Files
gamedev-the-steward/simulation/SimulationManager.gd
T
admin 37610242bf feat: add deterministic simulation foundation
Replace implicit randomness with seeded per-NPC RandomNumberGenerator
streams so the same seed always produces the same scenario outcome.

- Add SimulationClock (RefCounted): explicit fixed-step clock that
  converts frame delta into simulation ticks while preserving sub-tick
  remainder; replaces raw _process tick_timer accumulation
- Add simulation_seed export (int=1337) to SimulationManager; drive
  per-NPC RNG streams via seed + npc_id + stream_id derivation
  (stream 0=init, stream 1=wander)
- Add get_wander_offset(npc_id) to SimulationManager so wander targets
  are deterministic per seed; WorldViewManager calls it instead of
  local randf_range()
- Add get_state_snapshot() and get_state_checksum() to SimulationManager
  for headless verification and future save/load
- Convert SimNPC/SimVillage const DEBUG_LOGS to instance var debug_logs
  so headless tests can silence output without recompilation
- Pass RandomNumberGenerator through SimNPC._init() instead of using
  global randf_range() for hunger/energy/position/scoring noise
- Remove obsolete farm_zone and forest_zone exports from
  WorldViewManager and their marker/tree scene children from main.tscn;
  NPC gather tasks use ResourceNode exclusively
- Rename TaskZone container to ActivityMarkers in main.tscn and update
  all scene paths (player, WVM, tests) to match
- Add headless deterministic_simulation_test.gd: verifies clock
  accuracy, same-seed equality, different-seed divergence, and
  24-tick scenario checksum without loading main.tscn
2026-07-05 11:23:12 +02:00

313 lines
8.5 KiB
GDScript

extends Node
signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
signal village_changed(village: SimVillage)
signal npc_died(npc: SimNPC)
var village := SimVillage.new()
var npcs: Array[SimNPC] = []
@export var tick_interval := 1.2
@export var simulation_seed: int = 1337
@export var debug_logs := true
var clock: SimulationClock
var tick_count := 0
var wander_random_sources := {}
var names := [
"Amina", "Tarik", "Jasmin"
]
var professions := [
"farmer",
"woodcutter",
"guard",
"scholar",
"wanderer"
]
func _ready() -> void:
clock = SimulationClock.new(tick_interval)
village.debug_logs = debug_logs
village.update_modifiers()
village.update_priorities()
generate_npcs()
if debug_logs:
print("--- Simulation started ---")
func _process(delta: float) -> void:
var ticks_due := clock.advance(delta)
for tick in ticks_due:
simulate_tick()
func generate_npcs() -> void:
for i in range(names.size()):
var npc_random := _create_random_source(i, 0)
var profession_index := npc_random.randi_range(0, professions.size() - 1)
var npc := SimNPC.new(
i,
names[i],
professions[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)
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
npc.simulate_tick(village)
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)
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)
if not was_complete and npc.task_complete and not npc.is_dead:
var completed_task := npc.current_task
var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
if npc.target_id != &"":
var node := ResourceNode.get_by_id(npc.target_id)
if node != null and node.reserved_by == npc.id:
var extracted := node.extract()
if extracted > 0:
village.apply_resource_delta(node.resource_id, extracted)
if debug_logs:
print("[SimulationManager] ", npc.npc_name, " extracted ", extracted, " ", node.resource_id, " from ", node.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 not in ["gather_food", "gather_wood"]:
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 = "idle"
if needs_immediate_food_after_gather and village.food > 0:
npc.set_task("eat", 1.0)
npc_task_changed.emit(npc, completed_task, npc.current_task)
if debug_logs:
print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
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 node := ResourceNode.get_by_id(npc.target_id)
if node != null:
node.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:
if npc.target_id != &"":
var node := ResourceNode.get_by_id(npc.target_id)
if node == null or not node.can_extract():
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.start_working()
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("wander", 2.0)
npc_task_changed.emit(npc, failed_task, npc.current_task)
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 harvest_resource_node(node: ResourceNode) -> float:
if node == null or not node.can_player_use:
return 0.0
var extracted := node.extract()
if extracted <= 0.0:
return 0.0
village.apply_resource_delta(node.resource_id, extracted)
village_changed.emit(village)
if debug_logs:
print("[SimulationManager] Player extracted ", extracted, " ", node.resource_id, " from ", node.node_id)
return extracted
func eat_food(amount: float) -> void:
village.apply_resource_delta(&"food", -amount)
village_changed.emit(village)
func add_food(amount: float) -> void:
village.apply_resource_delta(&"food", amount)
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],
"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 JSON.stringify(get_state_snapshot()).sha256_text()