Files
gamedev-the-steward/simulation/conflict/ConflictSystem.gd
T
2026-08-12 10:02:45 +02:00

746 lines
23 KiB
GDScript

class_name ConflictSystem
extends RefCounted
signal narrative_event_requested(
event_type: StringName,
actor_id: int,
source_id: StringName,
action_display: String,
action_id: StringName,
item_id: StringName,
required_amount: float
)
signal combatant_spawned(combatant_id: StringName)
signal combatant_died(combatant_id: StringName)
signal raid_started(raider_ids: Array[StringName])
signal war_resolved(outcome: StringName)
signal war_aborted
signal player_damaged(amount: float)
signal player_downed
const NPC_MAX_HEALTH := 100.0
const STRONG_STRENGTH := 5.0
const DEFENSE_DECISION_INTERVAL := 200
const TRIBE_FOOD_DECAY := 0.05
const WOLF_HUNT_RADIUS := 18.0
const DEFAULT_TICK_INTERVAL := 1.2
const RAID_SPAWN_OFFSET := Vector3(42.0, 0.0, 42.0)
const RAID_SPEED := 1.2
const RAID_SIZE := 4
const PLAYER_COMBATANT_ID := &"player_combatant"
var combatants: Dictionary = {}
var factions: Dictionary = {}
var economy: RefCounted
var npcs: Array[SimNPC] = []
var _npcs_by_id: Dictionary = {}
var next_combatant_id := 0
var next_wolf_id := 0
var current_tick := 0
var village_center := Vector3.ZERO
var last_war_resolved_tick := -1
var tick_interval := DEFAULT_TICK_INTERVAL
var player_attack_cooldown_remaining := 0.0
var _sorted_combatant_ids_cache: Array[StringName] = []
var _combatant_ids_dirty := true
func configure(
economy_service: RefCounted, simulation_tick_interval: float = DEFAULT_TICK_INTERVAL
) -> void:
economy = economy_service
tick_interval = maxf(simulation_tick_interval, 0.0001)
func initialize_factions() -> void:
if not factions.has(SimulationIds.FACTION_VILLAGE):
factions[SimulationIds.FACTION_VILLAGE] = FactionStateRecord.create(
SimulationIds.FACTION_VILLAGE, "Village", 20.0, 0, 0.2, 0.8
)
if not factions.has(SimulationIds.FACTION_TRIBE):
factions[SimulationIds.FACTION_TRIBE] = FactionStateRecord.create(
SimulationIds.FACTION_TRIBE, "Hill Tribe", 4.0, RAID_SIZE, 0.7, 0.7
)
_ensure_player_combatant()
func _ensure_player_combatant() -> void:
if combatants.has(PLAYER_COMBATANT_ID):
return
var sword := SimulationItems.get_weapon(SimulationIds.ITEM_SWORD)
combatants[PLAYER_COMBATANT_ID] = CombatantStateRecord.create(
PLAYER_COMBATANT_ID,
SimulationIds.COMBATANT_KIND_PLAYER,
SimulationIds.FACTION_VILLAGE,
"Player",
village_center,
100.0,
sword.item_id if sword != null else SimulationIds.ITEM_SWORD,
CombatantStateRecord.NO_NPC_ID
)
_combatant_ids_dirty = true
func set_player_combatant_position(position: Vector3) -> void:
var player_combatant := get_combatant(PLAYER_COMBATANT_ID)
if player_combatant == null:
_ensure_player_combatant()
player_combatant = get_combatant(PLAYER_COMBATANT_ID)
if player_combatant != null:
player_combatant.set_position(position)
func set_player_health(health: float, downed: bool) -> void:
var player_combatant := get_combatant(PLAYER_COMBATANT_ID)
if player_combatant == null:
_ensure_player_combatant()
player_combatant = get_combatant(PLAYER_COMBATANT_ID)
if player_combatant == null:
return
player_combatant.set_health_and_alive(health, not downed)
if downed:
player_attack_cooldown_remaining = 0.0
func is_player_downed() -> bool:
var player_combatant := get_combatant(PLAYER_COMBATANT_ID)
return player_combatant != null and not player_combatant.is_alive()
func advance_realtime(delta: float) -> void:
if not is_finite(delta) or delta <= 0.0:
return
player_attack_cooldown_remaining = maxf(player_attack_cooldown_remaining - delta, 0.0)
func is_player_attack_ready() -> bool:
var player_combatant := get_combatant(PLAYER_COMBATANT_ID)
return (
player_combatant != null
and player_combatant.is_alive()
and player_attack_cooldown_remaining <= 0.0
)
func get_player_attack_cooldown_remaining() -> float:
return player_attack_cooldown_remaining
func register_npc_combatants(npc_list: Array[SimNPC]) -> void:
npcs = npc_list
_npcs_by_id.clear()
for npc in npcs:
_npcs_by_id[npc.id] = npc
var existing_ids := {}
for combatant in combatants.values():
var candidate := combatant as CombatantStateRecord
if candidate != null and candidate.get_kind() == SimulationIds.COMBATANT_KIND_NPC:
existing_ids[candidate.get_npc_id()] = true
for npc in npcs:
if npc.is_dead:
continue
if existing_ids.has(npc.id):
continue
_create_npc_combatant(npc)
func _create_npc_combatant(npc: SimNPC) -> CombatantStateRecord:
var weapon := (
SimulationIds.ITEM_SWORD
if npc.profession == SimulationIds.PROFESSION_GUARD
else SimulationIds.ITEM_CLAW
)
var combatant := CombatantStateRecord.create(
SimulationIds.npc_combatant_id(npc.id),
SimulationIds.COMBATANT_KIND_NPC,
SimulationIds.FACTION_VILLAGE,
npc.npc_name,
npc.position,
NPC_MAX_HEALTH,
weapon,
npc.id
)
combatants[combatant.get_combatant_id()] = combatant
_combatant_ids_dirty = true
return combatant
func advance(simulation_tick: int) -> void:
current_tick = simulation_tick
_sync_npc_positions()
_tick_cooldowns()
_advance_raider_positions()
_advance_wolves()
_advance_war(simulation_tick)
_run_battle()
func _advance_raider_positions() -> void:
if not is_raiding():
return
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if (
combatant == null
or not combatant.is_alive()
or combatant.get_kind() != SimulationIds.COMBATANT_KIND_RAIDER
):
continue
var target := _find_nearest_defender(combatant.get_position(), 100000.0)
var target_position := village_center
if target != null:
target_position = target.get_position()
var to_target := target_position - combatant.get_position()
to_target.y = 0.0
if to_target.length() <= 0.5:
continue
var step := to_target.normalized() * minf(RAID_SPEED, to_target.length())
combatant.set_position(combatant.get_position() + step)
func player_attack(combatant_id: StringName) -> float:
var player_combatant := get_combatant(PLAYER_COMBATANT_ID)
var combatant := get_combatant(combatant_id)
if (
not is_player_attack_ready()
or combatant == null
or not combatant.is_alive()
or not combatant.is_hostile()
or combatant.get_faction_id() == player_combatant.get_faction_id()
or (
_horizontal_distance(player_combatant.get_position(), combatant.get_position())
> _reach(player_combatant)
)
):
return 0.0
var sword := SimulationItems.get_weapon(SimulationIds.ITEM_SWORD)
var damage := sword.damage if sword != null else 24.0
var applied := _apply_damage(combatant, damage, SimulationIds.PLAYER_ACTOR_ID)
if applied > 0.0:
player_attack_cooldown_remaining = sword.attack_cooldown if sword != null else 0.6
return applied
func spawn_wolf(position: Vector3) -> StringName:
var definition := SimulationEnemies.get_enemy(&"enemy_wolf")
var wolf_id := StringName("wolf_%d" % next_wolf_id)
next_wolf_id += 1
var wolf := CombatantStateRecord.create(
wolf_id,
SimulationIds.COMBATANT_KIND_WOLF,
SimulationIds.FACTION_TRIBE,
definition.display_name if definition != null else "Wolf",
position,
definition.health if definition != null else 40.0,
definition.weapon_id if definition != null else SimulationIds.ITEM_CLAW,
CombatantStateRecord.NO_NPC_ID,
true
)
combatants[wolf_id] = wolf
_combatant_ids_dirty = true
combatant_spawned.emit(wolf_id)
return wolf_id
func _apply_damage(target: CombatantStateRecord, damage: float, actor_id: int) -> float:
if target == null or not target.is_alive() or damage <= 0.0:
return 0.0
var applied := target.take_damage(damage)
if applied <= 0.0:
return 0.0
_narrative_event_requested(
SimulationIds.EVENT_COMBATANT_HURT,
actor_id,
target.get_combatant_id(),
"",
"",
target.get_weapon_id(),
applied
)
if target.get_kind() == SimulationIds.COMBATANT_KIND_PLAYER:
player_damaged.emit(applied)
if not target.is_alive():
player_downed.emit()
return applied
if not target.is_alive():
_kill_combatant(target, actor_id)
return applied
func _kill_combatant(target: CombatantStateRecord, killer_id: int) -> void:
var npc_id := target.get_npc_id()
if npc_id >= 0:
var npc := _find_npc(npc_id)
if npc != null and not npc.is_dead:
npc.last_task = npc.current_task
npc.die_from_combat()
_narrative_event_requested(
SimulationIds.EVENT_COMBATANT_KILLED,
killer_id,
target.get_combatant_id(),
target.get_display_name(),
"",
target.get_weapon_id(),
0.0
)
combatant_died.emit(target.get_combatant_id())
func _advance_wolves() -> void:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive():
continue
if combatant.get_kind() != SimulationIds.COMBATANT_KIND_WOLF:
continue
var target := _find_nearest_defender(combatant.get_position(), WOLF_HUNT_RADIUS)
if target == null:
continue
if not combatant.is_hostile():
combatant.set_hostile(true)
var reach := _reach(combatant)
var to_target := target.get_position() - combatant.get_position()
to_target.y = 0.0
if to_target.length() > reach:
var definition := SimulationEnemies.get_enemy(&"enemy_wolf")
var speed := definition.move_speed if definition != null else 3.2
var step_distance := minf(speed * tick_interval, to_target.length() - reach)
combatant.set_position(
combatant.get_position() + to_target.normalized() * maxf(step_distance, 0.0)
)
continue
_attack_target(combatant, target)
func _advance_war(simulation_tick: int) -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if tribe == null:
return
if economy != null:
var pantry: StorageStateRecord = economy.get_pantry()
if pantry != null:
if village != null:
village.set_food(pantry.get_amount(SimulationIds.RESOURCE_FOOD))
tribe.set_food(tribe.get_food() - TRIBE_FOOD_DECAY)
if tribe.get_war_plan() == SimulationIds.WAR_PLAN_RAIDING:
return
if (
last_war_resolved_tick >= 0
and simulation_tick - last_war_resolved_tick < DEFENSE_DECISION_INTERVAL
):
return
if simulation_tick % DEFENSE_DECISION_INTERVAL != 0:
return
_evaluate_war(simulation_tick)
func _evaluate_war(simulation_tick: int) -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if tribe == null or village == null:
return
var desire := _tribe_desire(tribe, village)
var confidence := _tribe_confidence(tribe)
if desire < 0.5:
tribe.set_war_plan(SimulationIds.WAR_PLAN_NONE, simulation_tick, confidence)
return
if confidence >= 0.55:
if tribe.get_war_plan() == SimulationIds.WAR_PLAN_PLANNED:
_start_raid(tribe, simulation_tick)
else:
tribe.set_war_plan(SimulationIds.WAR_PLAN_PLANNED, simulation_tick, confidence)
return
if confidence < 0.35:
var had_plan := (
tribe.get_war_plan()
in [
SimulationIds.WAR_PLAN_PLANNED,
SimulationIds.WAR_PLAN_RAIDING,
]
)
tribe.set_war_plan(SimulationIds.WAR_PLAN_ABORTED, simulation_tick, confidence)
tribe.set_stance(SimulationIds.STANCE_NEUTRAL)
if had_plan:
war_aborted.emit()
_narrative_event_requested(
SimulationIds.EVENT_WAR_ABORTED,
SimulationIds.PLAYER_ACTOR_ID,
SimulationIds.FACTION_TRIBE,
"The hill tribe read the village's strength and turned away.",
"",
"",
0.0
)
return
if tribe.get_war_plan() != SimulationIds.WAR_PLAN_PLANNED:
tribe.set_war_plan(SimulationIds.WAR_PLAN_PLANNED, simulation_tick, confidence)
func _tribe_desire(tribe: FactionStateRecord, village: FactionStateRecord) -> float:
var hunger_need := clampf((30.0 - tribe.get_food()) / 30.0, 0.0, 1.0)
var surplus_lure := clampf(village.get_food() / 30.0, 0.0, 1.0)
return clampf((hunger_need + surplus_lure * 0.5) / 1.5, 0.0, 1.0) * tribe.get_aggression()
func _tribe_confidence(tribe: FactionStateRecord) -> float:
var morale_factor := 0.6 + 0.4 * tribe.get_morale()
var tribe_strength := float(tribe.get_warriors()) * morale_factor
var defense := village_defense()
if defense <= 0.0:
return 1.0
return clampf(tribe_strength / (defense * 1.1), 0.0, 1.0)
func village_defense() -> float:
var defense := 0.0
var eligible := 0
for npc in npcs:
if npc.is_dead:
continue
var is_guard := npc.profession == SimulationIds.PROFESSION_GUARD
if npc.strength < STRONG_STRENGTH and not is_guard:
continue
eligible += 1
defense += (
1.0 + (0.5 if is_guard else 0.0) + maxf(npc.strength - STRONG_STRENGTH, 0.0) * 0.1
)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if village != null:
defense += village.get_food() / 100.0
return defense
func village_defender_count() -> int:
var count := 0
for npc in npcs:
if npc.is_dead:
continue
if npc.strength >= STRONG_STRENGTH or npc.profession == SimulationIds.PROFESSION_GUARD:
count += 1
return count
func _start_raid(tribe: FactionStateRecord, simulation_tick: int) -> void:
var definition := SimulationEnemies.get_enemy(&"enemy_raider")
tribe.set_war_plan(SimulationIds.WAR_PLAN_RAIDING, simulation_tick)
tribe.set_stance(SimulationIds.STANCE_HOSTILE)
var raider_ids: Array[StringName] = []
for index in range(tribe.get_warriors()):
var raider_id := StringName("raider_%d" % next_combatant_id)
next_combatant_id += 1
var offset := Vector3(float(index * 2 - tribe.get_warriors()), 0.0, 0.0)
var raider := CombatantStateRecord.create(
raider_id,
SimulationIds.COMBATANT_KIND_RAIDER,
SimulationIds.FACTION_TRIBE,
definition.display_name if definition != null else "Raider",
village_center + RAID_SPAWN_OFFSET + offset,
definition.health if definition != null else 60.0,
definition.weapon_id if definition != null else SimulationIds.ITEM_SWORD,
CombatantStateRecord.NO_NPC_ID,
true
)
combatants[raider_id] = raider
_combatant_ids_dirty = true
raider_ids.append(raider_id)
combatant_spawned.emit(raider_id)
raid_started.emit(raider_ids)
_narrative_event_requested(
SimulationIds.EVENT_RAID_STARTED,
SimulationIds.PLAYER_ACTOR_ID,
SimulationIds.FACTION_TRIBE,
"The hill tribe, short of food, raids the village.",
"",
"",
0.0
)
func _run_battle() -> void:
var raid_active := is_raiding()
var living_hostiles: Array[CombatantStateRecord] = []
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive() or not combatant.is_hostile():
continue
living_hostiles.append(combatant)
if not raid_active and living_hostiles.is_empty():
return
for hostile in living_hostiles:
var target := _find_nearest_defender(hostile.get_position(), _reach(hostile))
if target != null and hostile.is_attack_ready():
_attack_target(hostile, target)
if raid_active:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if (
combatant == null
or not combatant.is_alive()
or combatant.get_kind() != SimulationIds.COMBATANT_KIND_NPC
):
continue
var hostile := _find_nearest_hostile(combatant.get_position(), _reach(combatant))
if hostile != null and combatant.is_attack_ready():
_attack_target(combatant, hostile)
_resolve_raid_outcome()
func _resolve_raid_outcome() -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
if tribe == null or tribe.get_war_plan() != SimulationIds.WAR_PLAN_RAIDING:
return
var living_raiders := 0
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if (
combatant != null
and combatant.is_alive()
and combatant.get_kind() == SimulationIds.COMBATANT_KIND_RAIDER
):
living_raiders += 1
var living_defenders := _living_village_npc_count()
if living_raiders == 0:
_finish_war(SimulationIds.WAR_PLAN_NONE, &"village_won")
elif living_defenders <= 0:
_finish_war(SimulationIds.WAR_PLAN_ABORTED, &"village_lost")
func _finish_war(next_plan: StringName, outcome: StringName) -> void:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
var village := _get_faction(SimulationIds.FACTION_VILLAGE)
if tribe != null:
tribe.set_war_plan(next_plan, current_tick)
tribe.set_stance(SimulationIds.STANCE_NEUTRAL)
if village != null and outcome == &"village_lost":
var stolen := 0.0
if economy != null:
var pantry: StorageStateRecord = economy.get_pantry()
if pantry != null:
var requested := minf(pantry.get_amount(SimulationIds.RESOURCE_FOOD) * 0.6, 15.0)
stolen = economy.withdraw_resource(SimulationIds.RESOURCE_FOOD, requested)
village.set_food(pantry.get_amount(SimulationIds.RESOURCE_FOOD))
if tribe != null:
tribe.set_food(tribe.get_food() + stolen)
elif tribe != null:
tribe.set_food(tribe.get_food() + 2.0)
tribe.set_morale(tribe.get_morale() * 0.6)
last_war_resolved_tick = current_tick
war_resolved.emit(outcome)
_narrative_event_requested(
SimulationIds.EVENT_WAR_RESOLVED,
SimulationIds.PLAYER_ACTOR_ID,
SimulationIds.FACTION_TRIBE,
(
"The village drove off the raiders."
if outcome == &"village_won"
else "The raiders plundered the village."
),
"",
"",
0.0
)
func _attack_target(attacker: CombatantStateRecord, target: CombatantStateRecord) -> void:
if not attacker.is_attack_ready() or target == null:
return
var damage := _attack_damage(attacker)
var applied := _apply_damage(target, damage, _actor_id_for(attacker))
if applied > 0.0:
attacker.mark_attacked(tick_interval)
func _attack_damage(attacker: CombatantStateRecord) -> float:
var weapon := SimulationItems.get_weapon(attacker.get_weapon_id())
var base := weapon.damage if weapon != null else 5.0
if attacker.get_kind() != SimulationIds.COMBATANT_KIND_NPC:
return base
var npc := _find_npc(attacker.get_npc_id())
return base * (1.0 + (npc.strength * 0.04 if npc != null else 0.0))
func _find_nearest_defender(origin: Vector3, max_distance: float) -> CombatantStateRecord:
var best: CombatantStateRecord
var best_distance := max_distance * max_distance
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive() or combatant.is_hostile():
continue
if (
combatant.get_kind()
not in [SimulationIds.COMBATANT_KIND_NPC, SimulationIds.COMBATANT_KIND_PLAYER]
):
continue
var distance := origin.distance_squared_to(combatant.get_position())
if distance > best_distance:
continue
best = combatant
best_distance = distance
return best
func _find_nearest_hostile(origin: Vector3, max_distance: float) -> CombatantStateRecord:
var best: CombatantStateRecord
var best_distance := max_distance * max_distance
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or not combatant.is_alive() or not combatant.is_hostile():
continue
var distance := origin.distance_squared_to(combatant.get_position())
if distance > best_distance:
continue
best = combatant
best_distance = distance
return best
func _reach(combatant: CombatantStateRecord) -> float:
var weapon := SimulationItems.get_weapon(combatant.get_weapon_id())
if weapon == null:
return 1.5
return weapon.reach
static func _horizontal_distance(first: Vector3, second: Vector3) -> float:
return Vector2(first.x, first.z).distance_to(Vector2(second.x, second.z))
func _actor_id_for(combatant: CombatantStateRecord) -> int:
if combatant.get_npc_id() >= 0:
return combatant.get_npc_id()
if combatant.get_kind() == SimulationIds.COMBATANT_KIND_RAIDER:
return SimulationIds.PLAYER_ACTOR_ID - 1
return SimulationIds.PLAYER_ACTOR_ID - 2
func _living_village_npc_count() -> int:
var count := 0
for npc in npcs:
if not npc.is_dead:
count += 1
return count
func is_raiding() -> bool:
var tribe := _get_faction(SimulationIds.FACTION_TRIBE)
return tribe != null and tribe.get_war_plan() == SimulationIds.WAR_PLAN_RAIDING
func _sync_npc_positions() -> void:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant == null or combatant.get_kind() != SimulationIds.COMBATANT_KIND_NPC:
continue
var npc := _find_npc(combatant.get_npc_id())
if npc == null:
continue
if npc.is_dead:
if combatant.is_alive():
combatant.take_damage(combatant.get_health())
continue
combatant.set_position(npc.position)
func _tick_cooldowns() -> void:
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant != null:
combatant.tick_cooldown()
func get_combatant(combatant_id: StringName) -> CombatantStateRecord:
return combatants.get(combatant_id) as CombatantStateRecord
func get_faction(faction_id: StringName) -> FactionStateRecord:
return factions.get(faction_id) as FactionStateRecord
func get_all_combatants() -> Array[CombatantStateRecord]:
var values: Array[CombatantStateRecord] = []
for combatant in combatants.values():
values.append(combatant)
return values
func get_living_hostiles() -> Array[CombatantStateRecord]:
var hostiles: Array[CombatantStateRecord] = []
for combatant_id in _sorted_combatant_ids():
var combatant := combatants[combatant_id] as CombatantStateRecord
if combatant != null and combatant.is_alive() and combatant.is_hostile():
hostiles.append(combatant)
return hostiles
func _sorted_combatant_ids() -> Array[StringName]:
if not _combatant_ids_dirty:
return _sorted_combatant_ids_cache
var keys: Array[String] = []
for combatant_id in combatants.keys():
keys.append(String(combatant_id))
keys.sort()
_sorted_combatant_ids_cache.clear()
for key in keys:
_sorted_combatant_ids_cache.append(StringName(key))
_combatant_ids_dirty = false
return _sorted_combatant_ids_cache
func _find_npc(npc_id: int) -> SimNPC:
return _npcs_by_id.get(npc_id) as SimNPC
func _get_faction(faction_id: StringName) -> FactionStateRecord:
return factions.get(faction_id) as FactionStateRecord
func _narrative_event_requested(
event_type: StringName,
actor_id: int,
source_id: StringName,
action_display: String,
action_id: StringName,
item_id: StringName,
required_amount: float
) -> void:
narrative_event_requested.emit(
event_type, actor_id, source_id, action_display, action_id, item_id, required_amount
)
func append_state_records(record: SimulationStateRecord) -> void:
var combatant_keys: Array[String] = []
for combatant_id in combatants.keys():
if String(combatant_id) == String(PLAYER_COMBATANT_ID):
continue
combatant_keys.append(String(combatant_id))
combatant_keys.sort()
for combatant_key in combatant_keys:
var combatant := combatants[StringName(combatant_key)] as CombatantStateRecord
record.combatants.append(combatant)
var faction_keys: Array[String] = []
for faction_id in factions.keys():
faction_keys.append(String(faction_id))
faction_keys.sort()
for faction_key in faction_keys:
var faction := factions[StringName(faction_key)] as FactionStateRecord
record.factions.append(faction)
func restore_state_records(
combatant_records: Array[CombatantStateRecord],
faction_records: Array[FactionStateRecord],
restored_tick: int
) -> void:
current_tick = restored_tick
player_attack_cooldown_remaining = 0.0
combatants.clear()
for combatant in combatant_records:
combatants[combatant.get_combatant_id()] = combatant
_combatant_ids_dirty = true
factions.clear()
for faction in faction_records:
factions[faction.get_faction_id()] = faction
initialize_factions()