110 lines
2.1 KiB
GDScript
110 lines
2.1 KiB
GDScript
class_name SimNPC
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extends RefCounted
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var id: int
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var npc_name: String
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var profession: String
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var hunger: float
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var energy: float
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var strength: float
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var intelligence: float
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var current_task: String = "idle"
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var position: Vector3
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var is_starving := false
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var task_duration := 0.0
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var task_progress := 0.0
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var task_complete := true
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func _init(
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_id: int,
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_npc_name: String,
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_profession: String,
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_strength: float,
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_intelligence: float
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) -> void:
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id = _id
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npc_name = _npc_name
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profession = _profession
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strength = _strength
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intelligence = _intelligence
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hunger = randf_range(20.0, 80.0)
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energy = randf_range(40.0, 100.0)
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position = Vector3(randf_range(-8.0, 8.0), 0.0, randf_range(-8.0, 8.0))
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func simulate_tick(village: SimVillage) -> void:
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hunger += 5.0 * village.food_modifier
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energy -= 2.0
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hunger = clamp(hunger, 0.0, 100.0)
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energy = clamp(energy, 0.0, 100.0)
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is_starving = hunger >= 90.0
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if is_starving:
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energy -= 8.0
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energy = clamp(energy, 0.0, 100.0)
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if not task_complete:
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task_progress += 1.0
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if task_progress >= task_duration:
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task_complete = true
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return
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choose_new_task(village)
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func choose_new_task(village: SimVillage) -> void:
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task_progress = 0.0
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task_complete = false
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if hunger > 75.0:
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if village.food > 0:
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set_task("eat", 2.0)
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hunger -= 25.0
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else:
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set_task("gather_food", 5.0)
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return
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if energy < 30.0:
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set_task("rest", 4.0)
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energy += 20.0
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return
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if village.food < 15.0:
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set_task("gather_food", 5.0)
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return
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if village.wood < 10.0:
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set_task("gather_wood", 5.0)
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return
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if village.safety < 40.0 and profession == "guard":
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set_task("patrol", 6.0)
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return
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if village.knowledge < 10.0 and profession == "scholar":
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set_task("study", 6.0)
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return
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match profession:
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"farmer":
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set_task("gather_food", 5.0)
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"woodcutter":
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set_task("gather_wood", 5.0)
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"guard":
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set_task("patrol", 6.0)
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"scholar":
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set_task("study", 6.0)
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_:
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set_task("wander", 4.0)
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func set_task(task: String, duration: float) -> void:
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current_task = task
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task_duration = duration
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task_progress = 0.0
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task_complete = false
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