feat: add better priorities setting
This commit is contained in:
+32
-25
@@ -2,7 +2,7 @@ extends CharacterBody3D
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signal arrived_at_target(sim_id: int)
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signal arrived_at_target(sim_id: int)
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const DEBUG_LOGS := false
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const DEBUG_LOGS := true
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@export var move_speed := 3.0
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@export var move_speed := 3.0
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@export var rotation_speed := 8.0
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@export var rotation_speed := 8.0
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@@ -18,6 +18,7 @@ var profession: String = ""
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var current_path: PackedVector3Array = []
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var current_path: PackedVector3Array = []
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var path_index := 0
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var path_index := 0
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var current_target := Vector3.INF
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var current_target := Vector3.INF
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var arrival_distance := 0.6
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func debug_log(message: String) -> void:
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func debug_log(message: String) -> void:
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if DEBUG_LOGS:
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if DEBUG_LOGS:
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@@ -30,28 +31,15 @@ func setup_from_sim(npc: SimNPC) -> void:
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name = "NPC_%s_%s" % [sim_id, npc_name]
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name = "NPC_%s_%s" % [sim_id, npc_name]
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func set_target_position(pos: Vector3) -> void:
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func set_target_position(pos: Vector3) -> void:
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if current_target.distance_to(pos) < 0.1:
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return
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current_target = pos
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current_target = pos
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has_reported_arrival = false
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has_reported_arrival = false
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nav_agent.target_position = pos
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await get_tree().physics_frame
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if global_position.distance_to(pos) <= arrival_distance:
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current_path = PackedVector3Array()
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current_path = NavigationServer3D.map_get_path(
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path_index = 0
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get_world_3d().navigation_map,
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debug_log("Already close to target, will report arrival")
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global_position,
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pos,
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true
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)
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path_index = 0
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debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
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if current_target.distance_to(pos) < 0.1:
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return
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return
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current_target = pos
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nav_agent.target_position = pos
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nav_agent.target_position = pos
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await get_tree().physics_frame
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await get_tree().physics_frame
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@@ -65,18 +53,26 @@ func set_target_position(pos: Vector3) -> void:
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path_index = 0
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path_index = 0
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debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
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if current_path.is_empty():
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debug_log("Path is empty. Will report arrival/failure fallback.")
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else:
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debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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if current_target == Vector3.INF:
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velocity = Vector3.ZERO
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move_and_slide()
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return
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if global_position.distance_to(current_target) <= arrival_distance:
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_report_arrival_once()
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velocity = Vector3.ZERO
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move_and_slide()
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return
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if current_path.is_empty() or path_index >= current_path.size():
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if current_path.is_empty() or path_index >= current_path.size():
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velocity = Vector3.ZERO
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velocity = Vector3.ZERO
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move_and_slide()
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move_and_slide()
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if not has_reported_arrival and current_target != Vector3.INF:
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has_reported_arrival = true
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debug_log("Arrived at target")
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arrived_at_target.emit(sim_id)
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return
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return
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var next_pos := current_path[path_index]
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var next_pos := current_path[path_index]
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@@ -97,3 +93,14 @@ func _physics_process(delta: float) -> void:
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var target_angle := atan2(direction.x, direction.z)
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var target_angle := atan2(direction.x, direction.z)
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rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
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rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
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func _report_arrival_once() -> void:
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if has_reported_arrival:
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return
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has_reported_arrival = true
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current_path = PackedVector3Array()
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path_index = 0
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debug_log("Arrived at target")
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arrived_at_target.emit(sim_id)
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+104
-20
@@ -1,6 +1,8 @@
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class_name SimNPC
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class_name SimNPC
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extends RefCounted
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extends RefCounted
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@export var DEBUG_LOGS := true
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const TASK_STATE_IDLE := "idle"
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const TASK_STATE_IDLE := "idle"
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const TASK_STATE_TRAVELING := "traveling"
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const TASK_STATE_TRAVELING := "traveling"
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const TASK_STATE_WORKING := "working"
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const TASK_STATE_WORKING := "working"
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@@ -79,34 +81,116 @@ func choose_new_task(village: SimVillage) -> void:
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set_task("rest", 4.0)
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set_task("rest", 4.0)
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return
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return
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if village.food < 15.0:
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var best_task := choose_best_work_task(village)
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set_task("gather_food", 5.0)
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return
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if village.wood < 10.0:
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match best_task:
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set_task("gather_wood", 5.0)
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"gather_food":
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return
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if village.safety < 40.0 and profession == "guard":
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set_task("patrol", 6.0)
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return
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if village.knowledge < 10.0 and profession == "scholar":
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set_task("study", 6.0)
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return
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match profession:
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"farmer":
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set_task("gather_food", 5.0)
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set_task("gather_food", 5.0)
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"woodcutter":
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"gather_wood":
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set_task("gather_wood", 5.0)
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set_task("gather_wood", 5.0)
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"guard":
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"patrol":
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set_task("patrol", 6.0)
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set_task("patrol", 6.0)
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"scholar":
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"study":
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set_task("study", 6.0)
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set_task("study", 6.0)
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_:
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_:
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set_task("wander", 4.0)
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set_task("wander", 4.0)
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func choose_best_work_task(village: SimVillage) -> String:
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var food_score := calculate_task_score(
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"gather_food",
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village.food_priority,
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village.food,
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15.0,
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30.0,
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3.0,
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1.5,
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"farmer"
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)
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var wood_score := calculate_task_score(
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"gather_wood",
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village.wood_priority,
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village.wood,
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10.0,
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20.0,
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2.5,
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1.0,
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"woodcutter"
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)
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var safety_score := calculate_task_score(
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"patrol",
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village.safety_priority,
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village.safety,
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30.0,
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50.0,
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3.0,
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1.5,
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"guard"
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)
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var knowledge_score := calculate_task_score(
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"study",
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village.knowledge_priority,
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village.knowledge,
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10.0,
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25.0,
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1.5,
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0.75,
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"scholar"
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)
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var best_task := "gather_food"
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var best_score := food_score
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if wood_score > best_score:
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best_task = "gather_wood"
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best_score = wood_score
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if safety_score > best_score:
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best_task = "patrol"
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best_score = safety_score
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if knowledge_score > best_score:
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best_task = "study"
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best_score = knowledge_score
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return best_task
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func calculate_task_score(
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task_name: String,
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base_priority: float,
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resource_amount: float,
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critical_threshold: float,
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low_threshold: float,
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critical_bonus: float,
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low_bonus: float,
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preferred_profession: String
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) -> float:
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var score := base_priority
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if resource_amount < critical_threshold:
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score += critical_bonus
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elif resource_amount < low_threshold:
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score += low_bonus
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if profession == preferred_profession:
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score += 2.0
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score += randf_range(0.0, 0.5)
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if DEBUG_LOGS:
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print(
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"[SimNPC] ",
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npc_name,
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" score ",
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task_name,
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" = ",
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score
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)
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return score
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func set_task(task: String, duration: float) -> void:
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func set_task(task: String, duration: float) -> void:
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current_task = task
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current_task = task
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task_duration = duration
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task_duration = duration
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@@ -13,6 +13,11 @@ var wood_modifier := 1.0
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var safety_modifier := 1.0
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var safety_modifier := 1.0
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var knowledge_modifier := 1.0
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var knowledge_modifier := 1.0
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var food_priority := 1.0
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var wood_priority := 1.0
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var safety_priority := 1.0
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var knowledge_priority := 1.0
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func update_modifiers() -> void:
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func update_modifiers() -> void:
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food_modifier = 1.0
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food_modifier = 1.0
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wood_modifier = 1.0
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wood_modifier = 1.0
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@@ -35,9 +40,38 @@ func update_modifiers() -> void:
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]
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]
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)
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)
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func update_priorities() -> void:
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food_priority = 1.0
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wood_priority = 1.0
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safety_priority = 1.0
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knowledge_priority = 1.0
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if food < 10.0:
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food_priority = 3.0
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elif food < 20.0:
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food_priority = 2.0
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if wood < 5.0:
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wood_priority = 2.5
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elif wood < 15.0:
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wood_priority = 1.75
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if safety < 25.0:
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safety_priority = 3.0
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elif safety < 50.0:
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safety_priority = 1.5
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if knowledge < 5.0:
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knowledge_priority = 1.75
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elif knowledge < 15.0:
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knowledge_priority = 1.25
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if DEBUG_LOGS:
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print(get_priority_summary())
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func apply_npc_task(npc: SimNPC) -> void:
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func apply_npc_task(npc: SimNPC) -> void:
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var productivity := 1.0
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var productivity := 1.0
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if npc.energy < 20.0:
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if npc.energy < 20.0:
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productivity = 0.25
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productivity = 0.25
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elif npc.energy < 40.0:
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elif npc.energy < 40.0:
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@@ -54,8 +88,9 @@ func apply_npc_task(npc: SimNPC) -> void:
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knowledge += 1.0 * productivity
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knowledge += 1.0 * productivity
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"eat":
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"eat":
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food -= 1.0
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food -= 1.0
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npc.hunger = max(npc.hunger - 35.0, 0.0)
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"rest":
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"rest":
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pass
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npc.energy = min(npc.energy + 35.0, 100.0)
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"wander":
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"wander":
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safety -= 0.2
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safety -= 0.2
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@@ -63,14 +98,30 @@ func apply_npc_task(npc: SimNPC) -> void:
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wood = max(wood, 0.0)
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wood = max(wood, 0.0)
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safety = clamp(safety, 0.0, 100.0)
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safety = clamp(safety, 0.0, 100.0)
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knowledge = max(knowledge, 0.0)
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knowledge = max(knowledge, 0.0)
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update_modifiers()
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update_modifiers()
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update_priorities()
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func get_summary() -> String:
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func get_summary() -> String:
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return "Village | food: %s | wood: %s | safety: %s | knowledge: %s" % [
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return "Village | food: %s | wood: %s | safety: %s | knowledge: %s | priorities F/W/S/K: %s/%s/%s/%s" % [
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round(food),
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round(food),
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round(wood),
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round(wood),
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round(safety),
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round(safety),
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round(knowledge)
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round(knowledge),
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food_priority,
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wood_priority,
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safety_priority,
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knowledge_priority
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]
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func get_priority_summary() -> String:
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return "Priorities | food: %s | wood: %s | safety: %s | knowledge: %s" % [
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food_priority,
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wood_priority,
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safety_priority,
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knowledge_priority
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]
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]
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func debug_log(message: String) -> void:
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func debug_log(message: String) -> void:
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Reference in New Issue
Block a user