Files
gamedev-the-steward/simulation/actions/ActionSelectionSystem.gd
T
admin 4b5fc858f8 feat: NPC mourning behavior on housemate death
When an NPC dies from starvation, their highest-familiarity companion enters mourning for 100 ticks (~half a day). Mourning NPCs skip work: they rest if energy is low, otherwise wander near home. Mourning_ticks counts down each tick through ActionExecutionSystem and is serialized for save/load continuity with backward-compatible default of 0. This gives the familiarity graph its first behavioral consequence.
2026-07-09 00:23:00 +02:00

256 lines
7.4 KiB
GDScript

class_name ActionSelectionSystem
extends RefCounted
enum SchedulePeriod {
WORK,
SLEEP,
MEAL,
DISCRETIONARY
}
const SLEEP_BEGIN := 0.88
const SLEEP_END := 0.15
const BREAKFAST_BEGIN := 0.25
const BREAKFAST_END := 0.35
const DINNER_BEGIN := 0.7
const DINNER_END := 0.8
const WORK_BEGIN := 0.28
const WORK_END := 0.85
func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5, all_npcs: Array = []) -> ActionSelectionResult:
if npc.is_dead:
return null
if npc.is_starving:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, 1.0, "Starving and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, 1.0, "Starving; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Starving; must find food"
)
if npc.mourning_ticks > 0:
if npc.energy < 40.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_REST, -1.0, "Mourning; seeking rest"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_WANDER, -1.0, "Mourning; wandering near home"
)
if npc.hunger > 80.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Critically hungry and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, -1.0, "Critically hungry; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Critically hungry; must find food"
)
var profession_def := SimulationDefinitions.get_profession(npc.profession)
var offset: float = profession_def.schedule_offset if profession_def != null else 0.0
var local_time := fmod(time_of_day + offset + 1.0, 1.0)
var period := _get_period(local_time)
if period == SchedulePeriod.SLEEP:
if npc.energy < 60.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_SLEEP, -1.0, "Night-time sleep; energy is low"
)
if npc.hunger > 75.0 and npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Night-time hunger; eating from inventory"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_SLEEP, -1.0, "Night-time; going home"
)
if period == SchedulePeriod.MEAL:
if npc.hunger > 50.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Meal-time hunger; eating from inventory"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, -1.0, "Meal-time; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Meal-time hunger; pantry is empty"
)
if npc.is_starving:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, 1.0, "Starving and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, 1.0, "Starving; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, 4.0, "Starving; pantry is empty"
)
if npc.hunger > 75.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Hungry and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, -1.0, "Hungry; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Hungry; pantry is empty"
)
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) > 0.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_DEPOSIT_FOOD, -1.0, "Carrying food for storage"
)
if npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD) > 0.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_DEPOSIT_WOOD, -1.0, "Carrying wood for storage"
)
if npc.energy < 25.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_REST, -1.0, "Energy is below the rest threshold"
)
if period == SchedulePeriod.DISCRETIONARY:
var roll := npc.random_source.randf()
if roll < 0.3:
return ActionSelectionResult.new(
SimulationIds.ACTION_WANDER, -1.0, "Discretionary wander"
)
return _choose_best_work_action(npc, village, all_npcs)
func _choose_best_work_action(npc: SimNPC, village: SimVillage, all_npcs: Array) -> ActionSelectionResult:
var scores := {
SimulationIds.ACTION_GATHER_FOOD:
_calculate_score(
npc,
SimulationIds.ACTION_GATHER_FOOD,
village.food_priority,
village.food,
15.0,
30.0,
3.0,
1.5
),
SimulationIds.ACTION_GATHER_WOOD:
_calculate_score(
npc,
SimulationIds.ACTION_GATHER_WOOD,
village.wood_priority,
village.wood,
10.0,
20.0,
2.5,
1.0
),
SimulationIds.ACTION_PATROL:
_calculate_score(
npc,
SimulationIds.ACTION_PATROL,
village.safety_priority,
village.safety,
30.0,
50.0,
3.0,
1.5
),
SimulationIds.ACTION_STUDY:
_calculate_score(
npc,
SimulationIds.ACTION_STUDY,
village.knowledge_priority,
village.knowledge,
10.0,
25.0,
1.5,
0.75
)
}
for familiar_id in npc.familiarity:
if not familiar_id is int:
continue
var other_task: StringName
for other in all_npcs:
if other.id == familiar_id and not other.is_dead:
other_task = other.current_task
break
if other_task in scores:
scores[other_task] = float(scores[other_task]) + 0.3
var best_action := SimulationIds.ACTION_GATHER_FOOD
var best_score: float = scores[best_action]
for action_id in [
SimulationIds.ACTION_GATHER_WOOD, SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY
]:
var score: float = scores[action_id]
if score > best_score:
best_action = action_id
best_score = score
return ActionSelectionResult.new(
best_action, -1.0, "Highest current work utility", scores
)
func _calculate_score(
npc: SimNPC,
action_id: StringName,
base_priority: float,
resource_amount: float,
critical_threshold: float,
low_threshold: float,
critical_bonus: float,
low_bonus: float
) -> float:
var score := base_priority
if resource_amount < critical_threshold:
score += critical_bonus
elif resource_amount < low_threshold:
score += low_bonus
var definition := SimulationDefinitions.get_action(action_id)
if (
definition != null
and not definition.preferred_profession_id.is_empty()
and npc.profession == definition.preferred_profession_id
):
score += 2.0
if action_id == npc.last_task:
score -= 1.5
score += npc.random_source.randf_range(0.0, 0.5)
if npc.debug_logs:
print("[ActionSelection] ", npc.npc_name, " score ", action_id, " = ", score)
return score
static func _get_period(time_of_day: float) -> int:
if _in_wrap_range(time_of_day, SLEEP_BEGIN, SLEEP_END):
return SchedulePeriod.SLEEP
if _in_range(time_of_day, BREAKFAST_BEGIN, BREAKFAST_END):
return SchedulePeriod.MEAL
if _in_range(time_of_day, DINNER_BEGIN, DINNER_END):
return SchedulePeriod.MEAL
if _in_range(time_of_day, WORK_BEGIN, WORK_END):
return SchedulePeriod.WORK
return SchedulePeriod.DISCRETIONARY
static func _in_range(value: float, begin: float, end: float) -> bool:
return value >= begin and value <= end
static func _in_wrap_range(value: float, begin: float, end: float) -> bool:
return value >= begin or value <= end