Files
gamedev-the-steward/simulation/actions/ActionExecutionSystem.gd
T
admin 7aa5c1c979 feat: starvation balance rework and Ghibli wind-stroke visuals
- 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
2026-07-08 18:44:03 +02:00

39 lines
1.2 KiB
GDScript

class_name ActionExecutionSystem
extends RefCounted
func advance_npc(npc: SimNPC, village: SimVillage) -> void:
if npc.is_dead:
return
_update_needs(npc, village)
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_WORKING:
return
npc.task_progress += 1.0
if npc.task_progress >= npc.task_duration:
npc.task_complete = true
npc.task_state = SimNPC.TASK_STATE_COMPLETE
func _update_needs(npc: SimNPC, village: SimVillage) -> void:
npc.hunger += 0.125 * village.food_modifier
match npc.task_state:
SimNPC.TASK_STATE_IDLE:
npc.energy -= 0.125
SimNPC.TASK_STATE_TRAVELING:
npc.energy -= 0.5
SimNPC.TASK_STATE_WORKING:
if npc.current_task == SimulationIds.ACTION_SLEEP:
npc.energy = minf(npc.energy + 1.0, 100.0)
elif npc.current_task == SimulationIds.ACTION_REST:
pass
else:
npc.energy -= 0.5
SimNPC.TASK_STATE_COMPLETE:
npc.energy -= 0.0625
npc.hunger = clamp(npc.hunger, 0.0, 100.0)
npc.energy = clamp(npc.energy, 0.0, 100.0)
npc.is_starving = npc.hunger >= 90.0
npc.starvation_ticks = npc.starvation_ticks + 1 if npc.is_starving else 0
if npc.starvation_ticks >= npc.starvation_death_threshold:
npc.die_from_starvation()