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 := 1.2 var tick_timer := 0.0 var tick_count := 0 var names := [ "Amina", "Tarik", "Jasmin" ] var professions := [ "farmer", "woodcutter", "guard", "scholar", "wanderer" ] func _ready() -> void: randomize() village.update_modifiers() village.update_priorities() generate_npcs() print("--- Simulation started ---") func _process(delta: float) -> void: tick_timer += delta if tick_timer >= tick_interval: tick_timer -= tick_interval simulate_tick() func generate_npcs() -> void: for i in range(names.size()): var npc := SimNPC.new( i, names[i], professions.pick_random(), randf_range(1.0, 10.0), randf_range(1.0, 10.0) ) npcs.append(npc) 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_target := npc.target_id 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 and old_target != &"": release_npc_reservation(npc.id) if not was_dead and npc.is_dead: if old_target != &"": release_npc_reservation(npc.id) 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() if npc.target_id != &"": var node := ResourceNode.get_by_id(npc.target_id) if node != null: var extracted := node.extract() if extracted > 0: village.apply_resource_delta(node.resource_id, extracted) if DEBUG_LOGS: print("[SimulationManager] ", npc.npc_name, " extracted ", extracted, " ", node.resource_id, " from ", node.node_id) release_npc_reservation(npc.id) else: village.apply_npc_task(npc) village_was_changed = true npc.retry_count = 0 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 npc.task_state == SimNPC.TASK_STATE_TRAVELING and npc.target_id == &"": npc.retry_count += 1 if npc.retry_count >= 5: if DEBUG_LOGS: print("[SimulationManager] ", npc.npc_name, " stuck traveling without target for ", npc.retry_count, " attempts, replanning") npc.task_state = SimNPC.TASK_STATE_IDLE npc.current_task = "" npc.retry_count = 0 if DEBUG_LOGS: print( npc.npc_name, " | ", 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), " | starving: ", npc.is_starving, " | starvation_ticks: ", npc.starvation_ticks, " | dead: ", npc.is_dead ) 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 set_npc_target_id(npc_id: int, target_id: StringName) -> void: for npc in npcs: if npc.id == npc_id: npc.target_id = target_id return func release_npc_reservation(npc_id: int) -> void: for npc in npcs: if npc.id == npc_id: if npc.target_id != &"": var node := ResourceNode.get_by_id(npc.target_id) if node != null: node.release(npc.id) npc.target_id = &"" return 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: if npc.target_id != &"": var node := ResourceNode.get_by_id(npc.target_id) if node == null or not node.can_extract(): if DEBUG_LOGS: print("[SimulationManager] ", npc.npc_name, " arrived but target ", npc.target_id, " is unavailable, replanning") release_npc_reservation(npc.id) npc.task_state = SimNPC.TASK_STATE_IDLE npc.current_task = "" npc.retry_count += 1 return 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