141 lines
2.9 KiB
GDScript
141 lines
2.9 KiB
GDScript
extends Node
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signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
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signal village_changed(village: SimVillage)
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var village := SimVillage.new()
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const DEBUG_LOGS := true
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var npcs: Array[SimNPC] = []
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var tick_interval := 1.2
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var tick_timer := 0.0
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var tick_count := 0
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var names := [
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"Amina", "Tarik", "Jasmin"
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]
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var professions := [
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"farmer",
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"woodcutter",
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"guard",
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"scholar",
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"wanderer"
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]
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func _ready() -> void:
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randomize()
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generate_npcs()
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print("--- Simulation started ---")
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func _process(delta: float) -> void:
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tick_timer += delta
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if tick_timer >= tick_interval:
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tick_timer -= tick_interval
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simulate_tick()
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func generate_npcs() -> void:
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for i in range(names.size()):
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var npc := SimNPC.new(
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i,
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names[i],
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professions.pick_random(),
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randf_range(1.0, 10.0),
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randf_range(1.0, 10.0)
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)
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npcs.append(npc)
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func simulate_tick() -> void:
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tick_count += 1
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print("--- Tick ", tick_count, " ---")
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var village_was_changed := false
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for npc in npcs:
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var old_task := npc.current_task
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var old_state := npc.task_state
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var was_complete := npc.task_complete
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npc.simulate_tick(village)
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if old_task != npc.current_task:
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npc_task_changed.emit(npc, old_task, npc.current_task)
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if not was_complete and npc.task_complete:
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village.apply_npc_task(npc)
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village_was_changed = true
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npc.task_complete = true
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.current_task = "idle"
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if DEBUG_LOGS:
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print(
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npc.npc_name,
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" | ",
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npc.profession,
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" | task: ",
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npc.current_task,
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" | state: ",
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npc.task_state,
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" | progress: ",
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npc.task_progress,
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"/",
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npc.task_duration,
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" | complete: ",
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npc.task_complete,
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" | hunger: ",
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round(npc.hunger),
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" | energy: ",
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round(npc.energy)
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)
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if old_state != npc.task_state:
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print("[SimulationManager] State changed: ", npc.npc_name, " ", old_state, " -> ", npc.task_state)
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if village_was_changed:
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village_changed.emit(village)
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if DEBUG_LOGS:
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print(village.get_summary())
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func notify_npc_arrived(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
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npc.start_working()
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " arrived and started working on: ", npc.current_task)
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return
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func eat_food(amount: float) -> void:
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village.food -= amount
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village_changed.emit(village)
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func add_food(amount: float) -> void:
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village.food += amount
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village_changed.emit(village)
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func add_wood(amount: float) -> void:
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village.wood += amount
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village_changed.emit(village)
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func add_safety(amount: float) -> void:
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village.safety = clamp(village.safety + amount, 0.0, 100.0)
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village_changed.emit(village)
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func add_knowledge(amount: float) -> void:
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village.knowledge += amount
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village_changed.emit(village)
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func get_starving_count() -> int:
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var count := 0
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for npc in npcs:
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if npc.is_starving:
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count += 1
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return count
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