extends Node signal npc_task_changed( npc: SimNPC, old_task: StringName, new_task: StringName ) 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 resource_states: Dictionary = {} var names := [ "Amina", "Tarik", "Jasmin" ] 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) village.debug_logs = debug_logs village.update_modifiers() village.update_priorities() generate_npcs() call_deferred("register_loaded_resource_nodes") 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: 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) 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 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: village.apply_resource_delta( resource_state.get_resource_id(), extracted ) 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 not in [ SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_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 = SimulationIds.ACTION_IDLE if needs_immediate_food_after_gather and village.food > 0: npc.set_task(SimulationIds.ACTION_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 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: if npc.target_id != &"": 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.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(SimulationIds.ACTION_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 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 acquire_resource_target( action_id: StringName, agent_id: int, from_position: Vector3 ) -> ResourceNode: var best: ResourceNode var best_distance := INF for node in ResourceNode.get_all(): var resource_state := get_resource_state(node.node_id) if resource_state == null: continue if resource_state.get_action_id() != action_id: continue if not resource_state.can_npc_use(): continue if not resource_state.is_available_for(agent_id): continue var distance := from_position.distance_squared_to( node.interaction_point.global_position ) if distance < best_distance: best_distance = distance best = node if best == null or not reserve_resource(best.node_id, agent_id): return null return best 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 village.apply_resource_delta(resource_state.get_resource_id(), extracted) 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: 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 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) 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 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) return true