156 lines
3.4 KiB
GDScript
156 lines
3.4 KiB
GDScript
class_name SimVillage
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extends RefCounted
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var food := 20.0
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var wood := 10.0
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var safety := 50.0
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var knowledge := 0.0
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var debug_logs := false
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var food_modifier := 1.0
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var wood_modifier := 1.0
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var safety_modifier := 1.0
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var knowledge_modifier := 1.0
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var food_priority := 1.0
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var wood_priority := 1.0
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var safety_priority := 1.0
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var knowledge_priority := 1.0
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func update_modifiers() -> void:
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food_modifier = 1.0
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wood_modifier = 1.0
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safety_modifier = 1.0
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knowledge_modifier = 1.0
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if food <= 0:
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food_modifier = 2.0
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if wood <= 0:
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wood_modifier = 2.0
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if _strictly_below(safety, 20.0):
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safety_modifier = 2.0
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if knowledge > 25:
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knowledge_modifier = 0.75
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debug_log(
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(
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"FoodMod=%s SafetyMod=%s KnowledgeMod=%s"
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% [food_modifier, safety_modifier, knowledge_modifier]
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)
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)
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func update_priorities() -> void:
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food_priority = 1.0
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wood_priority = 1.0
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safety_priority = 1.0
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knowledge_priority = 1.0
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if _strictly_below(food, 10.0):
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food_priority = 3.0
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elif _strictly_below(food, 20.0):
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food_priority = 2.0
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if _strictly_below(wood, 5.0):
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wood_priority = 2.5
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elif _strictly_below(wood, 15.0):
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wood_priority = 1.75
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if _strictly_below(safety, 25.0):
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safety_priority = 3.0
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elif _strictly_below(safety, 50.0):
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safety_priority = 1.5
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if _strictly_below(knowledge, 5.0):
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knowledge_priority = 1.75
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elif _strictly_below(knowledge, 15.0):
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knowledge_priority = 1.25
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if debug_logs:
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print(get_priority_summary())
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func apply_metric_delta(metric_id: StringName, amount: float) -> void:
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match metric_id:
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&"safety":
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safety = clamp(safety + amount, 0.0, 100.0)
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&"knowledge":
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knowledge += amount
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safety = clamp(safety, 0.0, 100.0)
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knowledge = max(knowledge, 0.0)
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update_modifiers()
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update_priorities()
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func apply_npc_task(npc: SimNPC) -> void:
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if npc.is_dead:
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return
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var productivity := 1.0
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if npc.is_starving:
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productivity = 0.35
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elif npc.energy < 20.0:
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productivity = 0.25
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elif npc.energy < 40.0:
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productivity = 0.5
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match npc.current_task:
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SimulationIds.ACTION_PATROL:
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safety += 1.0 * productivity
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SimulationIds.ACTION_STUDY:
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knowledge += 1.0 * productivity
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SimulationIds.ACTION_REST:
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if npc.is_starving:
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npc.energy = min(npc.energy + 2.0, 100.0)
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elif npc.hunger > 75.0:
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npc.energy = min(npc.energy + 12.0, 100.0)
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else:
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npc.energy = min(npc.energy + 35.0, 100.0)
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SimulationIds.ACTION_WANDER:
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safety -= 0.2
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food = max(food, 0.0)
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wood = max(wood, 0.0)
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safety = clamp(safety, 0.0, 100.0)
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knowledge = max(knowledge, 0.0)
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update_modifiers()
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update_priorities()
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func get_summary() -> String:
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return (
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"Village | food: %s | wood: %s | safety: %s | knowledge: %s | priorities F/W/S/K: %s/%s/%s/%s"
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% [
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round(food),
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round(wood),
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round(safety),
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round(knowledge),
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food_priority,
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wood_priority,
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safety_priority,
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knowledge_priority
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]
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)
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func get_priority_summary() -> String:
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return (
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"Priorities | food: %s | wood: %s | safety: %s | knowledge: %s"
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% [food_priority, wood_priority, safety_priority, knowledge_priority]
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)
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func debug_log(message: String) -> void:
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if debug_logs:
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print("[Village] ", message)
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static func _strictly_below(value: float, threshold: float) -> bool:
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# JSON round trips can normalize a value a few ULPs below a threshold to the
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# exact decimal. Treat that boundary identically before and after saving.
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return value < threshold and not is_equal_approx(value, threshold)
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