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 JSON.stringify(get_state_snapshot()).sha256_text()