7aa5c1c979
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline - Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick - Use exact binary fractions for all rates to preserve float precision in save/load - Starving/critically-hungry NPCs always override sleep to seek food first - Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation) - Add calligraphy-style wind stroke particles (WindStrokes scene + shader) - Two wind stroke emitters in valley and ridge for Ghibli atmosphere - Rework terrain macro-variation colors for vibrant warm-green palette - Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
39 lines
1.2 KiB
GDScript
39 lines
1.2 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 += 0.125 * 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 -= 0.125
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SimNPC.TASK_STATE_TRAVELING:
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npc.energy -= 0.5
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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 + 1.0, 100.0)
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elif npc.current_task == SimulationIds.ACTION_REST:
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pass
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else:
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npc.energy -= 0.5
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SimNPC.TASK_STATE_COMPLETE:
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npc.energy -= 0.0625
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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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