Files
gamedev-the-steward/world/world_view_manager.gd
T

114 lines
2.8 KiB
GDScript

extends Node
const DEBUG_LOGS := true
@export var npc_visual_scene: PackedScene
@export var simulation_manager: Node
@export var active_npcs_parent: Node3D
@export var farm_zone: Marker3D
@export var forest_zone: Marker3D
@export var guard_zone: Marker3D
@export var study_zone: Marker3D
@export var rest_zone: Marker3D
@export var food_zone: Marker3D
var active_npc_visuals := {}
func debug_log(message: String) -> void:
if DEBUG_LOGS:
print("[WorldViewManager] ", message)
func _ready() -> void:
call_deferred("initialize_world_view")
func initialize_world_view() -> void:
await get_tree().physics_frame
spawn_initial_npcs()
if simulation_manager.has_signal("npc_task_changed"):
simulation_manager.npc_task_changed.connect(_on_npc_task_changed)
else:
push_error("WorldViewManager: SimulationManager has no npc_task_changed signal")
update_npc_targets()
func spawn_initial_npcs() -> void:
if simulation_manager == null:
push_error("WorldViewManager: simulation_manager is missing")
return
if npc_visual_scene == null:
push_error("WorldViewManager: npc_visual_scene is missing")
return
if active_npcs_parent == null:
push_error("WorldViewManager: active_npcs_parent is missing")
return
debug_log("Spawning NPC visuals. Count: %s" % simulation_manager.npcs.size())
for npc in simulation_manager.npcs:
spawn_npc_visual(npc)
func spawn_npc_visual(npc: SimNPC) -> void:
if active_npc_visuals.has(npc.id):
return
var visual = npc_visual_scene.instantiate()
active_npcs_parent.add_child(visual)
visual.global_position = npc.position
visual.setup_from_sim(npc)
active_npc_visuals[npc.id] = visual
debug_log("Spawned visual for %s at %s" % [npc.npc_name, npc.position])
func update_npc_targets() -> void:
if simulation_manager == null:
return
for npc in simulation_manager.npcs:
if not active_npc_visuals.has(npc.id):
continue
var visual = active_npc_visuals[npc.id]
var target := get_target_for_task(npc.current_task)
if target == null:
debug_log("No target for task: %s" % npc.current_task)
continue
visual.set_target_position(target.global_position)
func get_target_for_task(task: String) -> Marker3D:
match task:
"gather_food":
return farm_zone
"gather_wood":
return forest_zone
"patrol":
return guard_zone
"study":
return study_zone
"rest":
return rest_zone
"eat":
return food_zone
_:
return rest_zone
func _on_npc_task_changed(npc: SimNPC, old_task: String, new_task: String) -> void:
if DEBUG_LOGS:
debug_log("%s changed task: %s -> %s" % [npc.npc_name, old_task, new_task])
if not active_npc_visuals.has(npc.id):
return
var visual = active_npc_visuals[npc.id]
var target := get_target_for_task(new_task)
if target != null:
visual.set_target_position(target.global_position)