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() var npcs: Array[SimNPC] = [] @export var tick_interval := 1.2 @export var simulation_seed: int = 1337 @export var debug_logs := true var clock: SimulationClock var tick_count := 0 var wander_random_sources := {} var names := [ "Amina", "Tarik", "Jasmin" ] var professions := [ "farmer", "woodcutter", "guard", "scholar", "wanderer" ] func _ready() -> void: clock = SimulationClock.new(tick_interval) village.debug_logs = debug_logs village.update_modifiers() village.update_priorities() generate_npcs() if debug_logs: print("--- Simulation started ---") func _process(delta: float) -> void: var ticks_due := clock.advance(delta) for tick in ticks_due: simulate_tick() func generate_npcs() -> void: for i in range(names.size()): var npc_random := _create_random_source(i, 0) var profession_index := npc_random.randi_range(0, professions.size() - 1) var npc := SimNPC.new( i, names[i], professions[profession_index], npc_random.randf_range(1.0, 10.0), npc_random.randf_range(1.0, 10.0), npc_random ) npc.debug_logs = debug_logs npcs.append(npc) wander_random_sources[i] = _create_random_source(i, 1) func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator: var source := RandomNumberGenerator.new() source.seed = simulation_seed + (npc_id + 1) * 1000003 + stream_id * 7919 return source func get_wander_offset(npc_id: int) -> Vector3: var source: RandomNumberGenerator = wander_random_sources.get(npc_id) if source == null: source = _create_random_source(npc_id, 1) wander_random_sources[npc_id] = source return Vector3( source.randf_range(-6.0, 6.0), 0.0, source.randf_range(-6.0, 6.0) ) func simulate_tick() -> void: tick_count += 1 if debug_logs: 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 and node.reserved_by == npc.id: 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) elif debug_logs: print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid") release_npc_reservation(npc.id) elif completed_task not in ["gather_food", "gather_wood"]: village.apply_npc_task(npc) elif debug_logs: print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": no resource target") village_was_changed = true npc.task_complete = true npc.task_state = SimNPC.TASK_STATE_IDLE npc.last_task = completed_task 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, " | ", 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") notify_npc_navigation_failed(npc.id) return npc.start_working() if debug_logs: print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task) return func notify_npc_navigation_failed(npc_id: int) -> void: for npc in npcs: if npc.id != npc_id: continue if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING: return var failed_task := npc.current_task release_npc_reservation(npc.id) npc.last_task = failed_task npc.set_task("wander", 2.0) npc_task_changed.emit(npc, failed_task, npc.current_task) if debug_logs: print("[SimulationManager] ", npc.npc_name, " could not navigate for ", failed_task, " and is trying a wander target") return func notify_npc_target_unavailable(npc_id: int) -> void: notify_npc_navigation_failed(npc_id) func harvest_resource_node(node: ResourceNode) -> float: if node == null or not node.can_player_use: return 0.0 var extracted := node.extract() if extracted <= 0.0: return 0.0 village.apply_resource_delta(node.resource_id, extracted) village_changed.emit(village) if debug_logs: print("[SimulationManager] Player extracted ", extracted, " ", node.resource_id, " from ", node.node_id) return extracted func eat_food(amount: float) -> void: village.apply_resource_delta(&"food", -amount) village_changed.emit(village) func add_food(amount: float) -> void: village.apply_resource_delta(&"food", amount) village_changed.emit(village) func add_wood(amount: float) -> void: village.apply_resource_delta(&"wood", amount) village_changed.emit(village) func add_safety(amount: float) -> void: village.apply_resource_delta(&"safety", amount) village_changed.emit(village) func add_knowledge(amount: float) -> void: village.apply_resource_delta(&"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 func get_state_snapshot() -> Dictionary: var npc_snapshots: Array[Dictionary] = [] for npc in npcs: npc_snapshots.append({ "id": npc.id, "name": npc.npc_name, "profession": npc.profession, "hunger": npc.hunger, "energy": npc.energy, "strength": npc.strength, "intelligence": npc.intelligence, "task": npc.current_task, "task_state": npc.task_state, "task_duration": npc.task_duration, "task_progress": npc.task_progress, "target_id": String(npc.target_id), "position": [npc.position.x, npc.position.y, npc.position.z], "starvation_ticks": npc.starvation_ticks, "is_dead": npc.is_dead }) return { "seed": simulation_seed, "tick_count": tick_count, "village": { "food": village.food, "wood": village.wood, "safety": village.safety, "knowledge": village.knowledge }, "npcs": npc_snapshots } func get_state_checksum() -> String: return create_state_record().to_json().sha256_text() func create_state_record() -> SimulationStateRecord: var record := SimulationStateRecord.new() var wander_streams: Array[Dictionary] = [] var sorted_npc_ids: Array = wander_random_sources.keys() sorted_npc_ids.sort() for npc_id in sorted_npc_ids: var source: RandomNumberGenerator = wander_random_sources[npc_id] wander_streams.append({ "npc_id": int(npc_id), "seed": str(source.seed), "state": str(source.state) }) record.simulation = { "seed": simulation_seed, "tick_interval": tick_interval, "tick_count": tick_count, "clock_accumulator": clock.accumulator, "clock_elapsed_ticks": clock.elapsed_ticks, "wander_random_streams": wander_streams } record.village = VillageStateRecord.capture(village) for npc in npcs: record.npcs.append(NPCStateRecord.capture(npc)) var resource_nodes := ResourceNode.get_all() resource_nodes.sort_custom( func(a: ResourceNode, b: ResourceNode) -> bool: return String(a.node_id) < String(b.node_id) ) var captured_resource_ids := {} for node in resource_nodes: if captured_resource_ids.has(node.node_id): continue captured_resource_ids[node.node_id] = true record.resources.append(ResourceStateRecord.capture(node)) return record func serialize_state() -> String: return create_state_record().to_json() func restore_state_from_json(json_text: String) -> bool: var record := SimulationStateRecord.from_json(json_text) if record == null: push_error("SimulationManager: refused invalid or unsupported simulation state") return false return restore_state(record) func restore_state(record: SimulationStateRecord) -> bool: if record == null: return false simulation_seed = int(record.simulation["seed"]) tick_interval = float(record.simulation["tick_interval"]) tick_count = int(record.simulation["tick_count"]) clock = SimulationClock.new(tick_interval) clock.accumulator = float(record.simulation["clock_accumulator"]) clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"]) village = record.village.restore(debug_logs) npcs.clear() for npc_record in record.npcs: npcs.append(npc_record.restore(debug_logs)) wander_random_sources.clear() var wander_streams: Array = record.simulation["wander_random_streams"] for stream_data in wander_streams: var source := RandomNumberGenerator.new() source.seed = String(stream_data["seed"]).to_int() source.state = String(stream_data["state"]).to_int() wander_random_sources[int(stream_data["npc_id"])] = source for resource_record in record.resources: var node_id := StringName(resource_record.data["node_id"]) var node := ResourceNode.get_by_id(node_id) if node == null: push_warning( "SimulationManager: resource state '%s' has no loaded presentation node" % node_id ) continue if not resource_record.restore(node): return false village_changed.emit(village) return true