feat: introduce identity-backed goat

This commit is contained in:
Rijad Zuzo
2026-07-26 22:26:00 +02:00
parent 1f09ebe6b6
commit f79c2bb630
47 changed files with 1903 additions and 96 deletions
+45 -46
View File
@@ -2,6 +2,7 @@ extends Node
const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
const VillageEconomyScript := preload("res://simulation/economy/VillageEconomy.gd")
const AnimalCareSystemScript := preload("res://simulation/animals/AnimalCareSystem.gd")
const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
const EventKnowledgeSystemScript := preload("res://simulation/knowledge/EventKnowledgeSystem.gd")
@@ -38,6 +39,7 @@ var wander_random_sources := {}
var resource_states: Dictionary = {}
var event_log := SimulationEventLogScript.new()
var economy := VillageEconomyScript.new()
var animal_care := AnimalCareSystemScript.new()
var relationship_system := RelationshipSystemScript.new()
var event_knowledge_system := EventKnowledgeSystemScript.new()
var opportunity_system := VillageOpportunitySystem.new()
@@ -71,6 +73,8 @@ func _ready() -> void:
economy.inventory_changed.connect(_on_economy_inventory_changed)
economy.economic_event_requested.connect(_record_economic_event)
economy.narrative_event_requested.connect(record_narrative_event)
animal_care.economic_event_requested.connect(_record_economic_event_at)
animal_care.narrative_event_requested.connect(record_narrative_event)
action_selector.relationship_system = relationship_system
var definition_errors := SimulationDefinitions.validate()
if not definition_errors.is_empty():
@@ -83,12 +87,14 @@ func _ready() -> void:
clock.elapsed_ticks = int(0.25 * cycle_duration_seconds / tick_interval)
village.debug_logs = debug_logs
economy.configure(village, debug_logs)
animal_care.configure(economy, active_world_adapter)
economy.initialize_storage()
village.update_modifiers()
village.update_priorities()
generate_npcs()
relationship_system.initialize_households(npcs)
call_deferred("register_loaded_resource_nodes")
animal_care.call_deferred("register_loaded_nodes")
call_deferred("register_loaded_storage_nodes")
if debug_logs:
print("--- Simulation started ---")
@@ -156,6 +162,7 @@ func simulate_tick() -> void:
tick_count += 1
if debug_logs:
print("--- Tick ", tick_count, " ---")
animal_care.advance()
var village_was_changed := false
_population_view.rebuild(npcs)
for npc in npcs:
@@ -210,8 +217,9 @@ func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
if npc.task_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
return
var helper := get_active_opportunity_helper()
var animal_feed_name := animal_care.get_available_feed_name(npc.id)
var selection := action_selector.select_action(
npc, village, clock.time_of_day(), npcs, helper, _population_view
npc, village, clock.time_of_day(), npcs, helper, _population_view, animal_feed_name
)
if selection == null:
return
@@ -239,7 +247,12 @@ func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target:
func _complete_current_action(npc: SimNPC) -> void:
var completed_task := npc.current_task
var definition := SimulationDefinitions.get_action(completed_task)
if economy.consume_completion_cost(npc, definition):
var completion_succeeded := false
if completed_task == SimulationIds.ACTION_FEED_ANIMAL:
completion_succeeded = feed_animal(npc.target_id, npc.id)
else:
completion_succeeded = economy.consume_completion_cost(npc, definition)
if completion_succeeded:
_apply_action_completion(npc, completed_task, definition)
elif not npc.target_id.is_empty():
release_npc_reservation(npc.id)
@@ -272,6 +285,8 @@ func _apply_action_completion(
npc.energy = minf(npc.energy + 40.0, 100.0)
npc.position = npc.home_position
record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
SimulationIds.ACTION_FEED_ANIMAL:
pass
SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY, SimulationIds.ACTION_REST, SimulationIds.ACTION_WANDER:
village.apply_npc_task(npc)
if debug_logs and completed_task == SimulationIds.ACTION_SLEEP:
@@ -364,6 +379,9 @@ func release_npc_reservation(npc_id: int) -> void:
var resource_state := get_resource_state(npc.target_id)
if resource_state != null:
resource_state.release(npc.id)
var animal_state := animal_care.get_state(npc.target_id)
if animal_state != null:
animal_state.release(npc.id)
npc.target_id = &""
return
@@ -397,6 +415,22 @@ func notify_npc_arrived(npc_id: int) -> void:
)
notify_npc_navigation_failed(npc.id)
return
if (
npc.target_id != &""
and definition != null
and definition.target_type == SimulationIds.TARGET_ANIMAL
):
if not animal_care.can_complete_feed(npc.target_id, npc.id):
if debug_logs:
print(
"[SimulationManager] ",
npc.npc_name,
" arrived but animal ",
npc.target_id,
" no longer needs feeding, replanning"
)
notify_npc_navigation_failed(npc.id)
return
npc.has_travel_target = false
npc.start_working()
@@ -903,6 +937,13 @@ func _on_economy_inventory_changed(npc: SimNPC, item_id: StringName, amount: flo
npc_inventory_changed.emit(npc, item_id, amount)
func feed_animal(animal_id: StringName, actor_id: int = -1) -> bool:
var succeeded := animal_care.feed(animal_id, actor_id, npcs, tick_count)
if succeeded:
village_changed.emit(village)
return succeeded
func register_loaded_resource_nodes() -> void:
for node in ResourceNode.get_all():
register_resource_node(node)
@@ -1051,50 +1092,6 @@ func get_starving_count() -> int:
return _population_view.starving_count()
func get_state_snapshot() -> Dictionary:
var npc_snapshots: Array[Dictionary] = []
for npc in npcs:
npc_snapshots.append(
{
"id": npc.id,
"name": npc.npc_name,
"profession": npc.profession,
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"task": npc.current_task,
"task_state": npc.task_state,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"target_id": String(npc.target_id),
"position": [npc.position.x, npc.position.y, npc.position.z],
"travel_target_position":
[
npc.travel_target_position.x,
npc.travel_target_position.y,
npc.travel_target_position.z
],
"has_travel_target": npc.has_travel_target,
"starvation_ticks": npc.starvation_ticks,
"is_dead": npc.is_dead
}
)
return {
"seed": simulation_seed,
"tick_count": tick_count,
"village":
{
"food": village.food,
"wood": village.wood,
"safety": village.safety,
"knowledge": village.knowledge
},
"npcs": npc_snapshots
}
func get_state_checksum() -> String:
return create_state_record().to_json().sha256_text()
@@ -1127,6 +1124,7 @@ func create_state_record() -> SimulationStateRecord:
record.village = VillageStateRecord.capture(village)
for npc in npcs:
record.npcs.append(NPCStateRecord.capture(npc))
animal_care.append_state_records(record)
var sorted_resource_ids: Array = resource_states.keys()
sorted_resource_ids.sort()
for resource_id in sorted_resource_ids:
@@ -1194,6 +1192,7 @@ func restore_state(record: SimulationStateRecord) -> bool:
for resource_record in record.resources:
resource_states[resource_record.get_node_id()] = resource_record
register_loaded_resource_nodes()
animal_care.restore_state_records(record.animals)
village_changed.emit(village)
state_restored.emit()
return true
+10 -1
View File
@@ -23,7 +23,8 @@ func select_action(
time_of_day: float = 0.5,
all_npcs: Array = [],
opportunity_helper: OpportunityHelperResult = null,
population_view: SimulationPopulationView = null
population_view: SimulationPopulationView = null,
animal_feed_name: String = ""
) -> ActionSelectionResult:
if npc.is_dead:
return null
@@ -126,6 +127,14 @@ func select_action(
return ActionSelectionResult.new(
SimulationIds.ACTION_REST, -1.0, "Energy is below the rest threshold"
)
if not animal_feed_name.is_empty():
var feed_definition := SimulationDefinitions.get_action(SimulationIds.ACTION_FEED_ANIMAL)
if _get_cost_rejection(feed_definition, village).is_empty():
return ActionSelectionResult.new(
SimulationIds.ACTION_FEED_ANIMAL,
-1.0,
"%s is hungry; pantry food is available" % animal_feed_name
)
if village.food <= RELATIONSHIP_AID_PANTRY_THRESHOLD and relationship_system != null:
var trusted_starving_npc: SimNPC = relationship_system.get_trusted_starving_subject(
npc.id, all_npcs, population_view
@@ -17,6 +17,8 @@ func resolve(
)
SimulationIds.TARGET_ACTIVITY:
return _resolve_activity(npc, origin, simulation_manager, active_world_adapter)
SimulationIds.TARGET_ANIMAL:
return _resolve_animal(npc, origin, simulation_manager, active_world_adapter)
SimulationIds.TARGET_FREE:
return {
"target_id": "", "position": origin + simulation_manager.get_wander_offset(npc.id)
@@ -202,6 +204,32 @@ func _resolve_activity(
return active_world_adapter.get_activity_target(npc.current_task, origin)
func _resolve_animal(
npc: SimNPC, origin: Vector3, simulation_manager: Node, active_world_adapter: Node
) -> Dictionary:
if not active_world_adapter.has_method("get_animal_candidates"):
return {}
var best: Dictionary = {}
var best_distance := INF
var candidates: Array[Dictionary] = active_world_adapter.get_animal_candidates(npc.current_task)
for candidate in candidates:
var animal_id := StringName(candidate["target_id"])
var state: AnimalStateRecord = simulation_manager.animal_care.get_state(animal_id)
if state == null or not state.can_npc_feed() or not state.is_available_for(npc.id):
continue
var position: Vector3 = candidate["position"]
var distance := origin.distance_squared_to(position)
if distance < best_distance:
best_distance = distance
best = candidate
if best.is_empty():
return {}
var target_id := StringName(best["target_id"])
if not simulation_manager.animal_care.reserve(target_id, npc.id):
return {}
return best
func score_resource_candidate(
npc: SimNPC, origin: Vector3, position: Vector3, state: ResourceStateRecord
) -> float:
+225
View File
@@ -0,0 +1,225 @@
class_name AnimalCareSystem
extends RefCounted
signal economic_event_requested(
event_type: StringName,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float,
world_position: Vector3
)
signal narrative_event_requested(
event_type: StringName,
actor_id: int,
source_id: StringName,
action_display: String,
action_id: StringName,
item_id: StringName,
required_amount: float
)
var states: Dictionary = {}
var economy: RefCounted
var active_world_adapter: Node
func configure(economy_service: RefCounted, world_adapter: Node) -> void:
economy = economy_service
active_world_adapter = world_adapter
func advance() -> void:
var animal_ids: Array = states.keys()
animal_ids.sort()
for animal_id in animal_ids:
var animal_state := states[animal_id] as AnimalStateRecord
if animal_state != null:
animal_state.advance_tick()
func register_loaded_nodes() -> void:
for node in AnimalNode.get_all():
register_node(node)
func register_node(node: AnimalNode) -> bool:
if node == null or node.animal_id.is_empty():
return false
if (
ResourceNode.get_by_id(node.animal_id) != null
or StorageNode.get_by_id(node.animal_id) != null
or ActivitySite.get_by_id(node.animal_id) != null
):
push_error("AnimalCareSystem: Animal ID '%s' collides with a world target" % node.animal_id)
return false
var action_definition := SimulationDefinitions.get_action(SimulationIds.ACTION_FEED_ANIMAL)
if (
action_definition == null
or action_definition.target_type != SimulationIds.TARGET_ANIMAL
or node.species_id != SimulationIds.SPECIES_GOAT
):
push_error(
(
"AnimalCareSystem: AnimalNode '%s' has an invalid feed action or species '%s'"
% [node.animal_id, node.species_id]
)
)
return false
var animal_state := get_state(node.animal_id)
if animal_state == null:
animal_state = AnimalStateRecord.create_from_node(node)
states[node.animal_id] = animal_state
elif not animal_state.apply_definition(node):
push_error("AnimalCareSystem: AnimalNode definition mismatch for '%s'" % node.animal_id)
return false
return node.bind_state(animal_state)
func get_state(animal_id: StringName) -> AnimalStateRecord:
return states.get(animal_id) as AnimalStateRecord
func reserve(animal_id: StringName, agent_id: int) -> bool:
var animal_state := get_state(animal_id)
return animal_state != null and animal_state.can_npc_feed() and animal_state.reserve(agent_id)
func release(animal_id: StringName, agent_id: int) -> void:
var animal_state := get_state(animal_id)
if animal_state != null:
animal_state.release(agent_id)
func can_complete_feed(animal_id: StringName, agent_id: int) -> bool:
var animal_state := get_state(animal_id)
return (
animal_state != null
and animal_state.needs_feed()
and animal_state.get_reserved_by() == agent_id
)
func get_available_feed_name(npc_id: int) -> String:
if active_world_adapter == null or not active_world_adapter.has_method("get_animal_candidates"):
return ""
var candidates: Array[Dictionary] = active_world_adapter.get_animal_candidates(
SimulationIds.ACTION_FEED_ANIMAL
)
for candidate in candidates:
var animal_state := get_state(StringName(candidate["target_id"]))
if (
animal_state != null
and animal_state.can_npc_feed()
and animal_state.is_available_for(npc_id)
):
return animal_state.get_display_name()
return ""
func find_node_for_player(from_position: Vector3, max_distance: float) -> AnimalNode:
if (
active_world_adapter == null
or not active_world_adapter.has_method("get_animal_nodes_in_radius")
):
return null
var candidates: Array[AnimalNode] = active_world_adapter.get_animal_nodes_in_radius(
from_position, max_distance
)
for node in candidates:
var animal_state := get_state(node.animal_id)
if (
animal_state != null
and animal_state.can_player_feed_animal()
and animal_state.needs_feed()
):
return node
return null
func feed(animal_id: StringName, actor_id: int, npcs: Array[SimNPC], current_tick: int) -> bool:
var animal_state := get_state(animal_id)
if animal_state == null or not animal_state.needs_feed():
return false
if actor_id >= 0:
if (
_find_npc(actor_id, npcs) == null
or not animal_state.can_npc_feed()
or animal_state.get_reserved_by() != actor_id
):
return false
elif not animal_state.can_player_feed_animal():
return false
var definition := SimulationDefinitions.get_action(SimulationIds.ACTION_FEED_ANIMAL)
if definition == null or not definition.has_completion_cost() or economy == null:
return false
var resource_id := definition.completion_cost_resource_id
var required_amount := definition.completion_cost_amount
var pantry: StorageStateRecord = economy.get_storage_for_resource(resource_id)
var available := pantry.get_amount(resource_id) if pantry != null else 0.0
if pantry == null or available < required_amount:
if actor_id >= 0:
(
narrative_event_requested
. emit(
SimulationIds.EVENT_TASK_BLOCKED,
actor_id,
pantry.get_storage_id() if pantry != null else &"",
(
"%s: needs %.0f %s (%.1f available)"
% [
definition.display_name,
required_amount,
String(resource_id).capitalize(),
available,
]
),
definition.action_id,
resource_id,
required_amount
)
)
return false
var consumed: float = economy.withdraw_resource(resource_id, required_amount)
if consumed < required_amount:
economy.deposit_resource(resource_id, consumed)
return false
if not animal_state.feed(actor_id, current_tick):
economy.deposit_resource(resource_id, consumed)
return false
economic_event_requested.emit(
SimulationIds.EVENT_ANIMAL_FED,
actor_id,
pantry.get_storage_id(),
animal_state.get_animal_id(),
resource_id,
consumed,
animal_state.get_position()
)
return true
func append_state_records(record: SimulationStateRecord) -> void:
var animal_ids: Array = states.keys()
animal_ids.sort()
for animal_id in animal_ids:
var animal_state := states[animal_id] as AnimalStateRecord
record.animals.append(animal_state)
func restore_state_records(records: Array[AnimalStateRecord]) -> void:
states.clear()
for animal_record in records:
states[animal_record.get_animal_id()] = animal_record
register_loaded_nodes()
static func _find_npc(npc_id: int, npcs: Array[SimNPC]) -> SimNPC:
for npc in npcs:
if npc.id == npc_id:
return npc
return null
@@ -0,0 +1 @@
uid://kilnbq2k276w
+4 -1
View File
@@ -22,7 +22,10 @@ func validate() -> Array[String]:
if (
target_type
not in [
SimulationIds.TARGET_RESOURCE, SimulationIds.TARGET_ACTIVITY, SimulationIds.TARGET_FREE
SimulationIds.TARGET_RESOURCE,
SimulationIds.TARGET_ACTIVITY,
SimulationIds.TARGET_ANIMAL,
SimulationIds.TARGET_FREE,
]
):
errors.append("target_type '%s' is invalid for '%s'" % [target_type, action_id])
@@ -4,6 +4,7 @@ extends RefCounted
const ACTION_PATHS := [
"res://simulation/definitions/actions/gather_food.tres",
"res://simulation/definitions/actions/gather_wood.tres",
"res://simulation/definitions/actions/feed_animal.tres",
"res://simulation/definitions/actions/patrol.tres",
"res://simulation/definitions/actions/study.tres",
"res://simulation/definitions/actions/eat.tres",
+6
View File
@@ -6,6 +6,7 @@ const ACTION_DEAD := &"dead"
const ACTION_SLEEP := &"sleep"
const ACTION_GATHER_FOOD := &"gather_food"
const ACTION_GATHER_WOOD := &"gather_wood"
const ACTION_FEED_ANIMAL := &"feed_animal"
const ACTION_PATROL := &"patrol"
const ACTION_STUDY := &"study"
const ACTION_EAT := &"eat"
@@ -23,11 +24,15 @@ const PROFESSION_WANDERER := &"wanderer"
const TARGET_RESOURCE := &"resource"
const TARGET_ACTIVITY := &"activity"
const TARGET_ANIMAL := &"animal"
const TARGET_FREE := &"free"
const RESOURCE_FOOD := &"food"
const RESOURCE_WOOD := &"wood"
const ANIMAL_DUNJA := &"goat_dunja"
const SPECIES_GOAT := &"goat"
const STORAGE_VILLAGE_PANTRY := &"village_pantry"
const STORAGE_VILLAGE_WOODPILE := &"village_woodpile"
@@ -40,6 +45,7 @@ const EVENT_NPC_DIED := &"npc_died"
const EVENT_TASK_STARTED := &"task_started"
const EVENT_TASK_BLOCKED := &"task_blocked"
const EVENT_RESOURCE_DEPLETED := &"resource_depleted"
const EVENT_ANIMAL_FED := &"animal_fed"
const OPPORTUNITY_RESTOCK_EMPTY_PANTRY := &"restock_empty_pantry"
const OPPORTUNITY_SUPPLY_MISSING_WOOD := &"supply_missing_wood"
@@ -0,0 +1,13 @@
[gd_resource type="Resource" script_class="ActionDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://simulation/definitions/ActionDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
action_id = &"feed_animal"
display_name = "Feed Dunja"
default_duration = 2.0
preferred_profession_id = &"farmer"
target_type = &"animal"
completion_cost_resource_id = &"food"
completion_cost_amount = 1.0
+223
View File
@@ -0,0 +1,223 @@
class_name AnimalStateRecord
extends RefCounted
signal changed(state: AnimalStateRecord)
signal fed(state: AnimalStateRecord, actor_id: int)
const SCHEMA_VERSION := 1
const HUNGER_PER_TICK := 0.125
const FEED_THRESHOLD := 65.0
const HUNGER_RELIEF := 55.0
const NEVER_FED_TICK := -1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create_from_node(node: AnimalNode) -> AnimalStateRecord:
return (
AnimalStateRecord
. new(
{
"schema_version": SCHEMA_VERSION,
"animal_id": String(node.animal_id),
"display_name": node.display_name,
"species_id": String(node.species_id),
"position":
[node.global_position.x, node.global_position.y, node.global_position.z],
"hunger": node.initial_hunger,
"last_fed_tick": NEVER_FED_TICK,
"reserved_by": -1,
"enabled": node.initial_enabled,
"can_npcs_feed": node.can_npcs_feed,
"can_player_feed": node.can_player_feed,
}
)
)
static func from_dictionary(record_data: Dictionary) -> AnimalStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not (
record_data
. has_all(
[
"animal_id",
"display_name",
"species_id",
"position",
"hunger",
"last_fed_tick",
"reserved_by",
"enabled",
"can_npcs_feed",
"can_player_feed",
]
)
):
return null
var animal_id := String(record_data["animal_id"])
var display_name := String(record_data["display_name"])
var species_id := String(record_data["species_id"])
var saved_position = record_data["position"]
var hunger := float(record_data["hunger"])
var last_fed_tick := int(record_data["last_fed_tick"])
var reserved_by := int(record_data["reserved_by"])
if animal_id.is_empty() or display_name.is_empty() or species_id.is_empty():
return null
if StringName(species_id) != SimulationIds.SPECIES_GOAT:
return null
if not saved_position is Array or saved_position.size() != 3:
return null
for component in saved_position:
if not is_finite(float(component)):
return null
if not is_finite(hunger) or hunger < 0.0 or hunger > 100.0:
return null
if last_fed_tick < NEVER_FED_TICK or reserved_by < -1:
return null
if reserved_by >= 0 and hunger < FEED_THRESHOLD:
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
normalized["animal_id"] = animal_id
normalized["display_name"] = display_name
normalized["species_id"] = species_id
normalized["position"] = [
float(saved_position[0]), float(saved_position[1]), float(saved_position[2])
]
normalized["hunger"] = hunger
normalized["last_fed_tick"] = last_fed_tick
normalized["reserved_by"] = reserved_by
normalized["enabled"] = bool(record_data["enabled"])
normalized["can_npcs_feed"] = bool(record_data["can_npcs_feed"])
normalized["can_player_feed"] = bool(record_data["can_player_feed"])
return AnimalStateRecord.new(normalized)
func apply_definition(node: AnimalNode) -> bool:
if node == null or node.animal_id != get_animal_id():
return false
return (
node.display_name == get_display_name()
and node.species_id == get_species_id()
and node.can_npcs_feed == can_npc_feed()
and node.can_player_feed == can_player_feed_animal()
)
func get_animal_id() -> StringName:
return StringName(data["animal_id"])
func get_display_name() -> String:
return String(data["display_name"])
func get_species_id() -> StringName:
return StringName(data["species_id"])
func get_position() -> Vector3:
var saved_position: Array = data["position"]
return Vector3(float(saved_position[0]), float(saved_position[1]), float(saved_position[2]))
func get_hunger() -> float:
return float(data["hunger"])
func get_last_fed_tick() -> int:
return int(data["last_fed_tick"])
func get_reserved_by() -> int:
return int(data["reserved_by"])
func is_enabled() -> bool:
return bool(data["enabled"])
func can_npc_feed() -> bool:
return bool(data["can_npcs_feed"])
func can_player_feed_animal() -> bool:
return bool(data["can_player_feed"])
func needs_feed() -> bool:
return is_enabled() and get_hunger() >= FEED_THRESHOLD
func is_available_for(agent_id: int) -> bool:
return needs_feed() and (get_reserved_by() == -1 or get_reserved_by() == agent_id)
func reserve(agent_id: int) -> bool:
if agent_id < 0 or not is_available_for(agent_id):
return false
data["reserved_by"] = agent_id
changed.emit(self)
return true
func release(agent_id: int) -> void:
if get_reserved_by() != agent_id:
return
data["reserved_by"] = -1
changed.emit(self)
func advance_tick() -> void:
if not is_enabled():
return
var next_hunger := minf(get_hunger() + HUNGER_PER_TICK, 100.0)
if is_equal_approx(next_hunger, get_hunger()):
return
data["hunger"] = next_hunger
changed.emit(self)
func feed(actor_id: int, current_tick: int) -> bool:
if not needs_feed() or current_tick < 0:
return false
data["hunger"] = maxf(get_hunger() - HUNGER_RELIEF, 0.0)
data["last_fed_tick"] = current_tick
data["reserved_by"] = -1
changed.emit(self)
fed.emit(self, actor_id)
return true
func set_position(value: Vector3) -> void:
if not value.is_finite() or value.is_equal_approx(get_position()):
return
data["position"] = [value.x, value.y, value.z]
changed.emit(self)
func set_hunger(value: float) -> void:
if not is_finite(value):
return
data["hunger"] = clampf(value, 0.0, 100.0)
if not needs_feed():
data["reserved_by"] = -1
changed.emit(self)
func set_enabled(value: bool) -> void:
data["enabled"] = value
if not value:
data["reserved_by"] = -1
changed.emit(self)
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://c8rgw7h25bcmr
+2
View File
@@ -158,5 +158,7 @@ func description(npc_names: Dictionary = {}) -> String:
return "%s could not complete %s" % [actor_name, action_name]
"resource_depleted":
return "%s was depleted" % source
"animal_fed":
return "%s fed %s %.0f %s" % [actor_name, destination, amount, item]
_:
return "tick %d: %s" % [int(data["tick"]), event_type]
+109 -3
View File
@@ -2,7 +2,7 @@ class_name SimulationStateRecord
extends RefCounted
const SCHEMA_NAME := "the_steward.simulation"
const SCHEMA_VERSION := 9
const SCHEMA_VERSION := 10
const LEGACY_SCHEMA_VERSION := 1
const EVENT_LEGACY_SCHEMA_VERSION := 2
const RELATIONSHIP_LEGACY_SCHEMA_VERSION := 3
@@ -10,11 +10,13 @@ const KNOWLEDGE_LEGACY_SCHEMA_VERSION := 4
const PROVENANCE_LEGACY_SCHEMA_VERSION := 5
const RETENTION_LEGACY_SCHEMA_VERSION := 6
const OPPORTUNITY_LEGACY_SCHEMA_VERSION := 8
const ANIMAL_LEGACY_SCHEMA_VERSION := 9
const PREVIOUS_SCHEMA_VERSION := 7
var simulation: Dictionary
var village: VillageStateRecord
var npcs: Array[NPCStateRecord] = []
var animals: Array[AnimalStateRecord] = []
var resources: Array[ResourceStateRecord] = []
var storages: Array[StorageStateRecord] = []
var economic_events: Array[EconomicEventRecord] = []
@@ -28,6 +30,9 @@ func to_dictionary() -> Dictionary:
for npc_record in npcs:
npc_data.append(npc_record.to_dictionary())
var animal_data: Array[Dictionary] = []
for animal_record in animals:
animal_data.append(animal_record.to_dictionary())
var resource_data: Array[Dictionary] = []
for resource_record in resources:
resource_data.append(resource_record.to_dictionary())
@@ -53,6 +58,7 @@ func to_dictionary() -> Dictionary:
"simulation": simulation.duplicate(true),
"village": village.to_dictionary(),
"npcs": npc_data,
"animals": animal_data,
"resources": resource_data,
"storages": storage_data,
"economic_events": event_data,
@@ -88,6 +94,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
RETENTION_LEGACY_SCHEMA_VERSION,
PREVIOUS_SCHEMA_VERSION,
OPPORTUNITY_LEGACY_SCHEMA_VERSION,
ANIMAL_LEGACY_SCHEMA_VERSION,
]
):
record_data = _migrate_legacy(record_data, version)
@@ -100,6 +107,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
"simulation",
"village",
"npcs",
"animals",
"resources",
"storages",
"economic_events",
@@ -166,6 +174,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
return null
var npc_data = record_data["npcs"]
var animal_data = record_data["animals"]
var resource_data = record_data["resources"]
var storage_data = record_data["storages"]
var event_data = record_data["economic_events"]
@@ -174,6 +183,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
var opportunity_data = record_data["opportunities"]
if (
not npc_data is Array
or not animal_data is Array
or not resource_data is Array
or not storage_data is Array
or not event_data is Array
@@ -217,6 +227,51 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
resource_records_by_id[resource_id] = resource_record
record.resources.append(resource_record)
var animal_ids := {}
var animal_records_by_id := {}
for item in animal_data:
if not item is Dictionary:
return null
var animal_record := AnimalStateRecord.from_dictionary(item)
if animal_record == null:
return null
var animal_id := String(animal_record.data["animal_id"])
if animal_ids.has(animal_id) or resource_ids.has(animal_id):
return null
var reserved_by := animal_record.get_reserved_by()
if reserved_by >= 0:
var reserving_npc := npc_records_by_id.get(reserved_by) as NPCStateRecord
if (
reserving_npc == null
or (
StringName(reserving_npc.data["current_task"])
!= SimulationIds.ACTION_FEED_ANIMAL
)
or StringName(reserving_npc.data["target_id"]) != animal_record.get_animal_id()
or (
StringName(reserving_npc.data["task_state"])
not in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]
)
):
return null
animal_ids[animal_id] = true
animal_records_by_id[animal_id] = animal_record
record.animals.append(animal_record)
for npc_record in record.npcs:
if (
StringName(npc_record.data["current_task"]) != SimulationIds.ACTION_FEED_ANIMAL
or (
StringName(npc_record.data["task_state"])
not in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]
)
):
continue
var target_animal := (
animal_records_by_id.get(StringName(npc_record.data["target_id"])) as AnimalStateRecord
)
if target_animal == null or target_animal.get_reserved_by() != int(npc_record.data["id"]):
return null
var storage_ids := {}
var storage_records_by_id := {}
for item in storage_data:
@@ -226,7 +281,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
if storage_record == null:
return null
var storage_id := storage_record.get_storage_id()
if storage_ids.has(storage_id):
if storage_ids.has(storage_id) or animal_ids.has(String(storage_id)):
return null
storage_ids[storage_id] = true
storage_records_by_id[storage_id] = storage_record
@@ -235,6 +290,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
var event_ids := {}
var event_records_by_id := {}
var highest_event_id := -1
var latest_feed_ticks := {}
for item in event_data:
if not item is Dictionary:
return null
@@ -247,9 +303,33 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
event_ids[event_id] = true
event_records_by_id[event_id] = event_record
highest_event_id = maxi(highest_event_id, event_id)
if StringName(event_record.data["event_type"]) == SimulationIds.EVENT_ANIMAL_FED:
if not _is_valid_animal_feed_event(
event_record,
npc_ids,
animal_records_by_id,
storage_records_by_id,
int(record.simulation["tick_count"])
):
return null
var fed_animal_id := StringName(event_record.data["destination_id"])
latest_feed_ticks[fed_animal_id] = maxi(
int(latest_feed_ticks.get(fed_animal_id, AnimalStateRecord.NEVER_FED_TICK)),
int(event_record.data["tick"])
)
record.economic_events.append(event_record)
if int(record.simulation["next_event_id"]) <= highest_event_id:
return null
for animal_record in record.animals:
if (
animal_record.get_last_fed_tick()
!= int(
latest_feed_ticks.get(
animal_record.get_animal_id(), AnimalStateRecord.NEVER_FED_TICK
)
)
):
return null
var knowledge_keys := {}
var knowledge_records_by_key := {}
@@ -359,6 +439,31 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
return record
static func _is_valid_animal_feed_event(
event: EconomicEventRecord,
npc_ids: Dictionary,
animal_records_by_id: Dictionary,
storage_records_by_id: Dictionary,
current_tick: int
) -> bool:
var actor_id := int(event.data["actor_id"])
var definition := SimulationDefinitions.get_action(SimulationIds.ACTION_FEED_ANIMAL)
var animal := (
animal_records_by_id.get(StringName(event.data["destination_id"])) as AnimalStateRecord
)
return (
(actor_id == -1 or npc_ids.has(actor_id))
and int(event.data["tick"]) <= current_tick
and animal != null
and StringName(event.data["source_id"]) == SimulationIds.STORAGE_VILLAGE_PANTRY
and storage_records_by_id.has(SimulationIds.STORAGE_VILLAGE_PANTRY)
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
and definition != null
and definition.has_completion_cost()
and is_equal_approx(float(event.data["amount"]), definition.completion_cost_amount)
)
static func _is_valid_knowledge_provenance(
known_event: KnownEventStateRecord,
npc_ids: Dictionary,
@@ -571,6 +676,7 @@ static func _is_valid_supply_resolution(
static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
migrated["animals"] = []
if version == LEGACY_SCHEMA_VERSION:
var village_data: Dictionary = legacy_data.get("village", {})
var initial_food := float(village_data.get("food", 0.0))
@@ -621,7 +727,7 @@ static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary
migrated.get("economic_events", []),
int((migrated.get("simulation", {}) as Dictionary).get("tick_count", 0))
)
if version != OPPORTUNITY_LEGACY_SCHEMA_VERSION:
if version not in [OPPORTUNITY_LEGACY_SCHEMA_VERSION, ANIMAL_LEGACY_SCHEMA_VERSION]:
migrated["opportunities"] = []
var opportunity_simulation_data: Dictionary = migrated.get("simulation", {})
opportunity_simulation_data["next_opportunity_id"] = 0