Files
admin d6520c426a feat: resource consumption rate display in village panel
Village panel now shows daily consumption rates alongside stockpiles (e.g. Food: 15 (-2/d), Wood: 7 (-1/d)). Rates are computed over a rolling 200-tick (~1 day) window by summing item_consumed economic events. The rate display only appears when non-zero, keeping the panel clean until actual consumption occurs. Closes the feedback loop: events show individual transfers, rates show aggregate trends.
2026-07-09 01:18:33 +02:00

1067 lines
31 KiB
GDScript

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 get_resource_rates() -> Dictionary:
var food_consumed := 0.0
var wood_consumed := 0.0
var recent_ticks := maxi(tick_count - 200, 0)
for event in economic_events:
if int(event.data["tick"]) < recent_ticks:
continue
if String(event.data["event_type"]) != "item_consumed":
continue
if float(event.data["amount"]) <= 0.0:
continue
if String(event.data["item_id"]) == "food":
food_consumed += float(event.data["amount"])
elif String(event.data["item_id"]) == "wood":
wood_consumed += float(event.data["amount"])
var elapsed := maxi(tick_count - recent_ticks, 1)
return {
"food_per_day": food_consumed / elapsed * 200.0,
"wood_per_day": wood_consumed / elapsed * 200.0
}
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