4604dc6d5a
Add ACTION_SLEEP with home-position targeting and energy restoration. Embed schedule periods (SLEEP/MEAL/WORK/DISCRETIONARY) in ActionSelectionSystem with TimeOfDay from SimulationClock. NPCs sleep at night when energy is low, eat during meal periods when hungry, and work/discretionary the rest of the cycle. Home position stored per NPC and serialized through NPCStateRecord with backward-compatible fallback. Cycle duration persisted through save/restore. Includes headless test for sleep period, work period, meal hunger, energy restoration, serialization round-trip, and home targeting without world adapter.
37 lines
1.1 KiB
GDScript
37 lines
1.1 KiB
GDScript
class_name ActionExecutionSystem
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extends RefCounted
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func advance_npc(npc: SimNPC, village: SimVillage) -> void:
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if npc.is_dead:
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return
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_update_needs(npc, village)
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if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_WORKING:
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return
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npc.task_progress += 1.0
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if npc.task_progress >= npc.task_duration:
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npc.task_complete = true
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npc.task_state = SimNPC.TASK_STATE_COMPLETE
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func _update_needs(npc: SimNPC, village: SimVillage) -> void:
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npc.hunger += 3.0 * village.food_modifier
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match npc.task_state:
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SimNPC.TASK_STATE_IDLE:
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npc.energy -= 0.5
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SimNPC.TASK_STATE_TRAVELING:
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npc.energy -= 2.0
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SimNPC.TASK_STATE_WORKING:
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if npc.current_task == SimulationIds.ACTION_SLEEP:
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npc.energy = minf(npc.energy + 5.0, 100.0)
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elif npc.current_task != SimulationIds.ACTION_REST:
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npc.energy -= 3.0
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SimNPC.TASK_STATE_COMPLETE:
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npc.energy -= 0.25
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npc.hunger = clamp(npc.hunger, 0.0, 100.0)
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npc.energy = clamp(npc.energy, 0.0, 100.0)
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npc.is_starving = npc.hunger >= 90.0
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npc.starvation_ticks = npc.starvation_ticks + 1 if npc.is_starving else 0
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if npc.starvation_ticks >= npc.starvation_death_threshold:
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npc.die_from_starvation()
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