extends Node const DEBUG_LOGS := true @export var npc_visual_scene: PackedScene @export var simulation_manager: Node @export var active_npcs_parent: Node3D @export var farm_zone: Marker3D @export var forest_zone: Marker3D @export var guard_zone: Marker3D @export var study_zone: Marker3D @export var rest_zone: Marker3D @export var food_zone: Marker3D var active_npc_visuals := {} func debug_log(message: String) -> void: if DEBUG_LOGS: print("[WorldViewManager] ", message) func _ready() -> void: call_deferred("initialize_world_view") func initialize_world_view() -> void: await get_tree().physics_frame spawn_initial_npcs() if simulation_manager.has_signal("npc_task_changed"): simulation_manager.npc_task_changed.connect(_on_npc_task_changed) 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: if simulation_manager == null: push_error("WorldViewManager: simulation_manager is missing") return if npc_visual_scene == null: push_error("WorldViewManager: npc_visual_scene is missing") return if active_npcs_parent == null: push_error("WorldViewManager: active_npcs_parent is missing") return debug_log("Spawning NPC visuals. Count: %s" % simulation_manager.npcs.size()) for npc in simulation_manager.npcs: spawn_npc_visual(npc) func spawn_npc_visual(npc: SimNPC) -> void: if active_npc_visuals.has(npc.id): return var visual = npc_visual_scene.instantiate() active_npcs_parent.add_child(visual) visual.global_position = npc.position visual.setup_from_sim(npc) 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: if simulation_manager == null: return for npc in simulation_manager.npcs: if not active_npc_visuals.has(npc.id): continue var visual = active_npc_visuals[npc.id] var target := get_target_for_task(npc.current_task) if target == null: debug_log("No target for task: %s" % npc.current_task) continue visual.set_target_position(target.global_position) func get_target_for_task(task: String) -> Marker3D: match task: "gather_food": return farm_zone "gather_wood": return forest_zone "patrol": return guard_zone "study": return study_zone "rest": return rest_zone "eat": return food_zone _: return rest_zone func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> void: if DEBUG_LOGS: debug_log("%s changed task: %s -> %s" % [npc.npc_name, old_task, new_task]) if not active_npc_visuals.has(npc.id): return var visual = active_npc_visuals[npc.id] var target := get_target_for_task(new_task) 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")