feat: introduce identity-backed goat
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@@ -17,6 +17,8 @@ func resolve(
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)
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SimulationIds.TARGET_ACTIVITY:
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return _resolve_activity(npc, origin, simulation_manager, active_world_adapter)
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SimulationIds.TARGET_ANIMAL:
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return _resolve_animal(npc, origin, simulation_manager, active_world_adapter)
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SimulationIds.TARGET_FREE:
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return {
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"target_id": "", "position": origin + simulation_manager.get_wander_offset(npc.id)
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@@ -202,6 +204,32 @@ func _resolve_activity(
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return active_world_adapter.get_activity_target(npc.current_task, origin)
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func _resolve_animal(
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npc: SimNPC, origin: Vector3, simulation_manager: Node, active_world_adapter: Node
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) -> Dictionary:
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if not active_world_adapter.has_method("get_animal_candidates"):
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return {}
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var best: Dictionary = {}
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var best_distance := INF
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var candidates: Array[Dictionary] = active_world_adapter.get_animal_candidates(npc.current_task)
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for candidate in candidates:
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var animal_id := StringName(candidate["target_id"])
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var state: AnimalStateRecord = simulation_manager.animal_care.get_state(animal_id)
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if state == null or not state.can_npc_feed() or not state.is_available_for(npc.id):
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continue
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var position: Vector3 = candidate["position"]
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var distance := origin.distance_squared_to(position)
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if distance < best_distance:
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best_distance = distance
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best = candidate
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if best.is_empty():
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return {}
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var target_id := StringName(best["target_id"])
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if not simulation_manager.animal_care.reserve(target_id, npc.id):
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return {}
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return best
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func score_resource_candidate(
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npc: SimNPC, origin: Vector3, position: Vector3, state: ResourceStateRecord
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) -> float:
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