539 lines
15 KiB
GDScript
539 lines
15 KiB
GDScript
extends Node
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signal npc_task_changed(
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npc: SimNPC,
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old_task: StringName,
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new_task: StringName
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)
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signal village_changed(village: SimVillage)
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signal npc_died(npc: SimNPC)
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signal npc_target_requested(npc: SimNPC)
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signal npc_travel_requested(npc: SimNPC, target_position: Vector3)
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var village := SimVillage.new()
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var npcs: Array[SimNPC] = []
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@export var tick_interval := 1.2
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@export var simulation_seed: int = 1337
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@export var debug_logs := true
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@export var active_world_adapter: Node
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var clock: SimulationClock
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var tick_count := 0
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var wander_random_sources := {}
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var resource_states: Dictionary = {}
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var action_selector := ActionSelectionSystem.new()
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var action_executor := ActionExecutionSystem.new()
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var target_resolver := ActionTargetResolver.new()
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var names := [
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"Amina", "Tarik", "Jasmin"
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]
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func _ready() -> void:
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add_to_group("simulation_manager")
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var definition_errors := SimulationDefinitions.validate()
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if not definition_errors.is_empty():
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for error in definition_errors:
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push_error("SimulationManager: " + error)
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set_process(false)
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return
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clock = SimulationClock.new(tick_interval)
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village.debug_logs = debug_logs
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village.update_modifiers()
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village.update_priorities()
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generate_npcs()
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call_deferred("register_loaded_resource_nodes")
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if debug_logs:
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print("--- Simulation started ---")
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func _process(delta: float) -> void:
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var ticks_due := clock.advance(delta)
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for tick in ticks_due:
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simulate_tick()
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func generate_npcs() -> void:
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var profession_ids := SimulationDefinitions.get_profession_ids()
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for i in range(names.size()):
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var npc_random := _create_random_source(i, 0)
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var profession_index := npc_random.randi_range(
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0,
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profession_ids.size() - 1
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)
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var npc := SimNPC.new(
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i,
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names[i],
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profession_ids[profession_index],
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npc_random.randf_range(1.0, 10.0),
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npc_random.randf_range(1.0, 10.0),
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npc_random
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)
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npc.debug_logs = debug_logs
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npcs.append(npc)
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wander_random_sources[i] = _create_random_source(i, 1)
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func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator:
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var source := RandomNumberGenerator.new()
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source.seed = simulation_seed + (npc_id + 1) * 1000003 + stream_id * 7919
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return source
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func get_wander_offset(npc_id: int) -> Vector3:
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var source: RandomNumberGenerator = wander_random_sources.get(npc_id)
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if source == null:
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source = _create_random_source(npc_id, 1)
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wander_random_sources[npc_id] = source
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return Vector3(
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source.randf_range(-6.0, 6.0),
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0.0,
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source.randf_range(-6.0, 6.0)
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)
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func simulate_tick() -> void:
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tick_count += 1
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if debug_logs:
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print("--- Tick ", tick_count, " ---")
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var village_was_changed := false
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for npc in npcs:
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var old_task := npc.current_task
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var old_target := npc.target_id
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var old_state := npc.task_state
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var was_complete := npc.task_complete
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var was_dead := npc.is_dead
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action_executor.advance_npc(npc, village)
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if (
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not npc.is_dead
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and old_state in [
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SimNPC.TASK_STATE_IDLE,
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SimNPC.TASK_STATE_COMPLETE
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]
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and npc.task_state in [
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SimNPC.TASK_STATE_IDLE,
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SimNPC.TASK_STATE_COMPLETE
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]
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):
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var selection := action_selector.select_action(npc, village)
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if selection != null:
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npc.set_task(
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selection.action_id,
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selection.duration_override
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)
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if old_task != npc.current_task and old_target != &"":
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release_npc_reservation(npc.id)
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if not was_dead and npc.is_dead:
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if old_target != &"":
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release_npc_reservation(npc.id)
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npc_died.emit(npc)
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npc_task_changed.emit(npc, old_task, npc.current_task)
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if debug_logs:
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print("[SimulationManager] NPC died: ", npc.npc_name)
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if old_task != npc.current_task and not npc.is_dead:
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npc_task_changed.emit(npc, old_task, npc.current_task)
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npc_target_requested.emit(npc)
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if not was_complete and npc.task_complete and not npc.is_dead:
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var completed_task := npc.current_task
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var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
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if npc.target_id != &"":
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var resource_state := get_resource_state(npc.target_id)
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if (
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resource_state != null
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and resource_state.get_reserved_by() == npc.id
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):
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var extracted := resource_state.extract()
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if extracted > 0:
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village.apply_resource_delta(
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resource_state.get_resource_id(),
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extracted
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)
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if debug_logs:
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print(
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"[SimulationManager] ",
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npc.npc_name,
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" extracted ",
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extracted,
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" ",
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resource_state.get_resource_id(),
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" from ",
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resource_state.get_node_id()
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)
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elif debug_logs:
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print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid")
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release_npc_reservation(npc.id)
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elif completed_task not in [
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SimulationIds.ACTION_GATHER_FOOD,
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SimulationIds.ACTION_GATHER_WOOD
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]:
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village.apply_npc_task(npc)
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elif debug_logs:
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print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": no resource target")
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village_was_changed = true
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npc.task_complete = true
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.last_task = completed_task
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npc.current_task = SimulationIds.ACTION_IDLE
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if needs_immediate_food_after_gather and village.food > 0:
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npc.set_task(SimulationIds.ACTION_EAT, 1.0)
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npc_task_changed.emit(npc, completed_task, npc.current_task)
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npc_target_requested.emit(npc)
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
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if debug_logs:
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print(
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npc.npc_name,
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" | ",
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npc.profession,
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" | task: ",
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npc.current_task,
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" | state: ",
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npc.task_state,
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" | progress: ",
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npc.task_progress,
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"/",
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npc.task_duration,
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" | complete: ",
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npc.task_complete,
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" | hunger: ",
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round(npc.hunger),
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" | energy: ",
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round(npc.energy),
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" | starving: ",
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npc.is_starving,
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" | starvation_ticks: ",
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npc.starvation_ticks,
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" | dead: ",
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npc.is_dead
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)
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if old_state != npc.task_state:
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print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
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if village_was_changed:
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village_changed.emit(village)
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if debug_logs:
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print(village.get_summary())
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func set_npc_target_id(npc_id: int, target_id: StringName) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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npc.target_id = target_id
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return
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func release_npc_reservation(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.target_id != &"":
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var resource_state := get_resource_state(npc.target_id)
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if resource_state != null:
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resource_state.release(npc.id)
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npc.target_id = &""
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return
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func notify_npc_arrived(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.is_dead:
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return
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if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
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if npc.target_id != &"":
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var resource_state := get_resource_state(npc.target_id)
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if (
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resource_state == null
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or not resource_state.can_extract()
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or resource_state.get_reserved_by() != npc.id
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):
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " arrived but target ", npc.target_id, " is unavailable, replanning")
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notify_npc_navigation_failed(npc.id)
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return
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npc.start_working()
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
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return
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func notify_npc_navigation_failed(npc_id: int) -> void:
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for npc in npcs:
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if npc.id != npc_id:
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continue
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if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
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return
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var failed_task := npc.current_task
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release_npc_reservation(npc.id)
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npc.last_task = failed_task
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npc.set_task(SimulationIds.ACTION_WANDER, 2.0)
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npc_task_changed.emit(npc, failed_task, npc.current_task)
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npc_target_requested.emit(npc)
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " could not navigate for ", failed_task, " and is trying a wander target")
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return
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func notify_npc_target_unavailable(npc_id: int) -> void:
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notify_npc_navigation_failed(npc_id)
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func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
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if active_world_adapter == null:
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push_error("SimulationManager: active_world_adapter is missing")
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return false
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for npc in npcs:
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if npc.id != npc_id:
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continue
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if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
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return false
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var result := target_resolver.resolve(
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npc,
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origin,
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self,
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active_world_adapter
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)
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if result.is_empty():
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notify_npc_target_unavailable(npc.id)
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return false
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npc.target_id = StringName(result.get("target_id", ""))
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npc_travel_requested.emit(npc, result["position"])
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return true
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return false
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func register_loaded_resource_nodes() -> void:
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for node in ResourceNode.get_all():
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register_resource_node(node)
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func register_resource_node(node: ResourceNode) -> bool:
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if node == null or node.node_id.is_empty():
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return false
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var action_definition := SimulationDefinitions.get_action(node.action_id)
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if (
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action_definition == null
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or action_definition.target_type != SimulationIds.TARGET_RESOURCE
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or action_definition.resource_action_id != node.action_id
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):
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push_error(
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"SimulationManager: ResourceNode '%s' has invalid action_id '%s'"
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% [node.node_id, node.action_id]
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)
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return false
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var resource_state := get_resource_state(node.node_id)
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if resource_state == null:
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resource_state = ResourceStateRecord.create_from_node(node)
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resource_states[node.node_id] = resource_state
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elif not resource_state.apply_definition(node):
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push_error(
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"SimulationManager: ResourceNode definition mismatch for '%s'"
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% node.node_id
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)
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return false
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return node.bind_state(resource_state)
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func get_resource_state(node_id: StringName) -> ResourceStateRecord:
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return resource_states.get(node_id) as ResourceStateRecord
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func reserve_resource(node_id: StringName, agent_id: int) -> bool:
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var resource_state := get_resource_state(node_id)
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return resource_state != null and resource_state.reserve(agent_id)
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func release_resource(node_id: StringName, agent_id: int) -> void:
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var resource_state := get_resource_state(node_id)
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if resource_state != null:
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resource_state.release(agent_id)
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func find_resource_node_for_player(
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from_position: Vector3,
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max_distance: float
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) -> ResourceNode:
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var best: ResourceNode
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var best_distance := max_distance * max_distance
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for node in ResourceNode.get_all():
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var resource_state := get_resource_state(node.node_id)
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if (
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resource_state == null
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or not resource_state.can_player_use_resource()
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):
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continue
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var distance := from_position.distance_squared_to(
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node.interaction_point.global_position
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)
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if distance <= best_distance:
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best_distance = distance
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best = node
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return best
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func harvest_resource_node(node: ResourceNode) -> float:
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if node == null:
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return 0.0
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var resource_state := get_resource_state(node.node_id)
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if resource_state == null or not resource_state.can_player_use_resource():
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return 0.0
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var extracted := resource_state.extract()
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if extracted <= 0.0:
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return 0.0
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village.apply_resource_delta(resource_state.get_resource_id(), extracted)
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village_changed.emit(village)
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if debug_logs:
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print(
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"[SimulationManager] Player extracted ",
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extracted,
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" ",
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resource_state.get_resource_id(),
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" from ",
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resource_state.get_node_id()
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)
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return extracted
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func eat_food(amount: float) -> void:
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village.apply_resource_delta(&"food", -amount)
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village_changed.emit(village)
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func add_food(amount: float) -> void:
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village.apply_resource_delta(&"food", amount)
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village_changed.emit(village)
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func add_wood(amount: float) -> void:
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village.apply_resource_delta(&"wood", amount)
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village_changed.emit(village)
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func add_safety(amount: float) -> void:
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village.apply_resource_delta(&"safety", amount)
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village_changed.emit(village)
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func add_knowledge(amount: float) -> void:
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village.apply_resource_delta(&"knowledge", amount)
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village_changed.emit(village)
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func get_starving_count() -> int:
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var count := 0
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for npc in npcs:
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if npc.is_starving:
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count += 1
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return count
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func get_state_snapshot() -> Dictionary:
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var npc_snapshots: Array[Dictionary] = []
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for npc in npcs:
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npc_snapshots.append({
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"id": npc.id,
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"name": npc.npc_name,
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"profession": npc.profession,
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"hunger": npc.hunger,
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"energy": npc.energy,
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"strength": npc.strength,
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"intelligence": npc.intelligence,
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"task": npc.current_task,
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"task_state": npc.task_state,
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"task_duration": npc.task_duration,
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"task_progress": npc.task_progress,
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"target_id": String(npc.target_id),
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"position": [npc.position.x, npc.position.y, npc.position.z],
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"starvation_ticks": npc.starvation_ticks,
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"is_dead": npc.is_dead
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})
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return {
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"seed": simulation_seed,
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"tick_count": tick_count,
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"village": {
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"food": village.food,
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"wood": village.wood,
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"safety": village.safety,
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"knowledge": village.knowledge
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},
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"npcs": npc_snapshots
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}
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func get_state_checksum() -> String:
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return create_state_record().to_json().sha256_text()
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func create_state_record() -> SimulationStateRecord:
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var record := SimulationStateRecord.new()
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var wander_streams: Array[Dictionary] = []
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var sorted_npc_ids: Array = wander_random_sources.keys()
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sorted_npc_ids.sort()
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for npc_id in sorted_npc_ids:
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var source: RandomNumberGenerator = wander_random_sources[npc_id]
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wander_streams.append({
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"npc_id": int(npc_id),
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"seed": str(source.seed),
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"state": str(source.state)
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})
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record.simulation = {
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"seed": simulation_seed,
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"tick_interval": tick_interval,
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"tick_count": tick_count,
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"clock_accumulator": clock.accumulator,
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"clock_elapsed_ticks": clock.elapsed_ticks,
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"wander_random_streams": wander_streams
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}
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record.village = VillageStateRecord.capture(village)
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for npc in npcs:
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record.npcs.append(NPCStateRecord.capture(npc))
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var sorted_resource_ids: Array = resource_states.keys()
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sorted_resource_ids.sort()
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for resource_id in sorted_resource_ids:
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var resource_state: ResourceStateRecord = resource_states[resource_id]
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record.resources.append(resource_state)
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return record
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func serialize_state() -> String:
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return create_state_record().to_json()
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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"])
|
|
village = record.village.restore(debug_logs)
|
|
|
|
npcs.clear()
|
|
for npc_record in record.npcs:
|
|
npcs.append(npc_record.restore(debug_logs))
|
|
|
|
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()
|
|
|
|
village_changed.emit(village)
|
|
return true
|