37610242bf
Replace implicit randomness with seeded per-NPC RandomNumberGenerator streams so the same seed always produces the same scenario outcome. - Add SimulationClock (RefCounted): explicit fixed-step clock that converts frame delta into simulation ticks while preserving sub-tick remainder; replaces raw _process tick_timer accumulation - Add simulation_seed export (int=1337) to SimulationManager; drive per-NPC RNG streams via seed + npc_id + stream_id derivation (stream 0=init, stream 1=wander) - Add get_wander_offset(npc_id) to SimulationManager so wander targets are deterministic per seed; WorldViewManager calls it instead of local randf_range() - Add get_state_snapshot() and get_state_checksum() to SimulationManager for headless verification and future save/load - Convert SimNPC/SimVillage const DEBUG_LOGS to instance var debug_logs so headless tests can silence output without recompilation - Pass RandomNumberGenerator through SimNPC._init() instead of using global randf_range() for hunger/energy/position/scoring noise - Remove obsolete farm_zone and forest_zone exports from WorldViewManager and their marker/tree scene children from main.tscn; NPC gather tasks use ResourceNode exclusively - Rename TaskZone container to ActivityMarkers in main.tscn and update all scene paths (player, WVM, tests) to match - Add headless deterministic_simulation_test.gd: verifies clock accuracy, same-seed equality, different-seed divergence, and 24-tick scenario checksum without loading main.tscn
313 lines
8.5 KiB
GDScript
313 lines
8.5 KiB
GDScript
extends Node
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signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
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signal village_changed(village: SimVillage)
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signal npc_died(npc: SimNPC)
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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 debug_logs := true
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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 names := [
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"Amina", "Tarik", "Jasmin"
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]
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var professions := [
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"farmer",
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"woodcutter",
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"guard",
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"scholar",
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"wanderer"
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]
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func _ready() -> void:
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clock = SimulationClock.new(tick_interval)
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village.debug_logs = debug_logs
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village.update_modifiers()
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village.update_priorities()
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generate_npcs()
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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)
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for tick in ticks_due:
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simulate_tick()
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func generate_npcs() -> void:
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for i in range(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, professions.size() - 1)
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var npc := SimNPC.new(
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i,
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names[i],
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professions[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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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(
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source.randf_range(-6.0, 6.0),
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0.0,
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source.randf_range(-6.0, 6.0)
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)
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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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var old_task := npc.current_task
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var old_target := npc.target_id
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var old_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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npc.simulate_tick(village)
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if old_task != npc.current_task and old_target != &"":
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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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if old_target != &"":
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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, old_task, npc.current_task)
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if debug_logs:
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print("[SimulationManager] NPC died: ", npc.npc_name)
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if old_task != npc.current_task and not npc.is_dead:
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npc_task_changed.emit(npc, old_task, npc.current_task)
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if not was_complete and npc.task_complete and not npc.is_dead:
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var completed_task := npc.current_task
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var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
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if npc.target_id != &"":
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var node := ResourceNode.get_by_id(npc.target_id)
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if node != null and node.reserved_by == npc.id:
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var extracted := node.extract()
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if extracted > 0:
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village.apply_resource_delta(node.resource_id, extracted)
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " extracted ", extracted, " ", node.resource_id, " from ", node.node_id)
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elif debug_logs:
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print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": target reservation was invalid")
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release_npc_reservation(npc.id)
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elif completed_task not in ["gather_food", "gather_wood"]:
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village.apply_npc_task(npc)
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elif debug_logs:
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print("[SimulationManager] ", npc.npc_name, " could not complete ", completed_task, ": no resource target")
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village_was_changed = true
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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 = "idle"
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if needs_immediate_food_after_gather and village.food > 0:
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npc.set_task("eat", 1.0)
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npc_task_changed.emit(npc, completed_task, npc.current_task)
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
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if debug_logs:
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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 old_state != npc.task_state:
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print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
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if village_was_changed:
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village_changed.emit(village)
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if debug_logs:
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print(village.get_summary())
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func set_npc_target_id(npc_id: int, target_id: StringName) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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npc.target_id = target_id
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return
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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 node := ResourceNode.get_by_id(npc.target_id)
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if node != null:
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node.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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if npc.target_id != &"":
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var node := ResourceNode.get_by_id(npc.target_id)
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if node == null or not node.can_extract():
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " arrived but target ", npc.target_id, " is unavailable, replanning")
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notify_npc_navigation_failed(npc.id)
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return
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npc.start_working()
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
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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("wander", 2.0)
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npc_task_changed.emit(npc, failed_task, npc.current_task)
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if debug_logs:
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print("[SimulationManager] ", npc.npc_name, " could not navigate for ", failed_task, " and is trying a wander target")
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return
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func notify_npc_target_unavailable(npc_id: int) -> void:
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notify_npc_navigation_failed(npc_id)
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func harvest_resource_node(node: ResourceNode) -> float:
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if node == null or not node.can_player_use:
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return 0.0
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var extracted := node.extract()
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if extracted <= 0.0:
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return 0.0
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village.apply_resource_delta(node.resource_id, extracted)
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village_changed.emit(village)
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if debug_logs:
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print("[SimulationManager] Player extracted ", extracted, " ", node.resource_id, " from ", node.node_id)
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return extracted
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func eat_food(amount: float) -> void:
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village.apply_resource_delta(&"food", -amount)
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village_changed.emit(village)
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func add_food(amount: float) -> void:
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village.apply_resource_delta(&"food", amount)
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village_changed.emit(village)
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func add_wood(amount: float) -> void:
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village.apply_resource_delta(&"wood", amount)
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village_changed.emit(village)
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func add_safety(amount: float) -> void:
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village.apply_resource_delta(&"safety", amount)
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village_changed.emit(village)
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func add_knowledge(amount: float) -> void:
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village.apply_resource_delta(&"knowledge", amount)
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village_changed.emit(village)
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func get_starving_count() -> int:
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var count := 0
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for npc in npcs:
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if npc.is_starving:
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count += 1
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return count
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func get_state_snapshot() -> Dictionary:
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var npc_snapshots: Array[Dictionary] = []
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for npc in npcs:
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npc_snapshots.append({
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"id": npc.id,
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"name": npc.npc_name,
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"profession": npc.profession,
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"hunger": npc.hunger,
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"energy": npc.energy,
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"strength": npc.strength,
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"intelligence": npc.intelligence,
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"task": npc.current_task,
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"task_state": npc.task_state,
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"task_duration": npc.task_duration,
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"task_progress": npc.task_progress,
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"target_id": String(npc.target_id),
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"position": [npc.position.x, npc.position.y, npc.position.z],
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"starvation_ticks": npc.starvation_ticks,
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"is_dead": npc.is_dead
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})
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return {
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"seed": simulation_seed,
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"tick_count": tick_count,
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"village": {
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"food": village.food,
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"wood": village.wood,
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"safety": village.safety,
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"knowledge": village.knowledge
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},
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"npcs": npc_snapshots
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}
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func get_state_checksum() -> String:
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return JSON.stringify(get_state_snapshot()).sha256_text()
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