feat: add structured economic events

This commit is contained in:
2026-07-05 18:04:11 +02:00
parent ebf70a711a
commit f9601a67d1
11 changed files with 358 additions and 17 deletions
+8
View File
@@ -12,6 +12,7 @@ const DEBUG_LOGS := true
@export var stuck_timeout := 1.5 @export var stuck_timeout := 1.5
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D @onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
@onready var carried_food_visual: MeshInstance3D = $CarriedFood
var has_reported_arrival := false var has_reported_arrival := false
var sim_id: int = -1 var sim_id: int = -1
@@ -41,6 +42,12 @@ func setup_from_sim(npc: SimNPC) -> void:
npc_name = npc.npc_name npc_name = npc.npc_name
profession = npc.profession profession = npc.profession
name = "NPC_%s_%s" % [sim_id, npc_name] name = "NPC_%s_%s" % [sim_id, npc_name]
set_carried_food_visible(
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) > 0.0
)
func set_carried_food_visible(is_visible: bool) -> void:
carried_food_visual.visible = is_visible and not is_dead_visual
func set_target_position(pos: Vector3) -> void: func set_target_position(pos: Vector3) -> void:
path_request_id += 1 path_request_id += 1
@@ -167,6 +174,7 @@ func _report_navigation_failure_once() -> void:
func apply_dead_visual_state() -> void: func apply_dead_visual_state() -> void:
is_dead_visual = true is_dead_visual = true
carried_food_visual.visible = false
path_request_id += 1 path_request_id += 1
velocity = Vector3.ZERO velocity = Vector3.ZERO
current_path = PackedVector3Array() current_path = PackedVector3Array()
+15 -1
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=3 uid="uid://dhxxyprqflotq"] [gd_scene load_steps=8 format=3 uid="uid://dhxxyprqflotq"]
[ext_resource type="Script" uid="uid://bha8uf40p3sa0" path="res://player/npc/NpcVisual.gd" id="1_ixfoq"] [ext_resource type="Script" uid="uid://bha8uf40p3sa0" path="res://player/npc/NpcVisual.gd" id="1_ixfoq"]
@@ -12,6 +12,15 @@ albedo_color = Color(1, 0.22352941, 1, 1)
[sub_resource type="BoxMesh" id="BoxMesh_d844k"] [sub_resource type="BoxMesh" id="BoxMesh_d844k"]
material = SubResource("StandardMaterial3D_d844k") material = SubResource("StandardMaterial3D_d844k")
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_food"]
albedo_color = Color(0.38, 0.22, 0.08, 1)
roughness = 0.9
[sub_resource type="SphereMesh" id="SphereMesh_food"]
material = SubResource("StandardMaterial3D_food")
radius = 0.28
height = 0.48
[node name="NpcVisual" type="CharacterBody3D"] [node name="NpcVisual" type="CharacterBody3D"]
collision_layer = 2 collision_layer = 2
collision_mask = 1 collision_mask = 1
@@ -29,6 +38,11 @@ mesh = SubResource("CapsuleMesh_d844k")
transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.35, 0, 1.2, 0.59052056) transform = Transform3D(0.15, 0, 0, 0, 0.15, 0, 0, 0, 0.35, 0, 1.2, 0.59052056)
mesh = SubResource("BoxMesh_d844k") mesh = SubResource("BoxMesh_d844k")
[node name="CarriedFood" type="MeshInstance3D" parent="."]
visible = false
transform = Transform3D(0.75, 0, 0, 0, 0.75, 0, 0, 0, 0.75, 0.48, 0.7, 0)
mesh = SubResource("SphereMesh_food")
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."] [node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
path_desired_distance = 0.3 path_desired_distance = 0.3
target_desired_distance = 0.5 target_desired_distance = 0.5
+97 -1
View File
@@ -9,6 +9,8 @@ signal village_changed(village: SimVillage)
signal npc_died(npc: SimNPC) signal npc_died(npc: SimNPC)
signal npc_target_requested(npc: SimNPC) signal npc_target_requested(npc: SimNPC)
signal npc_travel_requested(npc: SimNPC, target_position: Vector3) signal npc_travel_requested(npc: SimNPC, target_position: Vector3)
signal npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float)
signal economic_event_recorded(event: EconomicEventRecord)
var village := SimVillage.new() var village := SimVillage.new()
@@ -23,6 +25,8 @@ var tick_count := 0
var wander_random_sources := {} var wander_random_sources := {}
var resource_states: Dictionary = {} var resource_states: Dictionary = {}
var storage_states: Dictionary = {} var storage_states: Dictionary = {}
var economic_events: Array[EconomicEventRecord] = []
var next_event_id := 0
var action_selector := ActionSelectionSystem.new() var action_selector := ActionSelectionSystem.new()
var action_executor := ActionExecutionSystem.new() var action_executor := ActionExecutionSystem.new()
var target_resolver := ActionTargetResolver.new() var target_resolver := ActionTargetResolver.new()
@@ -162,11 +166,28 @@ func simulate_tick() -> void:
SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_FOOD,
extracted extracted
) )
npc_inventory_changed.emit(
npc,
SimulationIds.RESOURCE_FOOD,
npc.get_inventory_amount(
SimulationIds.RESOURCE_FOOD
)
)
else: else:
village.apply_resource_delta( village.apply_resource_delta(
resource_state.get_resource_id(), resource_state.get_resource_id(),
extracted extracted
) )
_record_economic_event(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
npc.id,
resource_state.get_node_id(),
_npc_inventory_id(npc.id)
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
else &"village",
resource_state.get_resource_id(),
extracted
)
if debug_logs: if debug_logs:
print( print(
"[SimulationManager] ", "[SimulationManager] ",
@@ -355,6 +376,33 @@ func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
return true return true
return false return false
func _npc_inventory_id(npc_id: int) -> StringName:
return StringName("npc_%d_inventory" % npc_id)
func _record_economic_event(
event_type: StringName,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float
) -> void:
if amount <= 0.0:
return
var event := EconomicEventRecord.create(
next_event_id,
event_type,
tick_count,
actor_id,
source_id,
destination_id,
item_id,
amount
)
next_event_id += 1
economic_events.append(event)
economic_event_recorded.emit(event)
func _initialize_storage() -> void: func _initialize_storage() -> void:
if storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY): if storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
_sync_village_food() _sync_village_food()
@@ -384,6 +432,16 @@ func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
var deposited := get_pantry().deposit(item_id, available) var deposited := get_pantry().deposit(item_id, available)
npc.remove_inventory(item_id, deposited) npc.remove_inventory(item_id, deposited)
_sync_village_food() _sync_village_food()
if deposited > 0.0:
npc_inventory_changed.emit(npc, item_id, npc.get_inventory_amount(item_id))
_record_economic_event(
SimulationIds.EVENT_STORAGE_DEPOSITED,
npc.id,
_npc_inventory_id(npc.id),
SimulationIds.STORAGE_VILLAGE_PANTRY,
item_id,
deposited
)
return deposited return deposited
func withdraw_to_npc( func withdraw_to_npc(
@@ -394,6 +452,16 @@ func withdraw_to_npc(
var withdrawn := get_pantry().withdraw(item_id, amount) var withdrawn := get_pantry().withdraw(item_id, amount)
npc.add_inventory(item_id, withdrawn) npc.add_inventory(item_id, withdrawn)
_sync_village_food() _sync_village_food()
if withdrawn > 0.0:
npc_inventory_changed.emit(npc, item_id, npc.get_inventory_amount(item_id))
_record_economic_event(
SimulationIds.EVENT_STORAGE_WITHDRAWN,
npc.id,
SimulationIds.STORAGE_VILLAGE_PANTRY,
_npc_inventory_id(npc.id),
item_id,
withdrawn
)
return withdrawn return withdrawn
func consume_npc_food(npc: SimNPC) -> bool: func consume_npc_food(npc: SimNPC) -> bool:
@@ -404,6 +472,19 @@ func consume_npc_food(npc: SimNPC) -> bool:
npc.hunger = maxf(npc.hunger - 55.0, 0.0) npc.hunger = maxf(npc.hunger - 55.0, 0.0)
npc.starvation_ticks = 0 npc.starvation_ticks = 0
npc.is_starving = npc.hunger >= 90.0 npc.is_starving = npc.hunger >= 90.0
npc_inventory_changed.emit(
npc,
SimulationIds.RESOURCE_FOOD,
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
)
_record_economic_event(
SimulationIds.EVENT_ITEM_CONSUMED,
npc.id,
_npc_inventory_id(npc.id),
&"consumed",
SimulationIds.RESOURCE_FOOD,
1.0
)
return true return true
func register_loaded_resource_nodes() -> void: func register_loaded_resource_nodes() -> void:
@@ -484,6 +565,16 @@ func harvest_resource_node(node: ResourceNode) -> float:
_sync_village_food() _sync_village_food()
else: else:
village.apply_resource_delta(resource_state.get_resource_id(), extracted) village.apply_resource_delta(resource_state.get_resource_id(), extracted)
_record_economic_event(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
-1,
resource_state.get_node_id(),
SimulationIds.STORAGE_VILLAGE_PANTRY
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
else &"village",
resource_state.get_resource_id(),
extracted
)
village_changed.emit(village) village_changed.emit(village)
if debug_logs: if debug_logs:
@@ -591,7 +682,8 @@ func create_state_record() -> SimulationStateRecord:
"tick_count": tick_count, "tick_count": tick_count,
"clock_accumulator": clock.accumulator, "clock_accumulator": clock.accumulator,
"clock_elapsed_ticks": clock.elapsed_ticks, "clock_elapsed_ticks": clock.elapsed_ticks,
"wander_random_streams": wander_streams "wander_random_streams": wander_streams,
"next_event_id": next_event_id
} }
record.village = VillageStateRecord.capture(village) record.village = VillageStateRecord.capture(village)
for npc in npcs: for npc in npcs:
@@ -607,6 +699,8 @@ func create_state_record() -> SimulationStateRecord:
for storage_id in sorted_storage_ids: for storage_id in sorted_storage_ids:
var storage_state: StorageStateRecord = storage_states[storage_id] var storage_state: StorageStateRecord = storage_states[storage_id]
record.storages.append(storage_state) record.storages.append(storage_state)
for event in economic_events:
record.economic_events.append(event)
return record return record
func serialize_state() -> String: func serialize_state() -> String:
@@ -626,6 +720,7 @@ func restore_state(record: SimulationStateRecord) -> bool:
simulation_seed = int(record.simulation["seed"]) simulation_seed = int(record.simulation["seed"])
tick_interval = float(record.simulation["tick_interval"]) tick_interval = float(record.simulation["tick_interval"])
tick_count = int(record.simulation["tick_count"]) tick_count = int(record.simulation["tick_count"])
next_event_id = int(record.simulation["next_event_id"])
clock = SimulationClock.new(tick_interval) clock = SimulationClock.new(tick_interval)
clock.accumulator = float(record.simulation["clock_accumulator"]) clock.accumulator = float(record.simulation["clock_accumulator"])
clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"]) clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"])
@@ -634,6 +729,7 @@ func restore_state(record: SimulationStateRecord) -> bool:
for storage_record in record.storages: for storage_record in record.storages:
storage_states[storage_record.get_storage_id()] = storage_record storage_states[storage_record.get_storage_id()] = storage_record
_sync_village_food() _sync_village_food()
economic_events = record.economic_events.duplicate()
npcs.clear() npcs.clear()
for npc_record in record.npcs: for npc_record in record.npcs:
+5
View File
@@ -27,3 +27,8 @@ const RESOURCE_FOOD := &"food"
const RESOURCE_WOOD := &"wood" const RESOURCE_WOOD := &"wood"
const STORAGE_VILLAGE_PANTRY := &"village_pantry" const STORAGE_VILLAGE_PANTRY := &"village_pantry"
const EVENT_RESOURCE_EXTRACTED := &"resource_extracted"
const EVENT_STORAGE_DEPOSITED := &"storage_deposited"
const EVENT_STORAGE_WITHDRAWN := &"storage_withdrawn"
const EVENT_ITEM_CONSUMED := &"item_consumed"
+64
View File
@@ -0,0 +1,64 @@
class_name EconomicEventRecord
extends RefCounted
const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func create(
event_id: int,
event_type: StringName,
tick: int,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float
) -> EconomicEventRecord:
return EconomicEventRecord.new({
"schema_version": SCHEMA_VERSION,
"event_id": event_id,
"event_type": String(event_type),
"tick": tick,
"actor_id": actor_id,
"source_id": String(source_id),
"destination_id": String(destination_id),
"item_id": String(item_id),
"amount": amount
})
static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all([
"event_id", "event_type", "tick", "actor_id", "source_id",
"destination_id", "item_id", "amount"
]):
return null
var normalized := record_data.duplicate(true)
normalized["schema_version"] = SCHEMA_VERSION
normalized["event_id"] = int(record_data["event_id"])
normalized["event_type"] = String(record_data["event_type"])
normalized["tick"] = int(record_data["tick"])
normalized["actor_id"] = int(record_data["actor_id"])
normalized["source_id"] = String(record_data["source_id"])
normalized["destination_id"] = String(record_data["destination_id"])
normalized["item_id"] = String(record_data["item_id"])
normalized["amount"] = float(record_data["amount"])
if (
normalized["event_id"] < 0
or normalized["tick"] < 0
or normalized["event_type"].is_empty()
or normalized["source_id"].is_empty()
or normalized["destination_id"].is_empty()
or normalized["item_id"].is_empty()
or normalized["amount"] <= 0.0
):
return null
return EconomicEventRecord.new(normalized)
func to_dictionary() -> Dictionary:
return data.duplicate(true)
@@ -0,0 +1 @@
uid://cbj70dfuif0uw
+49 -15
View File
@@ -2,14 +2,16 @@ class_name SimulationStateRecord
extends RefCounted extends RefCounted
const SCHEMA_NAME := "the_steward.simulation" const SCHEMA_NAME := "the_steward.simulation"
const SCHEMA_VERSION := 2 const SCHEMA_VERSION := 3
const LEGACY_SCHEMA_VERSION := 1 const LEGACY_SCHEMA_VERSION := 1
const PREVIOUS_SCHEMA_VERSION := 2
var simulation: Dictionary var simulation: Dictionary
var village: VillageStateRecord var village: VillageStateRecord
var npcs: Array[NPCStateRecord] = [] var npcs: Array[NPCStateRecord] = []
var resources: Array[ResourceStateRecord] = [] var resources: Array[ResourceStateRecord] = []
var storages: Array[StorageStateRecord] = [] var storages: Array[StorageStateRecord] = []
var economic_events: Array[EconomicEventRecord] = []
func to_dictionary() -> Dictionary: func to_dictionary() -> Dictionary:
var npc_data: Array[Dictionary] = [] var npc_data: Array[Dictionary] = []
@@ -22,6 +24,9 @@ func to_dictionary() -> Dictionary:
var storage_data: Array[Dictionary] = [] var storage_data: Array[Dictionary] = []
for storage_record in storages: for storage_record in storages:
storage_data.append(storage_record.to_dictionary()) storage_data.append(storage_record.to_dictionary())
var event_data: Array[Dictionary] = []
for event_record in economic_events:
event_data.append(event_record.to_dictionary())
return { return {
"schema": SCHEMA_NAME, "schema": SCHEMA_NAME,
@@ -30,7 +35,8 @@ func to_dictionary() -> Dictionary:
"village": village.to_dictionary(), "village": village.to_dictionary(),
"npcs": npc_data, "npcs": npc_data,
"resources": resource_data, "resources": resource_data,
"storages": storage_data "storages": storage_data,
"economic_events": event_data
} }
func to_json() -> String: func to_json() -> String:
@@ -46,12 +52,13 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
if record_data.get("schema", "") != SCHEMA_NAME: if record_data.get("schema", "") != SCHEMA_NAME:
return null return null
var version := int(record_data.get("schema_version", -1)) var version := int(record_data.get("schema_version", -1))
if version == LEGACY_SCHEMA_VERSION: if version in [LEGACY_SCHEMA_VERSION, PREVIOUS_SCHEMA_VERSION]:
record_data = _migrate_v1(record_data) record_data = _migrate_legacy(record_data, version)
elif version != SCHEMA_VERSION: elif version != SCHEMA_VERSION:
return null return null
if not record_data.has_all([ if not record_data.has_all([
"simulation", "village", "npcs", "resources", "storages" "simulation", "village", "npcs", "resources", "storages",
"economic_events"
]): ]):
return null return null
@@ -60,7 +67,7 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
return null return null
if not simulation_data.has_all([ if not simulation_data.has_all([
"seed", "tick_interval", "tick_count", "clock_accumulator", "seed", "tick_interval", "tick_count", "clock_accumulator",
"clock_elapsed_ticks", "wander_random_streams" "clock_elapsed_ticks", "wander_random_streams", "next_event_id"
]): ]):
return null return null
var wander_streams = simulation_data["wander_random_streams"] var wander_streams = simulation_data["wander_random_streams"]
@@ -82,10 +89,12 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
var npc_data = record_data["npcs"] var npc_data = record_data["npcs"]
var resource_data = record_data["resources"] var resource_data = record_data["resources"]
var storage_data = record_data["storages"] var storage_data = record_data["storages"]
var event_data = record_data["economic_events"]
if ( if (
not npc_data is Array not npc_data is Array
or not resource_data is Array or not resource_data is Array
or not storage_data is Array or not storage_data is Array
or not event_data is Array
): ):
return null return null
@@ -132,17 +141,42 @@ static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
storage_ids[storage_id] = true storage_ids[storage_id] = true
record.storages.append(storage_record) record.storages.append(storage_record)
var event_ids := {}
var highest_event_id := -1
for item in event_data:
if not item is Dictionary:
return null
var event_record := EconomicEventRecord.from_dictionary(item)
if event_record == null:
return null
var event_id := int(event_record.data["event_id"])
if event_ids.has(event_id):
return null
event_ids[event_id] = true
highest_event_id = maxi(highest_event_id, event_id)
record.economic_events.append(event_record)
if int(record.simulation["next_event_id"]) <= highest_event_id:
return null
return record return record
static func _migrate_v1(legacy_data: Dictionary) -> Dictionary: static func _migrate_legacy(
legacy_data: Dictionary,
version: int
) -> Dictionary:
var migrated := legacy_data.duplicate(true) var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION migrated["schema_version"] = SCHEMA_VERSION
var village_data: Dictionary = legacy_data.get("village", {}) if version == LEGACY_SCHEMA_VERSION:
var initial_food := float(village_data.get("food", 0.0)) var village_data: Dictionary = legacy_data.get("village", {})
migrated["storages"] = [ var initial_food := float(village_data.get("food", 0.0))
StorageStateRecord.create( migrated["storages"] = [
SimulationIds.STORAGE_VILLAGE_PANTRY, StorageStateRecord.create(
{String(SimulationIds.RESOURCE_FOOD): initial_food} SimulationIds.STORAGE_VILLAGE_PANTRY,
).to_dictionary() {String(SimulationIds.RESOURCE_FOOD): initial_food}
] ).to_dictionary()
]
migrated["economic_events"] = []
var simulation_data: Dictionary = migrated.get("simulation", {})
simulation_data["next_event_id"] = 0
migrated["simulation"] = simulation_data
return migrated return migrated
+57
View File
@@ -110,6 +110,21 @@ func _run() -> void:
is_equal_approx(conserved_food, 9.0), is_equal_approx(conserved_food, 9.0),
"Exactly one food unit should leave the world when eaten" "Exactly one food unit should leave the world when eaten"
) )
_check_economic_event_chain(manager)
var restored: Node = load("res://simulation/SimulationManager.gd").new()
restored.debug_logs = false
root.add_child(restored)
restored.set_process(false)
_check(
restored.restore_state_from_json(manager.serialize_state()),
"Economic events should restore with the simulation"
)
_check(
restored.economic_events.size() == manager.economic_events.size()
and restored.next_event_id == manager.next_event_id,
"Economic event history and its next ID should round-trip"
)
if failures.is_empty(): if failures.is_empty():
print("[TEST] Food storage loop passed") print("[TEST] Food storage loop passed")
@@ -122,3 +137,45 @@ func _run() -> void:
func _check(condition: bool, message: String) -> void: func _check(condition: bool, message: String) -> void:
if not condition: if not condition:
failures.append(message) failures.append(message)
func _check_economic_event_chain(manager: Node) -> void:
var expected_types: Array[StringName] = [
SimulationIds.EVENT_RESOURCE_EXTRACTED,
SimulationIds.EVENT_STORAGE_DEPOSITED,
SimulationIds.EVENT_STORAGE_WITHDRAWN,
SimulationIds.EVENT_ITEM_CONSUMED
]
_check(
manager.economic_events.size() == expected_types.size(),
"Food transfer loop should emit one structured event per transfer"
)
if manager.economic_events.size() != expected_types.size():
return
for index in expected_types.size():
var event: EconomicEventRecord = manager.economic_events[index]
_check(
int(event.data["event_id"]) == index
and StringName(event.data["event_type"]) == expected_types[index]
and StringName(event.data["item_id"])
== SimulationIds.RESOURCE_FOOD,
"Economic event order, identity, and item should be deterministic"
)
_check(
is_equal_approx(
float(manager.economic_events[0].data["amount"]),
2.0
)
and is_equal_approx(
float(manager.economic_events[1].data["amount"]),
2.0
)
and is_equal_approx(
float(manager.economic_events[2].data["amount"]),
1.0
)
and is_equal_approx(
float(manager.economic_events[3].data["amount"]),
1.0
),
"Economic events should record exact transferred quantities"
)
+18
View File
@@ -18,6 +18,24 @@ func _run() -> void:
var npc: SimNPC = manager.npcs[0] var npc: SimNPC = manager.npcs[0]
var visual: Node3D = view.active_npc_visuals[npc.id] var visual: Node3D = view.active_npc_visuals[npc.id]
visual.set_physics_process(false) visual.set_physics_process(false)
var carried_food: MeshInstance3D = visual.get_node("CarriedFood")
_check(not carried_food.visible, "NPC should begin without a carried-food prop")
npc.add_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
manager.emit_signal(
"npc_inventory_changed",
npc,
SimulationIds.RESOURCE_FOOD,
1.0
)
_check(carried_food.visible, "Carried food should be visible on the NPC")
npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0)
manager.emit_signal(
"npc_inventory_changed",
npc,
SimulationIds.RESOURCE_FOOD,
0.0
)
_check(not carried_food.visible, "Deposited or eaten food should be hidden")
var resource_state: ResourceStateRecord = manager.get_resource_state( var resource_state: ResourceStateRecord = manager.get_resource_state(
&"berry_bush_01" &"berry_bush_01"
@@ -11,6 +11,7 @@ func _run() -> void:
_test_legacy_npc_migration() _test_legacy_npc_migration()
_test_legacy_resource_migration() _test_legacy_resource_migration()
_test_legacy_world_storage_migration() _test_legacy_world_storage_migration()
_test_previous_world_event_migration()
_test_schema_rejection() _test_schema_rejection()
if failures.is_empty(): if failures.is_empty():
@@ -203,6 +204,24 @@ func _test_legacy_world_storage_migration() -> void:
) )
manager.free() manager.free()
func _test_previous_world_event_migration() -> void:
var manager := _create_manager(56)
var previous_data: Dictionary = manager.create_state_record().to_dictionary()
previous_data["schema_version"] = (
SimulationStateRecord.PREVIOUS_SCHEMA_VERSION
)
previous_data.erase("economic_events")
previous_data["simulation"].erase("next_event_id")
var migrated := SimulationStateRecord.from_dictionary(previous_data)
_check(migrated != null, "World schema v2 should add an empty event stream")
if migrated != null:
_check(
migrated.economic_events.is_empty()
and int(migrated.simulation["next_event_id"]) == 0,
"World v2 migration should initialize deterministic event identity"
)
manager.free()
func _create_manager(seed_value: int) -> Node: func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new() var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value manager.simulation_seed = seed_value
+25
View File
@@ -33,6 +33,14 @@ func initialize_world_view() -> void:
simulation_manager.npc_died.connect(_on_npc_died) simulation_manager.npc_died.connect(_on_npc_died)
else: else:
push_error("WorldViewManager: SimulationManager has no npc_died signal") push_error("WorldViewManager: SimulationManager has no npc_died signal")
if simulation_manager.has_signal("npc_inventory_changed"):
simulation_manager.npc_inventory_changed.connect(
_on_npc_inventory_changed
)
else:
push_error(
"WorldViewManager: SimulationManager has no npc_inventory_changed signal"
)
spawn_initial_npcs() spawn_initial_npcs()
func spawn_initial_npcs() -> void: func spawn_initial_npcs() -> void:
@@ -155,3 +163,20 @@ func _on_npc_died(npc: SimNPC) -> void:
visual.apply_dead_visual_state() visual.apply_dead_visual_state()
else: else:
push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state") push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state")
func _on_npc_inventory_changed(
npc: SimNPC,
item_id: StringName,
amount: float
) -> void:
if item_id != SimulationIds.RESOURCE_FOOD:
return
var visual = active_npc_visuals.get(npc.id)
if visual == null:
return
if visual.has_method("set_carried_food_visible"):
visual.set_carried_food_visible(amount > 0.0)
else:
push_error(
"WorldViewManager: NPCVisual has no set_carried_food_visible method"
)