Files
gamedev-the-steward/simulation/SimulationManager.gd
T
admin c61d286005 feat: wood inventory, carrying, and woodpile storage
Wood now follows the same gather-carry-deposit pattern as food. NPCs put harvested wood into inventory, walk to the VillageWoodpile StorageNode, and deposit it. Village wood syncs from storage. Player harvesting also routes wood to the woodpile. ActiveWorldAdapter exposes woodpile routing for DEPOSIT_WOOD action targeting. WorldViewManager recognizes wood inventory changes. Tests verify woodpile node existence, storage ID, navigation reachability, and adapter routing.
2026-07-08 18:55:51 +02:00

892 lines
26 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]
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())
if selection != null:
latest_decisions[npc.id] = selection
npc_decision_recorded.emit(npc, selection)
npc.set_task(selection.action_id, selection.duration_override)
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)
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 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
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]
):
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 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 _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 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
)
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