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10 Commits

Author SHA1 Message Date
Rijad Zuzo 5e171ae63a chore: change the dead npcs to have no collision 2026-06-22 00:00:32 +02:00
Rijad Zuzo b5e2493c2a feat: add proper death from starvation and survival tasks urgency 2026-06-21 23:37:58 +02:00
Rijad Zuzo eef2068747 feat: add better priorities setting 2026-06-21 14:41:19 +02:00
Rijad Zuzo 052b36a4e7 feat: add completition of work only after work is done 2026-06-21 00:11:34 +02:00
Rijad Zuzo 8a85c6fbba feat: add task duration and task commitment 2026-06-20 20:43:21 +02:00
Rijad Zuzo bdc1f88b6f feat: add user interaction with the task zones 2026-06-20 18:55:09 +02:00
Rijad Zuzo 852d10f7ae feat: add initial starvation consequence 2026-06-20 18:18:00 +02:00
Rijad Zuzo d185dcacf3 feat: add consequence with modifiers for properties 2026-06-20 17:12:10 +02:00
Rijad Zuzo 4fb1cfabc1 fix: Camera smoothing and start some interaction/consequences to the village part 2026-06-20 15:50:31 +02:00
Rijad Zuzo 60c72c558d feat: add visual meshes for the task zones 2026-06-19 20:55:14 +02:00
18 changed files with 823 additions and 82 deletions
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@@ -0,0 +1,41 @@
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type="CompressedTexture2D"
uid="uid://f72a3xfidpms"
path.s3tc="res://.godot/imported/colormap.png-08a7d61e658f89289085c66cadb1bc2d.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
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[deps]
source_file="res://assets/foliage/Textures/colormap.png"
dest_files=["res://.godot/imported/colormap.png-08a7d61e658f89289085c66cadb1bc2d.s3tc.ctex"]
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compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
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compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
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importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dyu3r0cl0judq"
path="res://.godot/imported/tree-high.glb-7b56684fc38d48b551f6a2589ecabd53.scn"
[deps]
source_file="res://assets/foliage/tree-high.glb"
dest_files=["res://.godot/imported/tree-high.glb-7b56684fc38d48b551f6a2589ecabd53.scn"]
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nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
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importer="scene"
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uid="uid://q0w3en4bfk42"
path="res://.godot/imported/tree.glb-5e87a640dbd9ffc2053ff1705fe52b99.scn"
[deps]
source_file="res://assets/foliage/tree.glb"
dest_files=["res://.godot/imported/tree.glb-5e87a640dbd9ffc2053ff1705fe52b99.scn"]
[params]
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nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
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materials/extract_path=""
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gltf/naming_version=2
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+68 -4
View File
@@ -1,11 +1,13 @@
[gd_scene load_steps=15 format=3 uid="uid://rs3hv73svbpa"]
[gd_scene load_steps=23 format=3 uid="uid://rs3hv73svbpa"]
[ext_resource type="Script" uid="uid://4mg67crlim53" path="res://player/player.gd" id="1_h2yge"]
[ext_resource type="Script" uid="uid://ii8ai801jur2" path="res://player/camera_rig.gd" id="2_1bvp3"]
[ext_resource type="Script" uid="uid://dbb25ttlyogqr" path="res://simulation/SimulationManager.gd" id="3_lquwl"]
[ext_resource type="Script" uid="uid://c1f3b26n4yntf" path="res://world/world_view_manager.gd" id="4_1bvp3"]
[ext_resource type="PackedScene" uid="uid://dhxxyprqflotq" path="res://player/npc/NpcVisual.tscn" id="5_lquwl"]
[ext_resource type="PackedScene" uid="uid://q0w3en4bfk42" path="res://assets/foliage/tree.glb" id="6_5vw27"]
[ext_resource type="Script" uid="uid://cjvbgqx8rao0t" path="res://world/ui/ui.gd" id="6_7mycd"]
[ext_resource type="PackedScene" uid="uid://dyu3r0cl0judq" path="res://assets/foliage/tree-high.glb" id="7_kek77"]
[sub_resource type="NavigationMesh" id="NavigationMesh_lquwl"]
vertices = PackedVector3Array(-14.5, 0.5, 0, -1, 0.5, 0, -1, 0.5, -0.75, 0, 0.5, -1, 0, 0.5, -14.5, -14.5, 0.5, -14.5, 0.75, 0.5, -1, 0.75, 0.75, -0.5, 14.5, 0.5, -0.5, 14.5, 0.5, -14.5, 0.75, 0.75, 0, 0, 1, 0, 0, 0.75, 0.75, -0.5, 0.75, 0.75, -0.5, 0.5, 14.5, 14.5, 0.5, 14.5, -1, 0.5, 0.75, -14.5, 0.5, 14.5)
@@ -34,6 +36,23 @@ ambient_light_source = 2
ambient_light_color = Color(1, 1, 1, 1)
ambient_light_energy = 0.5
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_5vw27"]
albedo_color = Color(0.5328383, 0.4215183, 0.18649894, 1)
[sub_resource type="BoxMesh" id="BoxMesh_5vw27"]
material = SubResource("StandardMaterial3D_5vw27")
[sub_resource type="CylinderMesh" id="CylinderMesh_5vw27"]
top_radius = 1.129
height = 5.774
[sub_resource type="BoxMesh" id="BoxMesh_kek77"]
[sub_resource type="PrismMesh" id="PrismMesh_5vw27"]
size = Vector3(3, 5, 2)
[sub_resource type="BoxMesh" id="BoxMesh_4c57u"]
[node name="Main" type="Node3D"]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
@@ -57,10 +76,17 @@ skeleton = NodePath("../../..")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.18380833, 0)
shape = SubResource("BoxShape3D_lquwl")
[node name="Player" type="CharacterBody3D" parent="." node_paths=PackedStringArray("camera_rig")]
[node name="Player" type="CharacterBody3D" parent="." node_paths=PackedStringArray("camera_rig", "simulation_manager", "farm_zone", "forest_zone", "food_zone", "guard_zone", "study_zone")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.05, 0)
script = ExtResource("1_h2yge")
camera_rig = NodePath("../CameraRig")
simulation_manager = NodePath("../SimulationManager")
farm_zone = NodePath("../TaskZone/FarmZone")
forest_zone = NodePath("../TaskZone/ForestZone")
food_zone = NodePath("../TaskZone/FoodZone")
guard_zone = NodePath("../TaskZone/GuardZone")
study_zone = NodePath("../TaskZone/StudyZone")
stomach_capacity_for_food = 10
[node name="CollisionShape3D" type="CollisionShape3D" parent="Player"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.85, 0)
@@ -113,21 +139,58 @@ environment = SubResource("Environment_o5qli")
[node name="FarmZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8, 0, -6)
[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/FarmZone"]
transform = Transform3D(2.0639582, 0, 0, 0, 0.2, 0, 0, 0, 2.211021, -0.47271156, 0.47702956, -0.02484417)
mesh = SubResource("BoxMesh_5vw27")
[node name="ForestZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 8, 0, -6)
[node name="smallTree" parent="TaskZone/ForestZone" instance=ExtResource("6_5vw27")]
transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, 1.891, 0, -0.22)
[node name="smallTree2" parent="TaskZone/ForestZone" instance=ExtResource("6_5vw27")]
transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, -0.043, 0, -1.767)
[node name="smallTree3" parent="TaskZone/ForestZone" instance=ExtResource("6_5vw27")]
transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, 0.13, 0, 0.614)
[node name="highTree" parent="TaskZone/ForestZone" instance=ExtResource("7_kek77")]
transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, -1.539, 0, 0.171)
[node name="GuardZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 8)
[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/GuardZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.354011, 0)
mesh = SubResource("CylinderMesh_5vw27")
[node name="StudyZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, 6)
[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/StudyZone"]
transform = Transform3D(3.279775, 0, 0, 0, 5.511466, 0, 0, 0, 1, 0, 2.8180213, 0)
mesh = SubResource("BoxMesh_kek77")
metadata/_edit_group_ = true
[node name="RestZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0, 5)
[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/RestZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.4911091, 0)
mesh = SubResource("PrismMesh_5vw27")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="TaskZone/RestZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.3897309, 1.399735, 1.0352364)
mesh = SubResource("PrismMesh_5vw27")
[node name="FoodZone" type="Marker3D" parent="TaskZone"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -8)
[node name="MeshInstance3D" type="MeshInstance3D" parent="TaskZone/FoodZone"]
transform = Transform3D(4, 0, 0, 0, 3, 0, 0, 0, 4, 0, 1.5, 0)
mesh = SubResource("BoxMesh_4c57u")
[node name="UI" type="CanvasLayer" parent="." node_paths=PackedStringArray("simulation_manager")]
script = ExtResource("6_7mycd")
simulation_manager = NodePath("../SimulationManager")
@@ -141,9 +204,10 @@ offset_bottom = 140.0
[node name="MarginContainer" type="MarginContainer" parent="UI/VillagePanel"]
layout_mode = 2
theme_override_constants/margin_left = 12
theme_override_constants/margin_top = 12
theme_override_constants/margin_top = 4
theme_override_constants/margin_right = 12
theme_override_constants/margin_bottom = 12
theme_override_constants/margin_bottom = 4
[node name="VillageStatsLabel" type="Label" parent="UI/VillagePanel/MarginContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 10
+1
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@@ -0,0 +1 @@
extends Node
+1
View File
@@ -0,0 +1 @@
uid://b1ka4yih1ioh
+25 -12
View File
@@ -1,21 +1,30 @@
extends Node3D
@export var target: Node3D
@export var follow_offset := Vector3(0, 10, 8)
@export var follow_speed := 12.0
@export var rotation_smooth_speed := 18.0
@export var focus_smooth_speed := 14.0
@export var mouse_sensitivity := 0.002
@export var deadzone_right := 3.0
@export var deadzone_forward := 3.0
var yaw := 0.0
var smoothed_yaw := 0.0
var focus_position := Vector3.ZERO
var desired_focus_position := Vector3.ZERO
func _ready() -> void:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
if target:
focus_position = target.global_position
desired_focus_position = focus_position
global_position = focus_position + follow_offset
@@ -31,28 +40,32 @@ func _physics_process(delta: float) -> void:
if target == null:
return
rotation = Vector3(deg_to_rad(-55), yaw, 0)
var rot_t := 1.0 - exp(-rotation_smooth_speed * delta)
var focus_t := 1.0 - exp(-focus_smooth_speed * delta)
var follow_t := 1.0 - exp(-follow_speed * delta)
smoothed_yaw = lerp_angle(smoothed_yaw, yaw, rot_t)
rotation = Vector3(deg_to_rad(-55), smoothed_yaw, 0)
var target_pos := target.global_position
var diff := target_pos - focus_position
var diff := target_pos - desired_focus_position
# Camera-relative horizontal axes
var cam_right := Vector3.RIGHT.rotated(Vector3.UP, yaw).normalized()
var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, yaw).normalized()
var cam_right := Vector3.RIGHT.rotated(Vector3.UP, smoothed_yaw).normalized()
var cam_forward := Vector3.FORWARD.rotated(Vector3.UP, smoothed_yaw).normalized()
var diff_right := diff.dot(cam_right)
var diff_forward := diff.dot(cam_forward)
if abs(diff_right) > deadzone_right:
focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
desired_focus_position += cam_right * (diff_right - sign(diff_right) * deadzone_right)
if abs(diff_forward) > deadzone_forward:
focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
desired_focus_position += cam_forward * (diff_forward - sign(diff_forward) * deadzone_forward)
var rotated_offset := follow_offset.rotated(Vector3.UP, yaw)
focus_position = focus_position.lerp(desired_focus_position, focus_t)
var rotated_offset := follow_offset.rotated(Vector3.UP, smoothed_yaw)
var desired_position := focus_position + rotated_offset
global_position = global_position.lerp(
desired_position,
1.0 - exp(-follow_speed * delta)
)
global_position = global_position.lerp(desired_position, follow_t)
+67 -3
View File
@@ -1,6 +1,8 @@
extends CharacterBody3D
const DEBUG_LOGS := false
signal arrived_at_target(sim_id: int)
const DEBUG_LOGS := true
@export var move_speed := 3.0
@export var rotation_speed := 8.0
@@ -8,6 +10,7 @@ const DEBUG_LOGS := false
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
var has_reported_arrival := false
var sim_id: int = -1
var npc_name: String = ""
var profession: String = ""
@@ -15,11 +18,18 @@ var profession: String = ""
var current_path: PackedVector3Array = []
var path_index := 0
var current_target := Vector3.INF
var arrival_distance := 0.6
var is_dead_visual := false
var dead_material := StandardMaterial3D.new()
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[NPCVisual] ", name, " | ", message)
func _ready() -> void:
dead_material.albedo_color = Color(0.25, 0.25, 0.25, 1.0)
func setup_from_sim(npc: SimNPC) -> void:
sim_id = npc.id
npc_name = npc.npc_name
@@ -27,10 +37,15 @@ func setup_from_sim(npc: SimNPC) -> void:
name = "NPC_%s_%s" % [sim_id, npc_name]
func set_target_position(pos: Vector3) -> void:
if current_target.distance_to(pos) < 0.1:
current_target = pos
has_reported_arrival = false
if global_position.distance_to(pos) <= arrival_distance:
current_path = PackedVector3Array()
path_index = 0
debug_log("Already close to target, will report arrival")
return
current_target = pos
nav_agent.target_position = pos
await get_tree().physics_frame
@@ -44,9 +59,28 @@ func set_target_position(pos: Vector3) -> void:
path_index = 0
if current_path.is_empty():
debug_log("Path is empty. Will report arrival/failure fallback.")
else:
debug_log("New target: %s Path points: %s" % [pos, current_path.size()])
func _physics_process(delta: float) -> void:
if is_dead_visual:
velocity = Vector3.ZERO
move_and_slide()
return
if current_target == Vector3.INF:
velocity = Vector3.ZERO
move_and_slide()
return
if global_position.distance_to(current_target) <= arrival_distance:
_report_arrival_once()
velocity = Vector3.ZERO
move_and_slide()
return
if current_path.is_empty() or path_index >= current_path.size():
velocity = Vector3.ZERO
move_and_slide()
@@ -70,3 +104,33 @@ func _physics_process(delta: float) -> void:
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
func _report_arrival_once() -> void:
if has_reported_arrival:
return
has_reported_arrival = true
current_path = PackedVector3Array()
path_index = 0
debug_log("Arrived at target")
arrived_at_target.emit(sim_id)
func apply_dead_visual_state() -> void:
is_dead_visual = true
velocity = Vector3.ZERO
current_path = PackedVector3Array()
path_index = 0
current_target = Vector3.INF
has_reported_arrival = true
scale = Vector3(0.8, 0.25, 1.2)
rotation_degrees.x = 90.0
for child in get_children():
if child is MeshInstance3D:
child.material_override = dead_material
collision_layer = 0
collision_mask = 0
debug_log("Applied dead visual state")
+44
View File
@@ -5,6 +5,17 @@ extends CharacterBody3D
@export var rotation_speed := 12.0
@export var camera_rig: Node3D
@export var simulation_manager: Node
@export var farm_zone: Marker3D
@export var forest_zone: Marker3D
@export var food_zone: Marker3D
@export var guard_zone: Marker3D
@export var study_zone: Marker3D
@export var stomach_capacity_for_food := 5
@export var interaction_range := 3.0
func _physics_process(delta: float) -> void:
var input := Input.get_vector(
"move_left",
@@ -39,3 +50,36 @@ func _physics_process(delta: float) -> void:
if direction.length() > 0.01:
var target_angle := atan2(direction.x, direction.z)
rotation.y = lerp_angle(rotation.y, target_angle, rotation_speed * delta)
func _unhandled_input(event: InputEvent) -> void:
# keep your camera mouse code here too
if event.is_action_pressed("interact"):
try_interact()
func try_interact() -> void:
if simulation_manager == null:
return
if is_near(farm_zone):
simulation_manager.add_food(5.0)
print("Player gathered food for the village.")
elif is_near(forest_zone):
simulation_manager.add_wood(5.0)
print("Player gathered wood for the village.")
elif is_near(guard_zone):
simulation_manager.add_safety(3.0)
print("Player helped guard the village.")
elif is_near(study_zone):
simulation_manager.add_knowledge(2.0)
print("Player shared knowledge.")
elif is_near(food_zone):
simulation_manager.eat_food(stomach_capacity_for_food)
print("Player eating shit up.")
func is_near(zone: Marker3D) -> bool:
if zone == null:
return false
return global_position.distance_to(zone.global_position) <= interaction_range
+10
View File
@@ -15,6 +15,11 @@ run/main_scene="uid://rs3hv73svbpa"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1020
[input]
move_forward={
@@ -37,3 +42,8 @@ move_right={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
interact={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
+212 -33
View File
@@ -1,6 +1,13 @@
class_name SimNPC
extends RefCounted
const DEBUG_LOGS := true
const TASK_STATE_IDLE := "idle"
const TASK_STATE_TRAVELING := "traveling"
const TASK_STATE_WORKING := "working"
const TASK_STATE_COMPLETE := "complete"
var id: int
var npc_name: String
var profession: String
@@ -9,8 +16,18 @@ var energy: float
var strength: float
var intelligence: float
var current_task: String = "idle"
var task_state: String = TASK_STATE_IDLE
var position: Vector3
var is_starving := false
var starvation_ticks := 0
var starvation_death_threshold := 20
var is_dead := false
var task_duration := 0.0
var task_progress := 0.0
var task_complete := true
func _init(
_id: int,
_npc_name: String,
@@ -25,53 +42,215 @@ func _init(
intelligence = _intelligence
hunger = randf_range(20.0, 80.0)
energy = randf_range(40.0, 100.0)
position = Vector3(randf_range(-8.0, 8.0), 0.0, randf_range(-8.0, 8.0))
func simulate_tick(village: SimVillage) -> void:
hunger += 5.0
if is_dead:
return
update_needs(village)
if is_dead:
return
if task_state == TASK_STATE_IDLE or task_state == TASK_STATE_COMPLETE:
choose_new_task(village)
return
if task_state == TASK_STATE_TRAVELING:
return
if task_state == TASK_STATE_WORKING:
task_progress += 1.0
if task_progress >= task_duration:
task_complete = true
task_state = TASK_STATE_COMPLETE
func update_needs(village: SimVillage) -> void:
hunger += 3.0 * village.food_modifier
match task_state:
TASK_STATE_IDLE:
energy -= 0.5
TASK_STATE_TRAVELING:
energy -= 2.0
TASK_STATE_WORKING:
if current_task != "rest":
energy -= 3.0
TASK_STATE_COMPLETE:
energy -= 0.25
hunger = clamp(hunger, 0.0, 100.0)
energy = clamp(energy, 0.0, 100.0)
is_starving = hunger >= 90.0
if is_starving:
starvation_ticks += 1
else:
starvation_ticks = 0
if starvation_ticks >= starvation_death_threshold:
die_from_starvation()
func die_from_starvation() -> void:
is_dead = true
current_task = "dead"
task_state = TASK_STATE_IDLE
task_progress = 0.0
task_duration = 0.0
task_complete = true
if DEBUG_LOGS:
print("[SimNPC] ", npc_name, " died from starvation.")
func choose_new_task(village: SimVillage) -> void:
if is_dead:
return
if is_starving:
if village.food > 0:
set_task("eat", 1.0)
else:
set_task("gather_food", 4.0)
return
if hunger > 75.0:
if village.food > 0:
current_task = "eat"
hunger -= 25.0
set_task("eat", 2.0)
else:
current_task = "gather_food"
set_task("gather_food", 5.0)
return
if energy < 30.0:
current_task = "rest"
energy += 20.0
if energy < 25.0:
set_task("rest", 4.0)
return
if village.food < 15.0:
current_task = "gather_food"
return
var best_task := choose_best_work_task(village)
if village.wood < 10.0:
current_task = "gather_wood"
return
if village.safety < 40.0 and profession == "guard":
current_task = "patrol"
return
if village.knowledge < 10.0 and profession == "scholar":
current_task = "study"
return
match profession:
"farmer":
current_task = "gather_food"
"woodcutter":
current_task = "gather_wood"
"guard":
current_task = "patrol"
"scholar":
current_task = "study"
match best_task:
"gather_food":
set_task("gather_food", 5.0)
"gather_wood":
set_task("gather_wood", 5.0)
"patrol":
set_task("patrol", 6.0)
"study":
set_task("study", 6.0)
_:
current_task = "wander"
set_task("wander", 4.0)
func should_eat_immediately_after_task() -> bool:
return current_task == "gather_food" and is_starving and not is_dead
func choose_best_work_task(village: SimVillage) -> String:
var food_score := calculate_task_score(
"gather_food",
village.food_priority,
village.food,
15.0,
30.0,
3.0,
1.5,
"farmer"
)
var wood_score := calculate_task_score(
"gather_wood",
village.wood_priority,
village.wood,
10.0,
20.0,
2.5,
1.0,
"woodcutter"
)
var safety_score := calculate_task_score(
"patrol",
village.safety_priority,
village.safety,
30.0,
50.0,
3.0,
1.5,
"guard"
)
var knowledge_score := calculate_task_score(
"study",
village.knowledge_priority,
village.knowledge,
10.0,
25.0,
1.5,
0.75,
"scholar"
)
var best_task := "gather_food"
var best_score := food_score
if wood_score > best_score:
best_task = "gather_wood"
best_score = wood_score
if safety_score > best_score:
best_task = "patrol"
best_score = safety_score
if knowledge_score > best_score:
best_task = "study"
best_score = knowledge_score
return best_task
func calculate_task_score(
task_name: String,
base_priority: float,
resource_amount: float,
critical_threshold: float,
low_threshold: float,
critical_bonus: float,
low_bonus: float,
preferred_profession: String
) -> float:
var score := base_priority
if resource_amount < critical_threshold:
score += critical_bonus
elif resource_amount < low_threshold:
score += low_bonus
if profession == preferred_profession:
score += 2.0
score += randf_range(0.0, 0.5)
if DEBUG_LOGS:
print(
"[SimNPC] ",
npc_name,
" score ",
task_name,
" = ",
score
)
return score
func set_task(task: String, duration: float) -> void:
current_task = task
task_duration = duration
task_progress = 0.0
task_complete = false
task_state = TASK_STATE_TRAVELING
func start_working() -> void:
if task_state != TASK_STATE_TRAVELING:
return
task_state = TASK_STATE_WORKING
task_progress = 0.0
task_complete = false
+115 -7
View File
@@ -1,25 +1,112 @@
class_name SimVillage
extends RefCounted
const DEBUG_LOGS := true
var food := 20.0
var wood := 10.0
var safety := 50.0
var knowledge := 0.0
var food_modifier := 1.0
var wood_modifier := 1.0
var safety_modifier := 1.0
var knowledge_modifier := 1.0
var food_priority := 1.0
var wood_priority := 1.0
var safety_priority := 1.0
var knowledge_priority := 1.0
func update_modifiers() -> void:
food_modifier = 1.0
wood_modifier = 1.0
safety_modifier = 1.0
knowledge_modifier = 1.0
if food <= 0:
food_modifier = 2.0
if wood <= 0:
wood_modifier = 2.0
if safety < 20:
safety_modifier = 2.0
if knowledge > 25:
knowledge_modifier = 0.75
debug_log("FoodMod=%s SafetyMod=%s KnowledgeMod=%s" %
[
food_modifier,
safety_modifier,
knowledge_modifier
]
)
func update_priorities() -> void:
food_priority = 1.0
wood_priority = 1.0
safety_priority = 1.0
knowledge_priority = 1.0
if food < 10.0:
food_priority = 3.0
elif food < 20.0:
food_priority = 2.0
if wood < 5.0:
wood_priority = 2.5
elif wood < 15.0:
wood_priority = 1.75
if safety < 25.0:
safety_priority = 3.0
elif safety < 50.0:
safety_priority = 1.5
if knowledge < 5.0:
knowledge_priority = 1.75
elif knowledge < 15.0:
knowledge_priority = 1.25
if DEBUG_LOGS:
print(get_priority_summary())
func apply_npc_task(npc: SimNPC) -> void:
if npc.is_dead:
return
var productivity := 1.0
if npc.is_starving:
productivity = 0.35
elif npc.energy < 20.0:
productivity = 0.25
elif npc.energy < 40.0:
productivity = 0.5
match npc.current_task:
"gather_food":
food += 2.0
food += 2.0 * productivity
"gather_wood":
wood += 2.0
wood += 2.0 * productivity
"patrol":
safety += 1.0
safety += 1.0 * productivity
"study":
knowledge += 1.0
knowledge += 1.0 * productivity
"eat":
if food > 0:
food -= 1.0
npc.hunger = max(npc.hunger - 55.0, 0.0)
npc.starvation_ticks = 0
npc.is_starving = npc.hunger >= 90.0
else:
npc.hunger = min(npc.hunger + 5.0, 100.0)
npc.is_starving = npc.hunger >= 90.0
"rest":
pass
if npc.is_starving:
npc.energy = min(npc.energy + 2.0, 100.0)
elif npc.hunger > 75.0:
npc.energy = min(npc.energy + 12.0, 100.0)
else:
npc.energy = min(npc.energy + 35.0, 100.0)
"wander":
safety -= 0.2
@@ -28,10 +115,31 @@ func apply_npc_task(npc: SimNPC) -> void:
safety = clamp(safety, 0.0, 100.0)
knowledge = max(knowledge, 0.0)
update_modifiers()
update_priorities()
func get_summary() -> String:
return "Village | food: %s | wood: %s | safety: %s | knowledge: %s" % [
return "Village | food: %s | wood: %s | safety: %s | knowledge: %s | priorities F/W/S/K: %s/%s/%s/%s" % [
round(food),
round(wood),
round(safety),
round(knowledge)
round(knowledge),
food_priority,
wood_priority,
safety_priority,
knowledge_priority
]
func get_priority_summary() -> String:
return "Priorities | food: %s | wood: %s | safety: %s | knowledge: %s" % [
food_priority,
wood_priority,
safety_priority,
knowledge_priority
]
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[Village] ", message)
+98 -8
View File
@@ -2,19 +2,19 @@ extends Node
signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
signal village_changed(village: SimVillage)
signal npc_died(npc: SimNPC)
var village := SimVillage.new()
const DEBUG_LOGS := true
var npcs: Array[SimNPC] = []
var tick_interval := 1.0
var tick_interval := 1.2
var tick_timer := 0.0
var tick_count := 0
var names := [
"Rafi", "Mira", "Adem", "Nura", "Sahin",
"Lejla", "Tarik", "Hana", "Idris", "Zejd"
"Amina", "Tarik", "Jasmin"
]
var professions := [
@@ -27,6 +27,8 @@ var professions := [
func _ready() -> void:
randomize()
village.update_modifiers()
village.update_priorities()
generate_npcs()
print("--- Simulation started ---")
@@ -38,7 +40,7 @@ func _process(delta: float) -> void:
simulate_tick()
func generate_npcs() -> void:
for i in range(10):
for i in range(names.size()):
var npc := SimNPC.new(
i,
names[i],
@@ -53,13 +55,44 @@ func simulate_tick() -> void:
tick_count += 1
print("--- Tick ", tick_count, " ---")
var village_was_changed := false
for npc in npcs:
var old_task := npc.current_task
var old_state := npc.task_state
var was_complete := npc.task_complete
var was_dead := npc.is_dead
npc.simulate_tick(village)
if old_task != npc.current_task:
if not was_dead and npc.is_dead:
npc_died.emit(npc)
npc_task_changed.emit(npc, old_task, npc.current_task)
if DEBUG_LOGS:
print("[SimulationManager] NPC died: ", npc.npc_name)
if old_task != npc.current_task and not npc.is_dead:
npc_task_changed.emit(npc, old_task, npc.current_task)
if not was_complete and npc.task_complete and not npc.is_dead:
var completed_task := npc.current_task
var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
village.apply_npc_task(npc)
village_was_changed = true
npc.task_complete = true
npc.task_state = SimNPC.TASK_STATE_IDLE
npc.current_task = "idle"
if needs_immediate_food_after_gather and village.food > 0:
npc.set_task("eat", 1.0)
npc_task_changed.emit(npc, completed_task, npc.current_task)
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
if DEBUG_LOGS:
print(
npc.npc_name,
@@ -67,14 +100,71 @@ func simulate_tick() -> void:
npc.profession,
" | task: ",
npc.current_task,
" | state: ",
npc.task_state,
" | progress: ",
npc.task_progress,
"/",
npc.task_duration,
" | complete: ",
npc.task_complete,
" | hunger: ",
round(npc.hunger),
" | energy: ",
round(npc.energy)
round(npc.energy),
" | starving: ",
npc.is_starving,
" | starvation_ticks: ",
npc.starvation_ticks,
" | dead: ",
npc.is_dead
)
for npc in npcs:
village.apply_npc_task(npc)
if old_state != npc.task_state:
print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
if village_was_changed:
village_changed.emit(village)
if DEBUG_LOGS:
print(village.get_summary())
func notify_npc_arrived(npc_id: int) -> void:
for npc in npcs:
if npc.id == npc_id:
if npc.is_dead:
return
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
npc.start_working()
if DEBUG_LOGS:
print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
return
func eat_food(amount: float) -> void:
village.food -= amount
village_changed.emit(village)
func add_food(amount: float) -> void:
village.food += amount
village_changed.emit(village)
func add_wood(amount: float) -> void:
village.wood += amount
village_changed.emit(village)
func add_safety(amount: float) -> void:
village.safety = clamp(village.safety + amount, 0.0, 100.0)
village_changed.emit(village)
func add_knowledge(amount: float) -> void:
village.knowledge += amount
village_changed.emit(village)
func get_starving_count() -> int:
var count := 0
for npc in npcs:
if npc.is_starving:
count += 1
return count
+10 -1
View File
@@ -27,9 +27,18 @@ Food: %s
Wood: %s
Safety: %s
Knowledge: %s
Starving: %s
Food Mod: %.2f
Safety Mod: %.2f
Knowledge Mod: %.2f
""" % [
round(village.food),
round(village.wood),
round(village.safety),
round(village.knowledge)
round(village.knowledge),
simulation_manager.get_starving_count(),
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier
]
+34 -1
View File
@@ -31,6 +31,11 @@ func initialize_world_view() -> void:
else:
push_error("WorldViewManager: SimulationManager has no npc_task_changed signal")
if simulation_manager.has_signal("npc_died"):
simulation_manager.npc_died.connect(_on_npc_died)
else:
push_error("WorldViewManager: SimulationManager has no npc_died signal")
update_npc_targets()
func spawn_initial_npcs() -> void:
@@ -61,8 +66,12 @@ func spawn_npc_visual(npc: SimNPC) -> void:
visual.global_position = npc.position
visual.setup_from_sim(npc)
active_npc_visuals[npc.id] = visual
if visual.has_signal("arrived_at_target"):
visual.arrived_at_target.connect(_on_npc_visual_arrived)
else:
push_error("WorldViewManager: NPCVisual has no arrived_at_target signal")
active_npc_visuals[npc.id] = visual
debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
func update_npc_targets() -> void:
@@ -111,3 +120,27 @@ func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> vo
if target != null:
visual.set_target_position(target.global_position)
func _on_npc_visual_arrived(sim_id: int) -> void:
debug_log("NPC visual arrived. sim_id=%s" % sim_id)
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager missing during arrival report")
return
if simulation_manager.has_method("notify_npc_arrived"):
simulation_manager.notify_npc_arrived(sim_id)
else:
push_error("WorldViewManager: SimulationManager has no notify_npc_arrived method")
func _on_npc_died(npc: SimNPC) -> void:
if not active_npc_visuals.has(npc.id):
return
var visual = active_npc_visuals[npc.id]
if visual.has_method("apply_dead_visual_state"):
visual.apply_dead_visual_state()
else:
push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state method")