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gamedev-the-steward/simulation/opportunities/VillageOpportunitySystem.gd
T

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21 KiB
GDScript

class_name VillageOpportunitySystem
extends RefCounted
const CARE_HUNGER_THRESHOLD := 80.0
const WEAK_ENERGY_THRESHOLD := 25.0
var opportunities: Array[OpportunityStateRecord] = []
var next_opportunity_id := 0
func consider_event(
event: EconomicEventRecord,
current_tick: int,
pantry: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem,
resource_states: Dictionary,
woodpile: StorageStateRecord = null
) -> OpportunityStateRecord:
if event == null or pantry == null or current_tick < 0:
return null
var event_tick := int(event.data["tick"])
if event_tick < 0 or event_tick > current_tick:
return null
var resolved := _try_resolve(event, pantry, woodpile, npcs, resource_states)
if resolved != null:
return resolved
var opened := _try_open_food(event, current_tick, pantry, npcs, knowledge_system)
if opened != null:
return opened
if woodpile == null:
return null
opened = _try_open_wood(event, current_tick, woodpile, npcs, knowledge_system)
if opened != null:
return opened
opened = _try_open_weak(event, current_tick, pantry, npcs, knowledge_system)
if opened != null:
return opened
return _try_open_roof(event, current_tick, woodpile, npcs, knowledge_system)
func maintain_open_opportunity(
current_tick: int,
max_age: int,
npcs: Array[SimNPC],
pantry: StorageStateRecord,
woodpile: StorageStateRecord
) -> OpportunityStateRecord:
var opportunity := get_open_opportunity()
if opportunity == null or current_tick < opportunity.get_created_tick():
return null
if (
opportunity.get_opportunity_type()
not in [
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER,
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF,
]
):
return null
var interested := _find_npc(opportunity.get_interested_npc_id(), npcs)
if interested == null or interested.is_dead:
return (
opportunity
if opportunity.invalidate(
SimulationIds.OPPORTUNITY_INVALIDATED_INTERESTED_DIED, current_tick
)
else null
)
var condition_is_stale := current_tick - opportunity.get_created_tick() >= maxi(max_age, 1)
if opportunity.get_opportunity_type() != SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
var target_storage := _get_target_storage(opportunity, pantry, woodpile)
condition_is_stale = (
condition_is_stale
or target_storage == null
or (
target_storage.get_amount(opportunity.get_resource_id())
>= opportunity.get_target_amount()
)
)
if not condition_is_stale:
return null
return (
opportunity
if opportunity.invalidate(
SimulationIds.OPPORTUNITY_INVALIDATED_EVIDENCE_STALE, current_tick
)
else null
)
func restore(records: Array[OpportunityStateRecord], restored_next_id: int) -> void:
opportunities = records.duplicate()
opportunities.sort_custom(_sort_by_id)
next_opportunity_id = maxi(restored_next_id, 0)
func get_all_sorted() -> Array[OpportunityStateRecord]:
var sorted := opportunities.duplicate()
sorted.sort_custom(_sort_by_id)
return sorted
func get_open_sorted() -> Array[OpportunityStateRecord]:
var open_records: Array[OpportunityStateRecord] = []
for opportunity in opportunities:
if opportunity.is_open():
open_records.append(opportunity)
open_records.sort_custom(_sort_by_id)
return open_records
func get_open_opportunity() -> OpportunityStateRecord:
var open_records := get_open_sorted()
return open_records[0] if not open_records.is_empty() else null
func get_open_trigger_event_id() -> int:
var opportunity := get_open_opportunity()
return (
opportunity.get_trigger_event_id()
if opportunity != null
else OpportunityStateRecord.NO_EVENT_ID
)
func get_latest() -> OpportunityStateRecord:
var sorted := get_all_sorted()
return sorted[-1] if not sorted.is_empty() else null
func get_latest_for_npc(npc_id: int) -> OpportunityStateRecord:
for index in range(opportunities.size() - 1, -1, -1):
var opportunity := opportunities[index]
if opportunity.get_interested_npc_id() == npc_id:
return opportunity
return null
func find_capable_helper(
opportunity: OpportunityStateRecord,
target_storage: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem,
relationship_system: RefCounted,
resource_states: Dictionary
) -> OpportunityHelperResult:
if (
opportunity == null
or not opportunity.is_open()
or target_storage == null
or knowledge_system == null
or relationship_system == null
):
return null
var interested := _find_npc(opportunity.get_interested_npc_id(), npcs)
if interested == null or interested.is_dead:
return null
var remaining := maxf(
opportunity.get_target_amount() - target_storage.get_amount(opportunity.get_resource_id()),
0.0
)
if remaining <= 0.0 or target_storage.get_available_capacity() < remaining:
return null
var action_ids := _get_supply_action_ids(opportunity.get_resource_id())
if action_ids.is_empty():
return null
var gather_definition := SimulationDefinitions.get_action(action_ids["gather"])
var deposit_definition := SimulationDefinitions.get_action(action_ids["deposit"])
if gather_definition == null or deposit_definition == null:
return null
var candidates: Array[Dictionary] = []
for npc in npcs:
var candidate := _build_helper_candidate(
npc,
opportunity,
remaining,
gather_definition,
deposit_definition,
interested.npc_name,
knowledge_system,
relationship_system,
resource_states
)
if not candidate.is_empty():
candidates.append(candidate)
if candidates.is_empty():
return null
candidates.sort_custom(_sort_helper_candidates)
var best := candidates[0]
return (
OpportunityHelperResult
. new(
{
"opportunity_id": opportunity.get_opportunity_id(),
"helper_npc_id": (best["npc"] as SimNPC).id,
"action_id": best["action_id"],
"source_id": best["source_id"],
"resource_id": opportunity.get_resource_id(),
"trigger_event_id": opportunity.get_trigger_event_id(),
"trust": best["trust"],
"familiarity": best["familiarity"],
"uses_inventory": best["uses_inventory"],
"available_source_count": best["available_source_count"],
"profession_match": best["profession_match"],
"reason": best["reason"],
}
)
)
func find_player_response(
opportunity: OpportunityStateRecord,
target_storage: StorageStateRecord,
resource_states: Dictionary,
has_capable_helper: bool
) -> OpportunityPlayerResponseResult:
if (
opportunity == null
or not opportunity.is_open()
or target_storage == null
or target_storage.get_storage_id() != opportunity.get_target_id()
or has_capable_helper
):
return null
var remaining := maxf(
opportunity.get_target_amount() - target_storage.get_amount(opportunity.get_resource_id()),
0.0
)
if remaining <= 0.0 or target_storage.get_available_capacity() < remaining:
return null
var action_ids := _get_supply_action_ids(opportunity.get_resource_id())
if action_ids.is_empty():
return null
var gather_definition := SimulationDefinitions.get_action(action_ids["gather"])
if gather_definition == null:
return null
var available_source_count := _count_player_resource_sources(
remaining, opportunity.get_resource_id(), gather_definition, resource_states
)
if available_source_count == 0:
return null
return (
OpportunityPlayerResponseResult
. new(
{
"opportunity_id": opportunity.get_opportunity_id(),
"trigger_event_id": opportunity.get_trigger_event_id(),
"action_id": gather_definition.action_id,
"resource_id": opportunity.get_resource_id(),
"target_id": target_storage.get_storage_id(),
"available_source_count": available_source_count,
"reason":
(
"No capable helper; %d player-usable finite %s source%s can supply %s"
% [
available_source_count,
String(opportunity.get_resource_id()).capitalize(),
"" if available_source_count == 1 else "s",
String(target_storage.get_storage_id()),
]
),
}
)
)
func _build_helper_candidate(
npc: SimNPC,
opportunity: OpportunityStateRecord,
remaining: float,
gather_definition: ActionDefinition,
deposit_definition: ActionDefinition,
interested_name: String,
knowledge_system: EventKnowledgeSystem,
relationship_system: RefCounted,
resource_states: Dictionary
) -> Dictionary:
if npc.is_dead or npc.id == opportunity.get_interested_npc_id():
return {}
if not knowledge_system.knows_event(npc.id, opportunity.get_trigger_event_id()):
return {}
var relationship: RelationshipStateRecord = relationship_system.get_relationship(
npc.id, opportunity.get_interested_npc_id()
)
if (
relationship == null
or not relationship_system.is_trusted_for_help(npc.id, opportunity.get_interested_npc_id())
):
return {}
var carried := npc.get_inventory_amount(opportunity.get_resource_id())
var uses_inventory := carried >= remaining
var available_source_count := 0
if not uses_inventory:
available_source_count = _count_available_resource_sources(
npc.id, remaining, opportunity.get_resource_id(), gather_definition, resource_states
)
if available_source_count == 0:
return {}
var action_definition := deposit_definition if uses_inventory else gather_definition
var source_id := SimulationIds.npc_inventory_id(npc.id) if uses_inventory else &""
var profession_match := (
not gather_definition.preferred_profession_id.is_empty()
and npc.profession == gather_definition.preferred_profession_id
)
var supply_fact := (
"carries %.1f %s" % [carried, String(opportunity.get_resource_id()).capitalize()]
if uses_inventory
else (
"has %d available finite %s source%s"
% [
available_source_count,
String(opportunity.get_resource_id()).capitalize(),
"" if available_source_count == 1 else "s",
]
)
)
return {
"npc": npc,
"action_id": action_definition.action_id,
"source_id": source_id,
"trust": relationship.get_trust(),
"familiarity": relationship.get_familiarity(),
"uses_inventory": uses_inventory,
"available_source_count": available_source_count,
"profession_match": profession_match,
"reason":
(
"Knows the need; trust %.2f toward %s; %s"
% [relationship.get_trust(), interested_name, supply_fact]
),
}
static func _get_supply_action_ids(resource_id: StringName) -> Dictionary:
match resource_id:
SimulationIds.RESOURCE_FOOD:
return {
"gather": SimulationIds.ACTION_GATHER_FOOD,
"deposit": SimulationIds.ACTION_DEPOSIT_FOOD,
}
SimulationIds.RESOURCE_WOOD:
return {
"gather": SimulationIds.ACTION_GATHER_WOOD,
"deposit": SimulationIds.ACTION_DEPOSIT_WOOD,
}
return {}
static func _count_available_resource_sources(
npc_id: int,
remaining: float,
resource_id: StringName,
gather_definition: ActionDefinition,
resource_states: Dictionary
) -> int:
var count := 0
for value in resource_states.values():
var state := value as ResourceStateRecord
if (
state == null
or state.get_action_id() != gather_definition.resource_action_id
or state.get_resource_id() != resource_id
or not state.can_npc_use()
or not state.is_available_for(npc_id)
or state.get_yield_per_action() <= 0.0
or state.get_amount_remaining() < remaining
):
continue
count += 1
return count
static func _count_player_resource_sources(
remaining: float,
resource_id: StringName,
gather_definition: ActionDefinition,
resource_states: Dictionary
) -> int:
var count := 0
for value in resource_states.values():
var state := value as ResourceStateRecord
if (
state == null
or state.get_action_id() != gather_definition.resource_action_id
or state.get_resource_id() != resource_id
or not state.can_player_use_resource()
or not state.can_extract()
or state.get_yield_per_action() <= 0.0
or state.get_amount_remaining() < remaining
):
continue
count += 1
return count
static func _sort_helper_candidates(first: Dictionary, second: Dictionary) -> bool:
if first["uses_inventory"] != second["uses_inventory"]:
return bool(first["uses_inventory"])
if first["trust"] != second["trust"]:
return float(first["trust"]) > float(second["trust"])
if first["profession_match"] != second["profession_match"]:
return bool(first["profession_match"])
if first["familiarity"] != second["familiarity"]:
return float(first["familiarity"]) > float(second["familiarity"])
return (first["npc"] as SimNPC).id < (second["npc"] as SimNPC).id
func _try_open_food(
event: EconomicEventRecord,
current_tick: int,
pantry: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem
) -> OpportunityStateRecord:
if knowledge_system == null or get_open_opportunity() != null:
return null
if pantry.get_amount(SimulationIds.RESOURCE_FOOD) > 0.0:
return null
if not _is_food_withdrawal(event):
return null
var interested_npc := _select_interested_npc(
int(event.data["event_id"]), npcs, knowledge_system
)
if interested_npc == null:
return null
var opportunity := OpportunityStateRecord.create(
next_opportunity_id, current_tick, int(event.data["event_id"]), interested_npc.id
)
next_opportunity_id += 1
opportunities.append(opportunity)
return opportunity
func _try_open_wood(
event: EconomicEventRecord,
current_tick: int,
woodpile: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem
) -> OpportunityStateRecord:
if knowledge_system == null or get_open_opportunity() != null:
return null
if not _is_missing_wood_block(event):
return null
var target_amount := float(event.data.get("required_amount", 0.0))
if woodpile.get_amount(SimulationIds.RESOURCE_WOOD) >= target_amount:
return null
var actor := _find_npc(int(event.data["actor_id"]), npcs)
if (
actor == null
or actor.is_dead
or not knowledge_system.knows_event(actor.id, int(event.data["event_id"]))
):
return null
var opportunity := OpportunityStateRecord.create(
next_opportunity_id,
current_tick,
int(event.data["event_id"]),
actor.id,
target_amount,
SimulationIds.OPPORTUNITY_SUPPLY_MISSING_WOOD,
SimulationIds.STORAGE_VILLAGE_WOODPILE,
SimulationIds.RESOURCE_WOOD
)
next_opportunity_id += 1
opportunities.append(opportunity)
return opportunity
func _try_open_weak(
event: EconomicEventRecord,
current_tick: int,
pantry: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem
) -> OpportunityStateRecord:
if knowledge_system == null or get_open_opportunity() != null:
return null
if not _is_weak_trigger(event):
return null
if pantry.get_amount(SimulationIds.RESOURCE_FOOD) > 0.0:
return null
var actor := _find_npc(int(event.data["actor_id"]), npcs)
if (
actor == null
or actor.is_dead
or actor.hunger < CARE_HUNGER_THRESHOLD
or actor.energy >= WEAK_ENERGY_THRESHOLD
or not knowledge_system.knows_event(actor.id, int(event.data["event_id"]))
):
return null
var opportunity := OpportunityStateRecord.create(
next_opportunity_id,
current_tick,
int(event.data["event_id"]),
actor.id,
OpportunityStateRecord.DEFAULT_TARGET_AMOUNT,
SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER,
SimulationIds.STORAGE_VILLAGE_PANTRY,
SimulationIds.RESOURCE_FOOD
)
next_opportunity_id += 1
opportunities.append(opportunity)
return opportunity
func _try_open_roof(
event: EconomicEventRecord,
current_tick: int,
woodpile: StorageStateRecord,
npcs: Array[SimNPC],
knowledge_system: EventKnowledgeSystem
) -> OpportunityStateRecord:
if knowledge_system == null or get_open_opportunity() != null:
return null
if not _is_home_damaged_trigger(event):
return null
if (
woodpile.get_amount(SimulationIds.RESOURCE_WOOD)
>= OpportunityStateRecord.DEFAULT_TARGET_AMOUNT
):
return null
var actor := _find_npc(int(event.data["actor_id"]), npcs)
if (
actor == null
or actor.is_dead
or not knowledge_system.knows_event(actor.id, int(event.data["event_id"]))
):
return null
var opportunity := OpportunityStateRecord.create(
next_opportunity_id,
current_tick,
int(event.data["event_id"]),
actor.id,
OpportunityStateRecord.DEFAULT_TARGET_AMOUNT,
SimulationIds.OPPORTUNITY_REPAIR_HOME_ROOF,
SimulationIds.STORAGE_VILLAGE_WOODPILE,
SimulationIds.RESOURCE_WOOD
)
next_opportunity_id += 1
opportunities.append(opportunity)
return opportunity
static func _is_weak_trigger(event: EconomicEventRecord) -> bool:
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_VILLAGER_WEAK
and int(event.data["actor_id"]) >= 0
)
static func _is_home_damaged_trigger(event: EconomicEventRecord) -> bool:
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_HOME_DAMAGED
and int(event.data["actor_id"]) >= 0
)
func _try_resolve(
event: EconomicEventRecord,
pantry: StorageStateRecord,
woodpile: StorageStateRecord,
npcs: Array[SimNPC],
resource_states: Dictionary
) -> OpportunityStateRecord:
var opportunity := get_open_opportunity()
if opportunity == null:
return null
if (
opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER
and _is_valid_supply(event, opportunity, npcs, resource_states)
):
if int(event.data["tick"]) < opportunity.get_created_tick():
return null
if int(event.data["event_id"]) <= opportunity.get_trigger_event_id():
return null
if not opportunity.resolve(int(event.data["event_id"]), int(event.data["tick"])):
return null
return opportunity
var target_storage := _get_target_storage(opportunity, pantry, woodpile)
if (
target_storage == null
or (
target_storage.get_amount(opportunity.get_resource_id())
< opportunity.get_target_amount()
)
):
return null
if not _is_valid_supply(event, opportunity, npcs, resource_states):
return null
if int(event.data["tick"]) < opportunity.get_created_tick():
return null
if int(event.data["event_id"]) <= opportunity.get_trigger_event_id():
return null
if not opportunity.resolve(int(event.data["event_id"]), int(event.data["tick"])):
return null
return opportunity
func _select_interested_npc(
event_id: int, npcs: Array[SimNPC], knowledge_system: EventKnowledgeSystem
) -> SimNPC:
var candidates: Array[SimNPC] = []
for npc in npcs:
if npc.is_dead or npc.hunger < CARE_HUNGER_THRESHOLD:
continue
if not knowledge_system.knows_event(npc.id, event_id):
continue
candidates.append(npc)
candidates.sort_custom(_sort_by_care)
return candidates[0] if not candidates.is_empty() else null
static func _is_food_withdrawal(event: EconomicEventRecord) -> bool:
var actor_id := int(event.data["actor_id"])
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_STORAGE_WITHDRAWN
and actor_id >= 0
and StringName(event.data["source_id"]) == SimulationIds.STORAGE_VILLAGE_PANTRY
and StringName(event.data["destination_id"]) == SimulationIds.npc_inventory_id(actor_id)
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
and float(event.data["amount"]) > 0.0
)
static func _is_missing_wood_block(event: EconomicEventRecord) -> bool:
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_TASK_BLOCKED
and int(event.data["actor_id"]) >= 0
and StringName(event.data["source_id"]) == SimulationIds.STORAGE_VILLAGE_WOODPILE
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_WOOD
and (
StringName(event.data.get("action_id", &""))
in [SimulationIds.ACTION_PATROL, SimulationIds.ACTION_STUDY]
)
and float(event.data.get("required_amount", 0.0)) > 0.0
)
static func _is_valid_supply(
event: EconomicEventRecord,
opportunity: OpportunityStateRecord,
npcs: Array[SimNPC],
resource_states: Dictionary
) -> bool:
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_FEED_WEAK_VILLAGER:
return (
StringName(event.data["event_type"]) == SimulationIds.EVENT_ITEM_CONSUMED
and int(event.data["actor_id"]) == opportunity.get_interested_npc_id()
and StringName(event.data["item_id"]) == SimulationIds.RESOURCE_FOOD
and float(event.data["amount"]) > 0.0
)
if (
StringName(event.data["item_id"]) != opportunity.get_resource_id()
or StringName(event.data["destination_id"]) != opportunity.get_target_id()
or float(event.data["amount"]) <= 0.0
):
return false
var event_type := StringName(event.data["event_type"])
var actor_id := int(event.data["actor_id"])
if event_type == SimulationIds.EVENT_STORAGE_DEPOSITED:
if actor_id == SimulationIds.PLAYER_ACTOR_ID:
return StringName(event.data["source_id"]) == SimulationIds.PLAYER_INVENTORY_ID
return (
_find_npc(actor_id, npcs) != null
and StringName(event.data["source_id"]) == SimulationIds.npc_inventory_id(actor_id)
)
if event_type != SimulationIds.EVENT_RESOURCE_EXTRACTED or actor_id != -1:
return false
var resource_state := (
resource_states.get(StringName(event.data["source_id"])) as ResourceStateRecord
)
return (
resource_state != null
and resource_state.get_resource_id() == opportunity.get_resource_id()
and resource_state.can_player_use_resource()
)
static func _get_target_storage(
opportunity: OpportunityStateRecord, pantry: StorageStateRecord, woodpile: StorageStateRecord
) -> StorageStateRecord:
match opportunity.get_target_id():
SimulationIds.STORAGE_VILLAGE_PANTRY:
return pantry
SimulationIds.STORAGE_VILLAGE_WOODPILE:
return woodpile
return null
static func _sort_by_care(first: SimNPC, second: SimNPC) -> bool:
if first.hunger != second.hunger:
return first.hunger > second.hunger
return first.id < second.id
static func _find_npc(npc_id: int, npcs: Array[SimNPC]) -> SimNPC:
for npc in npcs:
if npc.id == npc_id:
return npc
return null
static func _sort_by_id(first: OpportunityStateRecord, second: OpportunityStateRecord) -> bool:
return first.get_opportunity_id() < second.get_opportunity_id()