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

1201 lines
41 KiB
GDScript

extends Node
const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
const SimulationEventRecorderScript := preload("res://simulation/events/SimulationEventRecorder.gd")
const VillageEconomyScript := preload("res://simulation/economy/VillageEconomy.gd")
const AnimalCareSystemScript := preload("res://simulation/animals/animal_care_system.gd")
const NpcTickDebugLog := preload("res://simulation/debug/npc_tick_debug_log.gd")
const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
const EventKnowledgeSystemScript := preload("res://simulation/knowledge/EventKnowledgeSystem.gd")
signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
signal village_changed(village: SimVillage)
signal npc_died(npc: SimNPC)
signal npc_target_requested(npc: SimNPC)
signal npc_travel_requested(npc: SimNPC, target_position: Vector3)
signal npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float)
signal economic_event_recorded(event: EconomicEventRecord)
signal state_restored
signal npc_decision_recorded(npc: SimNPC, decision: ActionSelectionResult)
signal relationship_changed(relationship: RelationshipStateRecord, cause_event: EconomicEventRecord)
signal event_knowledge_changed(knower_id: int, event: EconomicEventRecord)
signal event_knowledge_transferred(speaker_id: int, listener_id: int, event: EconomicEventRecord)
signal event_knowledge_forgotten(knower_id: int, event: EconomicEventRecord)
signal opportunity_opened(opportunity: OpportunityStateRecord)
signal opportunity_resolved(opportunity: OpportunityStateRecord, cause_event: EconomicEventRecord)
signal opportunity_invalidated(opportunity: OpportunityStateRecord)
signal player_quest_opened(quest: PlayerQuestRecord)
signal player_quest_completed(quest: PlayerQuestRecord)
signal player_quest_expired(quest: PlayerQuestRecord)
signal player_standing_changed(standing: PlayerStandingRecord)
signal player_tier_advanced(tier: int, tier_name: String)
var village := SimVillage.new()
var npcs: Array[SimNPC] = []
@export var tick_interval := 1.2
@export var simulation_seed: int = 1337
@export var cycle_duration_seconds := 240.0
@export var debug_logs := false
@export var active_world_adapter: Node
@export var home_positions: Array[Vector3] = []
var clock: SimulationClock
var tick_count := 0
var wander_random_sources := {}
var resource_states: Dictionary = {}
var event_log := SimulationEventLogScript.new()
var event_recorder := SimulationEventRecorderScript.new()
var economy := VillageEconomyScript.new()
var animal_care := AnimalCareSystemScript.new()
var relationship_system := RelationshipSystemScript.new()
var event_knowledge_system := EventKnowledgeSystemScript.new()
var opportunity_system := VillageOpportunitySystem.new()
var player_quest_system := PlayerQuestSystem.new()
var _last_player_tier := PlayerStandingRecord.TIER_STRANGER
var storage_states: Dictionary:
get:
return economy.storage_states
var economic_events: Array[EconomicEventRecord]:
get:
return event_log.events
var next_event_id: int:
get:
return event_log.next_event_id
set(value):
event_log.next_event_id = value
var latest_decisions: Dictionary = {}
var action_selector := ActionSelectionSystem.new()
var action_executor := ActionExecutionSystem.new()
var target_resolver := ActionTargetResolver.new()
var _population_view := SimulationPopulationView.new()
var speed_index := 2
const SPEED_LEVELS := [0.25, 0.5, 1.0, 2.0, 4.0, 10.0]
const KNOWLEDGE_COMMUNICATION_RADIUS := 2.5
signal speed_changed(multiplier: float)
const NPC_NAMES := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
func _ready() -> void:
add_to_group("simulation_manager")
event_log.event_recorded.connect(_on_economic_event_recorded)
event_recorder.configure(event_log, Callable(self, "get_tick_count_for_recording"))
event_recorder.set_npcs(npcs)
economy.inventory_changed.connect(_on_economy_inventory_changed)
economy.economic_event_requested.connect(event_recorder.record_economic)
economy.narrative_event_requested.connect(event_recorder.record_narrative)
animal_care.economic_event_requested.connect(event_recorder.record_economic_at)
animal_care.narrative_event_requested.connect(event_recorder.record_narrative)
action_selector.relationship_system = relationship_system
var definition_errors := SimulationDefinitions.validate()
if not definition_errors.is_empty():
for error in definition_errors:
push_error("SimulationManager: " + error)
set_process(false)
return
clock = SimulationClock.new(tick_interval)
clock.cycle_duration_seconds = cycle_duration_seconds
clock.elapsed_ticks = int(0.25 * cycle_duration_seconds / tick_interval)
village.debug_logs = debug_logs
economy.configure(village, debug_logs)
animal_care.configure(economy, active_world_adapter)
economy.initialize_storage()
village.update_modifiers()
village.update_priorities()
generate_npcs()
relationship_system.initialize_households(npcs)
call_deferred("register_loaded_resource_nodes")
animal_care.call_deferred("register_loaded_nodes")
call_deferred("register_loaded_storage_nodes")
if debug_logs:
print("--- Simulation started ---")
func _process(delta: float) -> void:
var ticks_due := clock.advance(delta * SPEED_LEVELS[speed_index])
for tick in ticks_due:
simulate_tick()
func _input(event: InputEvent) -> void:
if not event is InputEventKey or not event.pressed or event.echo:
return
if event.keycode == KEY_BRACKETLEFT:
speed_index = maxi(speed_index - 1, 0)
speed_changed.emit(SPEED_LEVELS[speed_index])
if debug_logs:
print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
elif event.keycode == KEY_BRACKETRIGHT:
speed_index = mini(speed_index + 1, SPEED_LEVELS.size() - 1)
speed_changed.emit(SPEED_LEVELS[speed_index])
if debug_logs:
print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
func generate_npcs() -> void:
var profession_ids := SimulationDefinitions.get_profession_ids()
for i in range(NPC_NAMES.size()):
var npc_random := _create_random_source(i, 0)
var profession_index := npc_random.randi_range(0, profession_ids.size() - 1)
var npc := SimNPC.new(
i,
NPC_NAMES[i],
profession_ids[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)
var home_count := home_positions.size()
if home_count > 0:
for i in range(npcs.size()):
npcs[i].home_position = home_positions[i % home_count]
_population_view.rebuild(npcs)
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, " ---")
animal_care.advance(tick_count)
_consider_animal_care_quests()
var village_was_changed := false
_population_view.rebuild(npcs)
for npc in npcs:
village_was_changed = _simulate_npc_tick(npc) or village_was_changed
if village_was_changed:
village_changed.emit(village)
var invalidated: OpportunityStateRecord = opportunity_system.maintain_open_opportunity(
tick_count, get_knowledge_review_interval(), npcs, get_pantry(), get_woodpile()
)
if invalidated != null:
opportunity_invalidated.emit(invalidated)
var expired_quest := player_quest_system.on_opportunity_invalidated(invalidated, tick_count)
if expired_quest != null:
player_quest_expired.emit(expired_quest)
if tick_count % get_knowledge_review_interval() == 0:
_maintain_event_knowledge(true)
if debug_logs:
print(village.get_summary())
func _simulate_npc_tick(npc: SimNPC) -> bool:
var previous_task := npc.current_task
var previous_target := npc.target_id
var previous_state := npc.task_state
var was_complete := npc.task_complete
var was_dead := npc.is_dead
if animal_care.requires_working_feed_recovery(npc):
npc.task_state = SimNPC.TASK_STATE_TRAVELING
npc.task_complete = false
if not _continue_animal_feed_delivery(npc):
_redirect_npc_to_wander(npc)
return false
action_executor.advance_npc(npc, village)
_population_view.refresh_npc(npc)
_select_action_if_idle(npc, previous_state)
if previous_task != npc.current_task and not previous_target.is_empty():
release_npc_reservation(npc.id)
if not was_dead and npc.is_dead:
_handle_npc_death(npc, previous_task, previous_target)
elif previous_task != npc.current_task:
npc_task_changed.emit(npc, previous_task, npc.current_task)
npc_target_requested.emit(npc)
var completed := not was_complete and npc.task_complete and not npc.is_dead
if completed:
_complete_current_action(npc)
_population_view.refresh_npc(npc)
if debug_logs:
NpcTickDebugLog.print_tick(npc, previous_state)
return completed
func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
if npc.is_dead:
return
if previous_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
return
if npc.task_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
return
var helper := get_active_opportunity_helper()
var animal_feed_available := animal_care.has_available_feed_target(npc.id)
var selection := action_selector.select_action(
npc, village, clock.time_of_day(), npcs, helper, _population_view, animal_feed_available
)
if selection == null:
return
latest_decisions[npc.id] = selection
npc_decision_recorded.emit(npc, selection)
npc.set_task(selection.action_id, selection.duration_override)
var definition := SimulationDefinitions.get_action(selection.action_id)
var display_name := (
definition.display_name if definition != null else String(selection.action_id)
)
event_recorder.record_narrative(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target: StringName) -> void:
if not previous_target.is_empty():
release_npc_reservation(npc.id)
npc_died.emit(npc)
npc_task_changed.emit(npc, previous_task, npc.current_task)
event_recorder.record_narrative(SimulationIds.EVENT_NPC_DIED, npc.id)
_notify_mourning(npc)
if debug_logs:
print("[SimulationManager] NPC died: ", npc.npc_name)
func _complete_current_action(npc: SimNPC) -> void:
var completed_task := npc.current_task
var definition := SimulationDefinitions.get_action(completed_task)
var completion_succeeded := false
if completed_task == SimulationIds.ACTION_FEED_ANIMAL:
completion_succeeded = feed_animal(npc.target_id, npc.id)
else:
completion_succeeded = economy.consume_completion_cost(npc, definition)
if completion_succeeded:
_apply_action_completion(npc, completed_task, definition)
elif not npc.target_id.is_empty():
release_npc_reservation(npc.id)
npc.task_complete = true
npc.task_state = SimNPC.TASK_STATE_IDLE
npc.last_task = completed_task
npc.current_task = SimulationIds.ACTION_IDLE
npc.has_travel_target = false
npc.target_id = &""
npc_task_changed.emit(npc, completed_task, npc.current_task)
func _apply_action_completion(
npc: SimNPC, completed_task: StringName, definition: ActionDefinition
) -> void:
if definition != null and definition.target_type == SimulationIds.TARGET_RESOURCE:
_complete_resource_gather(npc, completed_task)
return
match completed_task:
SimulationIds.ACTION_DEPOSIT_FOOD:
economy.deposit_inventory(npc, SimulationIds.RESOURCE_FOOD)
SimulationIds.ACTION_DEPOSIT_WOOD:
economy.deposit_inventory(npc, SimulationIds.RESOURCE_WOOD)
SimulationIds.ACTION_WITHDRAW_FOOD:
economy.withdraw_to_inventory(npc, SimulationIds.RESOURCE_FOOD, 1.0)
SimulationIds.ACTION_EAT:
economy.consume_npc_food(npc)
SimulationIds.ACTION_SLEEP:
npc.energy = minf(npc.energy + 40.0, 100.0)
npc.position = npc.home_position
event_recorder.record_narrative(SimulationIds.EVENT_NPC_SLEPT, npc.id)
SimulationIds.ACTION_FEED_ANIMAL:
pass
SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY, SimulationIds.ACTION_REST, SimulationIds.ACTION_WANDER:
village.apply_npc_task(npc)
if debug_logs and completed_task == SimulationIds.ACTION_SLEEP:
print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
var resource_state := get_resource_state(npc.target_id)
if resource_state == null or resource_state.get_reserved_by() != npc.id:
if debug_logs:
print(
(
"[SimulationManager] %s could not complete %s: invalid reservation"
% [npc.npc_name, completed_task]
)
)
release_npc_reservation(npc.id)
return
var extracted := resource_state.extract()
if extracted > 0.0:
var resource_id := resource_state.get_resource_id()
npc.add_inventory(resource_id, extracted)
npc_inventory_changed.emit(npc, resource_id, npc.get_inventory_amount(resource_id))
event_recorder.record_economic(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
npc.id,
resource_state.get_node_id(),
SimulationIds.npc_inventory_id(npc.id),
resource_id,
extracted
)
if resource_state.get_amount_remaining() <= 0.0:
event_recorder.record_narrative(
SimulationIds.EVENT_RESOURCE_DEPLETED, npc.id, resource_state.get_node_id()
)
if debug_logs:
print(
(
"[SimulationManager] %s extracted %.1f %s from %s"
% [npc.npc_name, extracted, resource_id, resource_state.get_node_id()]
)
)
release_npc_reservation(npc.id)
func release_npc_reservation(npc_id: int) -> void:
for npc in npcs:
if npc.id == npc_id:
if npc.target_id != &"":
var resource_state := get_resource_state(npc.target_id)
if resource_state != null:
resource_state.release(npc.id)
var animal_state := animal_care.get_state(npc.target_id)
if animal_state != null:
animal_state.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:
var definition := SimulationDefinitions.get_action(npc.current_task)
if (
npc.target_id != &""
and definition != null
and definition.target_type == SimulationIds.TARGET_RESOURCE
):
var resource_state := get_resource_state(npc.target_id)
if (
resource_state == null
or not resource_state.can_extract()
or resource_state.get_reserved_by() != npc.id
):
if debug_logs:
NpcTickDebugLog.print_unavailable_resource(npc)
notify_npc_navigation_failed(npc.id)
return
if (
npc.target_id != &""
and definition != null
and definition.target_type == SimulationIds.TARGET_ANIMAL
):
if not animal_care.can_complete_feed(npc.target_id, npc.id):
if debug_logs:
NpcTickDebugLog.print_unavailable_animal(npc)
notify_npc_navigation_failed(npc.id)
return
if animal_care.requires_feed_pickup(npc):
if _continue_animal_feed_delivery(npc):
return
_redirect_npc_to_wander(npc)
return
npc.has_travel_target = false
npc.start_working(
npc.current_task == SimulationIds.ACTION_FEED_ANIMAL and npc.task_progress > 0.0
)
var working_speakers: Array[SimNPC] = []
if npc.target_id != &"":
for other in npcs:
if other.id == npc.id or other.is_dead:
continue
if other.target_id != npc.target_id:
continue
if (
other.task_state
in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]
):
relationship_system.increase_shared_work_familiarity(npc.id, other.id)
if other.task_state == SimNPC.TASK_STATE_WORKING:
working_speakers.append(other)
working_speakers.sort_custom(_sort_npcs_by_id)
for speaker in working_speakers:
if try_communicate_at_shared_activity(speaker.id, npc.id):
break
if debug_logs:
NpcTickDebugLog.print_started_work(npc)
return
func _continue_animal_feed_delivery(npc: SimNPC) -> bool:
var animal_target := target_resolver.resolve_claimed_animal(npc, self, active_world_adapter)
var pantry_target := target_resolver.resolve_storage_target(
SimulationIds.STORAGE_VILLAGE_PANTRY, active_world_adapter
)
if animal_target.is_empty() or pantry_target.is_empty():
return false
if not npc.travel_target_position.is_equal_approx(pantry_target["position"]):
npc.travel_target_position = pantry_target["position"]
npc.has_travel_target = true
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
var pickup_target := npc.travel_target_position
npc.travel_target_position = animal_target["position"]
npc.has_travel_target = true
if not animal_care.collect_feed_supply(npc):
npc.travel_target_position = pickup_target
return false
village_changed.emit(village)
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
func _redirect_npc_to_wander(npc: SimNPC) -> void:
var failed_task := npc.current_task
release_npc_reservation(npc.id)
npc.last_task = failed_task
npc.set_task(SimulationIds.ACTION_WANDER, 2.0)
npc_task_changed.emit(npc, failed_task, npc.current_task)
npc_target_requested.emit(npc)
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
_redirect_npc_to_wander(npc)
if debug_logs:
NpcTickDebugLog.print_navigation_failure(npc, failed_task)
return
func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
for npc in npcs:
if npc.id != npc_id:
continue
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
return false
if npc.current_task == SimulationIds.ACTION_SLEEP:
npc.travel_target_position = npc.home_position
npc.has_travel_target = true
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
if active_world_adapter == null:
push_error("SimulationManager: active_world_adapter is missing")
return false
var result := target_resolver.resolve(npc, origin, self, active_world_adapter)
if result.is_empty():
notify_npc_navigation_failed(npc.id)
return false
npc.target_id = StringName(result.get("target_id", ""))
npc.travel_target_position = result["position"]
npc.has_travel_target = true
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
return false
func request_current_travel(npc_id: int) -> bool:
for npc in npcs:
if npc.id != npc_id:
continue
if npc.task_state != SimNPC.TASK_STATE_TRAVELING:
return false
if npc.has_travel_target:
npc_travel_requested.emit(npc, npc.travel_target_position)
else:
npc_target_requested.emit(npc)
return true
return false
func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
for npc in npcs:
if npc.id == npc_id:
npc.position = active_position
return true
return false
func get_activity_target_claim_count(target_id: StringName, except_npc_id: int = -1) -> int:
var count := 0
for npc in npcs:
if npc.id == except_npc_id or npc.is_dead:
continue
if npc.target_id != target_id:
continue
if npc.task_state in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]:
count += 1
return count
func _notify_mourning(dead_npc: SimNPC) -> void:
var mourner := relationship_system.get_most_familiar_living(dead_npc.id, npcs, _population_view)
if mourner == null:
return
mourner.mourning_ticks = 100
if debug_logs:
print("[SimulationManager] ", mourner.npc_name, " is mourning ", dead_npc.npc_name)
func get_tick_count_for_recording() -> int:
return tick_count
func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
return event_log.get_for_actor(npc_id, max_count)
func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]:
return event_log.get_recent(max_count)
func _on_economic_event_recorded(event: EconomicEventRecord) -> void:
var learned_records: Array[KnownEventStateRecord] = event_knowledge_system.observe_event(
event, npcs
)
for learned_record in learned_records:
_apply_new_event_knowledge(learned_record, event)
if StringName(event.data["event_type"]) == SimulationIds.EVENT_ANIMAL_FED:
_resolve_animal_care_quest(event)
_update_opportunity_from_event(event)
economic_event_recorded.emit(event)
func _resolve_animal_care_quest(event: EconomicEventRecord) -> void:
var animal_state := animal_care.get_state(StringName(event.data["destination_id"]))
var resolution := player_quest_system.on_animal_fed(animal_state, event, tick_count)
_finish_quest_resolution(resolution)
func _finish_quest_resolution(resolution: Dictionary) -> void:
if not resolution.has("quest"):
return
var quest: PlayerQuestRecord = resolution["quest"]
if resolution["completed"]:
player_quest_completed.emit(quest)
_emit_standing_change_and_tier()
else:
player_quest_expired.emit(quest)
func _emit_standing_change_and_tier() -> void:
var standing := player_quest_system.standing
player_standing_changed.emit(standing)
if standing.get_tier() > _last_player_tier:
_last_player_tier = standing.get_tier()
player_tier_advanced.emit(standing.get_tier(), standing.get_tier_name())
func try_communicate_at_shared_activity(speaker_id: int, listener_id: int) -> bool:
var speaker := _find_npc_by_id(speaker_id)
var listener := _find_npc_by_id(listener_id)
if not _can_communicate_at_shared_activity(speaker, listener):
return false
var known_event_ids := event_knowledge_system.get_communicable_event_ids(
speaker.id,
_get_lasting_event_ids(speaker.id),
opportunity_system.get_open_trigger_event_id()
)
for event_id in known_event_ids:
var event := event_log.get_by_id(event_id)
if event == null:
continue
var learned_record := event_knowledge_system.communicate_event(
event, speaker.id, listener.id, tick_count
)
if learned_record == null:
continue
_apply_new_event_knowledge(learned_record, event)
event_knowledge_transferred.emit(speaker.id, listener.id, event)
_update_opportunity_from_event(event)
return true
return false
func _can_communicate_at_shared_activity(speaker: SimNPC, listener: SimNPC) -> bool:
if speaker == null or listener == null or speaker.id == listener.id:
return false
if speaker.is_dead or listener.is_dead:
return false
if (
speaker.task_state != SimNPC.TASK_STATE_WORKING
or listener.task_state != SimNPC.TASK_STATE_WORKING
):
return false
if speaker.target_id.is_empty() or speaker.target_id != listener.target_id:
return false
if storage_states.has(speaker.target_id):
return false
var speaker_action := SimulationDefinitions.get_action(speaker.current_task)
var listener_action := SimulationDefinitions.get_action(listener.current_task)
if (
speaker_action == null
or listener_action == null
or speaker_action.target_type != SimulationIds.TARGET_ACTIVITY
or listener_action.target_type != SimulationIds.TARGET_ACTIVITY
):
return false
return (
speaker.position.distance_squared_to(listener.position)
<= KNOWLEDGE_COMMUNICATION_RADIUS * KNOWLEDGE_COMMUNICATION_RADIUS
)
func _apply_new_event_knowledge(
known_event: KnownEventStateRecord, event: EconomicEventRecord
) -> void:
var newly_informed_ids: Array[int] = [known_event.get_knower_id()]
var changed_relationships: Array[RelationshipStateRecord] = relationship_system.apply_event(
event, npcs, newly_informed_ids
)
event_knowledge_changed.emit(known_event.get_knower_id(), event)
for relationship in changed_relationships:
relationship_changed.emit(relationship, event)
_maintain_event_knowledge(false)
func _update_opportunity_from_event(event: EconomicEventRecord) -> void:
var changed: OpportunityStateRecord = opportunity_system.consider_event(
event,
tick_count,
get_pantry(),
npcs,
event_knowledge_system,
resource_states,
get_woodpile()
)
if changed == null:
return
if changed.get_status() == OpportunityStateRecord.STATUS_OPEN:
opportunity_opened.emit(changed)
var quest := player_quest_system.consider_opportunity_opened(
changed,
get_active_opportunity_player_response(),
tick_count,
player_quest_system.can_request_personally(changed)
)
if quest != null:
player_quest_opened.emit(quest)
return
opportunity_resolved.emit(changed, event)
_finish_quest_resolution(
player_quest_system.on_opportunity_resolved(changed, event, tick_count)
)
_maintain_event_knowledge(false)
func _maintain_event_knowledge(expire_by_age: bool) -> void:
var forgotten := event_knowledge_system.maintain_retention(
tick_count, get_knowledge_review_interval(), _get_lasting_knowledge_records(), expire_by_age
)
for known_event in forgotten:
var event := event_log.get_by_id(known_event.get_event_id())
if event != null:
event_knowledge_forgotten.emit(known_event.get_knower_id(), event)
func _get_lasting_knowledge_records() -> Array[KnownEventStateRecord]:
var lasting: Array[KnownEventStateRecord] = []
var seen := {}
for relationship in relationship_system.get_all_sorted():
var event_id := relationship.get_last_trust_cause_event_id()
if event_id == RelationshipStateRecord.NO_CAUSE_EVENT:
continue
var record := event_knowledge_system.get_record(relationship.get_observer_id(), event_id)
if record == null:
continue
var key := "%d:%d" % [record.get_knower_id(), record.get_event_id()]
if seen.has(key):
continue
seen[key] = true
lasting.append(record)
var open_opportunity: OpportunityStateRecord = opportunity_system.get_open_opportunity()
if open_opportunity != null:
var opportunity_record := event_knowledge_system.get_record(
open_opportunity.get_interested_npc_id(), open_opportunity.get_trigger_event_id()
)
if opportunity_record != null:
var opportunity_key := (
"%d:%d" % [opportunity_record.get_knower_id(), opportunity_record.get_event_id()]
)
if not seen.has(opportunity_key):
seen[opportunity_key] = true
lasting.append(opportunity_record)
return lasting
func _get_lasting_event_ids(npc_id: int) -> Array[int]:
var event_ids: Array[int] = []
for record in _get_lasting_knowledge_records():
if record.get_knower_id() == npc_id:
event_ids.append(record.get_event_id())
event_ids.sort()
return event_ids
func _find_npc_by_id(npc_id: int) -> SimNPC:
return _population_view.get_any(npc_id)
static func _sort_npcs_by_id(first: SimNPC, second: SimNPC) -> bool:
return first.id < second.id
func get_primary_relationship(npc_id: int) -> RelationshipStateRecord:
return relationship_system.get_primary_relationship(npc_id)
func get_relationship_cause(relationship: RelationshipStateRecord) -> EconomicEventRecord:
if relationship == null:
return null
return event_log.get_by_id(relationship.get_last_trust_cause_event_id())
func get_known_events(npc_id: int, max_count: int = 3) -> Array[EconomicEventRecord]:
return event_log.get_by_ids(event_knowledge_system.get_known_event_ids(npc_id, max_count))
func get_retained_memory_events(npc_id: int, max_count: int = 4) -> Array[EconomicEventRecord]:
var event_ids := event_knowledge_system.get_retained_event_ids(
npc_id, _get_lasting_event_ids(npc_id), max_count
)
return event_log.get_by_ids(event_ids)
func get_active_opportunity() -> OpportunityStateRecord:
return opportunity_system.get_open_opportunity()
func get_active_player_quest() -> PlayerQuestRecord:
return player_quest_system.get_active_quest()
func _consider_animal_care_quests() -> void:
var pantry: StorageStateRecord = get_pantry()
for animal_state in animal_care.get_all_states():
var quest := player_quest_system.consider_animal_care(
animal_state, _nearest_npc_id(animal_state.get_position()), tick_count, pantry
)
if quest != null:
player_quest_opened.emit(quest)
func _nearest_npc_id(from_position: Vector3) -> int:
var nearest_id := -1
var nearest_distance := INF
for npc in npcs:
if npc.is_dead:
continue
var distance := npc.position.distance_squared_to(from_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_id = npc.id
return nearest_id
func get_player_quests() -> Array[PlayerQuestRecord]:
return player_quest_system.get_all_sorted()
func get_latest_player_quest_for_requester(requester_npc_id: int) -> PlayerQuestRecord:
return player_quest_system.get_latest_for_requester(requester_npc_id)
func get_player_standing() -> PlayerStandingRecord:
return player_quest_system.standing
func get_active_opportunity_helper() -> OpportunityHelperResult:
var active := get_active_opportunity()
if active == null:
return null
return opportunity_system.find_capable_helper(
active,
economy.get_storage(active.get_target_id()),
npcs,
event_knowledge_system,
relationship_system,
resource_states
)
func get_active_opportunity_player_response() -> OpportunityPlayerResponseResult:
var active := get_active_opportunity()
if active == null:
return null
var helper := get_active_opportunity_helper()
return opportunity_system.find_player_response(
active, economy.get_storage(active.get_target_id()), resource_states, helper != null
)
func get_latest_opportunity_for_npc(npc_id: int) -> OpportunityStateRecord:
return opportunity_system.get_latest_for_npc(npc_id)
func get_opportunity_trigger_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
return event_log.get_by_id(opportunity.get_trigger_event_id() if opportunity != null else -1)
func get_opportunity_resolution_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
return event_log.get_by_id(opportunity.get_resolution_event_id() if opportunity != null else -1)
func npc_knows_event(npc_id: int, event_id: int) -> bool:
return event_knowledge_system.knows_event(npc_id, event_id)
func get_known_event_record(npc_id: int, event_id: int) -> KnownEventStateRecord:
return event_knowledge_system.get_record(npc_id, event_id)
func is_known_event_lasting(npc_id: int, event_id: int) -> bool:
return event_id in _get_lasting_event_ids(npc_id)
func get_memory_summary(npc_id: int) -> Dictionary:
var total := event_knowledge_system.get_known_event_ids(npc_id, 0).size()
var lasting := _get_lasting_event_ids(npc_id).size()
return {"lasting": lasting, "recent": maxi(total - lasting, 0)}
func get_knowledge_review_interval() -> int:
var active_cycle_duration := (
clock.cycle_duration_seconds if clock != null else cycle_duration_seconds
)
var active_tick_interval := clock.tick_interval if clock != null else tick_interval
return maxi(roundi(active_cycle_duration / maxf(active_tick_interval, 0.0001)), 1)
func get_current_speed() -> String:
return "%.2fx" % SPEED_LEVELS[speed_index]
func get_resource_rates() -> Dictionary:
return event_log.get_consumption_rates(tick_count)
func get_pantry() -> StorageStateRecord:
return economy.get_pantry()
func get_animal_display_name(animal_id: StringName) -> String:
var animal_state := animal_care.get_state(animal_id)
return animal_state.get_display_name() if animal_state != null else ""
func get_woodpile() -> StorageStateRecord:
return economy.get_woodpile()
func register_loaded_storage_nodes() -> void:
for candidate in StorageNode.get_all():
var node := candidate as StorageNode
register_storage_node(node)
func register_storage_node(node: StorageNode) -> bool:
if node == null or node.storage_id.is_empty():
return false
var storage_state := storage_states.get(node.storage_id) as StorageStateRecord
if storage_state == null:
push_error(
(
"SimulationManager: StorageNode '%s' has no authoritative StorageStateRecord"
% node.storage_id
)
)
return false
return node.bind_state(storage_state)
func _on_economy_inventory_changed(npc: SimNPC, item_id: StringName, amount: float) -> void:
npc_inventory_changed.emit(npc, item_id, amount)
func feed_animal(animal_id: StringName, actor_id: int = -1) -> bool:
var succeeded := animal_care.feed(animal_id, actor_id, npcs, tick_count)
if succeeded:
village_changed.emit(village)
return succeeded
func register_loaded_resource_nodes() -> void:
for node in ResourceNode.get_all():
register_resource_node(node)
func register_resource_node(node: ResourceNode) -> bool:
if node == null or node.node_id.is_empty():
return false
var action_definition := SimulationDefinitions.get_action(node.action_id)
if (
action_definition == null
or action_definition.target_type != SimulationIds.TARGET_RESOURCE
or action_definition.resource_action_id != node.action_id
or node.resource_id not in [SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD]
):
push_error(
(
"SimulationManager: ResourceNode '%s' has invalid action/resource IDs '%s'/'%s'"
% [node.node_id, node.action_id, node.resource_id]
)
)
return false
var resource_state := get_resource_state(node.node_id)
if resource_state == null:
resource_state = ResourceStateRecord.create_from_node(node)
resource_states[node.node_id] = resource_state
elif not resource_state.apply_definition(node):
push_error("SimulationManager: ResourceNode definition mismatch for '%s'" % node.node_id)
return false
return node.bind_state(resource_state)
func get_resource_state(node_id: StringName) -> ResourceStateRecord:
return resource_states.get(node_id) as ResourceStateRecord
func reserve_resource(node_id: StringName, agent_id: int) -> bool:
var resource_state := get_resource_state(node_id)
return resource_state != null and resource_state.reserve(agent_id)
func release_resource(node_id: StringName, agent_id: int) -> void:
var resource_state := get_resource_state(node_id)
if resource_state != null:
resource_state.release(agent_id)
func find_resource_node_for_player(from_position: Vector3, max_distance: float) -> ResourceNode:
var best: ResourceNode
var best_distance := max_distance * max_distance
for node in ResourceNode.get_all():
var resource_state := get_resource_state(node.node_id)
if (
resource_state == null
or not resource_state.can_player_use_resource()
or not resource_state.can_extract()
):
continue
var storage := economy.get_storage_for_resource(resource_state.get_resource_id())
if storage == null or storage.get_available_capacity() <= 0.0:
continue
var distance := from_position.distance_squared_to(node.interaction_point.global_position)
if distance <= best_distance:
best_distance = distance
best = node
return best
func harvest_resource_node(node: ResourceNode) -> float:
if node == null:
return 0.0
var resource_state := get_resource_state(node.node_id)
if resource_state == null or not resource_state.can_player_use_resource():
return 0.0
var storage := economy.get_storage_for_resource(resource_state.get_resource_id())
if storage == null:
return 0.0
var extracted := resource_state.extract(
minf(resource_state.get_yield_per_action(), storage.get_available_capacity())
)
if extracted <= 0.0:
return 0.0
var deposited := economy.deposit_resource(resource_state.get_resource_id(), extracted)
var event_position := (
node.interaction_point.global_position
if node.interaction_point != null
else node.global_position
)
event_recorder.record_economic_at(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
-1,
resource_state.get_node_id(),
(
SimulationIds.STORAGE_VILLAGE_PANTRY
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
else (
SimulationIds.STORAGE_VILLAGE_WOODPILE
if resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD
else &"village"
)
),
resource_state.get_resource_id(),
deposited,
event_position
)
if resource_state.get_amount_remaining() <= 0.0:
event_recorder.record_narrative_at(
SimulationIds.EVENT_RESOURCE_DEPLETED,
-1,
resource_state.get_node_id(),
"",
event_position
)
village_changed.emit(village)
if debug_logs:
print(
"[SimulationManager] Player extracted ",
extracted,
" ",
resource_state.get_resource_id(),
" from ",
resource_state.get_node_id()
)
return deposited
func eat_food(amount: float) -> void:
economy.withdraw_resource(SimulationIds.RESOURCE_FOOD, amount)
village_changed.emit(village)
func add_safety(amount: float) -> void:
village.apply_metric_delta(&"safety", amount)
village_changed.emit(village)
func add_knowledge(amount: float) -> void:
village.apply_metric_delta(&"knowledge", amount)
village_changed.emit(village)
func get_starving_count() -> int:
return _population_view.starving_count()
func get_state_checksum() -> String:
return create_state_record().to_json().sha256_text()
func get_latest_decision(npc_id: int) -> ActionSelectionResult:
return latest_decisions.get(npc_id)
func create_state_record() -> SimulationStateRecord:
var record := SimulationStateRecord.new()
var wander_streams: Array[Dictionary] = []
var sorted_npc_ids: Array = wander_random_sources.keys()
sorted_npc_ids.sort()
for npc_id in sorted_npc_ids:
var source: RandomNumberGenerator = wander_random_sources[npc_id]
wander_streams.append(
{"npc_id": int(npc_id), "seed": str(source.seed), "state": str(source.state)}
)
record.simulation = {
"seed": simulation_seed,
"tick_interval": tick_interval,
"tick_count": tick_count,
"clock_accumulator": clock.accumulator,
"clock_elapsed_ticks": clock.elapsed_ticks,
"wander_random_streams": wander_streams,
"next_event_id": next_event_id,
"next_opportunity_id": opportunity_system.next_opportunity_id,
"next_quest_id": player_quest_system.next_quest_id,
"cycle_duration_seconds": clock.cycle_duration_seconds
}
record.village = VillageStateRecord.capture(village)
for npc in npcs:
record.npcs.append(NPCStateRecord.capture(npc))
animal_care.append_state_records(record)
var sorted_resource_ids: Array = resource_states.keys()
sorted_resource_ids.sort()
for resource_id in sorted_resource_ids:
var resource_state: ResourceStateRecord = resource_states[resource_id]
record.resources.append(resource_state)
var sorted_storage_ids: Array = storage_states.keys()
sorted_storage_ids.sort()
for storage_id in sorted_storage_ids:
var storage_state: StorageStateRecord = storage_states[storage_id]
record.storages.append(storage_state)
for event in economic_events:
record.economic_events.append(event)
for relationship in relationship_system.get_all_sorted():
record.relationships.append(relationship)
for known_event in event_knowledge_system.get_all_sorted():
record.event_knowledge.append(known_event)
for opportunity in opportunity_system.get_all_sorted():
record.opportunities.append(opportunity)
record.player_standing = player_quest_system.standing
for quest in player_quest_system.get_all_sorted():
record.player_quests.append(quest)
return record
func serialize_state() -> String:
return create_state_record().to_json()
func restore_state_from_json(json_text: String) -> bool:
var record := SimulationStateRecord.from_json(json_text)
if record == null:
push_error("SimulationManager: refused invalid or unsupported simulation state")
return false
return restore_state(record)
func restore_state(record: SimulationStateRecord) -> bool:
if record == null:
return false
simulation_seed = int(record.simulation["seed"])
tick_interval = float(record.simulation["tick_interval"])
tick_count = int(record.simulation["tick_count"])
clock = SimulationClock.new(tick_interval)
clock.accumulator = float(record.simulation["clock_accumulator"])
clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"])
clock.cycle_duration_seconds = float(record.simulation.get("cycle_duration_seconds", 240.0))
village = record.village.restore(debug_logs)
economy.configure(village, debug_logs)
economy.restore_storage(record.storages)
event_log.restore(record.economic_events, int(record.simulation["next_event_id"]))
latest_decisions.clear()
npcs.clear()
for npc_record in record.npcs:
npcs.append(npc_record.restore(debug_logs))
_population_view.rebuild(npcs)
relationship_system.restore(record.relationships)
event_knowledge_system.restore(record.event_knowledge)
opportunity_system.restore(record.opportunities, int(record.simulation["next_opportunity_id"]))
player_quest_system.restore(
record.player_quests, int(record.simulation.get("next_quest_id", 0)), record.player_standing
)
_last_player_tier = player_quest_system.standing.get_tier()
_maintain_event_knowledge(tick_count % get_knowledge_review_interval() == 0)
wander_random_sources.clear()
var wander_streams: Array = record.simulation["wander_random_streams"]
for stream_data in wander_streams:
var source := RandomNumberGenerator.new()
source.seed = String(stream_data["seed"]).to_int()
source.state = String(stream_data["state"]).to_int()
wander_random_sources[int(stream_data["npc_id"])] = source
resource_states.clear()
for resource_record in record.resources:
resource_states[resource_record.get_node_id()] = resource_record
register_loaded_resource_nodes()
animal_care.restore_state_records(record.animals, tick_count)
village_changed.emit(village)
state_restored.emit()
return true