Files
gamedev-the-steward/simulation/SimNPC.gd
T
admin b8752f8835 feat: add navigation_failed signal with time-based stuck detection and simulation pipeline
NpcVisual:
- Add navigation_failed(sim_id) signal distinct from arrived_at_target
  so the simulation layer can distinguish genuine arrival from failure
- Replace integer stuck_counter with delta-based stuck_time and
  exported stuck_timeout (1.5s) for frame-rate-independent detection
- Add path_request_id / path_pending mechanism to reject stale
  async path results when a new target is set or NPC dies
- On empty path or stuck movement, emit navigation_failed instead
  of arriving; only emit arrived_at_target when truly close to target
- Reduce arrival_distance back to 0.6 now that navigation_failure
  is properly signalled (no longer needed as a workaround)
- clamp arrival_distance reference in apply_dead_visual_state

SimNPC:
- Remove retry_count (replaced by navigation_failed signal pathway)
- Move last_task assignment from set_task() to task completion in
  SimulationManager so it reflects the task that actually finished

SimulationManager:
- Add notify_npc_navigation_failed(): release reservation, record
  last_task, send NPC to wander for 2s, emit task_changed signal
- Add notify_npc_target_unavailable() as public alias of above
- Guard extraction with node.reserved_by == npc.id to prevent
  stale/illegitimate extraction when reservation is lost
- Guard fallback zone task completion (apply_npc_task) so it only
  fires for non-resource tasks (gather_food/wood with no target
  silently skip instead of applying zone values)
- Remove retry_count safety net (fully replaced by signal pipeline)

WorldViewManager:
- Connect navigation_failed signal in spawn_npc_visual()
- Skip target assignment for empty/idle/dead task states
- When no resource node available for gather_food/wood, call
  notify_npc_target_unavailable() so NPC wanders instead of idling
- Add _on_npc_visual_navigation_failed handler delegating to
  SimulationManager.notify_npc_navigation_failed()
- Remove retry_count references
2026-07-04 19:24:30 +02:00

262 lines
4.9 KiB
GDScript

class_name SimNPC
extends RefCounted
const DEBUG_LOGS := true
const TASK_STATE_IDLE := "idle"
const TASK_STATE_TRAVELING := "traveling"
const TASK_STATE_WORKING := "working"
const TASK_STATE_COMPLETE := "complete"
var id: int
var npc_name: String
var profession: String
var hunger: float
var energy: float
var strength: float
var intelligence: float
var current_task: String = "idle"
var task_state: String = TASK_STATE_IDLE
var position: Vector3
var is_starving := false
var starvation_ticks := 0
var starvation_death_threshold := 20
var is_dead := false
var task_duration := 0.0
var task_progress := 0.0
var task_complete := true
var target_id: StringName = &""
var last_task := ""
func _init(
_id: int,
_npc_name: String,
_profession: String,
_strength: float,
_intelligence: float
) -> void:
id = _id
npc_name = _npc_name
profession = _profession
strength = _strength
intelligence = _intelligence
hunger = randf_range(20.0, 80.0)
energy = randf_range(40.0, 100.0)
position = Vector3(randf_range(-8.0, 8.0), 0.0, randf_range(-8.0, 8.0))
func simulate_tick(village: SimVillage) -> void:
if is_dead:
return
update_needs(village)
if is_dead:
return
if task_state == TASK_STATE_IDLE or task_state == TASK_STATE_COMPLETE:
choose_new_task(village)
return
if task_state == TASK_STATE_TRAVELING:
return
if task_state == TASK_STATE_WORKING:
task_progress += 1.0
if task_progress >= task_duration:
task_complete = true
task_state = TASK_STATE_COMPLETE
func update_needs(village: SimVillage) -> void:
hunger += 3.0 * village.food_modifier
match task_state:
TASK_STATE_IDLE:
energy -= 0.5
TASK_STATE_TRAVELING:
energy -= 2.0
TASK_STATE_WORKING:
if current_task != "rest":
energy -= 3.0
TASK_STATE_COMPLETE:
energy -= 0.25
hunger = clamp(hunger, 0.0, 100.0)
energy = clamp(energy, 0.0, 100.0)
is_starving = hunger >= 90.0
if is_starving:
starvation_ticks += 1
else:
starvation_ticks = 0
if starvation_ticks >= starvation_death_threshold:
die_from_starvation()
func die_from_starvation() -> void:
is_dead = true
current_task = "dead"
task_state = TASK_STATE_IDLE
task_progress = 0.0
task_duration = 0.0
task_complete = true
if DEBUG_LOGS:
print("[SimNPC] ", npc_name, " died from starvation.")
func choose_new_task(village: SimVillage) -> void:
if is_dead:
return
if is_starving:
if village.food > 0:
set_task("eat", 1.0)
else:
set_task("gather_food", 4.0)
return
if hunger > 75.0:
if village.food > 0:
set_task("eat", 2.0)
else:
set_task("gather_food", 5.0)
return
if energy < 25.0:
set_task("rest", 4.0)
return
var best_task := choose_best_work_task(village)
match best_task:
"gather_food":
set_task("gather_food", 5.0)
"gather_wood":
set_task("gather_wood", 5.0)
"patrol":
set_task("patrol", 6.0)
"study":
set_task("study", 6.0)
_:
set_task("wander", 4.0)
func should_eat_immediately_after_task() -> bool:
return current_task == "gather_food" and is_starving and not is_dead
func choose_best_work_task(village: SimVillage) -> String:
var food_score := calculate_task_score(
"gather_food",
village.food_priority,
village.food,
15.0,
30.0,
3.0,
1.5,
"farmer"
)
var wood_score := calculate_task_score(
"gather_wood",
village.wood_priority,
village.wood,
10.0,
20.0,
2.5,
1.0,
"woodcutter"
)
var safety_score := calculate_task_score(
"patrol",
village.safety_priority,
village.safety,
30.0,
50.0,
3.0,
1.5,
"guard"
)
var knowledge_score := calculate_task_score(
"study",
village.knowledge_priority,
village.knowledge,
10.0,
25.0,
1.5,
0.75,
"scholar"
)
var best_task := "gather_food"
var best_score := food_score
if wood_score > best_score:
best_task = "gather_wood"
best_score = wood_score
if safety_score > best_score:
best_task = "patrol"
best_score = safety_score
if knowledge_score > best_score:
best_task = "study"
best_score = knowledge_score
return best_task
func calculate_task_score(
task_name: String,
base_priority: float,
resource_amount: float,
critical_threshold: float,
low_threshold: float,
critical_bonus: float,
low_bonus: float,
preferred_profession: String
) -> float:
var score := base_priority
if resource_amount < critical_threshold:
score += critical_bonus
elif resource_amount < low_threshold:
score += low_bonus
if profession == preferred_profession:
score += 2.0
if task_name == last_task:
score -= 1.5
score += randf_range(0.0, 0.5)
if DEBUG_LOGS:
print(
"[SimNPC] ",
npc_name,
" score ",
task_name,
" = ",
score
)
return score
func set_task(task: String, duration: float) -> void:
current_task = task
task_duration = duration
task_progress = 0.0
task_complete = false
task_state = TASK_STATE_TRAVELING
func start_working() -> void:
if task_state != TASK_STATE_TRAVELING:
return
task_state = TASK_STATE_WORKING
task_progress = 0.0
task_complete = false