feat(vf): add WorkstationPoi and Villager

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dualfroz committed 2026-09-06 14:38:33 +02:00
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#pragma once
#include <cstdint>
#include <vector>
#include "Block.h"
#include "Entity.h"
#include "Gossip.h"
#include "Math.h"
#include "Pathfind.h"
#include "TimeOfDay.h"
#include "World.h"
namespace vf {
// A villager's trade specialisation. Unemployed and Nitwit never trade: the
// first is looking for a workstation, the second never takes one.
enum class VillagerProfession : uint8_t {
Unemployed = 0,
Nitwit,
Farmer,
Fisherman,
Shepherd,
Fletcher,
Librarian,
Cartographer,
Cleric,
Armorer,
Weaponsmith,
Toolsmith,
Butcher,
Leatherworker,
Mason,
Count,
};
const char* villagerProfessionName(VillagerProfession profession);
bool professionEmployable(VillagerProfession profession);
// Bidirectional map between a profession and the block that grants it.
Block workstationForProfession(VillagerProfession profession);
VillagerProfession professionForWorkstation(Block block);
bool isWorkstationBlock(Block block);
constexpr int villagerMaxLevel = 5;
// Total experience needed to reach `level`. Level 1 starts at zero.
int villagerExperienceForLevel(int level);
int villagerLevelForExperience(int experience);
// What the villager is trying to do right now. The schedule picks it from the
// clock; a raid overrides everything with Panic.
enum class VillagerActivity : uint8_t {
Idle = 0,
SeekWorkstation,
Work,
Meet,
Sleep,
Panic,
Count,
};
const char* villagerActivityName(VillagerActivity activity);
// How the villager is executing that intent.
enum class VillagerState : uint8_t {
Idle = 0,
Travelling,
AtTarget,
Dead,
Count,
};
// A claimable point of interest: a workstation block, a bed or the village
// bell. Exactly one villager may own it at a time. Entries are never erased
// once scanned, only invalidated, so an index stays valid for the whole life of
// the registry.
struct WorkstationPoi {
Vec3i pos;
Vec3i standCell;
Block block = Block::Air;
VillagerProfession profession = VillagerProfession::Unemployed;
int ownerId = -1;
bool reachable = false;
bool valid = false;
bool isBed() const { return block == Block::Bed; }
bool isBell() const { return block == Block::Bell; }
bool isWorkstation() const { return profession != VillagerProfession::Unemployed; }
bool free() const { return valid && ownerId < 0; }
};
// Index of every workstation, bed and bell in a village. Scanning is a pure
// function of the world contents, and results are ordered by cell coordinate so
// claim order never depends on iteration luck.
class PoiRegistry {
public:
void scan(const World& world, const Vec3i& center, int radius, int verticalRadius,
const PathConfig& config = {});
int size() const { return static_cast<int>(pois.size()); }
const WorkstationPoi& at(int index) const { return pois[index]; }
int indexAt(const Vec3i& pos) const;
int bellIndex() const { return bell; }
int workstationCount() const;
int bedCount() const;
int freeWorkstationCount() const;
int freeBedCount() const;
// Nearest free entry, measured from `from` by squared distance with a
// scan-order tie-break. VillagerProfession::Unemployed as `wanted` accepts
// any workstation. Returns -1 when none is free.
int nearestFreeWorkstation(const Vec3i& from,
VillagerProfession wanted = VillagerProfession::Unemployed) const;
int nearestFreeBed(const Vec3i& from) const;
bool claim(int index, int villagerId);
void release(int index);
void releaseOwner(int villagerId);
// Re-reads the world and invalidates entries whose block is gone, dropping
// their owner. Returns how many entries were invalidated.
int revalidate(const World& world, const PathConfig& config = {});
void clear();
private:
int countPois(bool beds, bool onlyFree) const;
int nearestFree(const Vec3i& from, bool beds, VillagerProfession wanted) const;
std::vector<WorkstationPoi> pois;
int bell = -1;
};
// A villager: the physics body from Entity.h, a job, a day plan, the two points
// of interest it owns and its own memory of the player.
struct Villager {
int id = 0;
Mob body;
VillagerProfession profession = VillagerProfession::Unemployed;
int level = 1;
int experience = 0;
VillagerActivity activity = VillagerActivity::Idle;
VillagerState state = VillagerState::Idle;
int workstationIndex = -1;
int bedIndex = -1;
int targetPoiIndex = -1;
Vec3i goalCell;
bool hasGoal = false;
std::vector<Vec3i> path;
int pathCursor = 0;
GossipLedger gossip;
int food = 0;
int workTicks = 0;
int restocksToday = 0;
long long lastRestockDay = -1;
float health = 20.0f;
bool alive = true;
uint32_t rng = 0x9e3779b9u;