Files
gamedev-the-steward/simulation/state/NPCStateRecord.gd
T
admin 2c3890502a feat: wood consumption for patrol and study
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.
2026-07-09 00:16:52 +02:00

188 lines
5.9 KiB
GDScript

class_name NPCStateRecord
extends RefCounted
const SCHEMA_VERSION := 3
const LEGACY_SCHEMA_VERSION := 1
const PREVIOUS_SCHEMA_VERSION := 2
var data: Dictionary
func _init(record_data: Dictionary = {}) -> void:
data = record_data.duplicate(true)
static func capture(npc: SimNPC) -> NPCStateRecord:
return NPCStateRecord.new(
{
"schema_version": SCHEMA_VERSION,
"id": npc.id,
"name": npc.npc_name,
"profession": String(npc.profession),
"hunger": npc.hunger,
"energy": npc.energy,
"strength": npc.strength,
"intelligence": npc.intelligence,
"current_task": String(npc.current_task),
"task_state": String(npc.task_state),
"position": [npc.position.x, npc.position.y, npc.position.z],
"home_position": [npc.home_position.x, npc.home_position.y, npc.home_position.z],
"is_starving": npc.is_starving,
"starvation_ticks": npc.starvation_ticks,
"starvation_death_threshold": npc.starvation_death_threshold,
"is_dead": npc.is_dead,
"task_duration": npc.task_duration,
"task_progress": npc.task_progress,
"task_complete": npc.task_complete,
"target_id": String(npc.target_id),
"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,
"inventory": npc.inventory.duplicate(true),
"last_task": String(npc.last_task),
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state),
"familiarity": _sorted_familiarity(npc.familiarity)
}
)
static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
var version := int(record_data.get("schema_version", -1))
if version in [LEGACY_SCHEMA_VERSION, PREVIOUS_SCHEMA_VERSION]:
record_data = _migrate_legacy(record_data, version)
elif version != SCHEMA_VERSION:
return null
if not record_data.has_all(
[
"id",
"name",
"profession",
"hunger",
"energy",
"strength",
"intelligence",
"current_task",
"task_state",
"position",
"is_starving",
"starvation_ticks",
"starvation_death_threshold",
"is_dead",
"task_duration",
"task_progress",
"task_complete",
"target_id",
"travel_target_position",
"has_travel_target",
"inventory",
"last_task",
"random_seed",
"random_state"
]
):
return null
var saved_position = record_data["position"]
if not saved_position is Array or saved_position.size() != 3:
return null
var saved_target_position = record_data["travel_target_position"]
if not saved_target_position is Array or saved_target_position.size() != 3:
return null
if not record_data["inventory"] is Dictionary:
return null
var profession_id := StringName(record_data["profession"])
if SimulationDefinitions.get_profession(profession_id) == null:
return null
var action_id := StringName(record_data["current_task"])
if (
action_id not in [SimulationIds.ACTION_IDLE, SimulationIds.ACTION_DEAD]
and SimulationDefinitions.get_action(action_id) == null
):
return null
var last_action_id := StringName(record_data["last_task"])
if not last_action_id.is_empty() and SimulationDefinitions.get_action(last_action_id) == null:
return null
return NPCStateRecord.new(record_data)
static func _migrate_legacy(legacy_data: Dictionary, version: int) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
if version == LEGACY_SCHEMA_VERSION:
migrated["travel_target_position"] = legacy_data.get("position", [0.0, 0.0, 0.0])
migrated["has_travel_target"] = false
migrated["inventory"] = {}
return migrated
func restore(debug_logs: bool) -> SimNPC:
var random_source := RandomNumberGenerator.new()
random_source.seed = String(data["random_seed"]).to_int()
var npc := SimNPC.new(
int(data["id"]),
String(data["name"]),
StringName(data["profession"]),
float(data["strength"]),
float(data["intelligence"]),
random_source
)
var saved_position: Array = data["position"]
var saved_target_position: Array = data["travel_target_position"]
npc.hunger = float(data["hunger"])
npc.energy = float(data["energy"])
npc.current_task = StringName(data["current_task"])
npc.task_state = StringName(data["task_state"])
npc.position = Vector3(
float(saved_position[0]), float(saved_position[1]), float(saved_position[2])
)
var saved_home: Array = data.get("home_position", saved_position)
npc.home_position = Vector3(
float(saved_home[0]), float(saved_home[1]), float(saved_home[2])
)
npc.is_starving = bool(data["is_starving"])
npc.starvation_ticks = int(data["starvation_ticks"])
npc.starvation_death_threshold = int(data["starvation_death_threshold"])
npc.is_dead = bool(data["is_dead"])
npc.task_duration = float(data["task_duration"])
npc.task_progress = float(data["task_progress"])
npc.task_complete = bool(data["task_complete"])
npc.target_id = StringName(data["target_id"])
npc.travel_target_position = Vector3(
float(saved_target_position[0]),
float(saved_target_position[1]),
float(saved_target_position[2])
)
npc.has_travel_target = bool(data["has_travel_target"])
npc.inventory = data["inventory"].duplicate(true)
npc.last_task = StringName(data["last_task"])
npc.random_source.state = String(data["random_state"]).to_int()
npc.debug_logs = debug_logs
var saved_familiarity = data.get("familiarity", {})
if saved_familiarity is Array:
for pair in saved_familiarity:
var pair_dict: Dictionary = pair
npc.familiarity[int(pair_dict["id"])] = float(pair_dict["score"])
elif saved_familiarity is Dictionary:
npc.familiarity = saved_familiarity.duplicate(true)
return npc
func to_dictionary() -> Dictionary:
return data.duplicate(true)
static func _sorted_familiarity(familiarity: Dictionary) -> Array:
var pairs: Array[Dictionary] = []
for key in familiarity:
pairs.append({"id": int(key), "score": float(familiarity[key])})
pairs.sort_custom(_familiarity_sort)
return pairs
static func _familiarity_sort(a: Dictionary, b: Dictionary) -> bool:
return int(a["id"]) < int(b["id"])