Files
gamedev-the-steward/world/ui/ui.gd
T
admin 8a1913c5ae feat: structured narrative event feed with per-NPC inspector timeline
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.
2026-07-08 19:02:11 +02:00

178 lines
5.1 KiB
GDScript

extends CanvasLayer
const DEBUG_LOGS := false
@export var simulation_manager: Node
@onready var village_stats_label: Label = $VillagePanel/MarginContainer/VillageStatsLabel
@onready var npc_inspector_label: Label = $NpcInspectorPanel/MarginContainer/NpcInspectorLabel
var selected_npc_index := 0
var inspector_refresh_accumulator := 0.0
var debug_overlay_visible := true
func _ready() -> void:
if simulation_manager == null:
push_error("VillageUI: simulation_manager missing")
return
if simulation_manager.has_signal("village_changed"):
simulation_manager.village_changed.connect(_on_village_changed)
else:
push_error("VillageUI: SimulationManager has no village_changed signal")
if simulation_manager.has_signal("npc_decision_recorded"):
simulation_manager.npc_decision_recorded.connect(_on_npc_decision_recorded)
else:
push_error("VillageUI: SimulationManager has no npc_decision_recorded signal")
if simulation_manager.has_signal("state_restored"):
simulation_manager.state_restored.connect(_on_state_restored)
if "village" in simulation_manager:
_on_village_changed(simulation_manager.village)
_refresh_npc_inspector()
func _process(delta: float) -> void:
inspector_refresh_accumulator += delta
if inspector_refresh_accumulator < 0.25:
return
inspector_refresh_accumulator = 0.0
_refresh_npc_inspector()
func _unhandled_key_input(event: InputEvent) -> void:
if not event is InputEventKey or not event.pressed or event.echo:
return
if event.keycode != KEY_TAB or simulation_manager.npcs.is_empty():
return
selected_npc_index = (selected_npc_index + 1) % simulation_manager.npcs.size()
_refresh_npc_inspector()
get_viewport().set_input_as_handled()
func _on_village_changed(village: SimVillage) -> void:
village_stats_label.text = (
"""
Village
Food: %s
Wood: %s
Safety: %s
Knowledge: %s
Starving: %s
Food Mod: %.2f
Safety Mod: %.2f
Knowledge Mod: %.2f
"""
% [
round(village.food),
round(village.wood),
round(village.safety),
round(village.knowledge),
simulation_manager.get_starving_count(),
village.food_modifier,
village.safety_modifier,
village.knowledge_modifier
]
)
func _on_npc_decision_recorded(_npc: SimNPC, _decision: ActionSelectionResult) -> void:
_refresh_npc_inspector()
func _on_state_restored() -> void:
selected_npc_index = 0
_refresh_npc_inspector()
func _refresh_npc_inspector() -> void:
if not debug_overlay_visible:
return
if simulation_manager == null or simulation_manager.npcs.is_empty():
npc_inspector_label.text = "No villagers available"
return
selected_npc_index = clampi(selected_npc_index, 0, simulation_manager.npcs.size() - 1)
var npc: SimNPC = simulation_manager.npcs[selected_npc_index]
var profession_definition := SimulationDefinitions.get_profession(npc.profession)
var profession_name := String(npc.profession)
if profession_definition != null:
profession_name = profession_definition.display_name
var action_name := _get_action_name(npc.current_task)
var destination_name := "Resolving"
if not npc.target_id.is_empty():
destination_name = String(npc.target_id)
var decision: ActionSelectionResult = simulation_manager.get_latest_decision(npc.id)
var reason_text := "Awaiting the next decision"
var score_text := ""
if decision != null:
reason_text = decision.reason
var score_keys: Array = decision.scores.keys()
score_keys.sort()
var score_rows: Array[String] = []
for action_id in score_keys:
score_rows.append(
"%s %.2f" % [_get_action_name(StringName(action_id)), float(decision.scores[action_id])]
)
if not score_rows.is_empty():
score_text = "\n\nUtility\n" + "\n".join(score_rows)
var event_text := _build_event_history(npc)
npc_inspector_label.text = (
"%s · %s\n"
+ "Task: %s (%s)\n"
+ "Destination: %s\n"
+ "Hunger: %.0f Energy: %.0f\n"
+ "Carrying food: %.0f wood: %.0f\n\n"
+ "Why\n%s%s\n\n"
+ "Recent\n%s\n\n"
+ "[Tab] Next villager [F10] Cinematic/debug [F12] Demo reset"
) % [
npc.npc_name,
profession_name,
action_name,
npc.task_state,
destination_name,
npc.hunger,
npc.energy,
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD),
reason_text,
score_text,
event_text
]
func _get_action_name(action_id: StringName) -> String:
if action_id == SimulationIds.ACTION_IDLE:
return "Idle"
if action_id == SimulationIds.ACTION_DEAD:
return "Dead"
var definition := SimulationDefinitions.get_action(action_id)
if definition != null:
return definition.display_name
return String(action_id).capitalize()
func set_debug_overlay_visible(is_visible: bool) -> void:
debug_overlay_visible = is_visible
visible = is_visible
if is_visible:
_refresh_npc_inspector()
func _build_event_history(npc: SimNPC) -> String:
if not simulation_manager.has_method("get_npc_events"):
return ""
var events: Array = simulation_manager.get_npc_events(npc.id, 5)
if events.is_empty():
return "No recorded events yet"
var name_map := {}
for other_npc in simulation_manager.npcs:
name_map[other_npc.id] = other_npc.npc_name
var lines: Array[String] = []
for event in events:
lines.append(event.description(name_map))
return "\n".join(lines)