Files
gamedev-the-steward/simulation/SimNPC.gd
T

124 lines
2.5 KiB
GDScript

class_name SimNPC
extends RefCounted
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
if village.food < 15.0:
set_task("gather_food", 5.0)
return
if village.wood < 10.0:
set_task("gather_wood", 5.0)
return
if village.safety < 40.0 and profession == "guard":
set_task("patrol", 6.0)
return
if village.knowledge < 10.0 and profession == "scholar":
set_task("study", 6.0)
return
match profession:
"farmer":
set_task("gather_food", 5.0)
"woodcutter":
set_task("gather_wood", 5.0)
"guard":
set_task("patrol", 6.0)
"scholar":
set_task("study", 6.0)
_:
set_task("wander", 4.0)
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