extends Node signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String) signal village_changed(village: SimVillage) var village := SimVillage.new() const DEBUG_LOGS := true var npcs: Array[SimNPC] = [] var tick_interval := 1.2 var tick_timer := 0.0 var tick_count := 0 var names := [ "Amina", "Tarik", "Jasmin" ] var professions := [ "farmer", "woodcutter", "guard", "scholar", "wanderer" ] func _ready() -> void: randomize() generate_npcs() print("--- Simulation started ---") func _process(delta: float) -> void: tick_timer += delta if tick_timer >= tick_interval: tick_timer -= tick_interval simulate_tick() func generate_npcs() -> void: for i in range(names.size()): var npc := SimNPC.new( i, names[i], professions.pick_random(), randf_range(1.0, 10.0), randf_range(1.0, 10.0) ) npcs.append(npc) func simulate_tick() -> void: tick_count += 1 print("--- Tick ", tick_count, " ---") var village_was_changed := false for npc in npcs: var old_task := npc.current_task var was_complete := npc.task_complete npc.simulate_tick(village) if old_task != npc.current_task: npc_task_changed.emit(npc, old_task, npc.current_task) if not was_complete and npc.task_complete: village.apply_npc_task(npc) village_was_changed = true if DEBUG_LOGS: print( npc.npc_name, " | ", npc.profession, " | task: ", npc.current_task, " | progress: ", npc.task_progress, "/", npc.task_duration, " | complete: ", npc.task_complete, " | hunger: ", round(npc.hunger), " | energy: ", round(npc.energy) ) if village_was_changed: village_changed.emit(village) if DEBUG_LOGS: print(village.get_summary()) func eat_food(amount: float) -> void: village.food -= amount village_changed.emit(village) func add_food(amount: float) -> void: village.food += amount village_changed.emit(village) func add_wood(amount: float) -> void: village.wood += amount village_changed.emit(village) func add_safety(amount: float) -> void: village.safety = clamp(village.safety + amount, 0.0, 100.0) village_changed.emit(village) func add_knowledge(amount: float) -> void: village.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