class_name NPCStateRecord extends RefCounted const SCHEMA_VERSION := 1 var data: Dictionary func _init(record_data: Dictionary = {}) -> void: data = record_data.duplicate(true) static func capture(npc: SimNPC) -> NPCStateRecord: return NPCStateRecord.new({ "schema_version": SCHEMA_VERSION, "id": npc.id, "name": npc.npc_name, "profession": String(npc.profession), "hunger": npc.hunger, "energy": npc.energy, "strength": npc.strength, "intelligence": npc.intelligence, "current_task": String(npc.current_task), "task_state": String(npc.task_state), "position": [npc.position.x, npc.position.y, npc.position.z], "is_starving": npc.is_starving, "starvation_ticks": npc.starvation_ticks, "starvation_death_threshold": npc.starvation_death_threshold, "is_dead": npc.is_dead, "task_duration": npc.task_duration, "task_progress": npc.task_progress, "task_complete": npc.task_complete, "target_id": String(npc.target_id), "last_task": String(npc.last_task), "random_seed": str(npc.random_source.seed), "random_state": str(npc.random_source.state) }) static func from_dictionary(record_data: Dictionary) -> NPCStateRecord: if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION: return null if not record_data.has_all([ "id", "name", "profession", "hunger", "energy", "strength", "intelligence", "current_task", "task_state", "position", "is_starving", "starvation_ticks", "starvation_death_threshold", "is_dead", "task_duration", "task_progress", "task_complete", "target_id", "last_task", "random_seed", "random_state" ]): return null var saved_position = record_data["position"] if not saved_position is Array or saved_position.size() != 3: return null var profession_id := StringName(record_data["profession"]) if SimulationDefinitions.get_profession(profession_id) == null: return null var action_id := StringName(record_data["current_task"]) if ( action_id not in [ SimulationIds.ACTION_IDLE, SimulationIds.ACTION_DEAD ] and SimulationDefinitions.get_action(action_id) == null ): return null var last_action_id := StringName(record_data["last_task"]) if ( not last_action_id.is_empty() and SimulationDefinitions.get_action(last_action_id) == null ): return null return NPCStateRecord.new(record_data) func restore(debug_logs: bool) -> SimNPC: var random_source := RandomNumberGenerator.new() random_source.seed = String(data["random_seed"]).to_int() var npc := SimNPC.new( int(data["id"]), String(data["name"]), StringName(data["profession"]), float(data["strength"]), float(data["intelligence"]), random_source ) var saved_position: Array = data["position"] npc.hunger = float(data["hunger"]) npc.energy = float(data["energy"]) npc.current_task = StringName(data["current_task"]) npc.task_state = StringName(data["task_state"]) npc.position = Vector3( float(saved_position[0]), float(saved_position[1]), float(saved_position[2]) ) npc.is_starving = bool(data["is_starving"]) npc.starvation_ticks = int(data["starvation_ticks"]) npc.starvation_death_threshold = int(data["starvation_death_threshold"]) npc.is_dead = bool(data["is_dead"]) npc.task_duration = float(data["task_duration"]) npc.task_progress = float(data["task_progress"]) npc.task_complete = bool(data["task_complete"]) npc.target_id = StringName(data["target_id"]) npc.last_task = StringName(data["last_task"]) npc.random_source.state = String(data["random_state"]).to_int() npc.debug_logs = debug_logs return npc func to_dictionary() -> Dictionary: return data.duplicate(true)