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gamedev-the-steward/simulation/state/NPCStateRecord.gd
T

89 lines
2.9 KiB
GDScript

class_name NPCStateRecord
extends RefCounted
const SCHEMA_VERSION := 1
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func capture(npc: SimNPC) -> NPCStateRecord:
return NPCStateRecord.new({
"schema_version": SCHEMA_VERSION,
"id": npc.id,
"name": npc.npc_name,
"profession": npc.profession,
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"current_task": npc.current_task,
"task_state": npc.task_state,
"position": [npc.position.x, npc.position.y, npc.position.z],
"is_starving": npc.is_starving,
"starvation_ticks": npc.starvation_ticks,
"starvation_death_threshold": npc.starvation_death_threshold,
"is_dead": npc.is_dead,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"task_complete": npc.task_complete,
"target_id": String(npc.target_id),
"last_task": npc.last_task,
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state)
})
static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all([
"id", "name", "profession", "hunger", "energy", "strength",
"intelligence", "current_task", "task_state", "position",
"is_starving", "starvation_ticks", "starvation_death_threshold",
"is_dead", "task_duration", "task_progress", "task_complete",
"target_id", "last_task", "random_seed", "random_state"
]):
return null
var saved_position = record_data["position"]
if not saved_position is Array or saved_position.size() != 3:
return null
return NPCStateRecord.new(record_data)
func restore(debug_logs: bool) -> SimNPC:
var random_source := RandomNumberGenerator.new()
random_source.seed = String(data["random_seed"]).to_int()
var npc := SimNPC.new(
int(data["id"]),
String(data["name"]),
String(data["profession"]),
float(data["strength"]),
float(data["intelligence"]),
random_source
)
var saved_position: Array = data["position"]
npc.hunger = float(data["hunger"])
npc.energy = float(data["energy"])
npc.current_task = String(data["current_task"])
npc.task_state = String(data["task_state"])
npc.position = Vector3(
float(saved_position[0]),
float(saved_position[1]),
float(saved_position[2])
)
npc.is_starving = bool(data["is_starving"])
npc.starvation_ticks = int(data["starvation_ticks"])
npc.starvation_death_threshold = int(data["starvation_death_threshold"])
npc.is_dead = bool(data["is_dead"])
npc.task_duration = float(data["task_duration"])
npc.task_progress = float(data["task_progress"])
npc.task_complete = bool(data["task_complete"])
npc.target_id = StringName(data["target_id"])
npc.last_task = String(data["last_task"])
npc.random_source.state = String(data["random_state"]).to_int()
npc.debug_logs = debug_logs
return npc
func to_dictionary() -> Dictionary:
return data.duplicate(true)