extends Node signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName) signal village_changed(village: SimVillage) signal npc_died(npc: SimNPC) signal npc_target_requested(npc: SimNPC) signal npc_travel_requested(npc: SimNPC, target_position: Vector3) signal npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float) signal economic_event_recorded(event: EconomicEventRecord) signal state_restored signal npc_decision_recorded(npc: SimNPC, decision: ActionSelectionResult) var village := SimVillage.new() var npcs: Array[SimNPC] = [] @export var tick_interval := 1.2 @export var simulation_seed: int = 1337 @export var cycle_duration_seconds := 240.0 @export var debug_logs := true @export var active_world_adapter: Node @export var home_positions: Array[Vector3] = [] var clock: SimulationClock var tick_count := 0 var wander_random_sources := {} var resource_states: Dictionary = {} var storage_states: Dictionary = {} var economic_events: Array[EconomicEventRecord] = [] var next_event_id := 0 var latest_decisions: Dictionary = {} var action_selector := ActionSelectionSystem.new() var action_executor := ActionExecutionSystem.new() var target_resolver := ActionTargetResolver.new() var speed_index := 2 const SPEED_LEVELS := [0.25, 0.5, 1.0, 2.0, 4.0, 10.0] signal speed_changed(multiplier: float) var names := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"] func _ready() -> void: add_to_group("simulation_manager") var definition_errors := SimulationDefinitions.validate() if not definition_errors.is_empty(): for error in definition_errors: push_error("SimulationManager: " + error) set_process(false) return clock = SimulationClock.new(tick_interval) clock.cycle_duration_seconds = cycle_duration_seconds clock.elapsed_ticks = int(0.25 * cycle_duration_seconds / tick_interval) village.debug_logs = debug_logs _initialize_storage() village.update_modifiers() village.update_priorities() generate_npcs() call_deferred("register_loaded_resource_nodes") call_deferred("register_loaded_storage_nodes") if debug_logs: print("--- Simulation started ---") func _process(delta: float) -> void: var ticks_due := clock.advance(delta * SPEED_LEVELS[speed_index]) for tick in ticks_due: simulate_tick() func _input(event: InputEvent) -> void: if not event is InputEventKey or not event.pressed or event.echo: return if event.keycode == KEY_BRACKETLEFT: speed_index = maxi(speed_index - 1, 0) speed_changed.emit(SPEED_LEVELS[speed_index]) if debug_logs: print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index]) elif event.keycode == KEY_BRACKETRIGHT: speed_index = mini(speed_index + 1, SPEED_LEVELS.size() - 1) speed_changed.emit(SPEED_LEVELS[speed_index]) if debug_logs: print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index]) func generate_npcs() -> void: var profession_ids := SimulationDefinitions.get_profession_ids() for i in range(names.size()): var npc_random := _create_random_source(i, 0) var profession_index := npc_random.randi_range(0, profession_ids.size() - 1) var npc := SimNPC.new( i, names[i], profession_ids[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) var home_count := home_positions.size() if home_count > 0: for i in range(npcs.size()): npcs[i].home_position = home_positions[i % home_count] for i in range(npcs.size()): for j in range(i + 1, npcs.size()): if npcs[i].home_position.distance_to(npcs[j].home_position) < 4.0: npcs[i].familiarity[npcs[j].id] = 0.5 npcs[j].familiarity[npcs[i].id] = 0.5 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 action_executor.advance_npc(npc, village) if ( not npc.is_dead and old_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE] and npc.task_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE] ): var selection := action_selector.select_action(npc, village, clock.time_of_day(), npcs) if selection != null: latest_decisions[npc.id] = selection npc_decision_recorded.emit(npc, selection) npc.set_task(selection.action_id, selection.duration_override) var action_def := SimulationDefinitions.get_action(selection.action_id) var action_display := String(selection.action_id) if action_def != null: action_display = action_def.display_name record_narrative_event( SimulationIds.EVENT_TASK_STARTED, npc.id, &"", action_display ) 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) record_narrative_event(SimulationIds.EVENT_NPC_DIED, npc.id) _notify_mourning(npc) 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) npc_target_requested.emit(npc) if not was_complete and npc.task_complete and not npc.is_dead: var completed_task := npc.current_task var completed_definition := SimulationDefinitions.get_action(completed_task) if ( npc.target_id != &"" and completed_definition != null and completed_definition.target_type == SimulationIds.TARGET_RESOURCE ): var resource_state := get_resource_state(npc.target_id) if resource_state != null and resource_state.get_reserved_by() == npc.id: var extracted := resource_state.extract() if extracted > 0: if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD: npc.add_inventory(SimulationIds.RESOURCE_FOOD, extracted) npc_inventory_changed.emit( npc, SimulationIds.RESOURCE_FOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) ) elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD: npc.add_inventory(SimulationIds.RESOURCE_WOOD, extracted) npc_inventory_changed.emit( npc, SimulationIds.RESOURCE_WOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD) ) else: village.apply_resource_delta( resource_state.get_resource_id(), extracted ) _record_economic_event( SimulationIds.EVENT_RESOURCE_EXTRACTED, npc.id, resource_state.get_node_id(), ( _npc_inventory_id(npc.id) if resource_state.get_resource_id() in [ SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD ] else &"village" ), resource_state.get_resource_id(), extracted ) if resource_state.get_amount_remaining() <= 0.0: record_narrative_event( SimulationIds.EVENT_RESOURCE_DEPLETED, npc.id, resource_state.get_node_id() ) if debug_logs: print( "[SimulationManager] ", npc.npc_name, " extracted ", extracted, " ", resource_state.get_resource_id(), " from ", resource_state.get_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 == SimulationIds.ACTION_DEPOSIT_FOOD: deposit_npc_inventory(npc, SimulationIds.RESOURCE_FOOD) elif completed_task == SimulationIds.ACTION_DEPOSIT_WOOD: deposit_npc_wood(npc) elif completed_task == SimulationIds.ACTION_WITHDRAW_FOOD: withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0) elif completed_task == SimulationIds.ACTION_EAT: consume_npc_food(npc) elif completed_task == SimulationIds.ACTION_SLEEP: npc.energy = minf(npc.energy + 40.0, 100.0) npc.position = npc.home_position record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id) if debug_logs: print("[SimulationManager] ", npc.npc_name, " completed sleep at home") elif ( completed_task not in [ SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD, SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY ] ): village.apply_npc_task(npc) elif completed_task == SimulationIds.ACTION_PATROL: _consume_wood_for_work(npc, completed_task) village.apply_npc_task(npc) elif completed_task == SimulationIds.ACTION_STUDY: _consume_wood_for_work(npc, completed_task) 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 = SimulationIds.ACTION_IDLE npc.has_travel_target = false npc.target_id = &"" npc_task_changed.emit(npc, completed_task, npc.current_task) 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 resource_state := get_resource_state(npc.target_id) if resource_state != null: resource_state.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: var definition := SimulationDefinitions.get_action(npc.current_task) if ( npc.target_id != &"" and definition != null and definition.target_type == SimulationIds.TARGET_RESOURCE ): var resource_state := get_resource_state(npc.target_id) if ( resource_state == null or not resource_state.can_extract() or resource_state.get_reserved_by() != npc.id ): 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.has_travel_target = false npc.start_working() if npc.target_id != &"": for other in npcs: if other.id == npc.id or other.is_dead: continue if ( other.target_id == npc.target_id and other.task_state in [ SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING ] ): npc.familiarity[other.id] = minf( float(npc.familiarity.get(other.id, 0.0)) + 0.1, 1.0 ) other.familiarity[npc.id] = minf( float(other.familiarity.get(npc.id, 0.0)) + 0.1, 1.0 ) 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(SimulationIds.ACTION_WANDER, 2.0) npc_task_changed.emit(npc, failed_task, npc.current_task) npc_target_requested.emit(npc) 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 resolve_npc_target(npc_id: int, origin: Vector3) -> bool: for npc in npcs: if npc.id != npc_id: continue if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING: return false if npc.current_task == SimulationIds.ACTION_SLEEP: npc.travel_target_position = npc.home_position npc.has_travel_target = true npc_travel_requested.emit(npc, npc.travel_target_position) return true if active_world_adapter == null: push_error("SimulationManager: active_world_adapter is missing") return false var result := target_resolver.resolve(npc, origin, self, active_world_adapter) if result.is_empty(): notify_npc_target_unavailable(npc.id) return false npc.target_id = StringName(result.get("target_id", "")) npc.travel_target_position = result["position"] npc.has_travel_target = true npc_travel_requested.emit(npc, npc.travel_target_position) return true return false func request_current_travel(npc_id: int) -> bool: for npc in npcs: if npc.id != npc_id: continue if npc.task_state != SimNPC.TASK_STATE_TRAVELING: return false if npc.has_travel_target: npc_travel_requested.emit(npc, npc.travel_target_position) else: npc_target_requested.emit(npc) return true return false func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool: for npc in npcs: if npc.id == npc_id: npc.position = active_position return true return false func get_activity_target_claim_count(target_id: StringName, except_npc_id: int = -1) -> int: var count := 0 for npc in npcs: if npc.id == except_npc_id or npc.is_dead: continue if npc.target_id != target_id: continue if npc.task_state in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]: count += 1 return count func _npc_inventory_id(npc_id: int) -> StringName: return StringName("npc_%d_inventory" % npc_id) func _notify_mourning(dead_npc: SimNPC) -> void: var best_id := -1 var best_score := -1.0 for key in dead_npc.familiarity: var other_id: int = int(key) var score: float = float(dead_npc.familiarity[key]) if score > best_score: best_score = score best_id = other_id if best_id < 0: return for npc in npcs: if npc.id == best_id and not npc.is_dead: npc.mourning_ticks = 100 if debug_logs: print( "[SimulationManager] ", npc.npc_name, " is mourning ", dead_npc.npc_name ) return func _record_economic_event( event_type: StringName, actor_id: int, source_id: StringName, destination_id: StringName, item_id: StringName, amount: float ) -> void: if amount <= 0.0: return var event := EconomicEventRecord.create( next_event_id, event_type, tick_count, actor_id, source_id, destination_id, item_id, amount ) next_event_id += 1 economic_events.append(event) economic_event_recorded.emit(event) func record_narrative_event( event_type: StringName, actor_id: int, source_id: StringName = &"", action_display: String = "" ) -> void: var event := EconomicEventRecord.create_narrative( next_event_id, event_type, tick_count, actor_id, source_id, action_display ) next_event_id += 1 economic_events.append(event) economic_event_recorded.emit(event) func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]: var results: Array[EconomicEventRecord] = [] for i in range(economic_events.size() - 1, -1, -1): var event: EconomicEventRecord = economic_events[i] if event.data["actor_id"] == npc_id: results.append(event) if results.size() >= max_count: break results.reverse() return results func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]: var results: Array[EconomicEventRecord] = [] var start := maxi(economic_events.size() - max_count, 0) for i in range(start, economic_events.size()): results.append(economic_events[i]) return results func get_current_speed() -> String: return "%.2fx" % SPEED_LEVELS[speed_index] func _initialize_storage() -> void: if not storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY): storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create( SimulationIds.STORAGE_VILLAGE_PANTRY, {String(SimulationIds.RESOURCE_FOOD): village.food} )) if not storage_states.has(SimulationIds.STORAGE_VILLAGE_WOODPILE): storage_states[SimulationIds.STORAGE_VILLAGE_WOODPILE] = (StorageStateRecord.create( SimulationIds.STORAGE_VILLAGE_WOODPILE, {String(SimulationIds.RESOURCE_WOOD): village.wood} )) _sync_village_food() _sync_village_wood() func get_pantry() -> StorageStateRecord: return storage_states.get(SimulationIds.STORAGE_VILLAGE_PANTRY) as StorageStateRecord func get_woodpile() -> StorageStateRecord: return storage_states.get(SimulationIds.STORAGE_VILLAGE_WOODPILE) as StorageStateRecord func register_loaded_storage_nodes() -> void: for candidate in StorageNode.get_all(): var node := candidate as StorageNode register_storage_node(node) func register_storage_node(node: StorageNode) -> bool: if node == null or node.storage_id.is_empty(): return false var storage_state := storage_states.get(node.storage_id) as StorageStateRecord if storage_state == null: push_error( "SimulationManager: StorageNode '%s' has no authoritative StorageStateRecord" % node.storage_id ) return false return node.bind_state(storage_state) func _sync_village_food() -> void: var pantry := get_pantry() if pantry != null: village.food = pantry.get_amount(SimulationIds.RESOURCE_FOOD) village.update_modifiers() village.update_priorities() func _sync_village_wood() -> void: var woodpile := get_woodpile() if woodpile != null: village.wood = woodpile.get_amount(SimulationIds.RESOURCE_WOOD) village.update_modifiers() village.update_priorities() func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float: var available := npc.get_inventory_amount(item_id) var deposited := get_pantry().deposit(item_id, available) npc.remove_inventory(item_id, deposited) _sync_village_food() if deposited > 0.0: npc_inventory_changed.emit(npc, item_id, npc.get_inventory_amount(item_id)) _record_economic_event( SimulationIds.EVENT_STORAGE_DEPOSITED, npc.id, _npc_inventory_id(npc.id), SimulationIds.STORAGE_VILLAGE_PANTRY, item_id, deposited ) return deposited func deposit_npc_wood(npc: SimNPC) -> float: var available := npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD) var woodpile := get_woodpile() if woodpile == null: return 0.0 var deposited := woodpile.deposit(SimulationIds.RESOURCE_WOOD, available) npc.remove_inventory(SimulationIds.RESOURCE_WOOD, deposited) _sync_village_wood() if deposited > 0.0: npc_inventory_changed.emit( npc, SimulationIds.RESOURCE_WOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD) ) _record_economic_event( SimulationIds.EVENT_STORAGE_DEPOSITED, npc.id, _npc_inventory_id(npc.id), SimulationIds.STORAGE_VILLAGE_WOODPILE, SimulationIds.RESOURCE_WOOD, deposited ) return deposited func _consume_wood_for_work(npc: SimNPC, action_id: StringName) -> void: var woodpile := get_woodpile() if woodpile == null: return var consumed := woodpile.withdraw(SimulationIds.RESOURCE_WOOD, 1.0) _sync_village_wood() if consumed >= 1.0: _record_economic_event( SimulationIds.EVENT_ITEM_CONSUMED, npc.id, SimulationIds.STORAGE_VILLAGE_WOODPILE, &"consumed", SimulationIds.RESOURCE_WOOD, consumed ) if debug_logs: print("[SimulationManager] %s consumed wood for %s" % [npc.npc_name, action_id]) func withdraw_to_npc(npc: SimNPC, item_id: StringName, amount: float) -> float: var withdrawn := get_pantry().withdraw(item_id, amount) npc.add_inventory(item_id, withdrawn) _sync_village_food() if withdrawn > 0.0: npc_inventory_changed.emit(npc, item_id, npc.get_inventory_amount(item_id)) _record_economic_event( SimulationIds.EVENT_STORAGE_WITHDRAWN, npc.id, SimulationIds.STORAGE_VILLAGE_PANTRY, _npc_inventory_id(npc.id), item_id, withdrawn ) return withdrawn func consume_npc_food(npc: SimNPC) -> bool: if npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0) < 1.0: npc.hunger = minf(npc.hunger + 5.0, 100.0) npc.is_starving = npc.hunger >= 90.0 return false npc.hunger = maxf(npc.hunger - 55.0, 0.0) npc.starvation_ticks = 0 npc.is_starving = npc.hunger >= 90.0 npc_inventory_changed.emit( npc, SimulationIds.RESOURCE_FOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) ) _record_economic_event( SimulationIds.EVENT_ITEM_CONSUMED, npc.id, _npc_inventory_id(npc.id), &"consumed", SimulationIds.RESOURCE_FOOD, 1.0 ) return true func register_loaded_resource_nodes() -> void: for node in ResourceNode.get_all(): register_resource_node(node) func register_resource_node(node: ResourceNode) -> bool: if node == null or node.node_id.is_empty(): return false var action_definition := SimulationDefinitions.get_action(node.action_id) if ( action_definition == null or action_definition.target_type != SimulationIds.TARGET_RESOURCE or action_definition.resource_action_id != node.action_id ): push_error( ( "SimulationManager: ResourceNode '%s' has invalid action_id '%s'" % [node.node_id, node.action_id] ) ) return false var resource_state := get_resource_state(node.node_id) if resource_state == null: resource_state = ResourceStateRecord.create_from_node(node) resource_states[node.node_id] = resource_state elif not resource_state.apply_definition(node): push_error("SimulationManager: ResourceNode definition mismatch for '%s'" % node.node_id) return false return node.bind_state(resource_state) func get_resource_state(node_id: StringName) -> ResourceStateRecord: return resource_states.get(node_id) as ResourceStateRecord func reserve_resource(node_id: StringName, agent_id: int) -> bool: var resource_state := get_resource_state(node_id) return resource_state != null and resource_state.reserve(agent_id) func release_resource(node_id: StringName, agent_id: int) -> void: var resource_state := get_resource_state(node_id) if resource_state != null: resource_state.release(agent_id) func find_resource_node_for_player(from_position: Vector3, max_distance: float) -> ResourceNode: var best: ResourceNode var best_distance := max_distance * max_distance for node in ResourceNode.get_all(): var resource_state := get_resource_state(node.node_id) if resource_state == null or not resource_state.can_player_use_resource(): continue var distance := from_position.distance_squared_to(node.interaction_point.global_position) if distance <= best_distance: best_distance = distance best = node return best func harvest_resource_node(node: ResourceNode) -> float: if node == null: return 0.0 var resource_state := get_resource_state(node.node_id) if resource_state == null or not resource_state.can_player_use_resource(): return 0.0 var extracted := resource_state.extract() if extracted <= 0.0: return 0.0 if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD: get_pantry().deposit(SimulationIds.RESOURCE_FOOD, extracted) _sync_village_food() elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD: get_woodpile().deposit(SimulationIds.RESOURCE_WOOD, extracted) _sync_village_wood() else: village.apply_resource_delta(resource_state.get_resource_id(), extracted) _record_economic_event( SimulationIds.EVENT_RESOURCE_EXTRACTED, -1, resource_state.get_node_id(), ( SimulationIds.STORAGE_VILLAGE_PANTRY if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD else ( SimulationIds.STORAGE_VILLAGE_WOODPILE if resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD else &"village" ) ), resource_state.get_resource_id(), extracted ) if resource_state.get_amount_remaining() <= 0.0: record_narrative_event( SimulationIds.EVENT_RESOURCE_DEPLETED, -1, resource_state.get_node_id() ) village_changed.emit(village) if debug_logs: print( "[SimulationManager] Player extracted ", extracted, " ", resource_state.get_resource_id(), " from ", resource_state.get_node_id() ) return extracted func eat_food(amount: float) -> void: get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, amount) _sync_village_food() village_changed.emit(village) func add_food(amount: float) -> void: if amount >= 0.0: get_pantry().deposit(SimulationIds.RESOURCE_FOOD, amount) else: get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, -amount) _sync_village_food() 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], "travel_target_position": [ npc.travel_target_position.x, npc.travel_target_position.y, npc.travel_target_position.z ], "has_travel_target": npc.has_travel_target, "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 get_latest_decision(npc_id: int) -> ActionSelectionResult: return latest_decisions.get(npc_id) 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, "next_event_id": next_event_id, "cycle_duration_seconds": clock.cycle_duration_seconds } record.village = VillageStateRecord.capture(village) for npc in npcs: record.npcs.append(NPCStateRecord.capture(npc)) var sorted_resource_ids: Array = resource_states.keys() sorted_resource_ids.sort() for resource_id in sorted_resource_ids: var resource_state: ResourceStateRecord = resource_states[resource_id] record.resources.append(resource_state) var sorted_storage_ids: Array = storage_states.keys() sorted_storage_ids.sort() for storage_id in sorted_storage_ids: var storage_state: StorageStateRecord = storage_states[storage_id] record.storages.append(storage_state) for event in economic_events: record.economic_events.append(event) 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"]) next_event_id = int(record.simulation["next_event_id"]) clock = SimulationClock.new(tick_interval) clock.accumulator = float(record.simulation["clock_accumulator"]) clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"]) clock.cycle_duration_seconds = float(record.simulation.get("cycle_duration_seconds", 240.0)) village = record.village.restore(debug_logs) storage_states.clear() for storage_record in record.storages: storage_states[storage_record.get_storage_id()] = storage_record _sync_village_food() economic_events = record.economic_events.duplicate() latest_decisions.clear() 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 resource_states.clear() for resource_record in record.resources: resource_states[resource_record.get_node_id()] = resource_record register_loaded_resource_nodes() village_changed.emit(village) state_restored.emit() return true