1100 lines
34 KiB
GDScript
1100 lines
34 KiB
GDScript
extends Node
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const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
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const VillageEconomyScript := preload("res://simulation/economy/VillageEconomy.gd")
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const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
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const EventKnowledgeSystemScript := preload("res://simulation/knowledge/EventKnowledgeSystem.gd")
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signal npc_task_changed(npc: SimNPC, old_task: StringName, new_task: StringName)
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signal village_changed(village: SimVillage)
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signal npc_died(npc: SimNPC)
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signal npc_target_requested(npc: SimNPC)
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signal npc_travel_requested(npc: SimNPC, target_position: Vector3)
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signal npc_inventory_changed(npc: SimNPC, item_id: StringName, amount: float)
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signal economic_event_recorded(event: EconomicEventRecord)
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signal state_restored
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signal npc_decision_recorded(npc: SimNPC, decision: ActionSelectionResult)
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signal relationship_changed(relationship: RelationshipStateRecord, cause_event: EconomicEventRecord)
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signal event_knowledge_changed(knower_id: int, event: EconomicEventRecord)
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signal event_knowledge_transferred(speaker_id: int, listener_id: int, event: EconomicEventRecord)
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signal event_knowledge_forgotten(knower_id: int, event: EconomicEventRecord)
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var village := SimVillage.new()
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var npcs: Array[SimNPC] = []
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@export var tick_interval := 1.2
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@export var simulation_seed: int = 1337
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@export var cycle_duration_seconds := 240.0
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@export var debug_logs := false
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@export var active_world_adapter: Node
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@export var home_positions: Array[Vector3] = []
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var clock: SimulationClock
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var tick_count := 0
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var wander_random_sources := {}
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var resource_states: Dictionary = {}
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var event_log := SimulationEventLogScript.new()
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var economy := VillageEconomyScript.new()
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var relationship_system := RelationshipSystemScript.new()
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var event_knowledge_system := EventKnowledgeSystemScript.new()
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var storage_states: Dictionary:
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get:
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return economy.storage_states
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var economic_events: Array[EconomicEventRecord]:
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get:
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return event_log.events
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var next_event_id: int:
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get:
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return event_log.next_event_id
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set(value):
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event_log.next_event_id = value
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var latest_decisions: Dictionary = {}
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var action_selector := ActionSelectionSystem.new()
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var action_executor := ActionExecutionSystem.new()
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var target_resolver := ActionTargetResolver.new()
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var speed_index := 2
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const SPEED_LEVELS := [0.25, 0.5, 1.0, 2.0, 4.0, 10.0]
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const KNOWLEDGE_COMMUNICATION_RADIUS := 2.5
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signal speed_changed(multiplier: float)
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const NPC_NAMES := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
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func _ready() -> void:
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add_to_group("simulation_manager")
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event_log.event_recorded.connect(_on_economic_event_recorded)
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economy.inventory_changed.connect(_on_economy_inventory_changed)
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economy.economic_event_requested.connect(_record_economic_event)
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economy.narrative_event_requested.connect(record_narrative_event)
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action_selector.relationship_system = relationship_system
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var definition_errors := SimulationDefinitions.validate()
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if not definition_errors.is_empty():
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for error in definition_errors:
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push_error("SimulationManager: " + error)
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set_process(false)
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return
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clock = SimulationClock.new(tick_interval)
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clock.cycle_duration_seconds = cycle_duration_seconds
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clock.elapsed_ticks = int(0.25 * cycle_duration_seconds / tick_interval)
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village.debug_logs = debug_logs
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economy.configure(village, debug_logs)
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economy.initialize_storage()
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village.update_modifiers()
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village.update_priorities()
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generate_npcs()
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relationship_system.initialize_households(npcs)
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call_deferred("register_loaded_resource_nodes")
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call_deferred("register_loaded_storage_nodes")
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if debug_logs:
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print("--- Simulation started ---")
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func _process(delta: float) -> void:
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var ticks_due := clock.advance(delta * SPEED_LEVELS[speed_index])
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for tick in ticks_due:
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simulate_tick()
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func _input(event: InputEvent) -> void:
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if not event is InputEventKey or not event.pressed or event.echo:
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return
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if event.keycode == KEY_BRACKETLEFT:
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speed_index = maxi(speed_index - 1, 0)
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speed_changed.emit(SPEED_LEVELS[speed_index])
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if debug_logs:
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print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
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elif event.keycode == KEY_BRACKETRIGHT:
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speed_index = mini(speed_index + 1, SPEED_LEVELS.size() - 1)
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speed_changed.emit(SPEED_LEVELS[speed_index])
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if debug_logs:
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print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
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func generate_npcs() -> void:
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var profession_ids := SimulationDefinitions.get_profession_ids()
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for i in range(NPC_NAMES.size()):
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var npc_random := _create_random_source(i, 0)
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var profession_index := npc_random.randi_range(0, profession_ids.size() - 1)
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var npc := SimNPC.new(
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i,
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NPC_NAMES[i],
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profession_ids[profession_index],
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npc_random.randf_range(1.0, 10.0),
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npc_random.randf_range(1.0, 10.0),
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npc_random
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)
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npc.debug_logs = debug_logs
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npcs.append(npc)
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wander_random_sources[i] = _create_random_source(i, 1)
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var home_count := home_positions.size()
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if home_count > 0:
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for i in range(npcs.size()):
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npcs[i].home_position = home_positions[i % home_count]
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func _create_random_source(npc_id: int, stream_id: int) -> RandomNumberGenerator:
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var source := RandomNumberGenerator.new()
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source.seed = simulation_seed + (npc_id + 1) * 1000003 + stream_id * 7919
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return source
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func get_wander_offset(npc_id: int) -> Vector3:
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var source: RandomNumberGenerator = wander_random_sources.get(npc_id)
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if source == null:
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source = _create_random_source(npc_id, 1)
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wander_random_sources[npc_id] = source
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return Vector3(source.randf_range(-6.0, 6.0), 0.0, source.randf_range(-6.0, 6.0))
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func simulate_tick() -> void:
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tick_count += 1
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if debug_logs:
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print("--- Tick ", tick_count, " ---")
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var village_was_changed := false
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for npc in npcs:
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village_was_changed = _simulate_npc_tick(npc) or village_was_changed
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if village_was_changed:
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village_changed.emit(village)
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if tick_count % get_knowledge_review_interval() == 0:
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_maintain_event_knowledge(true)
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if debug_logs:
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print(village.get_summary())
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func _simulate_npc_tick(npc: SimNPC) -> bool:
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var previous_task := npc.current_task
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var previous_target := npc.target_id
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var previous_state := npc.task_state
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var was_complete := npc.task_complete
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var was_dead := npc.is_dead
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action_executor.advance_npc(npc, village)
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_select_action_if_idle(npc, previous_state)
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if previous_task != npc.current_task and not previous_target.is_empty():
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release_npc_reservation(npc.id)
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if not was_dead and npc.is_dead:
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_handle_npc_death(npc, previous_task, previous_target)
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elif previous_task != npc.current_task:
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npc_task_changed.emit(npc, previous_task, npc.current_task)
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npc_target_requested.emit(npc)
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var completed := not was_complete and npc.task_complete and not npc.is_dead
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if completed:
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_complete_current_action(npc)
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_debug_npc_tick(npc, previous_state)
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return completed
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func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
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if npc.is_dead:
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return
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if previous_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
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return
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if npc.task_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
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return
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var selection := action_selector.select_action(npc, village, clock.time_of_day(), npcs)
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if selection == null:
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return
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latest_decisions[npc.id] = selection
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npc_decision_recorded.emit(npc, selection)
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npc.set_task(selection.action_id, selection.duration_override)
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var definition := SimulationDefinitions.get_action(selection.action_id)
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var display_name := (
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definition.display_name if definition != null else String(selection.action_id)
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)
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record_narrative_event(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
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func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target: StringName) -> void:
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if not previous_target.is_empty():
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release_npc_reservation(npc.id)
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npc_died.emit(npc)
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npc_task_changed.emit(npc, previous_task, npc.current_task)
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record_narrative_event(SimulationIds.EVENT_NPC_DIED, npc.id)
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_notify_mourning(npc)
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if debug_logs:
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print("[SimulationManager] NPC died: ", npc.npc_name)
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func _complete_current_action(npc: SimNPC) -> void:
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var completed_task := npc.current_task
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var definition := SimulationDefinitions.get_action(completed_task)
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if economy.consume_completion_cost(npc, definition):
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_apply_action_completion(npc, completed_task, definition)
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elif not npc.target_id.is_empty():
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release_npc_reservation(npc.id)
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npc.task_complete = true
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.last_task = completed_task
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npc.current_task = SimulationIds.ACTION_IDLE
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npc.has_travel_target = false
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npc.target_id = &""
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npc_task_changed.emit(npc, completed_task, npc.current_task)
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func _apply_action_completion(
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npc: SimNPC, completed_task: StringName, definition: ActionDefinition
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) -> void:
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if definition != null and definition.target_type == SimulationIds.TARGET_RESOURCE:
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_complete_resource_gather(npc, completed_task)
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return
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match completed_task:
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SimulationIds.ACTION_DEPOSIT_FOOD:
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economy.deposit_inventory(npc, SimulationIds.RESOURCE_FOOD)
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SimulationIds.ACTION_DEPOSIT_WOOD:
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economy.deposit_inventory(npc, SimulationIds.RESOURCE_WOOD)
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SimulationIds.ACTION_WITHDRAW_FOOD:
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economy.withdraw_to_inventory(npc, SimulationIds.RESOURCE_FOOD, 1.0)
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SimulationIds.ACTION_EAT:
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economy.consume_npc_food(npc)
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SimulationIds.ACTION_SLEEP:
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npc.energy = minf(npc.energy + 40.0, 100.0)
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npc.position = npc.home_position
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record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
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SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY, SimulationIds.ACTION_REST, SimulationIds.ACTION_WANDER:
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village.apply_npc_task(npc)
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if debug_logs and completed_task == SimulationIds.ACTION_SLEEP:
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print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
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func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
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var resource_state := get_resource_state(npc.target_id)
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if resource_state == null or resource_state.get_reserved_by() != npc.id:
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if debug_logs:
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print(
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(
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"[SimulationManager] %s could not complete %s: invalid reservation"
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% [npc.npc_name, completed_task]
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)
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)
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release_npc_reservation(npc.id)
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return
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var extracted := resource_state.extract()
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if extracted > 0.0:
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var resource_id := resource_state.get_resource_id()
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npc.add_inventory(resource_id, extracted)
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npc_inventory_changed.emit(npc, resource_id, npc.get_inventory_amount(resource_id))
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_record_economic_event(
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SimulationIds.EVENT_RESOURCE_EXTRACTED,
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npc.id,
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resource_state.get_node_id(),
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SimulationIds.npc_inventory_id(npc.id),
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resource_id,
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extracted
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)
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if resource_state.get_amount_remaining() <= 0.0:
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record_narrative_event(
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SimulationIds.EVENT_RESOURCE_DEPLETED, npc.id, resource_state.get_node_id()
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)
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if debug_logs:
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print(
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(
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"[SimulationManager] %s extracted %.1f %s from %s"
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% [npc.npc_name, extracted, resource_id, resource_state.get_node_id()]
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)
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)
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release_npc_reservation(npc.id)
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func _debug_npc_tick(npc: SimNPC, previous_state: StringName) -> void:
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if not debug_logs:
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return
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print(
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npc.npc_name,
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" | ",
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npc.profession,
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" | task: ",
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npc.current_task,
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" | state: ",
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npc.task_state,
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" | progress: ",
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npc.task_progress,
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"/",
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npc.task_duration,
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" | complete: ",
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npc.task_complete,
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" | hunger: ",
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round(npc.hunger),
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" | energy: ",
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round(npc.energy),
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" | starving: ",
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npc.is_starving,
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" | starvation_ticks: ",
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npc.starvation_ticks,
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" | dead: ",
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npc.is_dead
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)
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if previous_state != npc.task_state:
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print(
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"[SimulationManager] State changed: ",
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npc.npc_name,
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" ",
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previous_state,
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" -> ",
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npc.task_state
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)
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func release_npc_reservation(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.target_id != &"":
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var resource_state := get_resource_state(npc.target_id)
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if resource_state != null:
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resource_state.release(npc.id)
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npc.target_id = &""
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return
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func notify_npc_arrived(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.is_dead:
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return
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if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
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var definition := SimulationDefinitions.get_action(npc.current_task)
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if (
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npc.target_id != &""
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and definition != null
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and definition.target_type == SimulationIds.TARGET_RESOURCE
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):
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var resource_state := get_resource_state(npc.target_id)
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if (
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resource_state == null
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or not resource_state.can_extract()
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or resource_state.get_reserved_by() != npc.id
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):
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if debug_logs:
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print(
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"[SimulationManager] ",
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npc.npc_name,
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" arrived but target ",
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npc.target_id,
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" is unavailable, replanning"
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)
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notify_npc_navigation_failed(npc.id)
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return
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npc.has_travel_target = false
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npc.start_working()
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var working_speakers: Array[SimNPC] = []
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if npc.target_id != &"":
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for other in npcs:
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if other.id == npc.id or other.is_dead:
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continue
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if other.target_id != npc.target_id:
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continue
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if (
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other.task_state
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in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]
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):
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relationship_system.increase_shared_work_familiarity(npc.id, other.id)
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if other.task_state == SimNPC.TASK_STATE_WORKING:
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working_speakers.append(other)
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working_speakers.sort_custom(_sort_npcs_by_id)
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for speaker in working_speakers:
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if try_communicate_at_shared_activity(speaker.id, npc.id):
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break
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if debug_logs:
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print(
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"[SimulationManager] ",
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npc.npc_name,
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" arrived and started working on: ",
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npc.current_task
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)
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return
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func notify_npc_navigation_failed(npc_id: int) -> void:
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for npc in npcs:
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if npc.id != npc_id:
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continue
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if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
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return
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var failed_task := npc.current_task
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release_npc_reservation(npc.id)
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npc.last_task = failed_task
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npc.set_task(SimulationIds.ACTION_WANDER, 2.0)
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npc_task_changed.emit(npc, failed_task, npc.current_task)
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npc_target_requested.emit(npc)
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if debug_logs:
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print(
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"[SimulationManager] ",
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npc.npc_name,
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" could not navigate for ",
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failed_task,
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" and is trying a wander target"
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)
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return
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func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
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for npc in npcs:
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if npc.id != npc_id:
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continue
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if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
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return false
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if npc.current_task == SimulationIds.ACTION_SLEEP:
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npc.travel_target_position = npc.home_position
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npc.has_travel_target = true
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npc_travel_requested.emit(npc, npc.travel_target_position)
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return true
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if active_world_adapter == null:
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push_error("SimulationManager: active_world_adapter is missing")
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return false
|
|
var result := target_resolver.resolve(npc, origin, self, active_world_adapter)
|
|
if result.is_empty():
|
|
notify_npc_navigation_failed(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 _notify_mourning(dead_npc: SimNPC) -> void:
|
|
var mourner := relationship_system.get_most_familiar_living_subject(dead_npc.id, npcs)
|
|
if mourner == null:
|
|
return
|
|
mourner.mourning_ticks = 100
|
|
if debug_logs:
|
|
print("[SimulationManager] ", mourner.npc_name, " is mourning ", dead_npc.npc_name)
|
|
|
|
|
|
func _record_economic_event(
|
|
event_type: StringName,
|
|
actor_id: int,
|
|
source_id: StringName,
|
|
destination_id: StringName,
|
|
item_id: StringName,
|
|
amount: float
|
|
) -> void:
|
|
_record_economic_event_at(
|
|
event_type,
|
|
actor_id,
|
|
source_id,
|
|
destination_id,
|
|
item_id,
|
|
amount,
|
|
_get_event_world_position(actor_id, source_id, destination_id)
|
|
)
|
|
|
|
|
|
func _record_economic_event_at(
|
|
event_type: StringName,
|
|
actor_id: int,
|
|
source_id: StringName,
|
|
destination_id: StringName,
|
|
item_id: StringName,
|
|
amount: float,
|
|
world_position: Vector3
|
|
) -> void:
|
|
event_log.record_economic(
|
|
tick_count, event_type, actor_id, source_id, destination_id, item_id, amount, world_position
|
|
)
|
|
|
|
|
|
func record_narrative_event(
|
|
event_type: StringName, actor_id: int, source_id: StringName = &"", action_display: String = ""
|
|
) -> void:
|
|
_record_narrative_event_at(
|
|
event_type,
|
|
actor_id,
|
|
source_id,
|
|
action_display,
|
|
_get_event_world_position(actor_id, source_id, &"")
|
|
)
|
|
|
|
|
|
func _record_narrative_event_at(
|
|
event_type: StringName,
|
|
actor_id: int,
|
|
source_id: StringName,
|
|
action_display: String,
|
|
world_position: Vector3
|
|
) -> void:
|
|
event_log.record_narrative(
|
|
tick_count, event_type, actor_id, source_id, action_display, world_position
|
|
)
|
|
|
|
|
|
func _get_event_world_position(
|
|
actor_id: int, source_id: StringName, destination_id: StringName
|
|
) -> Vector3:
|
|
for npc in npcs:
|
|
if npc.id != actor_id:
|
|
continue
|
|
if not npc.target_id.is_empty() and npc.target_id in [source_id, destination_id]:
|
|
return npc.travel_target_position
|
|
return npc.position
|
|
return Vector3.ZERO
|
|
|
|
|
|
func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
|
|
return event_log.get_for_actor(npc_id, max_count)
|
|
|
|
|
|
func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]:
|
|
return event_log.get_recent(max_count)
|
|
|
|
|
|
func _on_economic_event_recorded(event: EconomicEventRecord) -> void:
|
|
var learned_records: Array[KnownEventStateRecord] = event_knowledge_system.observe_event(
|
|
event, npcs
|
|
)
|
|
for learned_record in learned_records:
|
|
_apply_new_event_knowledge(learned_record, event)
|
|
economic_event_recorded.emit(event)
|
|
|
|
|
|
func try_communicate_at_shared_activity(speaker_id: int, listener_id: int) -> bool:
|
|
var speaker := _find_npc_by_id(speaker_id)
|
|
var listener := _find_npc_by_id(listener_id)
|
|
if not _can_communicate_at_shared_activity(speaker, listener):
|
|
return false
|
|
var known_event_ids := event_knowledge_system.get_communicable_event_ids(
|
|
speaker.id, _get_lasting_event_ids(speaker.id)
|
|
)
|
|
for event_id in known_event_ids:
|
|
var event := event_log.get_by_id(event_id)
|
|
if event == null:
|
|
continue
|
|
var learned_record := event_knowledge_system.communicate_event(
|
|
event, speaker.id, listener.id, tick_count
|
|
)
|
|
if learned_record == null:
|
|
continue
|
|
_apply_new_event_knowledge(learned_record, event)
|
|
event_knowledge_transferred.emit(speaker.id, listener.id, event)
|
|
return true
|
|
return false
|
|
|
|
|
|
func _can_communicate_at_shared_activity(speaker: SimNPC, listener: SimNPC) -> bool:
|
|
if speaker == null or listener == null or speaker.id == listener.id:
|
|
return false
|
|
if speaker.is_dead or listener.is_dead:
|
|
return false
|
|
if (
|
|
speaker.task_state != SimNPC.TASK_STATE_WORKING
|
|
or listener.task_state != SimNPC.TASK_STATE_WORKING
|
|
):
|
|
return false
|
|
if speaker.target_id.is_empty() or speaker.target_id != listener.target_id:
|
|
return false
|
|
if storage_states.has(speaker.target_id):
|
|
return false
|
|
var speaker_action := SimulationDefinitions.get_action(speaker.current_task)
|
|
var listener_action := SimulationDefinitions.get_action(listener.current_task)
|
|
if (
|
|
speaker_action == null
|
|
or listener_action == null
|
|
or speaker_action.target_type != SimulationIds.TARGET_ACTIVITY
|
|
or listener_action.target_type != SimulationIds.TARGET_ACTIVITY
|
|
):
|
|
return false
|
|
return (
|
|
speaker.position.distance_squared_to(listener.position)
|
|
<= KNOWLEDGE_COMMUNICATION_RADIUS * KNOWLEDGE_COMMUNICATION_RADIUS
|
|
)
|
|
|
|
|
|
func _apply_new_event_knowledge(
|
|
known_event: KnownEventStateRecord, event: EconomicEventRecord
|
|
) -> void:
|
|
var newly_informed_ids: Array[int] = [known_event.get_knower_id()]
|
|
var changed_relationships: Array[RelationshipStateRecord] = relationship_system.apply_event(
|
|
event, npcs, newly_informed_ids
|
|
)
|
|
event_knowledge_changed.emit(known_event.get_knower_id(), event)
|
|
for relationship in changed_relationships:
|
|
relationship_changed.emit(relationship, event)
|
|
_maintain_event_knowledge(false)
|
|
|
|
|
|
func _maintain_event_knowledge(expire_by_age: bool) -> void:
|
|
var forgotten := event_knowledge_system.maintain_retention(
|
|
tick_count, get_knowledge_review_interval(), _get_lasting_knowledge_records(), expire_by_age
|
|
)
|
|
for known_event in forgotten:
|
|
var event := event_log.get_by_id(known_event.get_event_id())
|
|
if event != null:
|
|
event_knowledge_forgotten.emit(known_event.get_knower_id(), event)
|
|
|
|
|
|
func _get_lasting_knowledge_records() -> Array[KnownEventStateRecord]:
|
|
var lasting: Array[KnownEventStateRecord] = []
|
|
var seen := {}
|
|
for relationship in relationship_system.get_all_sorted():
|
|
var event_id := relationship.get_last_trust_cause_event_id()
|
|
if event_id == RelationshipStateRecord.NO_CAUSE_EVENT:
|
|
continue
|
|
var record := event_knowledge_system.get_record(relationship.get_observer_id(), event_id)
|
|
if record == null:
|
|
continue
|
|
var key := "%d:%d" % [record.get_knower_id(), record.get_event_id()]
|
|
if seen.has(key):
|
|
continue
|
|
seen[key] = true
|
|
lasting.append(record)
|
|
return lasting
|
|
|
|
|
|
func _get_lasting_event_ids(npc_id: int) -> Array[int]:
|
|
var event_ids: Array[int] = []
|
|
for record in _get_lasting_knowledge_records():
|
|
if record.get_knower_id() == npc_id:
|
|
event_ids.append(record.get_event_id())
|
|
event_ids.sort()
|
|
return event_ids
|
|
|
|
|
|
func _find_npc_by_id(npc_id: int) -> SimNPC:
|
|
for npc in npcs:
|
|
if npc.id == npc_id:
|
|
return npc
|
|
return null
|
|
|
|
|
|
static func _sort_npcs_by_id(first: SimNPC, second: SimNPC) -> bool:
|
|
return first.id < second.id
|
|
|
|
|
|
func get_primary_relationship(npc_id: int) -> RelationshipStateRecord:
|
|
return relationship_system.get_primary_relationship(npc_id)
|
|
|
|
|
|
func get_relationship_cause(relationship: RelationshipStateRecord) -> EconomicEventRecord:
|
|
if relationship == null:
|
|
return null
|
|
return event_log.get_by_id(relationship.get_last_trust_cause_event_id())
|
|
|
|
|
|
func get_known_events(npc_id: int, max_count: int = 3) -> Array[EconomicEventRecord]:
|
|
var known: Array[EconomicEventRecord] = []
|
|
for event_id in event_knowledge_system.get_known_event_ids(npc_id, max_count):
|
|
var event := event_log.get_by_id(event_id)
|
|
if event != null:
|
|
known.append(event)
|
|
return known
|
|
|
|
|
|
func npc_knows_event(npc_id: int, event_id: int) -> bool:
|
|
return event_knowledge_system.knows_event(npc_id, event_id)
|
|
|
|
|
|
func get_known_event_record(npc_id: int, event_id: int) -> KnownEventStateRecord:
|
|
return event_knowledge_system.get_record(npc_id, event_id)
|
|
|
|
|
|
func is_known_event_lasting(npc_id: int, event_id: int) -> bool:
|
|
return event_id in _get_lasting_event_ids(npc_id)
|
|
|
|
|
|
func get_memory_summary(npc_id: int) -> Dictionary:
|
|
var total := event_knowledge_system.get_known_event_ids(npc_id, 0).size()
|
|
var lasting := _get_lasting_event_ids(npc_id).size()
|
|
return {"lasting": lasting, "recent": maxi(total - lasting, 0)}
|
|
|
|
|
|
func get_knowledge_review_interval() -> int:
|
|
var active_cycle_duration := (
|
|
clock.cycle_duration_seconds if clock != null else cycle_duration_seconds
|
|
)
|
|
var active_tick_interval := clock.tick_interval if clock != null else tick_interval
|
|
return maxi(roundi(active_cycle_duration / maxf(active_tick_interval, 0.0001)), 1)
|
|
|
|
|
|
func get_current_speed() -> String:
|
|
return "%.2fx" % SPEED_LEVELS[speed_index]
|
|
|
|
|
|
func get_resource_rates() -> Dictionary:
|
|
return event_log.get_consumption_rates(tick_count)
|
|
|
|
|
|
func get_pantry() -> StorageStateRecord:
|
|
return economy.get_pantry()
|
|
|
|
|
|
func get_woodpile() -> StorageStateRecord:
|
|
return economy.get_woodpile()
|
|
|
|
|
|
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 _on_economy_inventory_changed(npc: SimNPC, item_id: StringName, amount: float) -> void:
|
|
npc_inventory_changed.emit(npc, item_id, amount)
|
|
|
|
|
|
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
|
|
or node.resource_id not in [SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD]
|
|
):
|
|
push_error(
|
|
(
|
|
"SimulationManager: ResourceNode '%s' has invalid action/resource IDs '%s'/'%s'"
|
|
% [node.node_id, node.action_id, node.resource_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()
|
|
or not resource_state.can_extract()
|
|
):
|
|
continue
|
|
var storage := economy.get_storage_for_resource(resource_state.get_resource_id())
|
|
if storage == null or storage.get_available_capacity() <= 0.0:
|
|
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 storage := economy.get_storage_for_resource(resource_state.get_resource_id())
|
|
if storage == null:
|
|
return 0.0
|
|
var extracted := resource_state.extract(
|
|
minf(resource_state.get_yield_per_action(), storage.get_available_capacity())
|
|
)
|
|
if extracted <= 0.0:
|
|
return 0.0
|
|
|
|
var deposited := economy.deposit_resource(resource_state.get_resource_id(), extracted)
|
|
var event_position := (
|
|
node.interaction_point.global_position
|
|
if node.interaction_point != null
|
|
else node.global_position
|
|
)
|
|
_record_economic_event_at(
|
|
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(),
|
|
deposited,
|
|
event_position
|
|
)
|
|
if resource_state.get_amount_remaining() <= 0.0:
|
|
_record_narrative_event_at(
|
|
SimulationIds.EVENT_RESOURCE_DEPLETED,
|
|
-1,
|
|
resource_state.get_node_id(),
|
|
"",
|
|
event_position
|
|
)
|
|
village_changed.emit(village)
|
|
|
|
if debug_logs:
|
|
print(
|
|
"[SimulationManager] Player extracted ",
|
|
extracted,
|
|
" ",
|
|
resource_state.get_resource_id(),
|
|
" from ",
|
|
resource_state.get_node_id()
|
|
)
|
|
|
|
return deposited
|
|
|
|
|
|
func eat_food(amount: float) -> void:
|
|
economy.withdraw_resource(SimulationIds.RESOURCE_FOOD, amount)
|
|
village_changed.emit(village)
|
|
|
|
|
|
func add_safety(amount: float) -> void:
|
|
village.apply_metric_delta(&"safety", amount)
|
|
village_changed.emit(village)
|
|
|
|
|
|
func add_knowledge(amount: float) -> void:
|
|
village.apply_metric_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)
|
|
for relationship in relationship_system.get_all_sorted():
|
|
record.relationships.append(relationship)
|
|
for known_event in event_knowledge_system.get_all_sorted():
|
|
record.event_knowledge.append(known_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"])
|
|
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)
|
|
economy.configure(village, debug_logs)
|
|
economy.restore_storage(record.storages)
|
|
event_log.restore(record.economic_events, int(record.simulation["next_event_id"]))
|
|
latest_decisions.clear()
|
|
|
|
npcs.clear()
|
|
for npc_record in record.npcs:
|
|
npcs.append(npc_record.restore(debug_logs))
|
|
relationship_system.restore(record.relationships)
|
|
event_knowledge_system.restore(record.event_knowledge)
|
|
_maintain_event_knowledge(tick_count % get_knowledge_review_interval() == 0)
|
|
|
|
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
|