Files
gamedev-the-steward/simulation/SimulationManager.gd
T
2026-08-23 17:20:41 +02:00

2715 lines
93 KiB
GDScript

extends Node
# gdlint: disable=max-file-lines
# The manager is the deliberate scene-tree facade for the simulation slice and
# intentionally keeps its orchestration readable in one authoritative file.
const SimulationEventLogScript := preload("res://simulation/events/SimulationEventLog.gd")
const SimulationEventRecorderScript := preload("res://simulation/events/SimulationEventRecorder.gd")
const VillageEconomyScript := preload("res://simulation/economy/VillageEconomy.gd")
const AnimalCareSystemScript := preload("res://simulation/animals/animal_care_system.gd")
const NpcTickDebugLog := preload("res://simulation/debug/npc_tick_debug_log.gd")
const RelationshipSystemScript := preload("res://simulation/relationships/RelationshipSystem.gd")
const EventKnowledgeSystemScript := preload("res://simulation/knowledge/EventKnowledgeSystem.gd")
const ConflictSystemScript := preload("res://simulation/conflict/ConflictSystem.gd")
const RegionalSimulationFacadeScript := preload(
"res://simulation/regional/RegionalSimulationFacade.gd"
)
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)
signal relationship_changed(relationship: RelationshipStateRecord, cause_event: EconomicEventRecord)
signal event_knowledge_changed(knower_id: int, event: EconomicEventRecord)
signal event_knowledge_transferred(speaker_id: int, listener_id: int, event: EconomicEventRecord)
signal event_knowledge_forgotten(knower_id: int, event: EconomicEventRecord)
signal opportunity_opened(opportunity: OpportunityStateRecord)
signal opportunity_resolved(opportunity: OpportunityStateRecord, cause_event: EconomicEventRecord)
signal opportunity_invalidated(opportunity: OpportunityStateRecord)
signal situation_opened(situation: SituationStateRecord)
signal situation_closed(situation: SituationStateRecord)
signal quest_journal_changed(entry: QuestJournalEntryStateRecord)
signal commitment_changed(commitment: CommitmentStateRecord)
signal conversation_started(conversation_id: StringName, turn: ConversationTurn)
signal conversation_turn_changed(conversation_id: StringName, turn: ConversationTurn)
signal conversation_ended(conversation_id: StringName)
signal combatant_spawned(combatant_id: StringName)
signal combatant_died(combatant_id: StringName)
signal raid_started(raider_ids: Array[StringName])
signal war_resolved(outcome: StringName)
signal war_aborted
signal player_downed
signal player_quest_opened(quest: PlayerQuestRecord)
signal player_quest_completed(quest: PlayerQuestRecord)
signal player_quest_expired(quest: PlayerQuestRecord)
signal player_standing_changed(standing: PlayerStandingRecord)
signal player_tier_advanced(tier: int, tier_name: String)
signal player_needs_changed(state: PlayerStateRecord)
signal player_inventory_changed(state: PlayerStateRecord)
signal player_died(state: PlayerStateRecord)
var village := SimVillage.new()
var player_system := PlayerCitizenSystem.new()
var npcs: Array[SimNPC] = []
@export var tick_interval := 1.2
@export_range(1, 16, 1) var max_ticks_per_frame := 4
@export var simulation_seed: int = 1337
@export var cycle_duration_seconds := 240.0
@export var debug_logs := false
@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 event_log := SimulationEventLogScript.new()
var event_recorder := SimulationEventRecorderScript.new()
var economy := VillageEconomyScript.new()
var animal_care := AnimalCareSystemScript.new()
var relationship_system := RelationshipSystemScript.new()
var event_knowledge_system := EventKnowledgeSystemScript.new()
var opportunity_system := VillageOpportunitySystem.new()
var situation_system := SituationSystem.create_default()
var quest_journal_system := QuestJournalSystem.new()
var commitment_system := SocialCommitmentSystem.new()
var commitment_lifecycle := CommitmentLifecycleService.new()
var conversation_service := ConversationService.new()
var conversation_history: Array[ConversationActStateRecord] = []
var conflict_system := ConflictSystemScript.new()
var player_quest_system := PlayerQuestSystem.new()
var player_needs := PlayerNeedsSystem.new()
var player_negotiation := PlayerNegotiationSystem.new()
var _regional_simulation: RegionalSimulationFacade
var _restoring_save_manifest := false
var _last_player_tier := PlayerStandingRecord.TIER_STRANGER
var storage_states: Dictionary:
get:
return economy.storage_states
var economic_events: Array[EconomicEventRecord]:
get:
return event_log.events
var next_event_id: int:
get:
return event_log.next_event_id
set(value):
event_log.next_event_id = value
var latest_decisions: Dictionary = {}
var action_selector := ActionSelectionSystem.new()
var action_executor := ActionExecutionSystem.new()
var target_resolver := ActionTargetResolver.new()
var activity_command_service: ActivityActionCommandService
var interaction_service: CatalogInteractionService
var _abstract_activity_registry: WorldTargetRegistry
var _abstract_activity_command_service: ActivityActionCommandService
var _active_activity_registry_instance_id := 0
var last_player_resource_query_stats: Dictionary = {}
var _population_view := SimulationPopulationView.new()
var speed_index := 2
var _dialogue_speed_index := -1
var _active_player_conversation: StringName
var _conversation_context_by_id: Dictionary = {}
var _next_conversation_act_id := 0
const SPEED_LEVELS := [0.25, 0.5, 1.0, 2.0, 4.0, 10.0]
const KNOWLEDGE_COMMUNICATION_RADIUS := 2.5
const MAX_CONVERSATION_ACTS_PER_PAIR := 8
const MAX_CONVERSATION_HISTORY := 1024
const SEASON_DAYS := 4
const COLD_DAYS := 3
const SEASON_COLD := &"cold"
const SEASON_WARM := &"warm"
signal speed_changed(multiplier: float)
const NPC_NAMES := ["Amina", "Tarik", "Jasmin", "Elma", "Mirza", "Lejla"]
func _ready() -> void:
add_to_group("simulation_manager")
event_log.event_recorded.connect(_on_economic_event_recorded)
event_recorder.configure(event_log, Callable(self, "get_tick_count_for_recording"))
event_recorder.set_npcs(npcs)
player_needs.configure(economy, event_recorder)
player_needs.set_resource_states(resource_states)
player_negotiation.configure(
player_quest_system,
Callable(self, "_find_npc_by_id"),
Callable(self, "get_active_opportunity"),
Callable(self, "get_active_opportunity_player_response"),
player_quest_opened,
player_quest_expired,
player_standing_changed
)
economy.inventory_changed.connect(_on_economy_inventory_changed)
economy.economic_event_requested.connect(_record_economic_event)
economy.narrative_event_requested.connect(record_narrative_event)
animal_care.economic_event_requested.connect(_record_economic_event_at)
animal_care.narrative_event_requested.connect(record_narrative_event)
conflict_system.narrative_event_requested.connect(record_narrative_event)
conflict_system.combatant_spawned.connect(_on_conflict_combatant_spawned)
conflict_system.combatant_died.connect(_on_conflict_combatant_died)
conflict_system.raid_started.connect(func(raider_ids): raid_started.emit(raider_ids))
conflict_system.war_resolved.connect(func(outcome): war_resolved.emit(outcome))
conflict_system.war_aborted.connect(func(): war_aborted.emit())
conflict_system.player_damaged.connect(_on_player_damaged)
conflict_system.player_downed.connect(func(): player_downed.emit())
action_selector.relationship_system = relationship_system
var definition_errors := SimulationDefinitions.validate()
if not definition_errors.is_empty():
for error in definition_errors:
push_error("SimulationManager: " + error)
set_process(false)
return
_configure_interaction_services()
clock = SimulationClock.new(tick_interval)
clock.cycle_duration_seconds = cycle_duration_seconds
clock.elapsed_ticks = int(0.25 * cycle_duration_seconds / tick_interval)
if not _initialize_regional_simulation(tick_count):
set_process(false)
return
village.debug_logs = debug_logs
economy.configure(village, debug_logs)
animal_care.configure(economy, active_world_adapter)
player_system.configure(economy, _record_player_event_at)
conflict_system.configure(economy, tick_interval)
economy.initialize_storage()
village.update_modifiers()
village.update_priorities()
generate_npcs()
relationship_system.initialize_households(npcs)
conflict_system.initialize_factions()
conflict_system.register_npc_combatants(npcs)
call_deferred("register_loaded_resource_nodes")
animal_care.call_deferred("register_loaded_nodes")
call_deferred("register_loaded_storage_nodes")
if debug_logs:
print("--- Simulation started ---")
func _process(delta: float) -> void:
advance_player_combat_time(delta)
var ticks_due := clock.advance(delta * SPEED_LEVELS[speed_index], max_ticks_per_frame)
for tick in ticks_due:
simulate_tick()
func _input(event: InputEvent) -> void:
if not event is InputEventKey or not event.pressed or event.echo:
return
if event.keycode == KEY_BRACKETLEFT:
speed_index = maxi(speed_index - 1, 0)
speed_changed.emit(SPEED_LEVELS[speed_index])
if debug_logs:
print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
elif event.keycode == KEY_BRACKETRIGHT:
speed_index = mini(speed_index + 1, SPEED_LEVELS.size() - 1)
speed_changed.emit(SPEED_LEVELS[speed_index])
if debug_logs:
print("[SimulationManager] Speed: %.2fx" % SPEED_LEVELS[speed_index])
func generate_npcs() -> void:
var profession_ids := SimulationDefinitions.get_profession_ids()
for i in range(NPC_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,
NPC_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]
refresh_population_index()
func refresh_population_index() -> void:
_population_view.rebuild(npcs)
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:
var next_tick := tick_count + 1
if _regional_simulation == null or not _regional_simulation.advance_to_tick(next_tick):
var regional_error := (
_regional_simulation.get_last_error()
if _regional_simulation != null
else "regional facade is missing"
)
push_error("SimulationManager: regional tick failed: " + regional_error)
set_process(false)
return
tick_count = next_tick
if debug_logs:
print("--- Tick ", tick_count, " ---")
animal_care.advance(tick_count)
for quest in player_quest_system.consider_animal_care_quests(
animal_care, npcs, get_pantry(), tick_count
):
player_quest_opened.emit(quest)
advance_player_needs()
_advance_resource_regrowth()
var village_was_changed := false
refresh_population_index()
for npc in npcs:
village_was_changed = _simulate_npc_tick(npc) or village_was_changed
if village_was_changed:
village_changed.emit(village)
conflict_system.advance(tick_count)
var invalidated: OpportunityStateRecord = opportunity_system.maintain_open_opportunity(
tick_count, get_knowledge_review_interval(), npcs, get_pantry(), get_woodpile()
)
if invalidated != null:
opportunity_invalidated.emit(invalidated)
_maintain_emergent_world()
if invalidated != null:
var expired_quest := player_quest_system.on_opportunity_invalidated(invalidated, tick_count)
if expired_quest != null:
player_quest_expired.emit(expired_quest)
if tick_count % get_knowledge_review_interval() == 0:
_maintain_event_knowledge(true)
if debug_logs:
print(village.get_summary())
func _simulate_npc_tick(npc: SimNPC) -> bool:
var previous_task := npc.current_task
var previous_target := npc.target_id
var previous_state := npc.task_state
var was_complete := npc.task_complete
var was_dead := npc.is_dead
if animal_care.requires_working_feed_recovery(npc):
npc.task_state = SimNPC.TASK_STATE_TRAVELING
npc.task_complete = false
if not _continue_animal_feed_delivery(npc):
_redirect_npc_to_wander(npc)
return false
action_executor.advance_npc(npc, village)
_population_view.refresh_npc(npc)
_select_action_if_idle(npc, previous_state)
if previous_task != npc.current_task and not previous_target.is_empty():
release_npc_reservation(npc.id)
if not was_dead and npc.is_dead:
_handle_npc_death(npc, previous_task, previous_target)
elif previous_task != npc.current_task:
npc_task_changed.emit(npc, previous_task, npc.current_task)
npc_target_requested.emit(npc)
var completed := not was_complete and npc.task_complete and not npc.is_dead
if completed:
_complete_current_action(npc)
_population_view.refresh_npc(npc)
if debug_logs:
NpcTickDebugLog.print_tick(npc, previous_state)
return completed
func _select_action_if_idle(npc: SimNPC, previous_state: StringName) -> void:
if npc.is_dead:
return
if previous_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
return
if npc.task_state not in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]:
return
if _is_weak_villager_state(npc):
record_narrative_event(SimulationIds.EVENT_VILLAGER_WEAK, npc.id)
var helper := get_active_opportunity_helper()
var animal_feed_available := animal_care.has_available_feed_target(npc.id)
var war_raid_active := conflict_system.is_raiding()
var selection := action_selector.select_action(
npc,
village,
clock.time_of_day(),
npcs,
helper,
_population_view,
animal_feed_available,
war_raid_active
)
if selection == null:
return
latest_decisions[npc.id] = selection
npc_decision_recorded.emit(npc, selection)
npc.set_task(selection.action_id, selection.duration_override)
var definition := SimulationDefinitions.get_action(selection.action_id)
var display_name := (
definition.display_name if definition != null else String(selection.action_id)
)
event_recorder.record_narrative(SimulationIds.EVENT_TASK_STARTED, npc.id, &"", display_name)
func _is_weak_villager_state(npc: SimNPC) -> bool:
return (
npc.is_starving
and npc.energy < 25.0
and village.food <= 0.0
and npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) < 1.0
and opportunity_system.get_open_opportunity() == null
)
func _on_conflict_combatant_spawned(combatant_id: StringName) -> void:
combatant_spawned.emit(combatant_id)
func _on_conflict_combatant_died(combatant_id: StringName) -> void:
var combatant := conflict_system.get_combatant(combatant_id)
var npc: SimNPC
if combatant != null and combatant.get_npc_id() >= 0:
npc = _find_npc_by_id(combatant.get_npc_id())
if npc != null:
_population_view.refresh_npc(npc)
combatant_died.emit(combatant_id)
if npc == null or not npc.is_dead:
return
var previous_task := npc.last_task if npc.last_task != &"" else SimulationIds.ACTION_IDLE
_handle_npc_death(npc, previous_task, npc.target_id)
func player_attack(combatant_id: StringName) -> float:
return conflict_system.player_attack(combatant_id)
func player_attack_ready() -> bool:
return conflict_system.is_player_attack_ready()
func advance_player_combat_time(delta: float) -> void:
conflict_system.advance_realtime(delta)
func spawn_wolf(position: Vector3) -> StringName:
return conflict_system.spawn_wolf(position)
func get_combatant(combatant_id: StringName) -> CombatantStateRecord:
return conflict_system.get_combatant(combatant_id)
func get_faction(faction_id: StringName) -> FactionStateRecord:
return conflict_system.get_faction(faction_id)
func get_living_hostile_combatants() -> Array[CombatantStateRecord]:
return conflict_system.get_living_hostiles()
func get_village_defense() -> float:
return conflict_system.village_defense()
func get_village_defender_count() -> int:
return conflict_system.village_defender_count()
func get_tribe_war_plan() -> StringName:
var tribe := conflict_system.get_faction(SimulationIds.FACTION_TRIBE)
return tribe.get_war_plan() if tribe != null else SimulationIds.WAR_PLAN_NONE
func _handle_npc_death(npc: SimNPC, previous_task: StringName, previous_target: StringName) -> void:
if not previous_target.is_empty():
release_npc_reservation(npc.id)
npc_died.emit(npc)
npc_task_changed.emit(npc, previous_task, npc.current_task)
event_recorder.record_narrative(SimulationIds.EVENT_NPC_DIED, npc.id)
_notify_mourning(npc)
if debug_logs:
print("[SimulationManager] NPC died: ", npc.npc_name)
func _complete_current_action(npc: SimNPC) -> void:
var completed_task := npc.current_task
var definition := SimulationDefinitions.get_action(completed_task)
var completion_succeeded := false
var completion_already_applied := false
if _uses_activity_command_handler(definition):
var activity_result := execute_activity_action(
WorldEntityRef.create(SimulationIds.ENTITY_PERSON, StringName(str(npc.id))),
completed_task,
npc.target_id,
get_action_state_revision()
)
completion_succeeded = activity_result != null and activity_result.did_succeed()
completion_already_applied = completion_succeeded
elif completed_task == SimulationIds.ACTION_FEED_ANIMAL:
completion_succeeded = feed_animal(npc.target_id, npc.id)
else:
completion_succeeded = economy.consume_completion_cost(npc, definition)
if completion_succeeded and not completion_already_applied:
_apply_action_completion(npc, completed_task, definition)
elif not npc.target_id.is_empty():
release_npc_reservation(npc.id)
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)
func _apply_action_completion(
npc: SimNPC, completed_task: StringName, definition: ActionDefinition
) -> void:
if definition != null and definition.target_type == SimulationIds.TARGET_RESOURCE:
_complete_resource_gather(npc, completed_task)
return
match completed_task:
SimulationIds.ACTION_DEPOSIT_FOOD:
economy.deposit_inventory(npc, SimulationIds.RESOURCE_FOOD)
SimulationIds.ACTION_DEPOSIT_WOOD:
economy.deposit_inventory(npc, SimulationIds.RESOURCE_WOOD)
SimulationIds.ACTION_WITHDRAW_FOOD:
economy.withdraw_to_inventory(npc, SimulationIds.RESOURCE_FOOD, 1.0)
SimulationIds.ACTION_EAT:
economy.consume_npc_food(npc)
SimulationIds.ACTION_SLEEP:
npc.energy = minf(npc.energy + 40.0, 100.0)
npc.position = npc.home_position
record_narrative_event(SimulationIds.EVENT_NPC_SLEPT, npc.id)
if village.safety < 25.0 and opportunity_system.get_open_opportunity() == null:
record_narrative_event(SimulationIds.EVENT_HOME_DAMAGED, npc.id)
SimulationIds.ACTION_FEED_ANIMAL:
pass
SimulationIds.ACTION_REST, SimulationIds.ACTION_WANDER:
village.apply_npc_task(npc)
SimulationIds.ACTION_DEFEND:
village.apply_metric_delta(&"safety", 0.5)
if debug_logs and completed_task == SimulationIds.ACTION_SLEEP:
print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
func _complete_resource_gather(npc: SimNPC, completed_task: StringName) -> void:
var resource_state := get_resource_state(npc.target_id)
if resource_state == null or resource_state.get_reserved_by() != npc.id:
if debug_logs:
print(
(
"[SimulationManager] %s could not complete %s: invalid reservation"
% [npc.npc_name, completed_task]
)
)
release_npc_reservation(npc.id)
return
var extracted := resource_state.extract(
resource_state.get_yield_per_action() * _gather_yield_multiplier()
)
if extracted > 0.0:
var resource_id := resource_state.get_resource_id()
npc.add_inventory(resource_id, extracted)
npc_inventory_changed.emit(npc, resource_id, npc.get_inventory_amount(resource_id))
event_recorder.record_economic(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
npc.id,
resource_state.get_node_id(),
SimulationIds.npc_inventory_id(npc.id),
resource_id,
extracted
)
if resource_state.get_amount_remaining() <= 0.0:
event_recorder.record_narrative(
SimulationIds.EVENT_RESOURCE_DEPLETED, npc.id, resource_state.get_node_id()
)
if debug_logs:
print(
(
"[SimulationManager] %s extracted %.1f %s from %s"
% [npc.npc_name, extracted, resource_id, resource_state.get_node_id()]
)
)
release_npc_reservation(npc.id)
func release_npc_reservation(npc_id: int) -> void:
var npc := _find_npc_by_id(npc_id)
if npc == null:
return
if npc.target_id != &"":
var resource_state := get_resource_state(npc.target_id)
if resource_state != null:
resource_state.release(npc.id)
var animal_state := animal_care.get_state(npc.target_id)
if animal_state != null:
animal_state.release(npc.id)
npc.target_id = &""
func notify_npc_arrived(npc_id: int) -> void:
var npc := _find_npc_by_id(npc_id)
if npc == null or 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:
NpcTickDebugLog.print_unavailable_resource(npc)
notify_npc_navigation_failed(npc.id)
return
if (
npc.target_id != &""
and definition != null
and definition.target_type == SimulationIds.TARGET_ANIMAL
):
if not animal_care.can_complete_feed(npc.target_id, npc.id):
if debug_logs:
NpcTickDebugLog.print_unavailable_animal(npc)
notify_npc_navigation_failed(npc.id)
return
if animal_care.requires_feed_pickup(npc):
if _continue_animal_feed_delivery(npc):
return
_redirect_npc_to_wander(npc)
return
npc.has_travel_target = false
npc.start_working(
npc.current_task == SimulationIds.ACTION_FEED_ANIMAL and npc.task_progress > 0.0
)
var working_speakers: Array[SimNPC] = []
if npc.target_id != &"":
for other in npcs:
if other.id == npc.id or other.is_dead:
continue
if other.target_id != npc.target_id:
continue
if other.task_state in [SimNPC.TASK_STATE_TRAVELING, SimNPC.TASK_STATE_WORKING]:
relationship_system.increase_shared_work_familiarity(npc.id, other.id)
if other.task_state == SimNPC.TASK_STATE_WORKING:
working_speakers.append(other)
working_speakers.sort_custom(_sort_npcs_by_id)
for speaker in working_speakers:
if try_communicate_at_shared_activity(speaker.id, npc.id):
break
if debug_logs:
NpcTickDebugLog.print_started_work(npc)
func _continue_animal_feed_delivery(npc: SimNPC) -> bool:
var animal_target := target_resolver.resolve_claimed_animal(npc, self, active_world_adapter)
var pantry_target := target_resolver.resolve_storage_target(
SimulationIds.STORAGE_VILLAGE_PANTRY, active_world_adapter
)
if animal_target.is_empty() or pantry_target.is_empty():
return false
if not npc.travel_target_position.is_equal_approx(pantry_target["position"]):
npc.travel_target_position = pantry_target["position"]
npc.has_travel_target = true
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
var pickup_target := npc.travel_target_position
npc.travel_target_position = animal_target["position"]
npc.has_travel_target = true
if not animal_care.collect_feed_supply(npc):
npc.travel_target_position = pickup_target
return false
village_changed.emit(village)
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
func _redirect_npc_to_wander(npc: SimNPC) -> void:
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)
func notify_npc_navigation_failed(npc_id: int) -> void:
var npc := _find_npc_by_id(npc_id)
if npc == null or npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
return
var failed_task := npc.current_task
_redirect_npc_to_wander(npc)
if debug_logs:
NpcTickDebugLog.print_navigation_failure(npc, failed_task)
func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
var npc := _find_npc_by_id(npc_id)
if npc == null or 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 definition := SimulationDefinitions.get_action(npc.current_task)
if _uses_activity_command_handler(definition) and not _ensure_interaction_services_current():
return false
var result := target_resolver.resolve(npc, origin, self, active_world_adapter)
if result.is_empty():
notify_npc_navigation_failed(npc.id)
return false
npc.target_id = StringName(result.get("target_id", ""))
npc.travel_target_position = result["position"]
if (
definition != null
and _uses_activity_command_handler(definition)
and not _bind_abstract_activity_target(
npc.target_id, npc.current_task, npc.travel_target_position
)
):
notify_npc_navigation_failed(npc.id)
return false
npc.has_travel_target = true
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
func request_current_travel(npc_id: int) -> bool:
var npc := _find_npc_by_id(npc_id)
if npc == null or 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
func synchronize_npc_position(npc_id: int, active_position: Vector3) -> bool:
var npc := _find_npc_by_id(npc_id)
if npc == null:
return false
npc.position = active_position
return true
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 get_action_state_revision() -> int:
return event_log.next_event_id
func get_player_activity_offer(from_position: Vector3, max_distance: float) -> Dictionary:
if not _ensure_interaction_services_current():
return {}
if (
interaction_service == null
or active_world_adapter == null
or not from_position.is_finite()
or not is_finite(max_distance)
or max_distance <= 0.0
or not active_world_adapter.has_method("get_target_registry")
):
return {}
var registry := active_world_adapter.call("get_target_registry") as WorldTargetRegistry
if registry == null:
return {}
var actor := WorldEntityRef.create(
SimulationIds.ENTITY_PLAYER, StringName(str(SimulationIds.PLAYER_ACTOR_ID))
)
var candidates: Array[Dictionary] = []
for descriptor in registry.get_descriptors(ActiveWorldAdapter.TARGET_KIND_ACTIVITY):
var distance := from_position.distance_to(descriptor.get_local_position())
if distance > max_distance:
continue
var handle := registry.get_handle(descriptor.get_target_id())
for offer in interaction_service.get_offers(actor, handle):
var definition := SimulationDefinitions.get_action(offer.get_action_id())
if not _uses_activity_command_handler(definition):
continue
var capability := descriptor.get_capability(offer.get_action_id())
var raw_range: Variant = capability.get_attribute(&"interaction_range", 0.0)
if raw_range is not int and raw_range is not float:
continue
var capability_range := float(raw_range)
if (
not is_finite(capability_range)
or capability_range <= 0.0
or distance > capability_range
):
continue
(
candidates
. append(
{
"action_id": String(offer.get_action_id()),
"target_id": String(descriptor.get_target_id()),
"display_name": descriptor.get_display_name(),
"action_name": offer.get_display_name(),
"distance": distance,
"priority": offer.get_priority(),
"state_revision": get_action_state_revision(),
"target_generation": handle.get_generation(),
"target_context_id": String(handle.get_context_id()),
"target_registry_instance_id": registry.get_instance_id(),
"target_kind": String(handle.get_target_kind()),
"effect": _player_activity_effect_summary(definition),
"enabled": offer.is_enabled(),
"blocked_reason": offer.get_rejection_reason(),
"offer_parameters": offer.get_parameters(),
}
)
)
if candidates.is_empty():
return {}
candidates.sort_custom(_activity_offer_precedes)
return candidates[0].duplicate(true)
func execute_activity_action(
actor: WorldEntityRef,
action_id: StringName,
target_id: StringName,
expected_state_revision: int = -1
) -> ActionResult:
if (
actor == null
or not actor.is_valid()
or actor.get_entity_type() != SimulationIds.ENTITY_PERSON
or expected_state_revision < 0
):
return ActionResult.rejected(&"activity_invalid_actor", &"invalid_actor")
return _execute_authorized_activity_action(actor, action_id, target_id, expected_state_revision)
func _execute_authorized_activity_action(
actor: WorldEntityRef,
action_id: StringName,
target_id: StringName,
expected_state_revision: int
) -> ActionResult:
if not _ensure_interaction_services_current():
return ActionResult.rejected(&"activity_scope_mismatch", &"service_unavailable")
var selected_service := activity_command_service
var handle: WorldTargetHandle
if actor.get_entity_type() == SimulationIds.ENTITY_PERSON:
var npc_id_text := String(actor.get_entity_id())
var npc := _find_npc_by_id(npc_id_text.to_int()) if npc_id_text.is_valid_int() else null
if (
npc == null
or npc.is_dead
or npc.task_state != SimNPC.TASK_STATE_COMPLETE
or not npc.task_complete
or npc.current_task != action_id
or npc.target_id.is_empty()
or npc.target_id != target_id
):
return ActionResult.rejected(
&"activity_assignment_mismatch",
ActivityActionCommandService.REASON_UNSUPPORTED_ACTOR
)
selected_service = _abstract_activity_command_service
handle = _ensure_abstract_activity_handle(action_id, target_id)
elif active_world_adapter != null and active_world_adapter.has_method("get_target_registry"):
var registry := active_world_adapter.call("get_target_registry") as WorldTargetRegistry
handle = registry.get_handle(target_id) if registry != null else null
if selected_service == null or handle == null:
return ActionResult.rejected(&"activity_unavailable", &"service_unavailable")
var actor_key := actor.index_key() if actor != null else "invalid"
var command_revision := get_action_state_revision()
var command_id := StringName(
(
"activity_%s_%s_%s_%d_%d"
% [
actor_key.sha256_text().substr(0, 8),
action_id,
target_id,
tick_count,
command_revision,
]
)
)
return selected_service.submit_command(
ActionCommand.new(command_id, actor, action_id, handle, {}, expected_state_revision)
)
func execute_player_activity_action(
action_id: StringName,
target_id: StringName,
expected_state_revision: int = -1,
expected_target_generation: int = -1,
expected_context_id: StringName = &"",
expected_registry_instance_id: int = 0
) -> ActionResult:
if not _ensure_interaction_services_current():
return ActionResult.rejected(&"player_activity_stale", &"service_unavailable")
if (
expected_state_revision < 0
or expected_target_generation < 1
or expected_context_id.is_empty()
or expected_registry_instance_id == 0
or active_world_adapter == null
or not active_world_adapter.has_method("get_target_registry")
):
return ActionResult.rejected(
&"player_activity_stale",
ActivityActionCommandService.REASON_STALE_TARGET,
"The activity offer is incomplete; refresh it"
)
var registry := active_world_adapter.call("get_target_registry") as WorldTargetRegistry
var current_handle := registry.get_handle(target_id) if registry != null else null
if (
current_handle == null
or registry.get_instance_id() != expected_registry_instance_id
or current_handle.get_generation() != expected_target_generation
or current_handle.get_context_id() != expected_context_id
or current_handle.get_target_kind() != SimulationIds.TARGET_ACTIVITY
):
return ActionResult.rejected(
&"player_activity_stale",
ActivityActionCommandService.REASON_STALE_TARGET,
"The activity changed; refresh the interaction offer"
)
return _execute_authorized_activity_action(
WorldEntityRef.create(
SimulationIds.ENTITY_PLAYER, StringName(str(SimulationIds.PLAYER_ACTOR_ID))
),
action_id,
target_id,
expected_state_revision
)
func _configure_interaction_services() -> bool:
activity_command_service = null
interaction_service = null
_active_activity_registry_instance_id = 0
var current_scope := event_log.get_scope()
var scope_world_id := StringName(
current_scope.get("world_id", SimulationIds.REGIONAL_WORLD_BOSNIA)
)
var scope_location_id := StringName(
current_scope.get("location_id", SimulationIds.REGIONAL_LOCATION_JAJCE)
)
if active_world_adapter != null and active_world_adapter.has_method("get_context_identity"):
var identity: Dictionary = active_world_adapter.call("get_context_identity")
scope_world_id = StringName(identity.get("world_id", scope_world_id))
scope_location_id = StringName(identity.get("location_id", scope_location_id))
if not event_log.configure_scope(scope_world_id, scope_location_id):
return false
_abstract_activity_registry = WorldTargetRegistry.new(
&"simulation_jajce", scope_world_id, scope_location_id
)
_abstract_activity_command_service = ActivityActionCommandService.new(
_abstract_activity_registry,
SimulationDefinitions.get_action,
_get_activity_actor_position,
get_action_state_revision,
_complete_activity_command,
false,
false
)
register_abstract_activity_target(
SimulationIds.ACTIVITY_GUARD_POST, SimulationIds.ACTION_PATROL, Vector3.ZERO
)
register_abstract_activity_target(
SimulationIds.ACTIVITY_STUDY_DESK, SimulationIds.ACTION_STUDY, Vector3.ZERO
)
_rebuild_abstract_activity_targets_from_npcs()
var catalog := ContentCatalog.create_core()
if not catalog.is_valid():
return false
if active_world_adapter == null or not active_world_adapter.has_method("get_target_registry"):
return true
var registry := active_world_adapter.call("get_target_registry") as WorldTargetRegistry
if registry == null:
return false
activity_command_service = ActivityActionCommandService.new(
registry,
SimulationDefinitions.get_action,
_get_activity_actor_position,
get_action_state_revision,
_complete_activity_command,
true
)
interaction_service = CatalogInteractionService.new(
registry, catalog, _evaluate_activity_availability, true
)
_active_activity_registry_instance_id = registry.get_instance_id()
return true
func register_abstract_activity_target(
target_id: StringName, action_id: StringName, position: Vector3, interaction_range: float = 0.5
) -> bool:
if (
_abstract_activity_registry == null
or target_id.is_empty()
or not position.is_finite()
or not is_finite(interaction_range)
or interaction_range <= 0.0
or _abstract_activity_registry.has_target(target_id)
):
return false
var definition := SimulationDefinitions.get_action(action_id)
if not _uses_activity_command_handler(definition):
return false
var scope := _abstract_activity_registry.get_identity()
var handle := (
_abstract_activity_registry
. register_target(
(
WorldTargetDescriptor
. new(
target_id,
ActiveWorldAdapter.TARGET_KIND_ACTIVITY,
[
WorldTargetCapability.new(
action_id, {"interaction_range": interaction_range}
)
],
position,
definition.display_name,
{
"authority": "simulation",
"world_id": String(scope["world_id"]),
"location_id": String(scope["location_id"]),
}
)
)
)
)
return handle != null
func _bind_abstract_activity_target(
target_id: StringName, action_id: StringName, position: Vector3
) -> bool:
if _abstract_activity_registry == null or target_id.is_empty() or not position.is_finite():
return false
var existing := _abstract_activity_registry.get_handle(target_id)
if existing == null:
return register_abstract_activity_target(target_id, action_id, position)
var descriptor := _abstract_activity_registry.resolve_handle(existing)
if (
descriptor == null
or descriptor.get_target_kind() != SimulationIds.TARGET_ACTIVITY
or not descriptor.has_capability(action_id)
):
return false
return _abstract_activity_registry.update_target_position(existing, position)
func _rebuild_abstract_activity_targets_from_npcs() -> void:
for npc in npcs:
if npc.is_dead or npc.target_id.is_empty():
continue
var definition := SimulationDefinitions.get_action(npc.current_task)
if not _uses_activity_command_handler(definition):
continue
_bind_abstract_activity_target(npc.target_id, npc.current_task, npc.travel_target_position)
func _ensure_interaction_services_current() -> bool:
if active_world_adapter == null or not active_world_adapter.has_method("get_target_registry"):
return _abstract_activity_command_service != null
var registry := active_world_adapter.call("get_target_registry") as WorldTargetRegistry
if registry == null:
return false
var identity := registry.get_identity()
var event_scope := event_log.get_scope()
if (
StringName(identity["world_id"]) != StringName(event_scope["world_id"])
or StringName(identity["location_id"]) != StringName(event_scope["location_id"])
):
if not economic_events.is_empty():
activity_command_service = null
interaction_service = null
return false
if registry.get_instance_id() == _active_activity_registry_instance_id:
return activity_command_service != null and _abstract_activity_command_service != null
return _configure_interaction_services()
func _ensure_abstract_activity_handle(
action_id: StringName, requested_target_id: StringName
) -> WorldTargetHandle:
if _abstract_activity_registry == null:
return null
var target_id := requested_target_id
if target_id.is_empty():
var candidates := _abstract_activity_registry.get_target_ids(
ActiveWorldAdapter.TARGET_KIND_ACTIVITY, action_id
)
if candidates.size() != 1:
return null
target_id = candidates[0]
var existing := _abstract_activity_registry.get_handle(target_id)
if existing == null:
return null
var descriptor := _abstract_activity_registry.resolve_handle(existing)
if descriptor == null or not descriptor.has_capability(action_id):
return null
return _abstract_activity_registry.get_handle(target_id)
func _evaluate_activity_availability(
actor: WorldEntityRef,
_descriptor: WorldTargetDescriptor,
definition: ActionDefinition,
_capability: WorldTargetCapability
) -> InteractionAvailabilityDecision:
if not _uses_activity_command_handler(definition):
return InteractionAvailabilityDecision.denied(
&"unsupported_handler",
"This activity has no supported completion handler",
[&"handler_missing"]
)
var effect := ActivityActionCommandService._metric_effect(definition)
var actor_id := _activity_actor_id(actor)
if effect == null or actor_id < SimulationIds.PLAYER_ACTOR_ID:
return InteractionAvailabilityDecision.denied(
&"invalid_effect", "This activity has no valid effect", [&"effect_rejected"]
)
var requested_amount := _activity_effect_amount(actor_id, effect.value, effect.parameters)
if _bounded_activity_effect_amount(effect.subject_key, requested_amount) <= 0.0:
return InteractionAvailabilityDecision.denied(
&"no_effect", "This activity cannot improve the village further", [&"effect_capped"]
)
if definition.has_completion_cost():
var storage := economy.get_storage_for_resource(definition.completion_cost_resource_id)
var available := (
storage.get_amount(definition.completion_cost_resource_id) if storage != null else 0.0
)
if available < definition.completion_cost_amount:
return InteractionAvailabilityDecision.denied(
&"insufficient_cost",
(
"Needs %.0f %s"
% [definition.completion_cost_amount, definition.completion_cost_resource_id]
),
[&"cost_rejected"],
{"available": available, "required": definition.completion_cost_amount}
)
return InteractionAvailabilityDecision.allowed([&"cost_allowed"])
func _get_activity_actor_position(actor: WorldEntityRef) -> Variant:
var actor_id := _activity_actor_id(actor)
if actor_id == SimulationIds.PLAYER_ACTOR_ID:
var combatant := conflict_system.get_combatant(ConflictSystemScript.PLAYER_COMBATANT_ID)
return combatant.get_position() if combatant != null else null
var npc := _find_npc_by_id(actor_id)
return npc.position if npc != null and not npc.is_dead else null
func _complete_activity_command(
actor: WorldEntityRef,
action_id: StringName,
target_id: StringName,
metric_id: StringName,
base_amount: float,
effect_parameters: Dictionary,
world_position: Vector3
) -> Dictionary:
var actor_id := _activity_actor_id(actor)
var definition := SimulationDefinitions.get_action(action_id)
if actor_id < SimulationIds.PLAYER_ACTOR_ID or not _uses_activity_command_handler(definition):
return {"succeeded": false, "event_id": -1, "state_revision": get_action_state_revision()}
var requested_amount := _activity_effect_amount(actor_id, base_amount, effect_parameters)
var applied_amount := _bounded_activity_effect_amount(metric_id, requested_amount)
if not is_finite(applied_amount) or applied_amount <= 0.0:
return {
"succeeded": false,
"reason_code": "no_effect",
"message": "This activity cannot improve the village further",
"event_id": -1,
"state_revision": get_action_state_revision(),
}
var cost_storage: StorageStateRecord
var cost_item_id: StringName
var cost_amount := 0.0
if definition.has_completion_cost():
cost_item_id = definition.completion_cost_resource_id
cost_amount = definition.completion_cost_amount
cost_storage = economy.get_storage_for_resource(cost_item_id)
var available := cost_storage.get_amount(cost_item_id) if cost_storage != null else 0.0
if available < cost_amount:
var blocked := event_log.record_activity_blocked(
tick_count,
actor_id,
target_id,
action_id,
(
"%s: needs %.0f %s"
% [definition.display_name, cost_amount, String(cost_item_id).capitalize()]
),
world_position,
cost_storage.get_storage_id() if cost_storage != null else &"",
cost_item_id,
cost_amount
)
return {
"succeeded": false,
"reason_code": "insufficient_cost",
"message": "Needs %.0f %s" % [cost_amount, cost_item_id],
"event_id": int(blocked.data["event_id"]) if blocked != null else -1,
"state_revision": get_action_state_revision(),
}
var previous_metric := village.safety if metric_id == &"safety" else village.knowledge
if cost_storage != null and cost_storage.withdraw(cost_item_id, cost_amount) < cost_amount:
return {"succeeded": false, "event_id": -1, "state_revision": get_action_state_revision()}
if cost_storage != null:
economy.sync_resource(cost_item_id)
village.apply_metric_delta(metric_id, applied_amount)
var actual_amount := (
village.safety - previous_metric
if metric_id == &"safety"
else village.knowledge - previous_metric
)
if not is_finite(actual_amount) or actual_amount <= 0.0:
if cost_storage != null:
cost_storage.deposit(cost_item_id, cost_amount)
economy.sync_resource(cost_item_id)
_restore_village_metric(metric_id, previous_metric)
return {
"succeeded": false,
"reason_code": "no_effect",
"message": "This activity cannot improve the village further",
"event_id": -1,
"state_revision": get_action_state_revision(),
}
var event := event_log.record_activity_completed(
tick_count,
actor_id,
target_id,
action_id,
definition.event_type_id,
metric_id,
actual_amount,
world_position,
cost_item_id,
cost_amount
)
if event == null:
if cost_storage != null:
cost_storage.deposit(cost_item_id, cost_amount)
economy.sync_resource(cost_item_id)
_restore_village_metric(metric_id, previous_metric)
return {"succeeded": false, "event_id": -1, "state_revision": get_action_state_revision()}
village_changed.emit(village)
return {
"succeeded": true,
"event_id": int(event.data["event_id"]),
"state_revision": get_action_state_revision(),
"applied_amount": actual_amount,
}
func _activity_actor_id(actor: WorldEntityRef) -> int:
if actor == null or not actor.is_valid():
return SimulationIds.PLAYER_ACTOR_ID - 1
var id_text := String(actor.get_entity_id())
if not id_text.is_valid_int():
return SimulationIds.PLAYER_ACTOR_ID - 1
var actor_id := id_text.to_int()
if actor.get_entity_type() == SimulationIds.ENTITY_PLAYER:
return (
actor_id
if (
actor_id == SimulationIds.PLAYER_ACTOR_ID
and player_system.player_state != null
and not player_system.player_state.is_downed()
)
else -2
)
if actor.get_entity_type() != SimulationIds.ENTITY_PERSON or actor_id < 0:
return -2
var npc := _find_npc_by_id(actor_id)
return actor_id if npc != null and not npc.is_dead else -2
func _activity_effect_amount(actor_id: int, base_amount: float, parameters: Dictionary) -> float:
var result := base_amount
if actor_id == SimulationIds.PLAYER_ACTOR_ID:
var raw_multiplier: Variant = parameters.get("player_multiplier", 1.0)
if raw_multiplier is int or raw_multiplier is float:
result *= float(raw_multiplier)
return result
if bool(parameters.get("npc_productivity", false)):
var npc := _find_npc_by_id(actor_id)
if npc == null:
return 0.0
if npc.is_starving:
result *= 0.35
elif npc.energy < 20.0:
result *= 0.25
elif npc.energy < 40.0:
result *= 0.5
return result
func _player_activity_effect_summary(definition: ActionDefinition) -> Dictionary:
if definition == null:
return {}
var effect := ActivityActionCommandService._metric_effect(definition)
if effect == null:
return {}
var requested_amount := _activity_effect_amount(
SimulationIds.PLAYER_ACTOR_ID, effect.value, effect.parameters
)
return {
"metric_id": String(effect.subject_key),
"amount": _bounded_activity_effect_amount(effect.subject_key, requested_amount),
}
func _bounded_activity_effect_amount(metric_id: StringName, requested_amount: float) -> float:
if not is_finite(requested_amount) or requested_amount <= 0.0:
return 0.0
if metric_id == &"safety":
return minf(requested_amount, maxf(100.0 - village.safety, 0.0))
if metric_id == &"knowledge":
return requested_amount
return 0.0
func _restore_village_metric(metric_id: StringName, value: float) -> void:
if metric_id == &"safety":
village.safety = value
elif metric_id == &"knowledge":
village.knowledge = value
village.update_modifiers()
village.update_priorities()
static func _uses_activity_command_handler(definition: ActionDefinition) -> bool:
return (
definition != null
and definition.completion_handler_id == ActivityActionCommandService.HANDLER_METRIC_DELTA
)
static func _activity_offer_precedes(first: Dictionary, second: Dictionary) -> bool:
if not is_equal_approx(float(first["distance"]), float(second["distance"])):
return float(first["distance"]) < float(second["distance"])
if float(first["priority"]) != float(second["priority"]):
return float(first["priority"]) > float(second["priority"])
if String(first["target_id"]) != String(second["target_id"]):
return String(first["target_id"]) < String(second["target_id"])
return String(first["action_id"]) < String(second["action_id"])
func _notify_mourning(dead_npc: SimNPC) -> void:
var mourner := relationship_system.get_most_familiar_living(dead_npc.id, npcs, _population_view)
if mourner == null:
return
mourner.mourning_ticks = 100
if debug_logs:
print("[SimulationManager] ", mourner.npc_name, " is mourning ", dead_npc.npc_name)
func _record_economic_event(
event_type: StringName,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float
) -> void:
_record_economic_event_at(
event_type,
actor_id,
source_id,
destination_id,
item_id,
amount,
_get_event_world_position(actor_id, source_id, destination_id)
)
func _record_economic_event_at(
event_type: StringName,
actor_id: int,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float,
world_position: Vector3
) -> void:
event_log.record_economic(
tick_count, event_type, actor_id, source_id, destination_id, item_id, amount, world_position
)
func record_narrative_event(
event_type: StringName,
actor_id: int,
source_id: StringName = &"",
action_display: String = "",
action_id: StringName = &"",
item_id: StringName = &"",
required_amount: float = 0.0
) -> void:
_record_narrative_event_at(
event_type,
actor_id,
source_id,
action_display,
_get_event_world_position(actor_id, source_id, &""),
action_id,
item_id,
required_amount
)
func _record_narrative_event_at(
event_type: StringName,
actor_id: int,
source_id: StringName,
action_display: String,
world_position: Vector3,
action_id: StringName = &"",
item_id: StringName = &"",
required_amount: float = 0.0
) -> void:
event_log.record_narrative(
tick_count,
event_type,
actor_id,
source_id,
action_display,
world_position,
action_id,
item_id,
required_amount
)
func _get_event_world_position(
actor_id: int, source_id: StringName, destination_id: StringName
) -> Vector3:
for npc in npcs:
if npc.id != actor_id:
continue
if not npc.target_id.is_empty() and npc.target_id in [source_id, destination_id]:
return npc.travel_target_position
return npc.position
return Vector3.ZERO
func get_tick_count_for_recording() -> int:
return tick_count
func get_npc_events(npc_id: int, max_count: int = 8) -> Array[EconomicEventRecord]:
return event_log.get_for_actor(npc_id, max_count)
func get_recent_events(max_count: int = 5) -> Array[EconomicEventRecord]:
return event_log.get_recent(max_count)
func _on_economic_event_recorded(event: EconomicEventRecord) -> void:
var learned_records: Array[KnownEventStateRecord] = event_knowledge_system.observe_event(
event, npcs
)
for learned_record in learned_records:
_apply_new_event_knowledge(learned_record, event)
if StringName(event.data["event_type"]) == SimulationIds.EVENT_ANIMAL_FED:
_finish_quest_resolution(
player_quest_system.on_animal_fed(
animal_care.get_state(StringName(event.data["destination_id"])), event, tick_count
)
)
_update_opportunity_from_event(event)
_update_situations_from_event(event)
economic_event_recorded.emit(event)
func _finish_quest_resolution(resolution: Dictionary) -> void:
if not resolution.has("quest"):
return
var quest: PlayerQuestRecord = resolution["quest"]
if resolution["completed"]:
player_quest_completed.emit(quest)
var standing := player_quest_system.standing
player_standing_changed.emit(standing)
if standing.get_tier() > _last_player_tier:
_last_player_tier = standing.get_tier()
player_tier_advanced.emit(standing.get_tier(), standing.get_tier_name())
return
player_quest_expired.emit(quest)
func try_communicate_at_shared_activity(speaker_id: int, listener_id: int) -> bool:
var speaker := _find_npc_by_id(speaker_id)
var listener := _find_npc_by_id(listener_id)
if not _can_communicate_at_shared_activity(speaker, listener):
return false
for event_id in event_knowledge_system.get_communicable_event_ids(
speaker.id,
_get_lasting_event_ids(speaker.id),
opportunity_system.get_open_trigger_event_id()
):
var event := event_log.get_by_id(event_id)
if event == null:
continue
var learned_record := event_knowledge_system.communicate_event(
event, speaker.id, listener.id, tick_count
)
if learned_record == null:
continue
_apply_new_event_knowledge(learned_record, event)
event_knowledge_transferred.emit(speaker.id, listener.id, event)
_update_opportunity_from_event(event)
return true
return false
func _can_communicate_at_shared_activity(speaker: SimNPC, listener: SimNPC) -> bool:
return EventKnowledgeSystem.can_communicate_at_shared_activity(
speaker, listener, storage_states, KNOWLEDGE_COMMUNICATION_RADIUS
)
func _apply_new_event_knowledge(
known_event: KnownEventStateRecord, event: EconomicEventRecord
) -> void:
var newly_informed_ids: Array[int] = [known_event.get_knower_id()]
var changed_relationships: Array[RelationshipStateRecord] = relationship_system.apply_event(
event, npcs, newly_informed_ids
)
event_knowledge_changed.emit(known_event.get_knower_id(), event)
for relationship in changed_relationships:
relationship_changed.emit(relationship, event)
_maintain_event_knowledge(false)
func _update_opportunity_from_event(event: EconomicEventRecord) -> void:
var changed: OpportunityStateRecord = opportunity_system.consider_event(
event,
tick_count,
get_pantry(),
npcs,
event_knowledge_system,
resource_states,
get_woodpile()
)
if changed == null:
return
if changed.get_status() == OpportunityStateRecord.STATUS_OPEN:
opportunity_opened.emit(changed)
var quest := player_quest_system.consider_opportunity_opened(
changed,
get_active_opportunity_player_response(),
tick_count,
player_quest_system.can_request_personally(changed)
)
if quest != null:
player_quest_opened.emit(quest)
return
opportunity_resolved.emit(changed, event)
_finish_quest_resolution(
player_quest_system.on_opportunity_resolved(changed, event, tick_count)
)
_maintain_event_knowledge(false)
func _update_situations_from_event(event: EconomicEventRecord) -> void:
var world_event := event_log.get_world_event(int(event.data["event_id"]))
if world_event == null:
return
var interested_npc_id := int(event.data["actor_id"])
if interested_npc_id < 0 or _find_npc_by_id(interested_npc_id) == null:
_maintain_emergent_world()
return
var facts := _get_situation_facts(interested_npc_id)
for evaluation in situation_system.consider_event(world_event, tick_count, facts):
if evaluation.opened_situation_id < 0:
continue
var opened := situation_system.get_by_id(evaluation.opened_situation_id)
if opened != null:
situation_opened.emit(opened)
_maintain_emergent_world()
func _maintain_emergent_world() -> void:
var facts := _get_situation_facts()
var closed := situation_system.maintain(tick_count, event_log.world_events, facts)
var changed_commitments := commitment_lifecycle.maintain_and_record(
tick_count, commitment_system, situation_system, event_log, facts, relationship_system
)
for situation in closed:
situation_closed.emit(situation)
var journal_entry := quest_journal_system.synchronize(situation, tick_count)
if journal_entry != null:
quest_journal_changed.emit(journal_entry)
for commitment in changed_commitments:
var outcome_fact := commitment_lifecycle.record_outcome(
commitment, event_log, relationship_system
)
_share_commitment_fact_with_creditor(commitment, outcome_fact)
commitment_changed.emit(commitment)
func _get_situation_facts(interested_npc_id: int = -1) -> Dictionary:
var facts := {
"pantry.food": get_pantry().get_amount(SimulationIds.RESOURCE_FOOD),
"target_id": String(SimulationIds.STORAGE_VILLAGE_PANTRY),
}
if interested_npc_id >= 0:
facts["interested_npc_id"] = interested_npc_id
return facts
func _maintain_event_knowledge(expire_by_age: bool) -> void:
var forgotten := event_knowledge_system.maintain_retention(
tick_count, get_knowledge_review_interval(), _get_lasting_knowledge_records(), expire_by_age
)
for known_event in forgotten:
var event := event_log.get_by_id(known_event.get_event_id())
if event != null:
event_knowledge_forgotten.emit(known_event.get_knower_id(), event)
func _get_lasting_knowledge_records() -> Array[KnownEventStateRecord]:
var lasting: Array[KnownEventStateRecord] = []
var seen := {}
for relationship in relationship_system.get_all_sorted():
for dimension in RelationshipStateRecord.DIMENSIONS:
var event_id := relationship.get_last_cause_event_id(dimension)
_append_lasting_knowledge(lasting, seen, relationship.get_observer_id(), event_id)
var open_opportunity: OpportunityStateRecord = opportunity_system.get_open_opportunity()
if open_opportunity != null:
var opportunity_record := event_knowledge_system.get_record(
open_opportunity.get_interested_npc_id(), open_opportunity.get_trigger_event_id()
)
if opportunity_record != null:
var opportunity_key := (
"%d:%d" % [opportunity_record.get_knower_id(), opportunity_record.get_event_id()]
)
if not seen.has(opportunity_key):
seen[opportunity_key] = true
lasting.append(opportunity_record)
for situation in situation_system.get_all_sorted():
var context := situation.get_context()
var interested_text := String(context.get("interested_npc_id", ""))
if interested_text.is_valid_int():
_append_lasting_knowledge(
lasting, seen, interested_text.to_int(), situation.get_trigger_event_id()
)
if quest_journal_system.get_for_situation(situation.get_situation_id()) != null:
_append_lasting_knowledge(
lasting, seen, SimulationIds.PLAYER_ACTOR_ID, situation.get_trigger_event_id()
)
return lasting
func _append_lasting_knowledge(
lasting: Array[KnownEventStateRecord], seen: Dictionary, knower_id: int, event_id: int
) -> void:
if event_id < 0:
return
var record := event_knowledge_system.get_record(knower_id, event_id)
if record == null:
return
var key := "%d:%d" % [record.get_knower_id(), record.get_event_id()]
if seen.has(key):
return
seen[key] = true
lasting.append(record)
func _get_lasting_event_ids(npc_id: int) -> Array[int]:
var event_ids: Array[int] = []
for record in _get_lasting_knowledge_records():
if record.get_knower_id() == npc_id:
event_ids.append(record.get_event_id())
event_ids.sort()
return event_ids
func _find_npc_by_id(npc_id: int) -> SimNPC:
var npc := _population_view.get_any(npc_id)
if npc != null:
return npc
# Population growth can introduce an ID between scheduled rebuild points.
# Rebuild once on a miss while keeping ordinary runtime callbacks O(1).
refresh_population_index()
return _population_view.get_any(npc_id)
static func _sort_npcs_by_id(first: SimNPC, second: SimNPC) -> bool:
return first.id < second.id
func get_primary_relationship(npc_id: int) -> RelationshipStateRecord:
return relationship_system.get_primary_relationship(npc_id)
func get_relationship_cause(relationship: RelationshipStateRecord) -> EconomicEventRecord:
if relationship == null:
return null
return event_log.get_by_id(relationship.get_last_trust_cause_event_id())
func get_known_events(npc_id: int, max_count: int = 3) -> Array[EconomicEventRecord]:
return event_log.get_by_ids(event_knowledge_system.get_known_event_ids(npc_id, max_count))
func get_retained_memory_events(npc_id: int, max_count: int = 4) -> Array[EconomicEventRecord]:
var event_ids := event_knowledge_system.get_retained_event_ids(
npc_id, _get_lasting_event_ids(npc_id), max_count
)
return event_log.get_by_ids(event_ids)
func get_active_opportunity() -> OpportunityStateRecord:
return opportunity_system.get_open_opportunity()
func get_active_player_quest() -> PlayerQuestRecord:
return player_quest_system.get_active_quest()
func _advance_player_needs() -> void:
advance_player_needs()
player_needs_changed.emit(player_system.player_state)
func respawn_player() -> bool:
var state := player_system.player_state
if state == null or not state.is_dead():
return false
state.respawn()
_sync_player_combatant()
player_needs_changed.emit(state)
player_inventory_changed.emit(state)
return true
func player_eat(amount: float) -> float:
var state := player_system.player_state
var eaten := state.eat(amount) if state != null else 0.0
if eaten > 0.0:
player_needs_changed.emit(state)
return eaten
func player_gather(node: ResourceNode) -> float:
var gathered := harvest_resource_node(node)
if gathered > 0.0:
player_inventory_changed.emit(player_system.player_state)
return gathered
func player_deposit(resource_id: StringName) -> float:
var deposited := deposit_player_inventory(resource_id)
if deposited > 0.0:
village_changed.emit(village)
player_inventory_changed.emit(player_system.player_state)
return deposited
func get_player_quests() -> Array[PlayerQuestRecord]:
return player_quest_system.get_all_sorted()
func get_villager_talk(npc_id: int) -> PlayerTalkResult:
return player_negotiation.get_talk(npc_id)
func accept_villager_request(npc_id: int) -> PlayerQuestRecord:
return player_negotiation.accept_request(npc_id, tick_count)
func decline_villager_request(npc_id: int) -> PlayerQuestRecord:
return player_negotiation.decline_request(npc_id, tick_count)
func get_latest_player_quest_for_requester(requester_npc_id: int) -> PlayerQuestRecord:
return player_quest_system.get_latest_for_requester(requester_npc_id)
func get_player_standing() -> PlayerStandingRecord:
return player_quest_system.standing
func get_active_opportunity_helper() -> OpportunityHelperResult:
var active := get_active_opportunity()
if active == null:
return null
return opportunity_system.find_capable_helper(
active,
economy.get_storage(active.get_target_id()),
npcs,
event_knowledge_system,
relationship_system,
resource_states
)
func get_active_opportunity_player_response() -> OpportunityPlayerResponseResult:
var active := get_active_opportunity()
if active == null:
return null
var helper := get_active_opportunity_helper()
return opportunity_system.find_player_response(
active, economy.get_storage(active.get_target_id()), resource_states, helper != null
)
func get_latest_opportunity_for_npc(npc_id: int) -> OpportunityStateRecord:
return opportunity_system.get_latest_for_npc(npc_id)
func get_active_situations() -> Array[SituationStateRecord]:
return situation_system.get_active_sorted()
func get_quest_journal_entries() -> Array[QuestJournalEntryStateRecord]:
return quest_journal_system.get_all_sorted()
func get_active_commitments() -> Array[CommitmentStateRecord]:
return commitment_system.get_active_sorted()
func begin_player_conversation(npc_id: int) -> StringName:
if not _active_player_conversation.is_empty():
return &""
var npc := _find_npc_by_id(npc_id)
if npc == null or npc.is_dead:
return &""
var situation := _get_known_situation_for_npc(npc_id)
if situation != null:
_discover_situation_from_speaker(situation, npc_id)
var npc_ref := WorldEntityRef.create(WorldEventRecord.ENTITY_TYPE_NPC, StringName(str(npc_id)))
var player_ref := WorldEntityRef.create(
WorldEventRecord.ENTITY_TYPE_PLAYER, StringName(str(SimulationIds.PLAYER_ACTOR_ID))
)
var context := _build_conversation_context(npc, situation)
var conversation_id := conversation_service.begin(npc_ref, player_ref, context)
if conversation_id.is_empty():
return &""
_active_player_conversation = conversation_id
_conversation_context_by_id[conversation_id] = {
"npc_id": npc_id,
"situation_id": situation.get_situation_id() if situation != null else -1,
}
_dialogue_speed_index = speed_index
speed_index = SPEED_LEVELS.find(1.0)
speed_changed.emit(SPEED_LEVELS[speed_index])
var turn := conversation_service.get_turn(conversation_id)
_record_conversation_act(turn)
conversation_started.emit(conversation_id, turn)
return conversation_id
func select_player_conversation_option(
conversation_id: StringName, option_id: StringName, expected_revision: int
) -> ConversationSelectionResult:
if conversation_id != _active_player_conversation:
return ConversationSelectionResult.new()
var current_turn := conversation_service.get_turn(conversation_id)
var selected_option := current_turn.get_option(option_id) if current_turn != null else null
var result := conversation_service.select_option(conversation_id, option_id, expected_revision)
if not result.was_accepted():
return result
if selected_option != null:
_apply_conversation_intent(conversation_id, selected_option.get_intent_id())
var turn := result.get_turn()
_record_conversation_act(turn)
conversation_turn_changed.emit(conversation_id, turn)
if turn != null and turn.is_terminal():
end_player_conversation(conversation_id, turn.get_revision())
return result
func end_player_conversation(conversation_id: StringName, expected_revision: int = -1) -> bool:
if conversation_id != _active_player_conversation:
return false
if not conversation_service.end(conversation_id, expected_revision):
return false
_active_player_conversation = &""
_conversation_context_by_id.erase(conversation_id)
if _dialogue_speed_index >= 0:
speed_index = clampi(_dialogue_speed_index, 0, SPEED_LEVELS.size() - 1)
_dialogue_speed_index = -1
speed_changed.emit(SPEED_LEVELS[speed_index])
conversation_ended.emit(conversation_id)
return true
func is_dialogue_active() -> bool:
return not _active_player_conversation.is_empty()
func _get_known_situation_for_npc(npc_id: int) -> SituationStateRecord:
var known: Array[SituationStateRecord] = []
for situation in situation_system.get_all_sorted():
var context := situation.get_context()
if String(context.get("interested_npc_id", "")) != str(npc_id):
continue
if event_knowledge_system.knows_event(npc_id, situation.get_trigger_event_id()):
known.append(situation)
if known.is_empty():
return null
known.sort_custom(
func(first: SituationStateRecord, second: SituationStateRecord) -> bool:
if first.get_created_tick() != second.get_created_tick():
return first.get_created_tick() > second.get_created_tick()
return first.get_situation_id() > second.get_situation_id()
)
return known[0]
func _discover_situation_from_speaker(situation: SituationStateRecord, npc_id: int) -> void:
var event := event_log.get_by_id(situation.get_trigger_event_id())
if event == null:
return
if not event_knowledge_system.knows_event(
SimulationIds.PLAYER_ACTOR_ID, event.data["event_id"]
):
var learned := event_knowledge_system.communicate_event_to_player(event, npc_id, tick_count)
if learned != null:
_apply_new_event_knowledge(learned, event)
event_knowledge_transferred.emit(npc_id, SimulationIds.PLAYER_ACTOR_ID, event)
event_knowledge_system.pin_event(SimulationIds.PLAYER_ACTOR_ID, int(event.data["event_id"]))
var existing := quest_journal_system.get_for_situation(situation.get_situation_id())
if existing == null and situation.is_active():
var definition := situation_system.get_definition(situation.get_definition_id())
var entry := quest_journal_system.add_situation(situation, definition, &"", tick_count)
if entry != null:
quest_journal_changed.emit(entry)
func _build_conversation_context(npc: SimNPC, situation: SituationStateRecord) -> Dictionary:
var topics: Array[StringName] = []
var trace: Array[StringName] = [&"speaker_available"]
var options: Dictionary = {}
var initial_intent := ConversationIntentIds.GREET
if situation != null:
var definition := situation_system.get_definition(situation.get_definition_id())
topics = definition.dialogue_topic_ids.duplicate()
trace.append(&"speaker_knows_trigger_fact")
trace.append(&"listener_learned_trigger_fact")
trace.append(StringName("evidence_event_%d" % situation.get_trigger_event_id()))
if npc.hunger >= 60.0:
trace.append(&"speaker_hungry")
var relationship := relationship_system.get_relationship(
npc.id, SimulationIds.PLAYER_ACTOR_ID
)
if relationship == null:
trace.append(&"relationship_unfamiliar")
elif relationship.get_familiarity() >= 0.5:
trace.append(&"relationship_familiar")
else:
trace.append(&"relationship_known")
var outcome := _get_latest_commitment_for_npc(npc.id, situation.get_situation_id())
if outcome != null and not outcome.is_active():
trace.append(StringName("commitment_%s" % outcome.get_status()))
if outcome.get_cause_event_id() >= 0:
trace.append(StringName("outcome_event_%d" % outcome.get_cause_event_id()))
match outcome.get_status():
CommitmentStateRecord.STATUS_FULFILLED:
initial_intent = ConversationIntentIds.THANK
CommitmentStateRecord.STATUS_BROKEN:
initial_intent = ConversationIntentIds.REPROACH
CommitmentStateRecord.STATUS_SUPERSEDED:
initial_intent = ConversationIntentIds.ACKNOWLEDGE_SUPERSESSION
options[ConversationIntentIds.GREET] = [
ConversationIntentIds.ASK_WELLBEING,
ConversationIntentIds.ASK_WHAT_HAPPENED,
ConversationIntentIds.OFFER_HELP,
ConversationIntentIds.DECLINE,
ConversationIntentIds.ASK_WHO_ELSE,
ConversationIntentIds.GOODBYE,
]
return {
"conversation_key": &"jajce_npc_%d" % npc.id,
"initial_intent_id": initial_intent,
"topic_ids": topics,
"option_intent_ids": options,
"reason_trace": trace,
}
func _get_latest_commitment_for_npc(npc_id: int, situation_id: int = -1) -> CommitmentStateRecord:
var latest: CommitmentStateRecord
for commitment in commitment_system.get_all_sorted():
var creditor := commitment.get_creditor()
if (
creditor.get_entity_type() != WorldEventRecord.ENTITY_TYPE_NPC
or String(creditor.get_entity_id()) != str(npc_id)
or (situation_id >= 0 and commitment.get_situation_id() != situation_id)
):
continue
if latest == null or commitment.get_commitment_id() > latest.get_commitment_id():
latest = commitment
return latest
func _apply_conversation_intent(conversation_id: StringName, intent_id: StringName) -> void:
if intent_id not in [ConversationIntentIds.OFFER_HELP, ConversationIntentIds.ACCEPT]:
return
var context: Dictionary = _conversation_context_by_id.get(conversation_id, {})
var situation := situation_system.get_by_id(int(context.get("situation_id", -1)))
var npc_id := int(context.get("npc_id", -1))
if situation == null or npc_id < 0:
return
var definition := situation_system.get_definition(situation.get_definition_id())
var alternative_id := SituationSystem.ALTERNATIVE_RESTOCK
var entry := quest_journal_system.get_for_situation(situation.get_situation_id())
if entry != null and entry.get_selected_alternative_id().is_empty():
quest_journal_system.select_alternative(situation, definition, alternative_id)
quest_journal_changed.emit(entry)
var player_ref := WorldEntityRef.create(
WorldEventRecord.ENTITY_TYPE_PLAYER, StringName(str(SimulationIds.PLAYER_ACTOR_ID))
)
var npc_ref := WorldEntityRef.create(WorldEventRecord.ENTITY_TYPE_NPC, StringName(str(npc_id)))
var commitment := commitment_system.create_for_alternative(
situation, definition, alternative_id, player_ref, npc_ref, tick_count, tick_count + 20
)
if commitment != null:
var acceptance_fact := commitment_lifecycle.record_acceptance(
commitment, event_log, relationship_system
)
_share_commitment_fact_with_creditor(commitment, acceptance_fact)
commitment_changed.emit(commitment)
func _share_commitment_fact_with_creditor(
commitment: CommitmentStateRecord, fact: EconomicEventRecord
) -> void:
if commitment == null or fact == null:
return
var creditor := commitment.get_creditor()
if (
creditor.get_entity_type()
not in [WorldEventRecord.ENTITY_TYPE_NPC, WorldEventRecord.ENTITY_TYPE_PLAYER]
):
return
var creditor_text := String(creditor.get_entity_id())
if not creditor_text.is_valid_int():
return
var debtor := commitment.get_debtor()
var debtor_text := String(debtor.get_entity_id())
if not debtor_text.is_valid_int():
return
var shared := event_knowledge_system.communicate_event(
fact, debtor_text.to_int(), creditor_text.to_int(), tick_count
)
if shared != null:
_apply_new_event_knowledge(shared, fact)
func _record_conversation_act(turn: ConversationTurn) -> void:
if turn == null or turn.get_act() == null:
return
var act := turn.get_act()
var record := ConversationActStateRecord.create(
_next_conversation_act_id,
tick_count,
act.get_speaker(),
act.get_listener(),
act.get_intent_id(),
act.get_causal_topic_ids()
)
if record == null:
return
conversation_history.append(record)
_next_conversation_act_id += 1
_prune_conversation_history(record)
func _prune_conversation_history(latest: ConversationActStateRecord) -> void:
var latest_pair := _conversation_pair_key(latest)
var pair_count := 0
for index in range(conversation_history.size() - 1, -1, -1):
if _conversation_pair_key(conversation_history[index]) != latest_pair:
continue
pair_count += 1
if pair_count > MAX_CONVERSATION_ACTS_PER_PAIR:
conversation_history.remove_at(index)
while conversation_history.size() > MAX_CONVERSATION_HISTORY:
conversation_history.pop_front()
func _conversation_pair_key(act: ConversationActStateRecord) -> String:
var keys := [act.get_speaker().index_key(), act.get_listener().index_key()]
keys.sort()
return "%s|%s" % keys
func get_opportunity_trigger_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
return event_log.get_by_id(opportunity.get_trigger_event_id() if opportunity != null else -1)
func get_opportunity_resolution_event(opportunity: OpportunityStateRecord) -> EconomicEventRecord:
return event_log.get_by_id(opportunity.get_resolution_event_id() if opportunity != null else -1)
func npc_knows_event(npc_id: int, event_id: int) -> bool:
return event_knowledge_system.knows_event(npc_id, event_id)
func get_known_event_record(npc_id: int, event_id: int) -> KnownEventStateRecord:
return event_knowledge_system.get_record(npc_id, event_id)
func is_known_event_lasting(npc_id: int, event_id: int) -> bool:
return event_id in _get_lasting_event_ids(npc_id)
func get_memory_summary(npc_id: int) -> Dictionary:
var total := event_knowledge_system.get_known_event_ids(npc_id, 0).size()
var lasting := _get_lasting_event_ids(npc_id).size()
return {"lasting": lasting, "recent": maxi(total - lasting, 0)}
func get_knowledge_review_interval() -> int:
var active_cycle_duration := (
clock.cycle_duration_seconds if clock != null else cycle_duration_seconds
)
var active_tick_interval := clock.tick_interval if clock != null else tick_interval
return maxi(roundi(active_cycle_duration / maxf(active_tick_interval, 0.0001)), 1)
func get_current_speed() -> String:
return "%.2fx" % SPEED_LEVELS[speed_index]
func get_resource_rates() -> Dictionary:
return event_log.get_consumption_rates(tick_count)
func get_pantry() -> StorageStateRecord:
return economy.get_pantry()
func get_animal_display_name(animal_id: StringName) -> String:
var animal_state := animal_care.get_state(animal_id)
return animal_state.get_display_name() if animal_state != null else ""
func get_woodpile() -> StorageStateRecord:
return economy.get_woodpile()
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 _on_economy_inventory_changed(npc: SimNPC, item_id: StringName, amount: float) -> void:
npc_inventory_changed.emit(npc, item_id, amount)
func feed_animal(animal_id: StringName, actor_id: int = -1) -> bool:
var succeeded := animal_care.feed(animal_id, actor_id, npcs, tick_count)
if succeeded:
village_changed.emit(village)
return succeeded
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
or node.resource_id not in [SimulationIds.RESOURCE_FOOD, SimulationIds.RESOURCE_WOOD]
):
push_error(
(
"SimulationManager: ResourceNode '%s' has invalid action/resource IDs '%s'/'%s'"
% [node.node_id, node.action_id, node.resource_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
var candidates: Array[ResourceNode]
var query_mode := &"registry"
if (
active_world_adapter != null
and active_world_adapter.has_method("get_resource_nodes_in_radius")
):
candidates = active_world_adapter.get_resource_nodes_in_radius(from_position, max_distance)
query_mode = &"spatial"
else:
candidates = ResourceNode.get_all()
last_player_resource_query_stats = {
"mode": query_mode,
"candidate_count": candidates.size(),
}
for node in candidates:
var resource_state := get_resource_state(node.node_id)
if (
resource_state == null
or not resource_state.can_player_use_resource()
or not resource_state.can_extract()
):
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(
resource_state.get_yield_per_action() * _gather_yield_multiplier()
)
if extracted <= 0.0:
return 0.0
var resource_id := resource_state.get_resource_id()
player_system.add_carried(resource_id, extracted)
var event_position := (
node.interaction_point.global_position
if node.interaction_point != null
else node.global_position
)
event_recorder.record_economic_at(
SimulationIds.EVENT_RESOURCE_EXTRACTED,
SimulationIds.PLAYER_ACTOR_ID,
resource_state.get_node_id(),
SimulationIds.PLAYER_INVENTORY_ID,
resource_id,
extracted,
event_position
)
if resource_state.get_amount_remaining() <= 0.0:
event_recorder.record_narrative_at(
SimulationIds.EVENT_RESOURCE_DEPLETED,
SimulationIds.PLAYER_ACTOR_ID,
resource_state.get_node_id(),
"",
event_position
)
village_changed.emit(village)
if debug_logs:
print(
"[SimulationManager] Player carried ",
extracted,
" ",
resource_id,
" from ",
resource_state.get_node_id()
)
return extracted
func advance_player_needs() -> void:
var was_dead := player_system.player_state.is_dead()
player_system.advance_needs(village.food_modifier)
player_system.player_state.advance_health()
if not was_dead and player_system.player_state.is_dead():
player_died.emit(player_system.player_state)
player_quest_system.standing.data["standing"] = (
player_quest_system.standing.get_standing() * PlayerStateRecord.DEATH_STANDING_PENALTY
)
_last_player_tier = player_quest_system.standing.get_tier()
player_standing_changed.emit(player_quest_system.standing)
_sync_player_combatant()
func _sync_player_combatant() -> void:
conflict_system.set_player_health(
player_system.player_state.get_health(), player_system.player_state.is_downed()
)
func _on_player_damaged(amount: float) -> void:
player_system.player_state.take_damage(amount)
_sync_player_combatant()
func update_player_combatant(position: Vector3) -> void:
conflict_system.set_player_combatant_position(position)
func player_is_downed() -> bool:
return player_system.player_state.is_downed()
func get_player_health() -> float:
return player_system.player_state.get_health()
func get_season() -> StringName:
var ticks_per_day := maxi(get_knowledge_review_interval(), 1)
var season_day := int(clock.elapsed_ticks / ticks_per_day)
return SEASON_COLD if season_day % SEASON_DAYS >= COLD_DAYS else SEASON_WARM
func is_cold_season() -> bool:
return get_season() == SEASON_COLD
func _gather_yield_multiplier() -> float:
return 0.5 if is_cold_season() else 1.0
func _advance_resource_regrowth() -> void:
if is_cold_season():
return
for resource_id in resource_states:
var resource_state := resource_states[resource_id] as ResourceStateRecord
resource_state.regrow()
func get_player_state() -> PlayerStateRecord:
return player_system.player_state
func deposit_player_inventory(item_id: StringName) -> float:
var storage := economy.get_storage_for_resource(item_id)
var storage_node := (
StorageNode.get_by_id(storage.get_storage_id()) as StorageNode if storage != null else null
)
var deposited := player_system.deposit(
item_id, storage_node.get_interaction_position() if storage_node != null else Vector3.ZERO
)
village_changed.emit(village)
return deposited
func eat_player_food() -> bool:
var succeeded := player_system.eat(Vector3.ZERO)
village_changed.emit(village)
return succeeded
func _record_player_event_at(
event_type: StringName,
source_id: StringName,
destination_id: StringName,
item_id: StringName,
amount: float,
world_position: Vector3
) -> void:
_record_economic_event_at(
event_type,
SimulationIds.PLAYER_ACTOR_ID,
source_id,
destination_id,
item_id,
amount,
world_position
)
func add_safety(amount: float) -> void:
village.apply_metric_delta(&"safety", amount)
village_changed.emit(village)
func add_knowledge(amount: float) -> void:
village.apply_metric_delta(&"knowledge", amount)
village_changed.emit(village)
func get_starving_count() -> int:
return _population_view.starving_count()
func get_state_checksum() -> String:
return create_state_record().to_json().sha256_text()
func get_regional_state_checksum() -> String:
return _regional_simulation.checksum() if _regional_simulation != null else ""
func get_world_state_checksum() -> String:
var manifest := create_save_manifest()
return manifest.checksum() if manifest != null else ""
func get_regional_snapshot() -> Dictionary:
return (
_regional_simulation.to_dictionary().duplicate(true) if _regional_simulation != null else {}
)
func request_regional_jajce_delivery(
amount: float = 1.0, presentation_mode: StringName = &"never"
) -> bool:
if (
not uses_combined_save_manifest()
or _regional_simulation == null
or not is_finite(amount)
or amount <= 0.0
):
return false
return _regional_simulation.depart_jajce_delivery(amount, presentation_mode)
func get_latest_decision(npc_id: int) -> ActionSelectionResult:
return latest_decisions.get(npc_id)
func create_state_record() -> SimulationStateRecord:
var record := SimulationStateRecord.new()
var event_scope := event_log.get_scope()
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,
"next_opportunity_id": opportunity_system.next_opportunity_id,
"next_situation_id": situation_system.get_next_situation_id(),
"next_journal_entry_id": quest_journal_system.get_next_entry_id(),
"next_commitment_id": commitment_system.get_next_commitment_id(),
"next_conversation_act_id": _next_conversation_act_id,
"world_id": String(event_scope["world_id"]),
"location_id": String(event_scope["location_id"]),
"next_quest_id": player_quest_system.next_quest_id,
"cycle_duration_seconds": clock.cycle_duration_seconds
}
record.village = VillageStateRecord.capture(village)
for npc in npcs:
record.npcs.append(NPCStateRecord.capture(npc))
animal_care.append_state_records(record)
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)
for relationship in relationship_system.get_all_sorted():
record.relationships.append(relationship)
for known_event in event_knowledge_system.get_all_sorted():
record.event_knowledge.append(known_event)
for opportunity in opportunity_system.get_all_sorted():
record.opportunities.append(opportunity)
for situation in situation_system.get_all_sorted():
record.situations.append(situation)
for journal_entry in quest_journal_system.get_all_sorted():
record.quest_journal.append(journal_entry)
for commitment in commitment_system.get_all_sorted():
record.commitments.append(commitment)
for conversation_act in conversation_history:
record.conversation_history.append(conversation_act)
record.player = player_system.player_state
conflict_system.append_state_records(record)
record.player_standing = player_quest_system.standing
for quest in player_quest_system.get_all_sorted():
record.player_quests.append(quest)
record.player_state = player_system.player_state
return record
func serialize_state() -> String:
return create_state_record().to_json()
func uses_combined_save_manifest() -> bool:
var scope := event_log.get_scope()
return (
StringName(scope.get("world_id", &"")) == SimulationIds.REGIONAL_WORLD_BOSNIA
and (StringName(scope.get("location_id", &"")) == SimulationIds.REGIONAL_LOCATION_JAJCE)
)
func can_serialize_local_state_only() -> bool:
if uses_combined_save_manifest() or _regional_simulation == null:
return false
var idle_facade := RegionalSimulationFacadeScript.create_jajce_route(
simulation_seed, tick_count
)
return idle_facade != null and idle_facade.checksum() == _regional_simulation.checksum()
func create_save_manifest() -> SimulationSaveManifest:
if _regional_simulation == null:
return null
return SimulationSaveManifest.create(create_state_record(), _regional_simulation)
func serialize_save_manifest() -> String:
var manifest := create_save_manifest()
return manifest.to_json() if manifest != null else ""
func restore_save_manifest(manifest: SimulationSaveManifest) -> bool:
if manifest == null:
return false
var local_candidate := manifest.get_local_state()
var regional_candidate := manifest.get_regional_facade()
if local_candidate == null or regional_candidate == null:
return false
var previous_local := create_state_record()
var previous_regional := _regional_simulation
_regional_simulation = regional_candidate
_restoring_save_manifest = true
var restored := restore_state(local_candidate)
_restoring_save_manifest = false
if restored:
_publish_restored_state()
return true
_regional_simulation = previous_regional
_restoring_save_manifest = true
var rolled_back := restore_state(previous_local)
_restoring_save_manifest = false
if not rolled_back:
push_error("SimulationManager: failed to roll back rejected save manifest")
return false
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 or not _saved_scope_matches_active_adapter(record):
return false
simulation_seed = int(record.simulation["seed"])
tick_interval = float(record.simulation["tick_interval"])
tick_count = int(record.simulation["tick_count"])
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)
economy.configure(village, debug_logs)
economy.restore_storage(record.storages)
# Priorities and modifiers are deterministic derived state, not save payload.
# Rebuild them before the next decision so save/load cannot change outcomes.
village.update_modifiers()
village.update_priorities()
if not event_log.restore(
record.economic_events,
int(record.simulation["next_event_id"]),
StringName(record.simulation["world_id"]),
StringName(record.simulation["location_id"])
):
return false
latest_decisions.clear()
npcs.clear()
for npc_record in record.npcs:
npcs.append(npc_record.restore(debug_logs))
refresh_population_index()
if not _configure_interaction_services():
return false
relationship_system.restore(record.relationships)
event_knowledge_system.restore(record.event_knowledge)
opportunity_system.restore(record.opportunities, int(record.simulation["next_opportunity_id"]))
situation_system = SituationSystem.create_default()
if not situation_system.restore(record.situations, int(record.simulation["next_situation_id"])):
return false
if record.situations.is_empty():
var migratable_opportunities: Array[OpportunityStateRecord] = []
for opportunity in record.opportunities:
if opportunity.get_opportunity_type() == SimulationIds.OPPORTUNITY_RESTOCK_EMPTY_PANTRY:
migratable_opportunities.append(opportunity)
if not situation_system.import_opportunities(migratable_opportunities).is_empty():
return false
quest_journal_system = QuestJournalSystem.new()
if not quest_journal_system.restore(
record.quest_journal, int(record.simulation["next_journal_entry_id"])
):
return false
commitment_system = SocialCommitmentSystem.new()
if not commitment_system.restore(
record.commitments, int(record.simulation["next_commitment_id"])
):
return false
commitment_lifecycle = CommitmentLifecycleService.new()
conversation_service = ConversationService.new()
conversation_history.assign(record.conversation_history)
_next_conversation_act_id = int(record.simulation["next_conversation_act_id"])
_active_player_conversation = &""
_conversation_context_by_id.clear()
_dialogue_speed_index = -1
player_quest_system.restore(
record.player_quests, int(record.simulation.get("next_quest_id", 0)), record.player_standing
)
_last_player_tier = player_quest_system.standing.get_tier()
if record.player_state != null:
player_system.player_state = record.player_state
_maintain_event_knowledge(tick_count % get_knowledge_review_interval() == 0)
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()
animal_care.restore_state_records(record.animals, tick_count)
if record.player != null:
player_system.player_state = record.player
conflict_system.restore_state_records(record.combatants, record.factions, tick_count)
conflict_system.register_npc_combatants(npcs)
conflict_system.configure(economy, tick_interval)
_sync_player_combatant()
if not _restoring_save_manifest and not _initialize_regional_simulation(tick_count):
return false
if not _restoring_save_manifest:
_publish_restored_state()
return true
func _publish_restored_state() -> void:
village_changed.emit(village)
state_restored.emit()
func _initialize_regional_simulation(current_tick: int) -> bool:
var facade := RegionalSimulationFacadeScript.create_jajce_route(simulation_seed, current_tick)
if facade == null:
push_error("SimulationManager: could not initialize the Jajce regional facade")
return false
_regional_simulation = facade
return true
func _saved_scope_matches_active_adapter(record: SimulationStateRecord) -> bool:
if active_world_adapter == null or not active_world_adapter.has_method("get_context_identity"):
return true
var identity: Dictionary = active_world_adapter.call("get_context_identity")
return (
(
StringName(identity.get("world_id", &""))
== StringName(record.simulation.get("world_id", &""))
)
and (
StringName(identity.get("location_id", &""))
== StringName(record.simulation.get("location_id", &""))
)
)