile, npcs, knowledge, relationships, sources
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)
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assert_eq(result.available_source_count, 1)
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assert_true(fallback_source.reserve(99))
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assert_null(
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system.find_capable_helper(opportunity, woodpile, npcs, knowledge, relationships, sources)
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)
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func test_restore_preserves_ids_sorted_queries_and_resolves_only_oldest_open() -> void:
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var older := OpportunityStateRecord.create(2, 5, 4, 7)
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var newer := OpportunityStateRecord.create(5, 8, 7, 9)
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@@ -309,6 +477,27 @@ func _player_resource_states() -> Dictionary:
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return result
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func _resource_state(
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node_id: StringName,
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action_id: StringName,
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resource_id: StringName,
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amount: float,
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discovery_priority: float = 0.0,
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safety_risk: float = 0.0
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) -> ResourceStateRecord:
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var node := ResourceNode.new()
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node.node_id = node_id
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node.action_id = action_id
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node.resource_id = resource_id
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node.initial_amount = amount
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node.yield_per_action = 1.0
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node.discovery_priority = discovery_priority
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node.safety_risk = safety_risk
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var state := ResourceStateRecord.create_from_node(node)
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node.free()
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return state
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func _remember(
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knowledge: EventKnowledgeSystem, knower_id: int, event_id: int, acquired_tick: int
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) -> void:
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