37610242bf
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
228 lines
6.5 KiB
GDScript
228 lines
6.5 KiB
GDScript
extends Node
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const DEBUG_LOGS := true
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@export var npc_visual_scene: PackedScene
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@export var simulation_manager: Node
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@export var active_npcs_parent: Node3D
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@export var guard_zone: Marker3D
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@export var study_zone: Marker3D
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@export var rest_zone: Marker3D
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@export var food_zone: Marker3D
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var active_npc_visuals := {}
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func debug_log(message: String) -> void:
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if DEBUG_LOGS:
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print("[WorldViewManager] ", message)
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func _ready() -> void:
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call_deferred("initialize_world_view")
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func initialize_world_view() -> void:
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await get_tree().physics_frame
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spawn_initial_npcs()
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if simulation_manager.has_signal("npc_task_changed"):
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simulation_manager.npc_task_changed.connect(_on_npc_task_changed)
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else:
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push_error("WorldViewManager: SimulationManager has no npc_task_changed signal")
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if simulation_manager.has_signal("npc_died"):
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simulation_manager.npc_died.connect(_on_npc_died)
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else:
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push_error("WorldViewManager: SimulationManager has no npc_died signal")
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update_npc_targets()
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func spawn_initial_npcs() -> void:
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if simulation_manager == null:
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push_error("WorldViewManager: simulation_manager is missing")
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return
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if npc_visual_scene == null:
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push_error("WorldViewManager: npc_visual_scene is missing")
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return
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if active_npcs_parent == null:
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push_error("WorldViewManager: active_npcs_parent is missing")
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return
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debug_log("Spawning NPC visuals. Count: %s" % simulation_manager.npcs.size())
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for npc in simulation_manager.npcs:
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spawn_npc_visual(npc)
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func spawn_npc_visual(npc: SimNPC) -> void:
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if active_npc_visuals.has(npc.id):
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return
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var visual = npc_visual_scene.instantiate()
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active_npcs_parent.add_child(visual)
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visual.global_position = npc.position
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visual.setup_from_sim(npc)
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if visual.has_signal("arrived_at_target"):
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visual.arrived_at_target.connect(_on_npc_visual_arrived)
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else:
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push_error("WorldViewManager: NPCVisual has no arrived_at_target signal")
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if visual.has_signal("navigation_failed"):
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visual.navigation_failed.connect(_on_npc_visual_navigation_failed)
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else:
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push_error("WorldViewManager: NPCVisual has no navigation_failed signal")
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active_npc_visuals[npc.id] = visual
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debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
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func update_npc_targets() -> void:
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if simulation_manager == null:
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return
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for npc in simulation_manager.npcs:
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if not active_npc_visuals.has(npc.id):
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continue
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var visual = active_npc_visuals[npc.id]
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var task = npc.current_task
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if task in ["", "idle", "dead"]:
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continue
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var resource_pos = _try_get_resource_target(npc, npc.current_task)
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if resource_pos != null:
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visual.set_target_position(resource_pos)
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continue
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if task == "wander":
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var offset := _get_wander_offset(npc.id)
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visual.set_target_position(visual.global_position + offset)
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continue
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if task in ["gather_food", "gather_wood"]:
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if simulation_manager.has_method("notify_npc_target_unavailable"):
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simulation_manager.notify_npc_target_unavailable(npc.id)
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continue
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var target = get_target_for_task(task)
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if target == null:
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debug_log("No target for task: %s" % task)
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continue
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visual.set_target_position(target.global_position)
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func get_target_for_task(task: String) -> Marker3D:
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match task:
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"patrol":
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return guard_zone
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"study":
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return study_zone
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"rest":
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return rest_zone
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"eat":
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return food_zone
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_:
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return rest_zone
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func _try_get_resource_target(npc: SimNPC, task: String) -> Variant:
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var action_map := {
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"gather_food": &"gather_food",
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"gather_wood": &"gather_wood"
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}
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var action_id = action_map.get(task)
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if action_id == null:
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return null
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var visual = active_npc_visuals.get(npc.id) as Node3D
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if visual == null:
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return null
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var node := ResourceNode.find_available(action_id, npc.id, visual.global_position)
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if node == null:
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debug_log("No available resource node for %s" % task)
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return null
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if not node.reserve(npc.id):
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debug_log("Failed to reserve %s for %s" % [node.node_id, npc.npc_name])
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return null
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npc.target_id = node.node_id
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debug_log("%s reserved %s for %s" % [npc.npc_name, node.node_id, task])
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return node.interaction_point.global_position
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func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> void:
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if DEBUG_LOGS:
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debug_log("%s changed task: %s -> %s" % [npc.npc_name, old_task, new_task])
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if not active_npc_visuals.has(npc.id):
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return
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if new_task in ["", "idle", "dead"]:
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return
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var visual = active_npc_visuals[npc.id]
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var resource_pos = _try_get_resource_target(npc, new_task)
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if resource_pos != null:
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visual.set_target_position(resource_pos)
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return
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if new_task == "wander":
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var offset := _get_wander_offset(npc.id)
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visual.set_target_position(visual.global_position + offset)
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return
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if new_task in ["gather_food", "gather_wood"]:
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if simulation_manager.has_method("notify_npc_target_unavailable"):
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simulation_manager.notify_npc_target_unavailable(npc.id)
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else:
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push_error("WorldViewManager: SimulationManager cannot handle unavailable targets")
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return
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var target := get_target_for_task(new_task)
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if target != null:
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visual.set_target_position(target.global_position)
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func _get_wander_offset(npc_id: int) -> Vector3:
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if simulation_manager != null and simulation_manager.has_method("get_wander_offset"):
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return simulation_manager.get_wander_offset(npc_id)
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push_error("WorldViewManager: SimulationManager cannot provide deterministic wander offsets")
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return Vector3.ZERO
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func _on_npc_visual_arrived(sim_id: int) -> void:
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debug_log("NPC visual arrived. sim_id=%s" % sim_id)
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if simulation_manager == null:
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push_error("WorldViewManager: simulation_manager missing during arrival report")
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return
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if simulation_manager.has_method("notify_npc_arrived"):
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simulation_manager.notify_npc_arrived(sim_id)
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else:
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push_error("WorldViewManager: SimulationManager has no notify_npc_arrived method")
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func _on_npc_visual_navigation_failed(sim_id: int) -> void:
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debug_log("NPC visual navigation failed. sim_id=%s" % sim_id)
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if simulation_manager == null:
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push_error("WorldViewManager: simulation_manager missing during navigation failure")
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return
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if simulation_manager.has_method("notify_npc_navigation_failed"):
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simulation_manager.notify_npc_navigation_failed(sim_id)
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else:
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push_error("WorldViewManager: SimulationManager has no notify_npc_navigation_failed method")
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func _on_npc_died(npc: SimNPC) -> void:
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if not active_npc_visuals.has(npc.id):
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return
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var visual = active_npc_visuals[npc.id]
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if visual.has_method("apply_dead_visual_state"):
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visual.apply_dead_visual_state()
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else:
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push_error("WorldViewManager: NPCVisual has no apply_dead_visual_state method")
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