2c3890502a
Patrol and study now consume 1 wood from the village woodpile on completion, recording an item_consumed economic event. This gives wood a purpose and creates resource pressure between gathering and work-support activities. Familiarity serialization switched from raw Dictionary to sorted Array of {id, score} pairs for deterministic JSON checksum output across save/load.
998 lines
29 KiB
GDScript
998 lines
29 KiB
GDScript
extends Node
|
|
|
|
signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
|
|
signal village_changed(village: SimVillage)
|
|
signal npc_died(npc: SimNPC)
|
|
signal npc_target_requested(npc: SimNPC)
|
|
signal npc_travel_requested(npc: SimNPC, target_position: Vector3)
|
|
signal npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float)
|
|
signal economic_event_recorded(event: EconomicEventRecord)
|
|
signal state_restored
|
|
signal npc_decision_recorded(npc: SimNPC, decision: ActionSelectionResult)
|
|
|
|
var village := SimVillage.new()
|
|
|
|
var npcs: Array[SimNPC] = []
|
|
@export var tick_interval := 1.2
|
|
@export var simulation_seed: int = 1337
|
|
@export var cycle_duration_seconds := 240.0
|
|
@export var debug_logs := true
|
|
@export var active_world_adapter: Node
|
|
@export var home_positions: Array[Vector3] = []
|
|
|
|
var clock: SimulationClock
|
|
var tick_count := 0
|
|
var wander_random_sources := {}
|
|
var resource_states: Dictionary = {}
|
|
var storage_states: Dictionary = {}
|
|
var economic_events: Array[EconomicEventRecord] = []
|
|
var next_event_id := 0
|
|
var latest_decisions: Dictionary = {}
|
|
var action_selector := ActionSelectionSystem.new()
|
|
var action_executor := ActionExecutionSystem.new()
|
|
var target_resolver := ActionTargetResolver.new()
|
|
|
|
var names := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
|
|
|
|
|
|
func _ready() -> void:
|
|
add_to_group("simulation_manager")
|
|
var definition_errors := SimulationDefinitions.validate()
|
|
if not definition_errors.is_empty():
|
|
for error in definition_errors:
|
|
push_error("SimulationManager: " + error)
|
|
set_process(false)
|
|
return
|
|
clock = SimulationClock.new(tick_interval)
|
|
clock.cycle_duration_seconds = cycle_duration_seconds
|
|
clock.elapsed_ticks = int(0.25 * cycle_duration_seconds / tick_interval)
|
|
village.debug_logs = debug_logs
|
|
_initialize_storage()
|
|
village.update_modifiers()
|
|
village.update_priorities()
|
|
generate_npcs()
|
|
call_deferred("register_loaded_resource_nodes")
|
|
call_deferred("register_loaded_storage_nodes")
|
|
if debug_logs:
|
|
print("--- Simulation started ---")
|
|
|
|
|
|
func _process(delta: float) -> void:
|
|
var ticks_due := clock.advance(delta)
|
|
for tick in ticks_due:
|
|
simulate_tick()
|
|
|
|
|
|
func generate_npcs() -> void:
|
|
var profession_ids := SimulationDefinitions.get_profession_ids()
|
|
for i in range(names.size()):
|
|
var npc_random := _create_random_source(i, 0)
|
|
var profession_index := npc_random.randi_range(0, profession_ids.size() - 1)
|
|
var npc := SimNPC.new(
|
|
i,
|
|
names[i],
|
|
profession_ids[profession_index],
|
|
npc_random.randf_range(1.0, 10.0),
|
|
npc_random.randf_range(1.0, 10.0),
|
|
npc_random
|
|
)
|
|
|
|
npc.debug_logs = debug_logs
|
|
npcs.append(npc)
|
|
wander_random_sources[i] = _create_random_source(i, 1)
|
|
|
|
var home_count := home_positions.size()
|
|
if home_count > 0:
|
|
for i in range(npcs.size()):
|
|
npcs[i].home_position = home_positions[i % home_count]
|
|
|
|
for i in range(npcs.size()):
|
|
for j in range(i + 1, npcs.size()):
|
|
if npcs[i].home_position.distance_to(npcs[j].home_position) < 4.0:
|
|
npcs[i].familiarity[npcs[j].id] = 0.5
|
|
npcs[j].familiarity[npcs[i].id] = 0.5
|
|
|
|
|
|
func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator:
|
|
var source := RandomNumberGenerator.new()
|
|
source.seed = simulation_seed + (npc_id + 1) * 1000003 + stream_id * 7919
|
|
return source
|
|
|
|
|
|
func get_wander_offset(npc_id: int) -> Vector3:
|
|
var source: RandomNumberGenerator = wander_random_sources.get(npc_id)
|
|
if source == null:
|
|
source = _create_random_source(npc_id, 1)
|
|
wander_random_sources[npc_id] = source
|
|
return Vector3(source.randf_range(-6.0, 6.0), 0.0, source.randf_range(-6.0, 6.0))
|
|
|
|
|
|
func simulate_tick() -> void:
|
|
tick_count += 1
|
|
if debug_logs:
|
|
print("--- Tick ", tick_count, " ---")
|
|
|
|
var village_was_changed := false
|
|
|
|
for npc in npcs:
|
|
var old_task := npc.current_task
|
|
var old_target := npc.target_id
|
|
var old_state := npc.task_state
|
|
var was_complete := npc.task_complete
|
|
var was_dead := npc.is_dead
|
|
|
|
action_executor.advance_npc(npc, village)
|
|
if (
|
|
not npc.is_dead
|
|
and old_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
|
|
and npc.task_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
|
|
):
|
|
var selection := action_selector.select_action(npc, village, clock.time_of_day(), npcs)
|
|
if selection != null:
|
|
latest_decisions[npc.id] = selection
|
|
npc_decision_recorded.emit(npc, selection)
|
|
npc.set_task(selection.action_id, selection.duration_override)
|
|
var action_def := SimulationDefinitions.get_action(selection.action_id)
|
|
var action_display := String(selection.action_id)
|
|
if action_def != null:
|
|
action_display = action_def.display_name
|
|
record_narrative_event(
|
|
SimulationIds.EVENT_TASK_STARTED, npc.id, &"", action_display
|
|
)
|
|
|
|
if old_task != npc.current_task and old_target != &"":
|
|
release_npc_reservation(npc.id)
|
|
|
|
if not was_dead and npc.is_dead:
|
|
if old_target != &"":
|
|
release_npc_reservation(npc.id)
|
|
npc_died.emit(npc)
|
|
npc_task_changed.emit(npc, old_task, npc.current_task)
|
|
record_narrative_event(SimulationIds.EVENT_NPC_DIED, npc.id)
|
|
|
|
if debug_logs:
|
|
print("[SimulationManager] NPC died: ", npc.npc_name)
|
|
|
|
if old_task != npc.current_task and not npc.is_dead:
|
|
npc_task_changed.emit(npc, old_task, npc.current_task)
|
|
npc_target_requested.emit(npc)
|
|
|
|
if not was_complete and npc.task_complete and not npc.is_dead:
|
|
var completed_task := npc.current_task
|
|
var completed_definition := SimulationDefinitions.get_action(completed_task)
|
|
if (
|
|
npc.target_id != &""
|
|
and completed_definition != null
|
|
and completed_definition.target_type == SimulationIds.TARGET_RESOURCE
|
|
):
|
|
var resource_state := get_resource_state(npc.target_id)
|
|
if resource_state != null and resource_state.get_reserved_by() == npc.id:
|
|
var extracted := resource_state.extract()
|
|
if extracted > 0:
|
|
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
|
|
npc.add_inventory(SimulationIds.RESOURCE_FOOD, extracted)
|
|
npc_inventory_changed.emit(
|
|
npc,
|
|
SimulationIds.RESOURCE_FOOD,
|
|
npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
|
|
)
|
|
elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD:
|
|
npc.add_inventory(SimulationIds.RESOURCE_WOOD, extracted)
|
|
npc_inventory_changed.emit(
|
|
npc,
|
|
SimulationIds.RESOURCE_WOOD,
|
|
npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
|
|
)
|
|
else:
|
|
village.apply_resource_delta(
|
|
resource_state.get_resource_id(), extracted
|
|
)
|
|
_record_economic_event(
|
|
SimulationIds.EVENT_RESOURCE_EXTRACTED,
|
|
npc.id,
|
|
resource_state.get_node_id(),
|
|
(
|
|
_npc_inventory_id(npc.id)
|
|
if resource_state.get_resource_id() in [
|
|
SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD
|
|
]
|
|
else &"village"
|
|
),
|
|
resource_state.get_resource_id(),
|
|
extracted
|
|
)
|
|
if resource_state.get_amount_remaining() <= 0.0:
|
|
record_narrative_event(
|
|
SimulationIds.EVENT_RESOURCE_DEPLETED,
|
|
npc.id,
|
|
resource_state.get_node_id()
|
|
)
|
|
if debug_logs:
|
|
print(
|
|
"[SimulationManager] ",
|
|
npc.npc_name,
|
|
" extracted ",
|
|
extracted,
|
|
" ",
|
|
resource_state.get_resource_id(),
|
|
" from ",
|
|
resource_state.get_node_id()
|
|
)
|
|
elif debug_logs:
|
|
print(
|
|
"[SimulationManager] ",
|
|
npc.npc_name,
|
|
" could not complete ",
|
|
completed_task,
|
|
": target reservation was invalid"
|
|
)
|
|
release_npc_reservation(npc.id)
|
|
elif completed_task == SimulationIds.ACTION_DEPOSIT_FOOD:
|
|
deposit_npc_inventory(npc, SimulationIds.RESOURCE_FOOD)
|
|
elif completed_task == SimulationIds.ACTION_DEPOSIT_WOOD:
|
|
deposit_npc_wood(npc)
|
|
elif completed_task == SimulationIds.ACTION_WITHDRAW_FOOD:
|
|
withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0)
|
|
elif completed_task == SimulationIds.ACTION_EAT:
|
|
consume_npc_food(npc)
|
|
elif completed_task == SimulationIds.ACTION_SLEEP:
|
|
npc.energy = minf(npc.energy + 40.0, 100.0)
|
|
npc.position = npc.home_position
|
|
record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
|
|
if debug_logs:
|
|
print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
|
|
elif (
|
|
completed_task
|
|
not in [
|
|
SimulationIds.ACTION_GATHER_FOOD,
|
|
SimulationIds.ACTION_GATHER_WOOD,
|
|
SimulationIds.ACTION_PATROL,
|
|
SimulationIds.ACTION_STUDY
|
|
]
|
|
):
|
|
village.apply_npc_task(npc)
|
|
elif completed_task == SimulationIds.ACTION_PATROL:
|
|
_consume_wood_for_work(npc, completed_task)
|
|
village.apply_npc_task(npc)
|
|
elif completed_task == SimulationIds.ACTION_STUDY:
|
|
_consume_wood_for_work(npc, completed_task)
|
|
village.apply_npc_task(npc)
|
|
elif debug_logs:
|
|
print(
|
|
"[SimulationManager] ",
|
|
npc.npc_name,
|
|
" could not complete ",
|
|
completed_task,
|
|
": no resource target"
|
|
)
|
|
|
|
village_was_changed = true
|
|
|
|
npc.task_complete = true
|
|
npc.task_state = SimNPC.TASK_STATE_IDLE
|
|
npc.last_task = completed_task
|
|
npc.current_task = SimulationIds.ACTION_IDLE
|
|
npc.has_travel_target = false
|
|
npc.target_id = &""
|
|
npc_task_changed.emit(npc, completed_task, npc.current_task)
|
|
|
|
if debug_logs:
|
|
print(
|
|
npc.npc_name,
|
|
" | ",
|
|
npc.profession,
|
|
" | task: ",
|
|
npc.current_task,
|
|
" | state: ",
|
|
npc.task_state,
|
|
" | progress: ",
|
|
npc.task_progress,
|
|
"/",
|
|
npc.task_duration,
|
|
" | complete: ",
|
|
npc.task_complete,
|
|
" | hunger: ",
|
|
round(npc.hunger),
|
|
" | energy: ",
|
|
round(npc.energy),
|
|
" | starving: ",
|
|
npc.is_starving,
|
|
" | starvation_ticks: ",
|
|
npc.starvation_ticks,
|
|
" | dead: ",
|
|
npc.is_dead
|
|
)
|
|
|
|
if old_state != npc.task_state:
|
|
print(
|
|
"[SimulationManager] State changed: ",
|
|
npc.npc_name,
|
|
" ",
|
|
old_state,
|
|
" -> ",
|
|
npc.task_state
|
|
)
|
|
|
|
if village_was_changed:
|
|
village_changed.emit(village)
|
|
|
|
if debug_logs:
|
|
print(village.get_summary())
|
|
|
|
|
|
func set_npc_target_id(npc_id: int, target_id: StringName) -> void:
|
|
for npc in npcs:
|
|
if npc.id == npc_id:
|
|
npc.target_id = target_id
|
|
return
|
|
|
|
|
|
func release_npc_reservation(npc_id: int) -> void:
|
|
for npc in npcs:
|
|
if npc.id == npc_id:
|
|
if npc.target_id != &"":
|
|
var resource_state := get_resource_state(npc.target_id)
|
|
if resource_state != null:
|
|
resource_state.release(npc.id)
|
|
npc.target_id = &""
|
|
return
|
|
|
|
|
|
func notify_npc_arrived(npc_id: int) -> void:
|
|
for npc in npcs:
|
|
if npc.id == npc_id:
|
|
if npc.is_dead:
|
|
return
|
|
|
|
if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
|
|
var definition := SimulationDefinitions.get_action(npc.current_task)
|
|
if (
|
|
npc.target_id != &""
|
|
and definition != null
|
|
and definition.target_type == SimulationIds.TARGET_RESOURCE
|
|
):
|
|
var resource_state := get_resource_state(npc.target_id)
|
|
if (
|
|
resource_state == null
|
|
or not resource_state.can_extract()
|
|
or resource_state.get_reserved_by() != npc.id
|
|
):
|
|
if debug_logs:
|
|
print(
|
|
"[SimulationManager] ",
|
|
npc.npc_name,
|
|
" arrived but target ",
|
|
npc.target_id,
|
|
" is unavailable, replanning"
|
|
)
|
|
notify_npc_navigation_failed(npc.id)
|
|
return
|
|
|
|
npc.has_travel_target = false
|
|
npc.start_working()
|
|
|
|
if npc.target_id != &"":
|
|
for other in npcs:
|
|
if other.id == npc.id or other.is_dead:
|
|
continue
|
|
if (
|
|
other.target_id == npc.target_id
|
|
and other.task_state in [
|
|
SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING
|
|
]
|
|
):
|
|
npc.familiarity[other.id] = minf(
|
|
float(npc.familiarity.get(other.id, 0.0)) + 0.1, 1.0
|
|
)
|
|
other.familiarity[npc.id] = minf(
|
|
float(other.familiarity.get(npc.id, 0.0)) + 0.1, 1.0
|
|
)
|
|
|
|
if debug_logs:
|
|
print(
|
|
"[SimulationManager] ",
|
|
npc.npc_name,
|
|
" arrived and started working on: ",
|
|
npc.current_task
|
|
)
|
|
return
|
|
|
|
|
|
func notify_npc_navigation_failed(npc_id: int) -> void:
|
|
for npc in npcs:
|
|
if npc.id != npc_id:
|
|
continue
|
|
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
|
|
return
|
|
|
|
var failed_task := npc.current_task
|
|
release_npc_reservation(npc.id)
|
|
npc.last_task = failed_task
|
|
npc.set_task(SimulationIds.ACTION_WANDER, 2.0)
|
|
npc_task_changed.emit(npc, failed_task, npc.current_task)
|
|
npc_target_requested.emit(npc)
|
|
|
|
if debug_logs:
|
|
print(
|
|
"[SimulationManager] ",
|
|
npc.npc_name,
|
|
" could not navigate for ",
|
|
failed_task,
|
|
" and is trying a wander target"
|
|
)
|
|
return
|
|
|
|
|
|
func notify_npc_target_unavailable(npc_id: int) -> void:
|
|
notify_npc_navigation_failed(npc_id)
|
|
|
|
|
|
func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
|
|
for npc in npcs:
|
|
if npc.id != npc_id:
|
|
continue
|
|
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
|
|
return false
|
|
if npc.current_task == SimulationIds.ACTION_SLEEP:
|
|
npc.travel_target_position = npc.home_position
|
|
npc.has_travel_target = true
|
|
npc_travel_requested.emit(npc, npc.travel_target_position)
|
|
return true
|
|
if active_world_adapter == null:
|
|
push_error("SimulationManager: active_world_adapter is missing")
|
|
return false
|
|
var result := target_resolver.resolve(npc, origin, self, active_world_adapter)
|
|
if result.is_empty():
|
|
notify_npc_target_unavailable(npc.id)
|
|
return false
|
|
npc.target_id = StringName(result.get("target_id", ""))
|
|
npc.travel_target_position = result["position"]
|
|
npc.has_travel_target = true
|
|
npc_travel_requested.emit(npc, npc.travel_target_position)
|
|
return true
|
|
return false
|
|
|
|
|
|
func request_current_travel(npc_id: int) -> bool:
|
|
for npc in npcs:
|
|
if npc.id != npc_id:
|
|
continue
|
|
if npc.task_state != SimNPC.TASK_STATE_TRAVELING:
|
|
return false
|
|
if npc.has_travel_target:
|
|
npc_travel_requested.emit(npc, npc.travel_target_position)
|
|
else:
|
|
npc_target_requested.emit(npc)
|
|
return true
|
|
return false
|
|
|
|
|
|
func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
|
|
for npc in npcs:
|
|
if npc.id == npc_id:
|
|
npc.position = active_position
|
|
return true
|
|
return false
|
|
|
|
|
|
func get_activity_target_claim_count(target_id: StringName, except_npc_id: int = -1) -> int:
|
|
var count := 0
|
|
for npc in npcs:
|
|
if npc.id == except_npc_id or npc.is_dead:
|
|
continue
|
|
if npc.target_id != target_id:
|
|
continue
|
|
if npc.task_state in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]:
|
|
count += 1
|
|
return count
|
|
|
|
|
|
func _npc_inventory_id(npc_id: int) -> StringName:
|
|
return StringName("npc_%d_inventory" % npc_id)
|
|
|
|
|
|
func _record_economic_event(
|
|
event_type: StringName,
|
|
actor_id: int,
|
|
source_id: StringName,
|
|
destination_id: StringName,
|
|
item_id: StringName,
|
|
amount: float
|
|
) -> void:
|
|
if amount <= 0.0:
|
|
return
|
|
var event := EconomicEventRecord.create(
|
|
next_event_id, event_type, tick_count, actor_id, source_id, destination_id, item_id, amount
|
|
)
|
|
next_event_id += 1
|
|
economic_events.append(event)
|
|
economic_event_recorded.emit(event)
|
|
|
|
|
|
func record_narrative_event(
|
|
event_type: StringName,
|
|
actor_id: int,
|
|
source_id: StringName = &"",
|
|
action_display: String = ""
|
|
) -> void:
|
|
var event := EconomicEventRecord.create_narrative(
|
|
next_event_id, event_type, tick_count, actor_id, source_id, action_display
|
|
)
|
|
next_event_id += 1
|
|
economic_events.append(event)
|
|
economic_event_recorded.emit(event)
|
|
|
|
|
|
func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
|
|
var results: Array[EconomicEventRecord] = []
|
|
for i in range(economic_events.size() - 1, -1, -1):
|
|
var event: EconomicEventRecord = economic_events[i]
|
|
if event.data["actor_id"] == npc_id:
|
|
results.append(event)
|
|
if results.size() >= max_count:
|
|
break
|
|
results.reverse()
|
|
return results
|
|
|
|
|
|
func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]:
|
|
var results: Array[EconomicEventRecord] = []
|
|
var start := maxi(economic_events.size() - max_count, 0)
|
|
for i in range(start, economic_events.size()):
|
|
results.append(economic_events[i])
|
|
return results
|
|
|
|
|
|
func _initialize_storage() -> void:
|
|
if not storage_states.has(SimulationIds.STORAGE_VILLAGE_PANTRY):
|
|
storage_states[SimulationIds.STORAGE_VILLAGE_PANTRY] = (StorageStateRecord.create(
|
|
SimulationIds.STORAGE_VILLAGE_PANTRY,
|
|
{String(SimulationIds.RESOURCE_FOOD): village.food}
|
|
))
|
|
if not storage_states.has(SimulationIds.STORAGE_VILLAGE_WOODPILE):
|
|
storage_states[SimulationIds.STORAGE_VILLAGE_WOODPILE] = (StorageStateRecord.create(
|
|
SimulationIds.STORAGE_VILLAGE_WOODPILE,
|
|
{String(SimulationIds.RESOURCE_WOOD): village.wood}
|
|
))
|
|
_sync_village_food()
|
|
_sync_village_wood()
|
|
|
|
|
|
func get_pantry() -> StorageStateRecord:
|
|
return storage_states.get(SimulationIds.STORAGE_VILLAGE_PANTRY) as StorageStateRecord
|
|
|
|
|
|
func get_woodpile() -> StorageStateRecord:
|
|
return storage_states.get(SimulationIds.STORAGE_VILLAGE_WOODPILE) as StorageStateRecord
|
|
|
|
|
|
func register_loaded_storage_nodes() -> void:
|
|
for candidate in StorageNode.get_all():
|
|
var node := candidate as StorageNode
|
|
register_storage_node(node)
|
|
|
|
|
|
func register_storage_node(node: StorageNode) -> bool:
|
|
if node == null or node.storage_id.is_empty():
|
|
return false
|
|
var storage_state := storage_states.get(node.storage_id) as StorageStateRecord
|
|
if storage_state == null:
|
|
push_error(
|
|
"SimulationManager: StorageNode '%s' has no authoritative StorageStateRecord"
|
|
% node.storage_id
|
|
)
|
|
return false
|
|
return node.bind_state(storage_state)
|
|
|
|
|
|
func _sync_village_food() -> void:
|
|
var pantry := get_pantry()
|
|
if pantry != null:
|
|
village.food = pantry.get_amount(SimulationIds.RESOURCE_FOOD)
|
|
village.update_modifiers()
|
|
village.update_priorities()
|
|
|
|
|
|
func _sync_village_wood() -> void:
|
|
var woodpile := get_woodpile()
|
|
if woodpile != null:
|
|
village.wood = woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
|
|
village.update_modifiers()
|
|
village.update_priorities()
|
|
|
|
|
|
func deposit_npc_inventory(npc: SimNPC, item_id: StringName) -> float:
|
|
var available := npc.get_inventory_amount(item_id)
|
|
var deposited := get_pantry().deposit(item_id, available)
|
|
npc.remove_inventory(item_id, deposited)
|
|
_sync_village_food()
|
|
if deposited > 0.0:
|
|
npc_inventory_changed.emit(npc, item_id, npc.get_inventory_amount(item_id))
|
|
_record_economic_event(
|
|
SimulationIds.EVENT_STORAGE_DEPOSITED,
|
|
npc.id,
|
|
_npc_inventory_id(npc.id),
|
|
SimulationIds.STORAGE_VILLAGE_PANTRY,
|
|
item_id,
|
|
deposited
|
|
)
|
|
return deposited
|
|
|
|
|
|
func deposit_npc_wood(npc: SimNPC) -> float:
|
|
var available := npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
|
|
var woodpile := get_woodpile()
|
|
if woodpile == null:
|
|
return 0.0
|
|
var deposited := woodpile.deposit(SimulationIds.RESOURCE_WOOD, available)
|
|
npc.remove_inventory(SimulationIds.RESOURCE_WOOD, deposited)
|
|
_sync_village_wood()
|
|
if deposited > 0.0:
|
|
npc_inventory_changed.emit(
|
|
npc, SimulationIds.RESOURCE_WOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD)
|
|
)
|
|
_record_economic_event(
|
|
SimulationIds.EVENT_STORAGE_DEPOSITED,
|
|
npc.id,
|
|
_npc_inventory_id(npc.id),
|
|
SimulationIds.STORAGE_VILLAGE_WOODPILE,
|
|
SimulationIds.RESOURCE_WOOD,
|
|
deposited
|
|
)
|
|
return deposited
|
|
|
|
|
|
func _consume_wood_for_work(npc: SimNPC, action_id: StringName) -> void:
|
|
var woodpile := get_woodpile()
|
|
if woodpile == null:
|
|
return
|
|
var consumed := woodpile.withdraw(SimulationIds.RESOURCE_WOOD, 1.0)
|
|
_sync_village_wood()
|
|
if consumed >= 1.0:
|
|
_record_economic_event(
|
|
SimulationIds.EVENT_ITEM_CONSUMED,
|
|
npc.id,
|
|
SimulationIds.STORAGE_VILLAGE_WOODPILE,
|
|
&"consumed",
|
|
SimulationIds.RESOURCE_WOOD,
|
|
consumed
|
|
)
|
|
if debug_logs:
|
|
print("[SimulationManager] %s consumed wood for %s" % [npc.npc_name, action_id])
|
|
|
|
|
|
func withdraw_to_npc(npc: SimNPC, item_id: StringName, amount: float) -> float:
|
|
var withdrawn := get_pantry().withdraw(item_id, amount)
|
|
npc.add_inventory(item_id, withdrawn)
|
|
_sync_village_food()
|
|
if withdrawn > 0.0:
|
|
npc_inventory_changed.emit(npc, item_id, npc.get_inventory_amount(item_id))
|
|
_record_economic_event(
|
|
SimulationIds.EVENT_STORAGE_WITHDRAWN,
|
|
npc.id,
|
|
SimulationIds.STORAGE_VILLAGE_PANTRY,
|
|
_npc_inventory_id(npc.id),
|
|
item_id,
|
|
withdrawn
|
|
)
|
|
return withdrawn
|
|
|
|
|
|
func consume_npc_food(npc: SimNPC) -> bool:
|
|
if npc.remove_inventory(SimulationIds.RESOURCE_FOOD, 1.0) < 1.0:
|
|
npc.hunger = minf(npc.hunger + 5.0, 100.0)
|
|
npc.is_starving = npc.hunger >= 90.0
|
|
return false
|
|
npc.hunger = maxf(npc.hunger - 55.0, 0.0)
|
|
npc.starvation_ticks = 0
|
|
npc.is_starving = npc.hunger >= 90.0
|
|
npc_inventory_changed.emit(
|
|
npc, SimulationIds.RESOURCE_FOOD, npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD)
|
|
)
|
|
_record_economic_event(
|
|
SimulationIds.EVENT_ITEM_CONSUMED,
|
|
npc.id,
|
|
_npc_inventory_id(npc.id),
|
|
&"consumed",
|
|
SimulationIds.RESOURCE_FOOD,
|
|
1.0
|
|
)
|
|
return true
|
|
|
|
|
|
func register_loaded_resource_nodes() -> void:
|
|
for node in ResourceNode.get_all():
|
|
register_resource_node(node)
|
|
|
|
|
|
func register_resource_node(node: ResourceNode) -> bool:
|
|
if node == null or node.node_id.is_empty():
|
|
return false
|
|
var action_definition := SimulationDefinitions.get_action(node.action_id)
|
|
if (
|
|
action_definition == null
|
|
or action_definition.target_type != SimulationIds.TARGET_RESOURCE
|
|
or action_definition.resource_action_id != node.action_id
|
|
):
|
|
push_error(
|
|
(
|
|
"SimulationManager: ResourceNode '%s' has invalid action_id '%s'"
|
|
% [node.node_id, node.action_id]
|
|
)
|
|
)
|
|
return false
|
|
var resource_state := get_resource_state(node.node_id)
|
|
if resource_state == null:
|
|
resource_state = ResourceStateRecord.create_from_node(node)
|
|
resource_states[node.node_id] = resource_state
|
|
elif not resource_state.apply_definition(node):
|
|
push_error("SimulationManager: ResourceNode definition mismatch for '%s'" % node.node_id)
|
|
return false
|
|
return node.bind_state(resource_state)
|
|
|
|
|
|
func get_resource_state(node_id: StringName) -> ResourceStateRecord:
|
|
return resource_states.get(node_id) as ResourceStateRecord
|
|
|
|
|
|
func reserve_resource(node_id: StringName, agent_id: int) -> bool:
|
|
var resource_state := get_resource_state(node_id)
|
|
return resource_state != null and resource_state.reserve(agent_id)
|
|
|
|
|
|
func release_resource(node_id: StringName, agent_id: int) -> void:
|
|
var resource_state := get_resource_state(node_id)
|
|
if resource_state != null:
|
|
resource_state.release(agent_id)
|
|
|
|
|
|
func find_resource_node_for_player(from_position: Vector3, max_distance: float) -> ResourceNode:
|
|
var best: ResourceNode
|
|
var best_distance := max_distance * max_distance
|
|
for node in ResourceNode.get_all():
|
|
var resource_state := get_resource_state(node.node_id)
|
|
if resource_state == null or not resource_state.can_player_use_resource():
|
|
continue
|
|
var distance := from_position.distance_squared_to(node.interaction_point.global_position)
|
|
if distance <= best_distance:
|
|
best_distance = distance
|
|
best = node
|
|
return best
|
|
|
|
|
|
func harvest_resource_node(node: ResourceNode) -> float:
|
|
if node == null:
|
|
return 0.0
|
|
var resource_state := get_resource_state(node.node_id)
|
|
if resource_state == null or not resource_state.can_player_use_resource():
|
|
return 0.0
|
|
var extracted := resource_state.extract()
|
|
if extracted <= 0.0:
|
|
return 0.0
|
|
|
|
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD:
|
|
get_pantry().deposit(SimulationIds.RESOURCE_FOOD, extracted)
|
|
_sync_village_food()
|
|
elif resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD:
|
|
get_woodpile().deposit(SimulationIds.RESOURCE_WOOD, extracted)
|
|
_sync_village_wood()
|
|
else:
|
|
village.apply_resource_delta(resource_state.get_resource_id(), extracted)
|
|
_record_economic_event(
|
|
SimulationIds.EVENT_RESOURCE_EXTRACTED,
|
|
-1,
|
|
resource_state.get_node_id(),
|
|
(
|
|
SimulationIds.STORAGE_VILLAGE_PANTRY
|
|
if resource_state.get_resource_id() == SimulationIds.RESOURCE_FOOD
|
|
else (
|
|
SimulationIds.STORAGE_VILLAGE_WOODPILE
|
|
if resource_state.get_resource_id() == SimulationIds.RESOURCE_WOOD
|
|
else &"village"
|
|
)
|
|
),
|
|
resource_state.get_resource_id(),
|
|
extracted
|
|
)
|
|
if resource_state.get_amount_remaining() <= 0.0:
|
|
record_narrative_event(
|
|
SimulationIds.EVENT_RESOURCE_DEPLETED, -1, resource_state.get_node_id()
|
|
)
|
|
village_changed.emit(village)
|
|
|
|
if debug_logs:
|
|
print(
|
|
"[SimulationManager] Player extracted ",
|
|
extracted,
|
|
" ",
|
|
resource_state.get_resource_id(),
|
|
" from ",
|
|
resource_state.get_node_id()
|
|
)
|
|
|
|
return extracted
|
|
|
|
|
|
func eat_food(amount: float) -> void:
|
|
get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, amount)
|
|
_sync_village_food()
|
|
village_changed.emit(village)
|
|
|
|
|
|
func add_food(amount: float) -> void:
|
|
if amount >= 0.0:
|
|
get_pantry().deposit(SimulationIds.RESOURCE_FOOD, amount)
|
|
else:
|
|
get_pantry().withdraw(SimulationIds.RESOURCE_FOOD, -amount)
|
|
_sync_village_food()
|
|
village_changed.emit(village)
|
|
|
|
|
|
func add_wood(amount: float) -> void:
|
|
village.apply_resource_delta(&"wood", amount)
|
|
village_changed.emit(village)
|
|
|
|
|
|
func add_safety(amount: float) -> void:
|
|
village.apply_resource_delta(&"safety", amount)
|
|
village_changed.emit(village)
|
|
|
|
|
|
func add_knowledge(amount: float) -> void:
|
|
village.apply_resource_delta(&"knowledge", amount)
|
|
village_changed.emit(village)
|
|
|
|
|
|
func get_starving_count() -> int:
|
|
var count := 0
|
|
for npc in npcs:
|
|
if npc.is_starving:
|
|
count += 1
|
|
return count
|
|
|
|
|
|
func get_state_snapshot() -> Dictionary:
|
|
var npc_snapshots: Array[Dictionary] = []
|
|
for npc in npcs:
|
|
npc_snapshots.append(
|
|
{
|
|
"id": npc.id,
|
|
"name": npc.npc_name,
|
|
"profession": npc.profession,
|
|
"hunger": npc.hunger,
|
|
"energy": npc.energy,
|
|
"strength": npc.strength,
|
|
"intelligence": npc.intelligence,
|
|
"task": npc.current_task,
|
|
"task_state": npc.task_state,
|
|
"task_duration": npc.task_duration,
|
|
"task_progress": npc.task_progress,
|
|
"target_id": String(npc.target_id),
|
|
"position": [npc.position.x, npc.position.y, npc.position.z],
|
|
"travel_target_position":
|
|
[
|
|
npc.travel_target_position.x,
|
|
npc.travel_target_position.y,
|
|
npc.travel_target_position.z
|
|
],
|
|
"has_travel_target": npc.has_travel_target,
|
|
"starvation_ticks": npc.starvation_ticks,
|
|
"is_dead": npc.is_dead
|
|
}
|
|
)
|
|
|
|
return {
|
|
"seed": simulation_seed,
|
|
"tick_count": tick_count,
|
|
"village":
|
|
{
|
|
"food": village.food,
|
|
"wood": village.wood,
|
|
"safety": village.safety,
|
|
"knowledge": village.knowledge
|
|
},
|
|
"npcs": npc_snapshots
|
|
}
|
|
|
|
|
|
func get_state_checksum() -> String:
|
|
return create_state_record().to_json().sha256_text()
|
|
|
|
|
|
func get_latest_decision(npc_id: int) -> ActionSelectionResult:
|
|
return latest_decisions.get(npc_id)
|
|
|
|
|
|
func create_state_record() -> SimulationStateRecord:
|
|
var record := SimulationStateRecord.new()
|
|
var wander_streams: Array[Dictionary] = []
|
|
var sorted_npc_ids: Array = wander_random_sources.keys()
|
|
sorted_npc_ids.sort()
|
|
for npc_id in sorted_npc_ids:
|
|
var source: RandomNumberGenerator = wander_random_sources[npc_id]
|
|
wander_streams.append(
|
|
{"npc_id": int(npc_id), "seed": str(source.seed), "state": str(source.state)}
|
|
)
|
|
|
|
record.simulation = {
|
|
"seed": simulation_seed,
|
|
"tick_interval": tick_interval,
|
|
"tick_count": tick_count,
|
|
"clock_accumulator": clock.accumulator,
|
|
"clock_elapsed_ticks": clock.elapsed_ticks,
|
|
"wander_random_streams": wander_streams,
|
|
"next_event_id": next_event_id,
|
|
"cycle_duration_seconds": clock.cycle_duration_seconds
|
|
}
|
|
record.village = VillageStateRecord.capture(village)
|
|
for npc in npcs:
|
|
record.npcs.append(NPCStateRecord.capture(npc))
|
|
|
|
var sorted_resource_ids: Array = resource_states.keys()
|
|
sorted_resource_ids.sort()
|
|
for resource_id in sorted_resource_ids:
|
|
var resource_state: ResourceStateRecord = resource_states[resource_id]
|
|
record.resources.append(resource_state)
|
|
var sorted_storage_ids: Array = storage_states.keys()
|
|
sorted_storage_ids.sort()
|
|
for storage_id in sorted_storage_ids:
|
|
var storage_state: StorageStateRecord = storage_states[storage_id]
|
|
record.storages.append(storage_state)
|
|
for event in economic_events:
|
|
record.economic_events.append(event)
|
|
return record
|
|
|
|
|
|
func serialize_state() -> String:
|
|
return create_state_record().to_json()
|
|
|
|
|
|
func restore_state_from_json(json_text: String) -> bool:
|
|
var record := SimulationStateRecord.from_json(json_text)
|
|
if record == null:
|
|
push_error("SimulationManager: refused invalid or unsupported simulation state")
|
|
return false
|
|
return restore_state(record)
|
|
|
|
|
|
func restore_state(record: SimulationStateRecord) -> bool:
|
|
if record == null:
|
|
return false
|
|
|
|
simulation_seed = int(record.simulation["seed"])
|
|
tick_interval = float(record.simulation["tick_interval"])
|
|
tick_count = int(record.simulation["tick_count"])
|
|
next_event_id = int(record.simulation["next_event_id"])
|
|
clock = SimulationClock.new(tick_interval)
|
|
clock.accumulator = float(record.simulation["clock_accumulator"])
|
|
clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"])
|
|
clock.cycle_duration_seconds = float(record.simulation.get("cycle_duration_seconds", 240.0))
|
|
village = record.village.restore(debug_logs)
|
|
storage_states.clear()
|
|
for storage_record in record.storages:
|
|
storage_states[storage_record.get_storage_id()] = storage_record
|
|
_sync_village_food()
|
|
economic_events = record.economic_events.duplicate()
|
|
latest_decisions.clear()
|
|
|
|
npcs.clear()
|
|
for npc_record in record.npcs:
|
|
npcs.append(npc_record.restore(debug_logs))
|
|
|
|
wander_random_sources.clear()
|
|
var wander_streams: Array = record.simulation["wander_random_streams"]
|
|
for stream_data in wander_streams:
|
|
var source := RandomNumberGenerator.new()
|
|
source.seed = String(stream_data["seed"]).to_int()
|
|
source.state = String(stream_data["state"]).to_int()
|
|
wander_random_sources[int(stream_data["npc_id"])] = source
|
|
|
|
resource_states.clear()
|
|
for resource_record in record.resources:
|
|
resource_states[resource_record.get_node_id()] = resource_record
|
|
register_loaded_resource_nodes()
|
|
|
|
village_changed.emit(village)
|
|
state_restored.emit()
|
|
return true
|