Files
gamedev-the-steward/simulation/state/NPCStateRecord.gd
T
admin a8ae331f51 feat: synchronize authoritative npc position
- NpcVisual emits position_changed signal during _physics_process
- SimulationManager.synchronize_npc_position() writes active position
  into SimNPC state on movement, arrival, and navigation failure
- WorldViewManager forwards position_changed and syncs before
  despawn/reload
- SimNPC stores travel_target_position and has_travel_target as
  versioned state; NPCStateRecord v2 persists them with v1 migration
- WorldViewManager.spawn_npc_visual() resumes travel for traveling NPCs
  via SimulationManager.request_current_travel()
- WorldViewManager.despawn_npc_visual() syncs position before removal
- WorldViewManager.reload_npc_visual() spawns a visual from persisted
  state without rerolling target selection
- tests/npc_visual_lifecycle_test.gd proves unload/reload preserves
  action, target, reservation, position, RNG state, and checksum
- simulation_state_serialization_test adds legacy v1 NPC migration test
  that does not invent an active travel target
2026-07-05 17:21:17 +02:00

141 lines
4.6 KiB
GDScript

class_name NPCStateRecord
extends RefCounted
const SCHEMA_VERSION := 2
const LEGACY_SCHEMA_VERSION := 1
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],
"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,
"last_task": String(npc.last_task),
"random_seed": str(npc.random_source.seed),
"random_state": str(npc.random_source.state)
})
static func from_dictionary(record_data: Dictionary) -> NPCStateRecord:
var version := int(record_data.get("schema_version", -1))
if version == LEGACY_SCHEMA_VERSION:
record_data = _migrate_v1(record_data)
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",
"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
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_v1(legacy_data: Dictionary) -> Dictionary:
var migrated := legacy_data.duplicate(true)
migrated["schema_version"] = SCHEMA_VERSION
migrated["travel_target_position"] = legacy_data.get(
"position",
[0.0, 0.0, 0.0]
)
migrated["has_travel_target"] = false
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])
)
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.last_task = StringName(data["last_task"])
npc.random_source.state = String(data["random_state"]).to_int()
npc.debug_logs = debug_logs
return npc
func to_dictionary() -> Dictionary:
return data.duplicate(true)