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| Author | SHA1 | Date | |
|---|---|---|---|
| d6520c426a | |||
| 6981c7e9bc | |||
| 4b5fc858f8 | |||
| 8a955f3c29 | |||
| 2c3890502a | |||
| 595d67724f | |||
| fce5c533fe | |||
| 8094975094 | |||
| 8a1913c5ae | |||
| c61d286005 | |||
| 5ea83b06ed | |||
| ae0b3dbf89 |
@@ -652,14 +652,14 @@ Completed after the architecture gate:
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The practical next sequence is:
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1. Continue growing resource discovery with finite `ResourceNode` instances
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placed in meaningful foliage, animal-camp, berry, and village-stockpile
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contexts. The first distance/safety/comfort scoring pass, twelve authored
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resources, and placement validation exist; next additions should increase
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authored variety only when they preserve reachability, stable IDs, scoring
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metadata, and clear player interaction ranges.
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2. Expand persistence only when schedules, player state, or a real save menu
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creates a concrete requirement.
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1. Expand the structured event feed with actor/target/cause metadata so the
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inspector can show a readable timeline per NPC. Narrative events for task
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starts, sleep, and death are recorded; next should add depletion notices,
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relationship seeds, and village-level event summaries filtered by relevance.
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2. Seed relationship dimensions (familiarity, trust, obligation) from shared
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work, meal, and sleep proximity, then expose them through utility
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considerations so NPCs begin to prefer known colleagues and familiar routes.
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Start with one lightweight dimension before building the full graph.
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Recently completed:
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@@ -693,6 +693,24 @@ Recently completed:
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multi-layer UV flow, fresnel edges, foam highlights, and sparkle; wider river
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and waterfall; fortress with crenellations, three turrets, and prominent
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ridge banner.
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- Resource discovery expanded to 18 finite ResourceNodes across farming,
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deep-forest, river-bank, and mill-adjacent contexts with scored metadata.
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- NPC schedules implemented: SLEEP/MEAL/WORK/DISCRETIONARY periods driven by
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simulation clock time-of-day. DayNightCycle synced to simulation clock. NPCs
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walk home to designated house positions at night, sleep to restore energy,
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eat at meal times, and work during the day. Starving NPCs always override
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sleep to seek food.
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- Starvation balance reworked: hunger ~25/day, death threshold ~3 days of
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starvation (realistic ~6-7 day survival without food). Energy drain uses
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exact binary fractions for lossless JSON serialization.
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- Wood inventory and woodpile storage: wood now follows the same
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gather→carry→deposit pattern as food. VillageWoodpile StorageNode receives
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wood deposits. Village wood syncs from storage. Economic events track all
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transfers.
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- Structured event feed: EconomicEventRecord now supports narrative events
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(task started, NPC slept, NPC died) alongside economic transfers.
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Per-NPC event history with human-readable descriptions exposed in the
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inspector under a "Recent" timeline.
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This order strengthens the simulation while regularly producing visible
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progress suitable for public development updates.
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@@ -59,9 +59,10 @@ max_zoom_offset = Vector3(0, 20, 15)
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current = true
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fov = 65.0
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[node name="ActiveWorldAdapter" type="Node" parent="." unique_id=1773902505 node_paths=PackedStringArray("pantry_storage")]
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[node name="ActiveWorldAdapter" type="Node" parent="." unique_id=1773902505 node_paths=PackedStringArray("pantry_storage", "woodpile_storage")]
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script = ExtResource("9_adapter")
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pantry_storage = NodePath("../JajceWorld/WorldObjects/StorageSites/VillagePantry")
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woodpile_storage = NodePath("../JajceWorld/WorldObjects/StorageSites/VillageWoodpile")
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[node name="SimulationManager" type="Node" parent="." unique_id=1099676814 node_paths=PackedStringArray("active_world_adapter")]
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script = ExtResource("3_lquwl")
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@@ -32,6 +32,8 @@ var has_travel_target := false
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var inventory: Dictionary = {}
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var last_task: StringName
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var random_source: RandomNumberGenerator
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var familiarity: Dictionary = {}
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var mourning_ticks := 0
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var debug_logs := true
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+244
-11
@@ -31,6 +31,9 @@ var latest_decisions: Dictionary = {}
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var action_selector := ActionSelectionSystem.new()
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var action_executor := ActionExecutionSystem.new()
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var target_resolver := ActionTargetResolver.new()
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var speed_index := 2
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const SPEED_LEVELS := [0.25, 0.5, 1.0, 2.0, 4.0, 10.0]
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signal speed_changed(multiplier: float)
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var names := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
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@@ -58,11 +61,26 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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var ticks_due := clock.advance(delta)
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var ticks_due := clock.advance(delta * SPEED_LEVELS[speed_index])
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for tick in ticks_due:
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simulate_tick()
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func _input(event: InputEvent) -> void:
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if not event is InputEventKey or not event.pressed or event.echo:
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return
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if event.keycode == KEY_BRACKETLEFT:
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speed_index = maxi(speed_index - 1, 0)
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speed_changed.emit(SPEED_LEVELS[speed_index])
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if debug_logs:
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print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
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elif event.keycode == KEY_BRACKETRIGHT:
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speed_index = mini(speed_index + 1, SPEED_LEVELS.size() - 1)
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speed_changed.emit(SPEED_LEVELS[speed_index])
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if debug_logs:
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print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
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func generate_npcs() -> void:
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var profession_ids := SimulationDefinitions.get_profession_ids()
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for i in range(names.size()):
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@@ -86,6 +104,12 @@ func generate_npcs() -> void:
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for i in range(npcs.size()):
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npcs[i].home_position = home_positions[i % home_count]
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for i in range(npcs.size()):
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for j in range(i + 1, npcs.size()):
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if npcs[i].home_position.distance_to(npcs[j].home_position) < 4.0:
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npcs[i].familiarity[npcs[j].id] = 0.5
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npcs[j].familiarity[npcs[i].id] = 0.5
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func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator:
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var source := RandomNumberGenerator.new()
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@@ -121,11 +145,18 @@ func simulate_tick() -> void:
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and old_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
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and npc.task_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
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):
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var selection := action_selector.select_action(npc, village, clock.time_of_day())
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var selection := action_selector.select_action(npc, village, clock.time_of_day(), npcs)
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if selection != null:
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latest_decisions[npc.id] = selection
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npc_decision_recorded.emit(npc, selection)
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npc.set_task(selection.action_id, selection.duration_override)
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var action_def := SimulationDefinitions.get_action(selection.action_id)
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var action_display := String(selection.action_id)
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if action_def != null:
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action_display = action_def.display_name
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record_narrative_event(
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SimulationIds.EVENT_TASK_STARTED, npc.id, &"", action_display
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)
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if old_task != npc.current_task and old_target != &"":
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release_npc_reservation(npc.id)
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@@ -135,6 +166,8 @@ func simulate_tick() -> void:
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release_npc_reservation(npc.id)
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npc_died.emit(npc)
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npc_task_changed.emit(npc, old_task, npc.current_task)
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record_narrative_event(SimulationIds.EVENT_NPC_DIED, npc.id)
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_notify_mourning(npc)
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if debug_logs:
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print("[SimulationManager] NPC died: ", npc.npc_name)
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@@ -162,6 +195,13 @@ func simulate_tick() -> void:
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SimulationIds.RESOURCE_FOOD,
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
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)
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elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD:
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npc.add_inventory(SimulationIds.RESOURCE_WOOD, extracted)
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npc_inventory_changed.emit(
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npc,
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SimulationIds.RESOURCE_WOOD,
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npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
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)
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else:
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village.apply_resource_delta(
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resource_state.get_resource_id(), extracted
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@@ -172,12 +212,20 @@ func simulate_tick() -> void:
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resource_state.get_node_id(),
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(
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_npc_inventory_id(npc.id)
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if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
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if resource_state.get_resource_id() in [
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SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD
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]
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else &"village"
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),
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resource_state.get_resource_id(),
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extracted
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)
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if resource_state.get_amount_remaining() <= 0.0:
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record_narrative_event(
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SimulationIds.EVENT_RESOURCE_DEPLETED,
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npc.id,
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resource_state.get_node_id()
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)
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if debug_logs:
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print(
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"[SimulationManager] ",
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@@ -200,6 +248,8 @@ func simulate_tick() -> void:
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release_npc_reservation(npc.id)
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elif completed_task == SimulationIds.ACTION_DEPOSIT_FOOD:
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deposit_npc_inventory(npc, SimulationIds.RESOURCE_FOOD)
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elif completed_task == SimulationIds.ACTION_DEPOSIT_WOOD:
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deposit_npc_wood(npc)
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elif completed_task == SimulationIds.ACTION_WITHDRAW_FOOD:
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withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0)
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elif completed_task == SimulationIds.ACTION_EAT:
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@@ -207,13 +257,25 @@ func simulate_tick() -> void:
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elif completed_task == SimulationIds.ACTION_SLEEP:
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npc.energy = minf(npc.energy + 40.0, 100.0)
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npc.position = npc.home_position
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record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
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elif (
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completed_task
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not in [SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD]
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not in [
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SimulationIds.ACTION_GATHER_FOOD,
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SimulationIds.ACTION_GATHER_WOOD,
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SimulationIds.ACTION_PATROL,
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SimulationIds.ACTION_STUDY
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]
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):
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village.apply_npc_task(npc)
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elif completed_task == SimulationIds.ACTION_PATROL:
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_consume_wood_for_work(npc, completed_task)
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village.apply_npc_task(npc)
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elif completed_task == SimulationIds.ACTION_STUDY:
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_consume_wood_for_work(npc, completed_task)
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village.apply_npc_task(npc)
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elif debug_logs:
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print(
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"[SimulationManager] ",
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@@ -328,6 +390,23 @@ func notify_npc_arrived(npc_id: int) -> void:
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npc.has_travel_target = false
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npc.start_working()
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if npc.target_id != &"":
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for other in npcs:
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if other.id == npc.id or other.is_dead:
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continue
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if (
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other.target_id == npc.target_id
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and other.task_state in [
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SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING
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]
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):
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npc.familiarity[other.id] = minf(
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float(npc.familiarity.get(other.id, 0.0)) + 0.1, 1.0
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)
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other.familiarity[npc.id] = minf(
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float(other.familiarity.get(npc.id, 0.0)) + 0.1, 1.0
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)
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if debug_logs:
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print(
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"[SimulationManager] ",
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@@ -431,6 +510,30 @@ func _npc_inventory_id(npc_id: int) -> StringName:
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return StringName("npc_%d_inventory" % npc_id)
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func _notify_mourning(dead_npc: SimNPC) -> void:
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var best_id := -1
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var best_score := -1.0
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for key in dead_npc.familiarity:
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var other_id: int = int(key)
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var score: float = float(dead_npc.familiarity[key])
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if score > best_score:
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best_score = score
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best_id = other_id
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if best_id < 0:
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return
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for npc in npcs:
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if npc.id == best_id and not npc.is_dead:
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npc.mourning_ticks = 100
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if debug_logs:
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print(
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"[SimulationManager] ",
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npc.npc_name,
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" is mourning ",
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dead_npc.npc_name
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)
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return
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func _record_economic_event(
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event_type: StringName,
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actor_id: int,
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@@ -449,20 +552,89 @@ func _record_economic_event(
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economic_event_recorded.emit(event)
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func record_narrative_event(
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event_type: StringName,
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actor_id: int,
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source_id: StringName = &"",
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action_display: String = ""
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) -> void:
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var event := EconomicEventRecord.create_narrative(
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next_event_id, event_type, tick_count, actor_id, source_id, action_display
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)
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next_event_id += 1
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economic_events.append(event)
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economic_event_recorded.emit(event)
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func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
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var results: Array[EconomicEventRecord] = []
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for i in range(economic_events.size() - 1, -1, -1):
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var event: EconomicEventRecord = economic_events[i]
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if event.data["actor_id"] == npc_id:
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results.append(event)
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if results.size() >= max_count:
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break
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results.reverse()
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return results
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func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]:
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var results: Array[EconomicEventRecord] = []
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var start := maxi(economic_events.size() - max_count, 0)
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for i in range(start, economic_events.size()):
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results.append(economic_events[i])
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return results
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func get_current_speed() -> String:
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return "%.2fx" % SPEED_LEVELS[speed_index]
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func get_resource_rates() -> Dictionary:
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var food_consumed := 0.0
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var wood_consumed := 0.0
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var recent_ticks := maxi(tick_count - 200, 0)
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for event in economic_events:
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if int(event.data["tick"]) < recent_ticks:
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continue
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if String(event.data["event_type"]) != "item_consumed":
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continue
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if float(event.data["amount"]) <= 0.0:
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continue
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if String(event.data["item_id"]) == "food":
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food_consumed += float(event.data["amount"])
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elif String(event.data["item_id"]) == "wood":
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wood_consumed += float(event.data["amount"])
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var elapsed := maxi(tick_count - recent_ticks, 1)
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return {
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"food_per_day": food_consumed / elapsed * 200.0,
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"wood_per_day": wood_consumed / elapsed * 200.0
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}
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func _initialize_storage() -> void:
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if storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
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_sync_village_food()
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return
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storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
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SimulationIds.STORAGE_VILLAGE_PANTRY, {String(SimulationIds.RESOURCE_FOOD): village.food}
|
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))
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if not storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
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storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
|
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SimulationIds.STORAGE_VILLAGE_PANTRY,
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{String(SimulationIds.RESOURCE_FOOD): village.food}
|
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))
|
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if not storage_states.has(SimulationIds.STORAGE_VILLAGE_WOODPILE):
|
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storage_states[SimulationIds.STORAGE_VILLAGE_WOODPILE] = (StorageStateRecord.create(
|
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SimulationIds.STORAGE_VILLAGE_WOODPILE,
|
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{String(SimulationIds.RESOURCE_WOOD): village.wood}
|
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))
|
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_sync_village_food()
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_sync_village_wood()
|
||||
|
||||
|
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func get_pantry() -> StorageStateRecord:
|
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return storage_states.get(SimulationIds.STORAGE_VILLAGE_PANTRY) as StorageStateRecord
|
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|
||||
|
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func get_woodpile() -> StorageStateRecord:
|
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return storage_states.get(SimulationIds.STORAGE_VILLAGE_WOODPILE) as StorageStateRecord
|
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|
||||
|
||||
func register_loaded_storage_nodes() -> void:
|
||||
for candidate in StorageNode.get_all():
|
||||
var node := candidate as StorageNode
|
||||
@@ -490,6 +662,14 @@ func _sync_village_food() -> void:
|
||||
village.update_priorities()
|
||||
|
||||
|
||||
func _sync_village_wood() -> void:
|
||||
var woodpile := get_woodpile()
|
||||
if woodpile != null:
|
||||
village.wood = woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
|
||||
village.update_modifiers()
|
||||
village.update_priorities()
|
||||
|
||||
|
||||
func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
|
||||
var available := npc.get_inventory_amount(item_id)
|
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var deposited := get_pantry().deposit(item_id, available)
|
||||
@@ -508,6 +688,48 @@ func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
|
||||
return deposited
|
||||
|
||||
|
||||
func deposit_npc_wood(npc: SimNPC) -> float:
|
||||
var available := npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
|
||||
var woodpile := get_woodpile()
|
||||
if woodpile == null:
|
||||
return 0.0
|
||||
var deposited := woodpile.deposit(SimulationIds.RESOURCE_WOOD, available)
|
||||
npc.remove_inventory(SimulationIds.RESOURCE_WOOD, deposited)
|
||||
_sync_village_wood()
|
||||
if deposited > 0.0:
|
||||
npc_inventory_changed.emit(
|
||||
npc, SimulationIds.RESOURCE_WOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
|
||||
)
|
||||
_record_economic_event(
|
||||
SimulationIds.EVENT_STORAGE_DEPOSITED,
|
||||
npc.id,
|
||||
_npc_inventory_id(npc.id),
|
||||
SimulationIds.STORAGE_VILLAGE_WOODPILE,
|
||||
SimulationIds.RESOURCE_WOOD,
|
||||
deposited
|
||||
)
|
||||
return deposited
|
||||
|
||||
|
||||
func _consume_wood_for_work(npc: SimNPC, action_id: StringName) -> void:
|
||||
var woodpile := get_woodpile()
|
||||
if woodpile == null:
|
||||
return
|
||||
var consumed := woodpile.withdraw(SimulationIds.RESOURCE_WOOD, 1.0)
|
||||
_sync_village_wood()
|
||||
if consumed >= 1.0:
|
||||
_record_economic_event(
|
||||
SimulationIds.EVENT_ITEM_CONSUMED,
|
||||
npc.id,
|
||||
SimulationIds.STORAGE_VILLAGE_WOODPILE,
|
||||
&"consumed",
|
||||
SimulationIds.RESOURCE_WOOD,
|
||||
consumed
|
||||
)
|
||||
if debug_logs:
|
||||
print("[SimulationManager] %s consumed wood for %s" % [npc.npc_name, action_id])
|
||||
|
||||
|
||||
func withdraw_to_npc(npc: SimNPC, item_id: StringName, amount: float) -> float:
|
||||
var withdrawn := get_pantry().withdraw(item_id, amount)
|
||||
npc.add_inventory(item_id, withdrawn)
|
||||
@@ -620,6 +842,9 @@ func harvest_resource_node(node: ResourceNode) -> float:
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
|
||||
get_pantry().deposit(SimulationIds.RESOURCE_FOOD, extracted)
|
||||
_sync_village_food()
|
||||
elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD:
|
||||
get_woodpile().deposit(SimulationIds.RESOURCE_WOOD, extracted)
|
||||
_sync_village_wood()
|
||||
else:
|
||||
village.apply_resource_delta(resource_state.get_resource_id(), extracted)
|
||||
_record_economic_event(
|
||||
@@ -629,11 +854,19 @@ func harvest_resource_node(node: ResourceNode) -> float:
|
||||
(
|
||||
SimulationIds.STORAGE_VILLAGE_PANTRY
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
|
||||
else &"village"
|
||||
else (
|
||||
SimulationIds.STORAGE_VILLAGE_WOODPILE
|
||||
if resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD
|
||||
else &"village"
|
||||
)
|
||||
),
|
||||
resource_state.get_resource_id(),
|
||||
extracted
|
||||
)
|
||||
if resource_state.get_amount_remaining() <= 0.0:
|
||||
record_narrative_event(
|
||||
SimulationIds.EVENT_RESOURCE_DEPLETED, -1, resource_state.get_node_id()
|
||||
)
|
||||
village_changed.emit(village)
|
||||
|
||||
if debug_logs:
|
||||
|
||||
@@ -6,6 +6,8 @@ func advance_npc(npc: SimNPC, village: SimVillage) -> void:
|
||||
if npc.is_dead:
|
||||
return
|
||||
_update_needs(npc, village)
|
||||
if npc.mourning_ticks > 0:
|
||||
npc.mourning_ticks -= 1
|
||||
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_WORKING:
|
||||
return
|
||||
npc.task_progress += 1.0
|
||||
|
||||
@@ -18,7 +18,7 @@ const WORK_BEGIN := 0.28
|
||||
const WORK_END := 0.85
|
||||
|
||||
|
||||
func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -> ActionSelectionResult:
|
||||
func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5, all_npcs: Array = []) -> ActionSelectionResult:
|
||||
if npc.is_dead:
|
||||
return null
|
||||
|
||||
@@ -34,6 +34,14 @@ func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -
|
||||
return ActionSelectionResult.new(
|
||||
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Starving; must find food"
|
||||
)
|
||||
if npc.mourning_ticks > 0:
|
||||
if npc.energy < 40.0:
|
||||
return ActionSelectionResult.new(
|
||||
SimulationIds.ACTION_REST, -1.0, "Mourning; seeking rest"
|
||||
)
|
||||
return ActionSelectionResult.new(
|
||||
SimulationIds.ACTION_WANDER, -1.0, "Mourning; wandering near home"
|
||||
)
|
||||
if npc.hunger > 80.0:
|
||||
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
|
||||
return ActionSelectionResult.new(
|
||||
@@ -47,7 +55,10 @@ func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -
|
||||
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Critically hungry; must find food"
|
||||
)
|
||||
|
||||
var period := _get_period(time_of_day)
|
||||
var profession_def := SimulationDefinitions.get_profession(npc.profession)
|
||||
var offset: float = profession_def.schedule_offset if profession_def != null else 0.0
|
||||
var local_time := fmod(time_of_day + offset + 1.0, 1.0)
|
||||
var period := _get_period(local_time)
|
||||
|
||||
if period == SchedulePeriod.SLEEP:
|
||||
if npc.energy < 60.0:
|
||||
@@ -104,6 +115,10 @@ func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -
|
||||
return ActionSelectionResult.new(
|
||||
SimulationIds.ACTION_DEPOSIT_FOOD, -1.0, "Carrying food for storage"
|
||||
)
|
||||
if npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD) > 0.0:
|
||||
return ActionSelectionResult.new(
|
||||
SimulationIds.ACTION_DEPOSIT_WOOD, -1.0, "Carrying wood for storage"
|
||||
)
|
||||
if npc.energy < 25.0:
|
||||
return ActionSelectionResult.new(
|
||||
SimulationIds.ACTION_REST, -1.0, "Energy is below the rest threshold"
|
||||
@@ -116,10 +131,10 @@ func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -
|
||||
SimulationIds.ACTION_WANDER, -1.0, "Discretionary wander"
|
||||
)
|
||||
|
||||
return _choose_best_work_action(npc, village)
|
||||
return _choose_best_work_action(npc, village, all_npcs)
|
||||
|
||||
|
||||
func _choose_best_work_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
|
||||
func _choose_best_work_action(npc: SimNPC, village: SimVillage, all_npcs: Array) -> ActionSelectionResult:
|
||||
var scores := {
|
||||
SimulationIds.ACTION_GATHER_FOOD:
|
||||
_calculate_score(
|
||||
@@ -166,6 +181,16 @@ func _choose_best_work_action(npc: SimNPC, village: SimVillage) -> ActionSelecti
|
||||
0.75
|
||||
)
|
||||
}
|
||||
for familiar_id in npc.familiarity:
|
||||
if not familiar_id is int:
|
||||
continue
|
||||
var other_task: StringName
|
||||
for other in all_npcs:
|
||||
if other.id == familiar_id and not other.is_dead:
|
||||
other_task = other.current_task
|
||||
break
|
||||
if other_task in scores:
|
||||
scores[other_task] = float(scores[other_task]) + 0.3
|
||||
var best_action := SimulationIds.ACTION_GATHER_FOOD
|
||||
var best_score: float = scores[best_action]
|
||||
for action_id in [
|
||||
|
||||
@@ -5,6 +5,7 @@ extends Resource
|
||||
@export var display_name: String
|
||||
@export var visual_color := Color.WHITE
|
||||
@export var prop_color := Color(0.35, 0.25, 0.15, 1.0)
|
||||
@export_range(-0.12, 0.12, 0.005) var schedule_offset := 0.0
|
||||
|
||||
|
||||
func validate() -> Array[String]:
|
||||
|
||||
@@ -11,7 +11,8 @@ const ACTION_PATHS := [
|
||||
"res://simulation/definitions/actions/wander.tres",
|
||||
"res://simulation/definitions/actions/deposit_food.tres",
|
||||
"res://simulation/definitions/actions/withdraw_food.tres",
|
||||
"res://simulation/definitions/actions/sleep.tres"
|
||||
"res://simulation/definitions/actions/sleep.tres",
|
||||
"res://simulation/definitions/actions/deposit_wood.tres"
|
||||
]
|
||||
|
||||
const PROFESSION_PATHS := [
|
||||
|
||||
@@ -13,6 +13,7 @@ const ACTION_REST := &"rest"
|
||||
const ACTION_WANDER := &"wander"
|
||||
const ACTION_DEPOSIT_FOOD := &"deposit_food"
|
||||
const ACTION_WITHDRAW_FOOD := &"withdraw_food"
|
||||
const ACTION_DEPOSIT_WOOD := &"deposit_wood"
|
||||
|
||||
const PROFESSION_FARMER := &"farmer"
|
||||
const PROFESSION_WOODCUTTER := &"woodcutter"
|
||||
@@ -28,8 +29,13 @@ const RESOURCE_FOOD := &"food"
|
||||
const RESOURCE_WOOD := &"wood"
|
||||
|
||||
const STORAGE_VILLAGE_PANTRY := &"village_pantry"
|
||||
const STORAGE_VILLAGE_WOODPILE := &"village_woodpile"
|
||||
|
||||
const EVENT_RESOURCE_EXTRACTED := &"resource_extracted"
|
||||
const EVENT_STORAGE_DEPOSITED := &"storage_deposited"
|
||||
const EVENT_STORAGE_WITHDRAWN := &"storage_withdrawn"
|
||||
const EVENT_ITEM_CONSUMED := &"item_consumed"
|
||||
const EVENT_NPC_SLEPT := &"npc_slept"
|
||||
const EVENT_NPC_DIED := &"npc_died"
|
||||
const EVENT_TASK_STARTED := &"task_started"
|
||||
const EVENT_RESOURCE_DEPLETED := &"resource_depleted"
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
[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 = &"deposit_wood"
|
||||
display_name = "Deposit Wood"
|
||||
default_duration = 1.0
|
||||
target_type = &"activity"
|
||||
@@ -8,3 +8,4 @@ profession_id = &"farmer"
|
||||
display_name = "Farmer"
|
||||
visual_color = Color(0.36, 0.62, 0.28, 1)
|
||||
prop_color = Color(0.65, 0.45, 0.2, 1)
|
||||
schedule_offset = -0.04
|
||||
|
||||
@@ -8,3 +8,4 @@ profession_id = &"guard"
|
||||
display_name = "Guard"
|
||||
visual_color = Color(0.25, 0.42, 0.68, 1)
|
||||
prop_color = Color(0.72, 0.75, 0.78, 1)
|
||||
schedule_offset = 0.02
|
||||
|
||||
@@ -8,3 +8,4 @@ profession_id = &"scholar"
|
||||
display_name = "Scholar"
|
||||
visual_color = Color(0.52, 0.34, 0.68, 1)
|
||||
prop_color = Color(0.78, 0.66, 0.28, 1)
|
||||
schedule_offset = 0.05
|
||||
|
||||
@@ -8,3 +8,4 @@ profession_id = &"woodcutter"
|
||||
display_name = "Woodcutter"
|
||||
visual_color = Color(0.67, 0.34, 0.2, 1)
|
||||
prop_color = Color(0.34, 0.22, 0.14, 1)
|
||||
schedule_offset = -0.02
|
||||
|
||||
@@ -35,6 +35,30 @@ static func create(
|
||||
)
|
||||
|
||||
|
||||
static func create_narrative(
|
||||
event_id: int,
|
||||
event_type: StringName,
|
||||
tick: int,
|
||||
actor_id: int,
|
||||
source_id: StringName,
|
||||
action_display: String = ""
|
||||
) -> 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": "",
|
||||
"item_id": "",
|
||||
"amount": 0.0,
|
||||
"action_name": action_display
|
||||
}
|
||||
)
|
||||
|
||||
|
||||
static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
|
||||
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
|
||||
return null
|
||||
@@ -65,10 +89,6 @@ static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
|
||||
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)
|
||||
@@ -76,3 +96,32 @@ static func from_dictionary(record_data: Dictionary) -> EconomicEventRecord:
|
||||
|
||||
func to_dictionary() -> Dictionary:
|
||||
return data.duplicate(true)
|
||||
|
||||
|
||||
func description(npc_names: Dictionary = {}) -> String:
|
||||
var actor_name: String = npc_names.get(int(data["actor_id"]), "Someone")
|
||||
var item: String = str(data["item_id"])
|
||||
var amount: float = float(data["amount"])
|
||||
var event_type: String = str(data["event_type"])
|
||||
var source: String = str(data["source_id"])
|
||||
var destination: String = str(data["destination_id"])
|
||||
var action_name: String = str(data.get("action_name", ""))
|
||||
match event_type:
|
||||
"resource_extracted":
|
||||
return "%s gathered %.0f %s from %s" % [actor_name, amount, item, source]
|
||||
"storage_deposited":
|
||||
return "%s deposited %.0f %s into %s" % [actor_name, amount, item, destination]
|
||||
"storage_withdrawn":
|
||||
return "%s withdrew %.0f %s from %s" % [actor_name, amount, item, source]
|
||||
"item_consumed":
|
||||
return "%s consumed %.0f %s" % [actor_name, amount, item]
|
||||
"npc_slept":
|
||||
return "%s slept and recovered energy" % actor_name
|
||||
"npc_died":
|
||||
return "%s died from starvation" % actor_name
|
||||
"task_started":
|
||||
return "%s began %s" % [actor_name, action_name if not action_name.is_empty() else item]
|
||||
"resource_depleted":
|
||||
return "%s was depleted" % source
|
||||
_:
|
||||
return "tick %d: %s" % [int(data["tick"]), event_type]
|
||||
|
||||
@@ -45,7 +45,9 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
|
||||
"inventory": npc.inventory.duplicate(true),
|
||||
"last_task": String(npc.last_task),
|
||||
"random_seed": str(npc.random_source.seed),
|
||||
"random_state": str(npc.random_source.state)
|
||||
"random_state": str(npc.random_source.state),
|
||||
"familiarity": _sorted_familiarity(npc.familiarity),
|
||||
"mourning_ticks": npc.mourning_ticks
|
||||
}
|
||||
)
|
||||
|
||||
@@ -160,8 +162,28 @@ func restore(debug_logs: bool) -> SimNPC:
|
||||
npc.last_task = StringName(data["last_task"])
|
||||
npc.random_source.state = String(data["random_state"]).to_int()
|
||||
npc.debug_logs = debug_logs
|
||||
var saved_familiarity = data.get("familiarity", {})
|
||||
if saved_familiarity is Array:
|
||||
for pair in saved_familiarity:
|
||||
var pair_dict: Dictionary = pair
|
||||
npc.familiarity[int(pair_dict["id"])] = float(pair_dict["score"])
|
||||
elif saved_familiarity is Dictionary:
|
||||
npc.familiarity = saved_familiarity.duplicate(true)
|
||||
npc.mourning_ticks = int(data.get("mourning_ticks", 0))
|
||||
return npc
|
||||
|
||||
|
||||
func to_dictionary() -> Dictionary:
|
||||
return data.duplicate(true)
|
||||
|
||||
|
||||
static func _sorted_familiarity(familiarity: Dictionary) -> Array:
|
||||
var pairs: Array[Dictionary] = []
|
||||
for key in familiarity:
|
||||
pairs.append({"id": int(key), "score": float(familiarity[key])})
|
||||
pairs.sort_custom(_familiarity_sort)
|
||||
return pairs
|
||||
|
||||
|
||||
static func _familiarity_sort(a: Dictionary, b: Dictionary) -> bool:
|
||||
return int(a["id"]) < int(b["id"])
|
||||
|
||||
@@ -150,17 +150,21 @@ func _check_economic_event_chain(manager: Node) -> void:
|
||||
SimulationIds.EVENT_STORAGE_WITHDRAWN,
|
||||
SimulationIds.EVENT_ITEM_CONSUMED
|
||||
]
|
||||
var transfer_events: Array[EconomicEventRecord] = []
|
||||
for event in manager.economic_events:
|
||||
if float(event.data["amount"]) > 0.0:
|
||||
transfer_events.append(event)
|
||||
_check(
|
||||
manager.economic_events.size() == expected_types.size(),
|
||||
transfer_events.size() == expected_types.size(),
|
||||
"Food transfer loop should emit one structured event per transfer"
|
||||
)
|
||||
if manager.economic_events.size() != expected_types.size():
|
||||
if transfer_events.size() != expected_types.size():
|
||||
return
|
||||
for index in expected_types.size():
|
||||
var event: EconomicEventRecord = manager.economic_events[index]
|
||||
var event: EconomicEventRecord = transfer_events[index]
|
||||
_check(
|
||||
(
|
||||
int(event.data["event_id"]) == index
|
||||
int(event.data["event_id"]) >= 0
|
||||
and StringName(event.data["event_type"]) == expected_types[index]
|
||||
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
|
||||
),
|
||||
@@ -168,10 +172,10 @@ func _check_economic_event_chain(manager: Node) -> void:
|
||||
)
|
||||
_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)
|
||||
is_equal_approx(float(transfer_events[0].data["amount"]), 2.0)
|
||||
and is_equal_approx(float(transfer_events[1].data["amount"]), 2.0)
|
||||
and is_equal_approx(float(transfer_events[2].data["amount"]), 1.0)
|
||||
and is_equal_approx(float(transfer_events[3].data["amount"]), 1.0)
|
||||
),
|
||||
"Economic events should record exact transferred quantities"
|
||||
)
|
||||
|
||||
@@ -106,6 +106,12 @@ func _run() -> void:
|
||||
)
|
||||
var pantry := main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillagePantry") as StorageNode
|
||||
destinations.append(pantry.get_interaction_position())
|
||||
_check(
|
||||
main_scene.has_node("JajceWorld/WorldObjects/StorageSites/VillageWoodpile"),
|
||||
"Runtime should expose a typed VillageWoodpile StorageNode"
|
||||
)
|
||||
var woodpile := main_scene.get_node("JajceWorld/WorldObjects/StorageSites/VillageWoodpile") as StorageNode
|
||||
destinations.append(woodpile.get_interaction_position())
|
||||
var activity_root := main_scene.get_node("JajceWorld/WorldObjects/ActivitySites")
|
||||
_check(activity_root.get_child_count() == 3, "Runtime should expose three typed activity sites")
|
||||
for site in activity_root.get_children():
|
||||
@@ -149,6 +155,11 @@ func _run() -> void:
|
||||
storage_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_PANTRY),
|
||||
"Runtime adapter should route storage actions to village_pantry"
|
||||
)
|
||||
var wood_target := adapter.get_activity_target(SimulationIds.ACTION_DEPOSIT_WOOD)
|
||||
_check(
|
||||
wood_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_WOODPILE),
|
||||
"Runtime adapter should route wood deposit to village_woodpile"
|
||||
)
|
||||
var study_target := adapter.get_activity_target(SimulationIds.ACTION_STUDY)
|
||||
_check(
|
||||
study_target.get("target_id", "") == "study_desk",
|
||||
|
||||
@@ -187,6 +187,12 @@ func _run() -> void:
|
||||
pantry.storage_id == SimulationIds.STORAGE_VILLAGE_PANTRY,
|
||||
"VillagePantry should preserve the stable storage ID"
|
||||
)
|
||||
var woodpile := world.get_node("WorldObjects/StorageSites/VillageWoodpile") as StorageNode
|
||||
_check(woodpile != null, "JajceWorld should include a typed VillageWoodpile StorageNode")
|
||||
_check(
|
||||
woodpile.storage_id == SimulationIds.STORAGE_VILLAGE_WOODPILE,
|
||||
"VillageWoodpile should preserve the stable storage ID"
|
||||
)
|
||||
_check(
|
||||
not world.has_node("LegacyActivityMarkers/PantryMarker"),
|
||||
"Pantry should no longer be a legacy activity marker"
|
||||
@@ -224,6 +230,7 @@ func _run() -> void:
|
||||
for resource in resources:
|
||||
destinations.append((resource as ResourceNode).interaction_point.global_position)
|
||||
destinations.append(pantry.get_interaction_position())
|
||||
destinations.append(woodpile.get_interaction_position())
|
||||
for site in activity_root.get_children():
|
||||
destinations.append((site as ActivitySite).get_interaction_position())
|
||||
|
||||
@@ -243,6 +250,7 @@ func _run() -> void:
|
||||
|
||||
var adapter := ActiveWorldAdapter.new()
|
||||
adapter.pantry_storage = pantry
|
||||
adapter.woodpile_storage = woodpile
|
||||
root.add_child(adapter)
|
||||
var food_candidates := adapter.get_resource_candidates(SimulationIds.ACTION_GATHER_FOOD)
|
||||
_check(food_candidates.size() >= 9, "Adapter should expose all authored food candidates")
|
||||
@@ -296,6 +304,11 @@ func _run() -> void:
|
||||
storage_target_position.distance_to(pantry.get_interaction_position()) < 0.01,
|
||||
"Storage actions should use the pantry StorageNode interaction point"
|
||||
)
|
||||
var wood_target := adapter.get_activity_target(SimulationIds.ACTION_DEPOSIT_WOOD)
|
||||
_check(
|
||||
wood_target.get("target_id", "") == String(SimulationIds.STORAGE_VILLAGE_WOODPILE),
|
||||
"Wood deposit should target the typed woodpile's stable ID"
|
||||
)
|
||||
var rest_target := adapter.get_activity_target(SimulationIds.ACTION_REST)
|
||||
_check(
|
||||
rest_target.get("target_id", "") == "rest_bench",
|
||||
|
||||
@@ -14,6 +14,7 @@ func _run() -> void:
|
||||
_test_sleep_restores_energy()
|
||||
_test_schedule_serialization()
|
||||
_test_sleep_targets_home()
|
||||
_test_household_familiarity()
|
||||
|
||||
if failures.is_empty():
|
||||
print("[TEST] NPC schedule passed")
|
||||
@@ -68,6 +69,7 @@ func _test_work_period_during_day() -> void:
|
||||
"100 ticks should land in the work period"
|
||||
)
|
||||
var npc: SimNPC = manager.npcs[0]
|
||||
npc.profession = SimulationIds.PROFESSION_WANDERER
|
||||
npc.hunger = 20.0
|
||||
npc.energy = 80.0
|
||||
npc.home_position = npc.position
|
||||
@@ -93,6 +95,7 @@ func _test_meal_period_hunger() -> void:
|
||||
"50 ticks should land in the breakfast meal period"
|
||||
)
|
||||
var npc: SimNPC = manager.npcs[0]
|
||||
npc.profession = SimulationIds.PROFESSION_WANDERER
|
||||
npc.hunger = 65.0
|
||||
npc.energy = 80.0
|
||||
manager.village.food = 5.0
|
||||
@@ -181,6 +184,63 @@ func _test_sleep_targets_home() -> void:
|
||||
manager.free()
|
||||
|
||||
|
||||
func _test_household_familiarity() -> void:
|
||||
var manager: Node = load("res://simulation/SimulationManager.gd").new()
|
||||
manager.simulation_seed = 700
|
||||
manager.debug_logs = false
|
||||
manager.set_process(false)
|
||||
manager.home_positions = [
|
||||
Vector3(-15.0, 2.0, 7.0),
|
||||
Vector3(-15.0, 2.0, 8.0),
|
||||
Vector3(-8.5, 2.0, 3.0),
|
||||
Vector3(-6.5, 2.0, 1.5),
|
||||
Vector3(20.0, 0.0, 20.0),
|
||||
Vector3(22.0, 0.0, 22.0)
|
||||
]
|
||||
root.add_child(manager)
|
||||
|
||||
var a: SimNPC = manager.npcs[0]
|
||||
var b: SimNPC = manager.npcs[1]
|
||||
var c: SimNPC = manager.npcs[2]
|
||||
var d: SimNPC = manager.npcs[3]
|
||||
var e: SimNPC = manager.npcs[4]
|
||||
|
||||
_check(
|
||||
a.familiarity.has(b.id) and b.familiarity.has(a.id),
|
||||
"NPCs with nearby homes should be mutual household members"
|
||||
)
|
||||
_check(
|
||||
is_equal_approx(float(a.familiarity[b.id]), 0.5),
|
||||
"Household familiarity should start at baseline 0.5"
|
||||
)
|
||||
_check(
|
||||
c.familiarity.has(d.id) and d.familiarity.has(c.id),
|
||||
"Second household pair should also be familiar"
|
||||
)
|
||||
_check(
|
||||
not a.familiarity.has(e.id),
|
||||
"Distant NPCs should not have household familiarity"
|
||||
)
|
||||
|
||||
var saved_json: String = manager.serialize_state()
|
||||
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(saved_json),
|
||||
"Familiarity should survive save/load round-trip"
|
||||
)
|
||||
var ra: SimNPC = restored.npcs[0]
|
||||
_check(
|
||||
ra.familiarity.size() > 0,
|
||||
"Restored NPC should retain household familiarity"
|
||||
)
|
||||
|
||||
manager.free()
|
||||
restored.free()
|
||||
|
||||
|
||||
func _check(condition: bool, message: String) -> void:
|
||||
if not condition:
|
||||
failures.append(message)
|
||||
|
||||
@@ -34,7 +34,7 @@ func _test_registry_integrity() -> void:
|
||||
SimulationDefinitions.get_action(definition.action_id) == definition,
|
||||
"Action lookup should return '%s'" % definition.action_id
|
||||
)
|
||||
_check(action_ids.size() == 10, "Registry should contain all ten executable prototype actions")
|
||||
_check(action_ids.size() == 11, "Registry should contain all eleven executable prototype actions")
|
||||
|
||||
var profession_ids := SimulationDefinitions.get_profession_ids()
|
||||
_check(profession_ids.size() == 5, "Registry should contain all five prototype professions")
|
||||
|
||||
@@ -2,6 +2,7 @@ class_name ActiveWorldAdapter
|
||||
extends Node
|
||||
|
||||
@export var pantry_storage: StorageNode
|
||||
@export var woodpile_storage: StorageNode
|
||||
|
||||
|
||||
func get_resource_candidates(action_id: StringName) -> Array[Dictionary]:
|
||||
@@ -38,6 +39,8 @@ func get_activity_target(action_id: StringName, origin: Vector3 = Vector3.ZERO)
|
||||
return _get_storage_target(pantry_storage)
|
||||
SimulationIds.ACTION_DEPOSIT_FOOD, SimulationIds.ACTION_WITHDRAW_FOOD:
|
||||
return _get_storage_target(pantry_storage)
|
||||
SimulationIds.ACTION_DEPOSIT_WOOD:
|
||||
return _get_storage_target(woodpile_storage)
|
||||
return {}
|
||||
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=40 format=3]
|
||||
[gd_scene load_steps=41 format=3]
|
||||
|
||||
[ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"]
|
||||
[ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"]
|
||||
@@ -17,17 +17,18 @@
|
||||
[ext_resource type="Script" path="res://world/activity/ActivitySite.gd" id="15_activity"]
|
||||
[ext_resource type="NavigationMesh" path="res://world/jajce/JajceNavigationMesh.tres" id="16_nav"]
|
||||
[ext_resource type="PackedScene" path="res://world/jajce/WindStrokes.tscn" id="19_windstrokes"]
|
||||
[ext_resource type="PackedScene" path="res://world/jajce/WindSpecks.tscn" id="20_windspecks"]
|
||||
|
||||
[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"]
|
||||
_shader_parameters = {
|
||||
"auto_base_texture": 1,
|
||||
"auto_overlay_texture": 0,
|
||||
"auto_slope": 0.68,
|
||||
"blend_sharpness": 0.78,
|
||||
"auto_base_texture": 0,
|
||||
"auto_overlay_texture": 1,
|
||||
"auto_slope": 0.62,
|
||||
"blend_sharpness": 0.88,
|
||||
"enable_macro_variation": true,
|
||||
"macro_variation1": Color(0.84, 0.92, 0.55, 1),
|
||||
"macro_variation2": Color(0.62, 0.78, 0.48, 1),
|
||||
"macro_variation_slope": 0.42
|
||||
"macro_variation1": Color(0.78, 0.9, 0.42, 1),
|
||||
"macro_variation2": Color(0.55, 0.75, 0.38, 1),
|
||||
"macro_variation_slope": 0.48
|
||||
}
|
||||
world_background = 0
|
||||
auto_shader = true
|
||||
@@ -472,6 +473,10 @@ discovery_priority = 0.45
|
||||
[node name="VillagePantry" parent="WorldObjects/StorageSites" instance=ExtResource("14_storage")]
|
||||
position = Vector3(0, 0, -8)
|
||||
|
||||
[node name="VillageWoodpile" parent="WorldObjects/StorageSites" instance=ExtResource("14_storage")]
|
||||
position = Vector3(8, 0, -12)
|
||||
storage_id = &"village_woodpile"
|
||||
|
||||
[node name="PantrySignPole" type="MeshInstance3D" parent="WorldObjects/StorageSites/VillagePantry"]
|
||||
position = Vector3(-1.05, 1.1, 1.25)
|
||||
mesh = SubResource("Mesh_site_pole")
|
||||
@@ -606,6 +611,10 @@ directional_shadow_max_distance = 180.0
|
||||
|
||||
[node name="WindStrokes_Ridge" parent="." instance=ExtResource("19_windstrokes")]
|
||||
|
||||
[node name="WindSpecks_Valley" parent="." instance=ExtResource("20_windspecks")]
|
||||
|
||||
[node name="WindSpecks_Ridge" parent="." instance=ExtResource("20_windspecks")]
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource("Environment_greybox")
|
||||
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
[gd_scene load_steps=4 format=3]
|
||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_specks"]
|
||||
lifetime_randomness = 0.8
|
||||
spread = 120.0
|
||||
flatness = 0.5
|
||||
gravity = Vector3(-0.35, 0.25, 0.0)
|
||||
initial_velocity_min = 0.2
|
||||
initial_velocity_max = 1.2
|
||||
scale_min = 0.06
|
||||
scale_max = 0.28
|
||||
color = Color(1, 0.98, 0.9, 0.3)
|
||||
color_ramp = 1
|
||||
emission_shape = 1
|
||||
emission_box_extents = Vector3(32.0, 14.0, 32.0)
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="Material_speck"]
|
||||
albedo_color = Color(1, 0.98, 0.92, 0.3)
|
||||
transparency = 1
|
||||
shading_mode = 0
|
||||
billboard_mode = 1
|
||||
cull_mode = 0
|
||||
|
||||
[sub_resource type="QuadMesh" id="Mesh_speck"]
|
||||
material = SubResource("Material_speck")
|
||||
size = Vector2(0.12, 0.12)
|
||||
|
||||
[node name="WindSpecks" type="GPUParticles3D"]
|
||||
emitting = true
|
||||
amount = 40
|
||||
lifetime = 6.0
|
||||
one_shot = false
|
||||
preprocess = 4.0
|
||||
speed_scale = 1.0
|
||||
local_coords = false
|
||||
process_material = SubResource("ParticleProcessMaterial_specks")
|
||||
draw_pass_1 = SubResource("Mesh_speck")
|
||||
@@ -7,32 +7,33 @@ shader = ExtResource("1_shader")
|
||||
|
||||
[sub_resource type="QuadMesh" id="Mesh_stroke"]
|
||||
material = SubResource("ShaderMaterial_stroke")
|
||||
size = Vector2(1.8, 0.18)
|
||||
size = Vector2(2.4, 0.14)
|
||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wind"]
|
||||
lifetime_randomness = 0.5
|
||||
spread = 160.0
|
||||
gravity = Vector3(0, 0.15, 0)
|
||||
initial_velocity_min = 0.6
|
||||
initial_velocity_max = 2.5
|
||||
angular_velocity_min = -0.6
|
||||
angular_velocity_max = 0.6
|
||||
radial_accel_min = -0.2
|
||||
radial_accel_max = 0.2
|
||||
tangential_accel_min = -0.3
|
||||
tangential_accel_max = 0.3
|
||||
scale_min = 0.5
|
||||
scale_max = 1.5
|
||||
color = Color(1, 1, 1, 0.5)
|
||||
lifetime_randomness = 0.6
|
||||
spread = 55.0
|
||||
flatness = 0.7
|
||||
gravity = Vector3(-0.6, 0.35, 0.0)
|
||||
initial_velocity_min = 0.8
|
||||
initial_velocity_max = 2.8
|
||||
angular_velocity_min = -0.25
|
||||
angular_velocity_max = 0.25
|
||||
radial_accel_min = 0.0
|
||||
radial_accel_max = 0.0
|
||||
tangential_accel_min = -0.08
|
||||
tangential_accel_max = 0.08
|
||||
scale_min = 0.3
|
||||
scale_max = 1.2
|
||||
color = Color(1, 1, 1, 0.35)
|
||||
emission_shape = 1
|
||||
emission_box_extents = Vector3(35.0, 10.0, 35.0)
|
||||
emission_box_extents = Vector3(28.0, 8.0, 28.0)
|
||||
|
||||
[node name="WindStrokes" type="GPUParticles3D"]
|
||||
emitting = true
|
||||
amount = 18
|
||||
lifetime = 4.0
|
||||
amount = 24
|
||||
lifetime = 5.0
|
||||
one_shot = false
|
||||
preprocess = 2.0
|
||||
preprocess = 3.0
|
||||
speed_scale = 1.0
|
||||
local_coords = false
|
||||
process_material = SubResource("ParticleProcessMaterial_wind")
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://b8dxberetmchf
|
||||
+82
-6
@@ -27,6 +27,8 @@ func _ready() -> void:
|
||||
push_error("VillageUI: SimulationManager has no npc_decision_recorded signal")
|
||||
if simulation_manager.has_signal("state_restored"):
|
||||
simulation_manager.state_restored.connect(_on_state_restored)
|
||||
if simulation_manager.has_signal("speed_changed"):
|
||||
simulation_manager.speed_changed.connect(_on_speed_changed)
|
||||
|
||||
if "village" in simulation_manager:
|
||||
_on_village_changed(simulation_manager.village)
|
||||
@@ -52,12 +54,33 @@ func _unhandled_key_input(event: InputEvent) -> void:
|
||||
|
||||
|
||||
func _on_village_changed(village: SimVillage) -> void:
|
||||
var name_map := {}
|
||||
for npc in simulation_manager.npcs:
|
||||
name_map[npc.id] = npc.npc_name
|
||||
var event_lines: Array[String] = []
|
||||
for event in simulation_manager.get_recent_events(3):
|
||||
event_lines.append(event.description(name_map))
|
||||
var event_text := "\n".join(event_lines)
|
||||
if event_text.is_empty():
|
||||
event_text = ""
|
||||
else:
|
||||
event_text = "\n" + event_text
|
||||
var speed_text := ""
|
||||
if simulation_manager.has_method("get_current_speed"):
|
||||
speed_text = simulation_manager.get_current_speed()
|
||||
var rates: Dictionary = simulation_manager.get_resource_rates()
|
||||
var food_rate := ""
|
||||
if rates["food_per_day"] > 0.01:
|
||||
food_rate = " (−%.0f/d)" % rates["food_per_day"]
|
||||
var wood_rate := ""
|
||||
if rates["wood_per_day"] > 0.01:
|
||||
wood_rate = " (−%.0f/d)" % rates["wood_per_day"]
|
||||
village_stats_label.text = (
|
||||
"""
|
||||
Village
|
||||
Village [%s]
|
||||
|
||||
Food: %s
|
||||
Wood: %s
|
||||
Food: %s%s
|
||||
Wood: %s%s
|
||||
Safety: %s
|
||||
Knowledge: %s
|
||||
Starving: %s
|
||||
@@ -65,16 +88,21 @@ func _on_village_changed(village: SimVillage) -> void:
|
||||
Food Mod: %.2f
|
||||
Safety Mod: %.2f
|
||||
Knowledge Mod: %.2f
|
||||
%s
|
||||
"""
|
||||
% [
|
||||
speed_text,
|
||||
round(village.food),
|
||||
food_rate,
|
||||
round(village.wood),
|
||||
wood_rate,
|
||||
round(village.safety),
|
||||
round(village.knowledge),
|
||||
simulation_manager.get_starving_count(),
|
||||
village.food_modifier,
|
||||
village.safety_modifier,
|
||||
village.knowledge_modifier
|
||||
village.knowledge_modifier,
|
||||
event_text
|
||||
]
|
||||
)
|
||||
|
||||
@@ -88,6 +116,11 @@ func _on_state_restored() -> void:
|
||||
_refresh_npc_inspector()
|
||||
|
||||
|
||||
func _on_speed_changed(_multiplier: float) -> void:
|
||||
if simulation_manager != null and "village" in simulation_manager:
|
||||
_on_village_changed(simulation_manager.village)
|
||||
|
||||
|
||||
func _refresh_npc_inspector() -> void:
|
||||
if not debug_overlay_visible:
|
||||
return
|
||||
@@ -118,13 +151,17 @@ func _refresh_npc_inspector() -> void:
|
||||
)
|
||||
if not score_rows.is_empty():
|
||||
score_text = "\n\nUtility\n" + "\n".join(score_rows)
|
||||
var event_text := _build_event_history(npc)
|
||||
var housemate_text := _build_housemate_display(npc)
|
||||
npc_inspector_label.text = (
|
||||
"%s · %s\n"
|
||||
+ "Task: %s (%s)\n"
|
||||
+ "Destination: %s\n"
|
||||
+ "Hunger: %.0f Energy: %.0f\n"
|
||||
+ "Carrying food: %.0f\n\n"
|
||||
+ "Carrying food: %.0f wood: %.0f\n"
|
||||
+ "%s\n"
|
||||
+ "Why\n%s%s\n\n"
|
||||
+ "Recent\n%s\n\n"
|
||||
+ "[Tab] Next villager [F10] Cinematic/debug [F12] Demo reset"
|
||||
) % [
|
||||
npc.npc_name,
|
||||
@@ -135,8 +172,11 @@ func _refresh_npc_inspector() -> void:
|
||||
npc.hunger,
|
||||
npc.energy,
|
||||
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
|
||||
npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD),
|
||||
housemate_text,
|
||||
reason_text,
|
||||
score_text
|
||||
score_text,
|
||||
event_text
|
||||
]
|
||||
|
||||
|
||||
@@ -156,3 +196,39 @@ func set_debug_overlay_visible(is_visible: bool) -> void:
|
||||
visible = is_visible
|
||||
if is_visible:
|
||||
_refresh_npc_inspector()
|
||||
|
||||
|
||||
func _build_event_history(npc: SimNPC) -> String:
|
||||
if not simulation_manager.has_method("get_npc_events"):
|
||||
return ""
|
||||
var events: Array = simulation_manager.get_npc_events(npc.id, 5)
|
||||
if events.is_empty():
|
||||
return "No recorded events yet"
|
||||
var name_map := {}
|
||||
for other_npc in simulation_manager.npcs:
|
||||
name_map[other_npc.id] = other_npc.npc_name
|
||||
var lines: Array[String] = []
|
||||
for event in events:
|
||||
lines.append(event.description(name_map))
|
||||
return "\n".join(lines)
|
||||
|
||||
|
||||
func _build_housemate_display(npc: SimNPC) -> String:
|
||||
if npc.familiarity.is_empty():
|
||||
return ""
|
||||
var highest_id: int = -1
|
||||
var highest_score := -1.0
|
||||
for key in npc.familiarity:
|
||||
var other_id: int = int(key)
|
||||
var score: float = float(npc.familiarity[key])
|
||||
if score > highest_score:
|
||||
highest_score = score
|
||||
highest_id = other_id
|
||||
if highest_id < 0:
|
||||
return ""
|
||||
var other_name := "Someone"
|
||||
for other_npc in simulation_manager.npcs:
|
||||
if other_npc.id == highest_id:
|
||||
other_name = other_npc.npc_name
|
||||
break
|
||||
return "Familiar: %s (%.0f%%)" % [other_name, highest_score * 100.0]
|
||||
|
||||
@@ -161,15 +161,15 @@ func _on_npc_died(npc: SimNPC) -> void:
|
||||
|
||||
|
||||
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")
|
||||
if item_id == SimulationIds.RESOURCE_FOOD:
|
||||
if visual.has_method("set_carried_food_visible"):
|
||||
visual.set_carried_food_visible(amount > 0.0)
|
||||
elif item_id == SimulationIds.RESOURCE_WOOD:
|
||||
if visual.has_method("set_carried_wood_visible"):
|
||||
visual.set_carried_wood_visible(amount > 0.0)
|
||||
|
||||
|
||||
func _on_npc_task_changed(npc: SimNPC, _old_task: StringName, _new_task: StringName) -> void:
|
||||
|
||||
Reference in New Issue
Block a user