Files
gamedev-the-steward/simulation/SimNPC.gd
T

269 lines
5.6 KiB
GDScript

class_name SimNPC
extends RefCounted
const TASK_STATE_IDLE := &"idle"
const TASK_STATE_TRAVELING := &"traveling"
const TASK_STATE_WORKING := &"working"
const TASK_STATE_COMPLETE := &"complete"
var id: int
var npc_name: String
var profession: StringName
var hunger: float
var energy: float
var strength: float
var intelligence: float
var current_task: StringName = SimulationIds.ACTION_IDLE
var task_state: StringName = TASK_STATE_IDLE
var position: Vector3
var is_starving := false
var starvation_ticks := 0
var starvation_death_threshold := 20
var is_dead := false
var task_duration := 0.0
var task_progress := 0.0
var task_complete := true
var target_id: StringName = &""
var last_task: StringName
var random_source: RandomNumberGenerator
var debug_logs := true
func _init(
_id: int,
_npc_name: String,
_profession: StringName,
_strength: float,
_intelligence: float,
_random_source: RandomNumberGenerator = null
) -> void:
id = _id
npc_name = _npc_name
profession = _profession
strength = _strength
intelligence = _intelligence
random_source = _random_source
if random_source == null:
random_source = RandomNumberGenerator.new()
random_source.seed = id + 1
hunger = random_source.randf_range(20.0, 80.0)
energy = random_source.randf_range(40.0, 100.0)
position = Vector3(
random_source.randf_range(-8.0, 8.0),
0.0,
random_source.randf_range(-8.0, 8.0)
)
func simulate_tick(village: SimVillage) -> void:
if is_dead:
return
update_needs(village)
if is_dead:
return
if task_state == TASK_STATE_IDLE or task_state == TASK_STATE_COMPLETE:
choose_new_task(village)
return
if task_state == TASK_STATE_TRAVELING:
return
if task_state == TASK_STATE_WORKING:
task_progress += 1.0
if task_progress >= task_duration:
task_complete = true
task_state = TASK_STATE_COMPLETE
func update_needs(village: SimVillage) -> void:
hunger += 3.0 * village.food_modifier
match task_state:
TASK_STATE_IDLE:
energy -= 0.5
TASK_STATE_TRAVELING:
energy -= 2.0
TASK_STATE_WORKING:
if current_task != SimulationIds.ACTION_REST:
energy -= 3.0
TASK_STATE_COMPLETE:
energy -= 0.25
hunger = clamp(hunger, 0.0, 100.0)
energy = clamp(energy, 0.0, 100.0)
is_starving = hunger >= 90.0
if is_starving:
starvation_ticks += 1
else:
starvation_ticks = 0
if starvation_ticks >= starvation_death_threshold:
die_from_starvation()
func die_from_starvation() -> void:
is_dead = true
current_task = SimulationIds.ACTION_DEAD
task_state = TASK_STATE_IDLE
task_progress = 0.0
task_duration = 0.0
task_complete = true
if debug_logs:
print("[SimNPC] ", npc_name, " died from starvation.")
func choose_new_task(village: SimVillage) -> void:
if is_dead:
return
if is_starving:
if village.food > 0:
set_task(SimulationIds.ACTION_EAT, 1.0)
else:
set_task(SimulationIds.ACTION_GATHER_FOOD, 4.0)
return
if hunger > 75.0:
if village.food > 0:
set_task(SimulationIds.ACTION_EAT)
else:
set_task(SimulationIds.ACTION_GATHER_FOOD)
return
if energy < 25.0:
set_task(SimulationIds.ACTION_REST)
return
set_task(choose_best_work_task(village))
func should_eat_immediately_after_task() -> bool:
return (
current_task == SimulationIds.ACTION_GATHER_FOOD
and is_starving
and not is_dead
)
func choose_best_work_task(village: SimVillage) -> StringName:
var food_score := calculate_task_score(
SimulationIds.ACTION_GATHER_FOOD,
village.food_priority,
village.food,
15.0,
30.0,
3.0,
1.5
)
var wood_score := calculate_task_score(
SimulationIds.ACTION_GATHER_WOOD,
village.wood_priority,
village.wood,
10.0,
20.0,
2.5,
1.0
)
var safety_score := calculate_task_score(
SimulationIds.ACTION_PATROL,
village.safety_priority,
village.safety,
30.0,
50.0,
3.0,
1.5
)
var knowledge_score := calculate_task_score(
SimulationIds.ACTION_STUDY,
village.knowledge_priority,
village.knowledge,
10.0,
25.0,
1.5,
0.75
)
var best_task := SimulationIds.ACTION_GATHER_FOOD
var best_score := food_score
if wood_score > best_score:
best_task = SimulationIds.ACTION_GATHER_WOOD
best_score = wood_score
if safety_score > best_score:
best_task = SimulationIds.ACTION_PATROL
best_score = safety_score
if knowledge_score > best_score:
best_task = SimulationIds.ACTION_STUDY
best_score = knowledge_score
return best_task
func calculate_task_score(
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 profession == definition.preferred_profession_id
):
score += 2.0
if action_id == last_task:
score -= 1.5
score += random_source.randf_range(0.0, 0.5)
if debug_logs:
print(
"[SimNPC] ",
npc_name,
" score ",
action_id,
" = ",
score
)
return score
func set_task(action_id: StringName, duration: float = -1.0) -> void:
var definition := SimulationDefinitions.get_action(action_id)
if definition == null:
push_error("SimNPC: unknown action_id '%s'" % action_id)
return
current_task = action_id
task_duration = (
duration if duration >= 0.0 else definition.default_duration
)
task_progress = 0.0
task_complete = false
task_state = TASK_STATE_TRAVELING
func start_working() -> void:
if task_state != TASK_STATE_TRAVELING:
return
task_state = TASK_STATE_WORKING
task_progress = 0.0
task_complete = false