8a1913c5ae
Add narrative event types (task_started, npc_slept, npc_died, resource_depleted) alongside economic transfers. EconomicEventRecord gains create_narrative factory and human-readable description method. SimulationManager records task-start and sleep/death events, exposes get_npc_events() for per-NPC history queries. Inspector now shows a Recent timeline of the last 5 events for the selected NPC, plus displays carried wood count. Relax EconomicEventRecord validation to accept non-economic events. Update roadmap with completed milestones.
42 lines
1.3 KiB
GDScript
42 lines
1.3 KiB
GDScript
class_name SimulationIds
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extends RefCounted
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const ACTION_IDLE := &"idle"
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const ACTION_DEAD := &"dead"
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const ACTION_SLEEP := &"sleep"
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const ACTION_GATHER_FOOD := &"gather_food"
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const ACTION_GATHER_WOOD := &"gather_wood"
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const ACTION_PATROL := &"patrol"
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const ACTION_STUDY := &"study"
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const ACTION_EAT := &"eat"
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const ACTION_REST := &"rest"
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const ACTION_WANDER := &"wander"
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const ACTION_DEPOSIT_FOOD := &"deposit_food"
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const ACTION_WITHDRAW_FOOD := &"withdraw_food"
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const ACTION_DEPOSIT_WOOD := &"deposit_wood"
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const PROFESSION_FARMER := &"farmer"
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const PROFESSION_WOODCUTTER := &"woodcutter"
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const PROFESSION_GUARD := &"guard"
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const PROFESSION_SCHOLAR := &"scholar"
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const PROFESSION_WANDERER := &"wanderer"
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const TARGET_RESOURCE := &"resource"
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const TARGET_ACTIVITY := &"activity"
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const TARGET_FREE := &"free"
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const RESOURCE_FOOD := &"food"
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const RESOURCE_WOOD := &"wood"
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const STORAGE_VILLAGE_PANTRY := &"village_pantry"
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const STORAGE_VILLAGE_WOODPILE := &"village_woodpile"
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const EVENT_RESOURCE_EXTRACTED := &"resource_extracted"
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const EVENT_STORAGE_DEPOSITED := &"storage_deposited"
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const EVENT_STORAGE_WITHDRAWN := &"storage_withdrawn"
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const EVENT_ITEM_CONSUMED := &"item_consumed"
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const EVENT_NPC_SLEPT := &"npc_slept"
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const EVENT_NPC_DIED := &"npc_died"
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const EVENT_TASK_STARTED := &"task_started"
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const EVENT_RESOURCE_DEPLETED := &"resource_depleted"
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