feat: add simulation action definitions
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@@ -13,13 +13,13 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
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"schema_version": SCHEMA_VERSION,
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"id": npc.id,
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"name": npc.npc_name,
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"profession": npc.profession,
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"profession": String(npc.profession),
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"hunger": npc.hunger,
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"energy": npc.energy,
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"strength": npc.strength,
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"intelligence": npc.intelligence,
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"current_task": npc.current_task,
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"task_state": npc.task_state,
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"current_task": String(npc.current_task),
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"task_state": String(npc.task_state),
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"position": [npc.position.x, npc.position.y, npc.position.z],
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"is_starving": npc.is_starving,
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"starvation_ticks": npc.starvation_ticks,
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@@ -29,7 +29,7 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
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"task_progress": npc.task_progress,
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"task_complete": npc.task_complete,
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"target_id": String(npc.target_id),
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"last_task": npc.last_task,
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"last_task": String(npc.last_task),
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"random_seed": str(npc.random_source.seed),
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"random_state": str(npc.random_source.state)
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})
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@@ -48,6 +48,24 @@ static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
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var saved_position = record_data["position"]
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if not saved_position is Array or saved_position.size() != 3:
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return null
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var profession_id := StringName(record_data["profession"])
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if SimulationDefinitions.get_profession(profession_id) == null:
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return null
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var action_id := StringName(record_data["current_task"])
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if (
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action_id not in [
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SimulationIds.ACTION_IDLE,
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SimulationIds.ACTION_DEAD
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]
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and SimulationDefinitions.get_action(action_id) == null
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):
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return null
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var last_action_id := StringName(record_data["last_task"])
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if (
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not last_action_id.is_empty()
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and SimulationDefinitions.get_action(last_action_id) == null
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):
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return null
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return NPCStateRecord.new(record_data)
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func restore(debug_logs: bool) -> SimNPC:
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@@ -56,7 +74,7 @@ func restore(debug_logs: bool) -> SimNPC:
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var npc := SimNPC.new(
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int(data["id"]),
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String(data["name"]),
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String(data["profession"]),
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StringName(data["profession"]),
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float(data["strength"]),
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float(data["intelligence"]),
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random_source
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@@ -64,8 +82,8 @@ func restore(debug_logs: bool) -> SimNPC:
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var saved_position: Array = data["position"]
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npc.hunger = float(data["hunger"])
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npc.energy = float(data["energy"])
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npc.current_task = String(data["current_task"])
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npc.task_state = String(data["task_state"])
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npc.current_task = StringName(data["current_task"])
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npc.task_state = StringName(data["task_state"])
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npc.position = Vector3(
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float(saved_position[0]),
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float(saved_position[1]),
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@@ -79,7 +97,7 @@ func restore(debug_logs: bool) -> SimNPC:
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npc.task_progress = float(data["task_progress"])
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npc.task_complete = bool(data["task_complete"])
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npc.target_id = StringName(data["target_id"])
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npc.last_task = String(data["last_task"])
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npc.last_task = StringName(data["last_task"])
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npc.random_source.state = String(data["random_state"]).to_int()
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npc.debug_logs = debug_logs
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return npc
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