class_name SimNPC extends RefCounted @export var DEBUG_LOGS := true const TASK_STATE_IDLE := "idle" const TASK_STATE_TRAVELING := "traveling" const TASK_STATE_WORKING := "working" const TASK_STATE_COMPLETE := "complete" var id: int var npc_name: String var profession: String var hunger: float var energy: float var strength: float var intelligence: float var current_task: String = "idle" var task_state: String = TASK_STATE_IDLE var position: Vector3 var is_starving := false var task_duration := 0.0 var task_progress := 0.0 var task_complete := true func _init( _id: int, _npc_name: String, _profession: String, _strength: float, _intelligence: float ) -> void: id = _id npc_name = _npc_name profession = _profession strength = _strength intelligence = _intelligence hunger = randf_range(20.0, 80.0) energy = randf_range(40.0, 100.0) position = Vector3(randf_range(-8.0, 8.0), 0.0, randf_range(-8.0, 8.0)) func simulate_tick(village: SimVillage) -> void: hunger += 5.0 * village.food_modifier energy -= 2.0 hunger = clamp(hunger, 0.0, 100.0) energy = clamp(energy, 0.0, 100.0) is_starving = hunger >= 90.0 if is_starving: energy -= 8.0 energy = clamp(energy, 0.0, 100.0) if task_state == TASK_STATE_IDLE or task_state == TASK_STATE_COMPLETE: choose_new_task(village) return if task_state == TASK_STATE_TRAVELING: return if task_state == TASK_STATE_WORKING: task_progress += 1.0 if task_progress >= task_duration: task_complete = true task_state = TASK_STATE_COMPLETE func choose_new_task(village: SimVillage) -> void: if hunger > 75.0: if village.food > 0: set_task("eat", 2.0) else: set_task("gather_food", 5.0) return if energy < 30.0: set_task("rest", 4.0) return var best_task := choose_best_work_task(village) match best_task: "gather_food": set_task("gather_food", 5.0) "gather_wood": set_task("gather_wood", 5.0) "patrol": set_task("patrol", 6.0) "study": set_task("study", 6.0) _: set_task("wander", 4.0) func choose_best_work_task(village: SimVillage) -> String: var food_score := calculate_task_score( "gather_food", village.food_priority, village.food, 15.0, 30.0, 3.0, 1.5, "farmer" ) var wood_score := calculate_task_score( "gather_wood", village.wood_priority, village.wood, 10.0, 20.0, 2.5, 1.0, "woodcutter" ) var safety_score := calculate_task_score( "patrol", village.safety_priority, village.safety, 30.0, 50.0, 3.0, 1.5, "guard" ) var knowledge_score := calculate_task_score( "study", village.knowledge_priority, village.knowledge, 10.0, 25.0, 1.5, 0.75, "scholar" ) var best_task := "gather_food" var best_score := food_score if wood_score > best_score: best_task = "gather_wood" best_score = wood_score if safety_score > best_score: best_task = "patrol" best_score = safety_score if knowledge_score > best_score: best_task = "study" best_score = knowledge_score return best_task func calculate_task_score( task_name: String, base_priority: float, resource_amount: float, critical_threshold: float, low_threshold: float, critical_bonus: float, low_bonus: float, preferred_profession: String ) -> float: var score := base_priority if resource_amount < critical_threshold: score += critical_bonus elif resource_amount < low_threshold: score += low_bonus if profession == preferred_profession: score += 2.0 score += randf_range(0.0, 0.5) if DEBUG_LOGS: print( "[SimNPC] ", npc_name, " score ", task_name, " = ", score ) return score func set_task(task: String, duration: float) -> void: current_task = task task_duration = duration task_progress = 0.0 task_complete = false task_state = TASK_STATE_TRAVELING func start_working() -> void: if task_state != TASK_STATE_TRAVELING: return task_state = TASK_STATE_WORKING task_progress = 0.0 task_complete = false