Files

118 lines
3.0 KiB
GDScript

class_name PlayerNeedsSystem
extends RefCounted
var state := PlayerStateRecord.create()
var economy: RefCounted
var event_recorder: RefCounted
var resource_states: Dictionary = {}
func configure(economy_service: RefCounted, recorder: RefCounted) -> void:
economy = economy_service
event_recorder = recorder
func set_resource_states(states: Dictionary) -> void:
resource_states = states
func advance(village: SimVillage) -> bool:
if state.is_dead():
return false
var hunger_rate := 0.125 * village.food_modifier
if state.advance(hunger_rate, 0.5):
state.die()
return true
return false
func eat(amount: float) -> float:
return state.eat(amount)
func gather_node(node: ResourceNode) -> float:
if node == null:
return 0.0
var resource_state := resource_states.get(node.node_id) as ResourceStateRecord
if resource_state == null or not resource_state.can_player_use_resource():
return 0.0
var available := state.get_available_carry()
if available <= 0.0:
return 0.0
var extracted := resource_state.extract(minf(resource_state.get_yield_per_action(), available))
if extracted <= 0.0:
return 0.0
var carried := state.add_inventory(resource_state.get_resource_id(), extracted)
if carried <= 0.0:
resource_state.data["amount_remaining"] = (
resource_state.get_amount_remaining() + extracted
)
return 0.0
var event_position := (
node.interaction_point.global_position
if node.interaction_point != null
else node.global_position
)
event_recorder.record_economic_at(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
-1,
resource_state.get_node_id(),
&"player_carry",
resource_state.get_resource_id(),
carried,
event_position
)
if resource_state.get_amount_remaining() <= 0.0:
event_recorder.record_narrative_at(
SimulationIds.EVENT_RESOURCE_DEPLETED,
-1,
resource_state.get_node_id(),
"",
event_position
)
return carried
func deposit_resource(resource_id: StringName) -> float:
if resource_id.is_empty():
return 0.0
var carried := state.get_inventory_amount(resource_id)
if carried <= 0.0:
return 0.0
if economy == null or not economy.has_method("get_storage_for_resource"):
return 0.0
var storage: StorageStateRecord = economy.get_storage_for_resource(resource_id)
if storage == null:
return 0.0
var deposited: float = economy.deposit_resource(resource_id, carried)
if deposited <= 0.0:
return 0.0
state.remove_inventory(resource_id, deposited)
event_recorder.record_economic(
SimulationIds.EVENT_STORAGE_DEPOSITED,
-1,
&"player_carry",
storage.get_storage_id(),
resource_id,
deposited
)
return deposited
func get_carried_amount(item_id: StringName) -> float:
return state.get_inventory_amount(item_id)
func respawn() -> void:
if state.is_dead():
state.respawn()
func apply_death_consequence(standing: PlayerStandingRecord) -> void:
var reduced := standing.get_standing() * PlayerStateRecord.DEATH_STANDING_PENALTY
standing.data["standing"] = reduced
func restore(record: PlayerStateRecord) -> void:
state = record if record != null else PlayerStateRecord.create()