d6520c426a
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.
235 lines
6.9 KiB
GDScript
235 lines
6.9 KiB
GDScript
extends CanvasLayer
|
||
|
||
const DEBUG_LOGS := false
|
||
|
||
@export var simulation_manager: Node
|
||
|
||
@onready var village_stats_label: Label = $VillagePanel/MarginContainer/VillageStatsLabel
|
||
@onready var npc_inspector_label: Label = $NpcInspectorPanel/MarginContainer/NpcInspectorLabel
|
||
|
||
var selected_npc_index := 0
|
||
var inspector_refresh_accumulator := 0.0
|
||
var debug_overlay_visible := true
|
||
|
||
|
||
func _ready() -> void:
|
||
if simulation_manager == null:
|
||
push_error("VillageUI: simulation_manager missing")
|
||
return
|
||
|
||
if simulation_manager.has_signal("village_changed"):
|
||
simulation_manager.village_changed.connect(_on_village_changed)
|
||
else:
|
||
push_error("VillageUI: SimulationManager has no village_changed signal")
|
||
if simulation_manager.has_signal("npc_decision_recorded"):
|
||
simulation_manager.npc_decision_recorded.connect(_on_npc_decision_recorded)
|
||
else:
|
||
push_error("VillageUI: SimulationManager has no npc_decision_recorded signal")
|
||
if simulation_manager.has_signal("state_restored"):
|
||
simulation_manager.state_restored.connect(_on_state_restored)
|
||
if simulation_manager.has_signal("speed_changed"):
|
||
simulation_manager.speed_changed.connect(_on_speed_changed)
|
||
|
||
if "village" in simulation_manager:
|
||
_on_village_changed(simulation_manager.village)
|
||
_refresh_npc_inspector()
|
||
|
||
|
||
func _process(delta: float) -> void:
|
||
inspector_refresh_accumulator += delta
|
||
if inspector_refresh_accumulator < 0.25:
|
||
return
|
||
inspector_refresh_accumulator = 0.0
|
||
_refresh_npc_inspector()
|
||
|
||
|
||
func _unhandled_key_input(event: InputEvent) -> void:
|
||
if not event is InputEventKey or not event.pressed or event.echo:
|
||
return
|
||
if event.keycode != KEY_TAB or simulation_manager.npcs.is_empty():
|
||
return
|
||
selected_npc_index = (selected_npc_index + 1) % simulation_manager.npcs.size()
|
||
_refresh_npc_inspector()
|
||
get_viewport().set_input_as_handled()
|
||
|
||
|
||
func _on_village_changed(village: SimVillage) -> void:
|
||
var name_map := {}
|
||
for npc in simulation_manager.npcs:
|
||
name_map[npc.id] = npc.npc_name
|
||
var event_lines: Array[String] = []
|
||
for event in simulation_manager.get_recent_events(3):
|
||
event_lines.append(event.description(name_map))
|
||
var event_text := "\n".join(event_lines)
|
||
if event_text.is_empty():
|
||
event_text = ""
|
||
else:
|
||
event_text = "\n" + event_text
|
||
var speed_text := ""
|
||
if simulation_manager.has_method("get_current_speed"):
|
||
speed_text = simulation_manager.get_current_speed()
|
||
var rates: Dictionary = simulation_manager.get_resource_rates()
|
||
var food_rate := ""
|
||
if rates["food_per_day"] > 0.01:
|
||
food_rate = " (−%.0f/d)" % rates["food_per_day"]
|
||
var wood_rate := ""
|
||
if rates["wood_per_day"] > 0.01:
|
||
wood_rate = " (−%.0f/d)" % rates["wood_per_day"]
|
||
village_stats_label.text = (
|
||
"""
|
||
Village [%s]
|
||
|
||
Food: %s%s
|
||
Wood: %s%s
|
||
Safety: %s
|
||
Knowledge: %s
|
||
Starving: %s
|
||
|
||
Food Mod: %.2f
|
||
Safety Mod: %.2f
|
||
Knowledge Mod: %.2f
|
||
%s
|
||
"""
|
||
% [
|
||
speed_text,
|
||
round(village.food),
|
||
food_rate,
|
||
round(village.wood),
|
||
wood_rate,
|
||
round(village.safety),
|
||
round(village.knowledge),
|
||
simulation_manager.get_starving_count(),
|
||
village.food_modifier,
|
||
village.safety_modifier,
|
||
village.knowledge_modifier,
|
||
event_text
|
||
]
|
||
)
|
||
|
||
|
||
func _on_npc_decision_recorded(_npc: SimNPC, _decision: ActionSelectionResult) -> void:
|
||
_refresh_npc_inspector()
|
||
|
||
|
||
func _on_state_restored() -> void:
|
||
selected_npc_index = 0
|
||
_refresh_npc_inspector()
|
||
|
||
|
||
func _on_speed_changed(_multiplier: float) -> void:
|
||
if simulation_manager != null and "village" in simulation_manager:
|
||
_on_village_changed(simulation_manager.village)
|
||
|
||
|
||
func _refresh_npc_inspector() -> void:
|
||
if not debug_overlay_visible:
|
||
return
|
||
if simulation_manager == null or simulation_manager.npcs.is_empty():
|
||
npc_inspector_label.text = "No villagers available"
|
||
return
|
||
selected_npc_index = clampi(selected_npc_index, 0, simulation_manager.npcs.size() - 1)
|
||
var npc: SimNPC = simulation_manager.npcs[selected_npc_index]
|
||
var profession_definition := SimulationDefinitions.get_profession(npc.profession)
|
||
var profession_name := String(npc.profession)
|
||
if profession_definition != null:
|
||
profession_name = profession_definition.display_name
|
||
var action_name := _get_action_name(npc.current_task)
|
||
var destination_name := "Resolving"
|
||
if not npc.target_id.is_empty():
|
||
destination_name = String(npc.target_id)
|
||
var decision: ActionSelectionResult = simulation_manager.get_latest_decision(npc.id)
|
||
var reason_text := "Awaiting the next decision"
|
||
var score_text := ""
|
||
if decision != null:
|
||
reason_text = decision.reason
|
||
var score_keys: Array = decision.scores.keys()
|
||
score_keys.sort()
|
||
var score_rows: Array[String] = []
|
||
for action_id in score_keys:
|
||
score_rows.append(
|
||
"%s %.2f" % [_get_action_name(StringName(action_id)), float(decision.scores[action_id])]
|
||
)
|
||
if not score_rows.is_empty():
|
||
score_text = "\n\nUtility\n" + "\n".join(score_rows)
|
||
var event_text := _build_event_history(npc)
|
||
var housemate_text := _build_housemate_display(npc)
|
||
npc_inspector_label.text = (
|
||
"%s · %s\n"
|
||
+ "Task: %s (%s)\n"
|
||
+ "Destination: %s\n"
|
||
+ "Hunger: %.0f Energy: %.0f\n"
|
||
+ "Carrying food: %.0f wood: %.0f\n"
|
||
+ "%s\n"
|
||
+ "Why\n%s%s\n\n"
|
||
+ "Recent\n%s\n\n"
|
||
+ "[Tab] Next villager [F10] Cinematic/debug [F12] Demo reset"
|
||
) % [
|
||
npc.npc_name,
|
||
profession_name,
|
||
action_name,
|
||
npc.task_state,
|
||
destination_name,
|
||
npc.hunger,
|
||
npc.energy,
|
||
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
|
||
npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD),
|
||
housemate_text,
|
||
reason_text,
|
||
score_text,
|
||
event_text
|
||
]
|
||
|
||
|
||
func _get_action_name(action_id: StringName) -> String:
|
||
if action_id == SimulationIds.ACTION_IDLE:
|
||
return "Idle"
|
||
if action_id == SimulationIds.ACTION_DEAD:
|
||
return "Dead"
|
||
var definition := SimulationDefinitions.get_action(action_id)
|
||
if definition != null:
|
||
return definition.display_name
|
||
return String(action_id).capitalize()
|
||
|
||
|
||
func set_debug_overlay_visible(is_visible: bool) -> void:
|
||
debug_overlay_visible = is_visible
|
||
visible = is_visible
|
||
if is_visible:
|
||
_refresh_npc_inspector()
|
||
|
||
|
||
func _build_event_history(npc: SimNPC) -> String:
|
||
if not simulation_manager.has_method("get_npc_events"):
|
||
return ""
|
||
var events: Array = simulation_manager.get_npc_events(npc.id, 5)
|
||
if events.is_empty():
|
||
return "No recorded events yet"
|
||
var name_map := {}
|
||
for other_npc in simulation_manager.npcs:
|
||
name_map[other_npc.id] = other_npc.npc_name
|
||
var lines: Array[String] = []
|
||
for event in events:
|
||
lines.append(event.description(name_map))
|
||
return "\n".join(lines)
|
||
|
||
|
||
func _build_housemate_display(npc: SimNPC) -> String:
|
||
if npc.familiarity.is_empty():
|
||
return ""
|
||
var highest_id: int = -1
|
||
var highest_score := -1.0
|
||
for key in npc.familiarity:
|
||
var other_id: int = int(key)
|
||
var score: float = float(npc.familiarity[key])
|
||
if score > highest_score:
|
||
highest_score = score
|
||
highest_id = other_id
|
||
if highest_id < 0:
|
||
return ""
|
||
var other_name := "Someone"
|
||
for other_npc in simulation_manager.npcs:
|
||
if other_npc.id == highest_id:
|
||
other_name = other_npc.npc_name
|
||
break
|
||
return "Familiar: %s (%.0f%%)" % [other_name, highest_score * 100.0]
|