feat(vf): add VillagerSchedule and VillageCensus to Villager

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dualfroz committed 2026-09-06 14:41:34 +02:00
1 parent 247fc09ef4
commit a8974c516d
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@@ -158,3 +158,101 @@ struct Villager {
bool alive = true; bool alive = true;
uint32_t rng = 0x9e3779b9u; uint32_t rng = 0x9e3779b9u;
Vec3i cell() const;
bool employed() const { return profession != VillagerProfession::Unemployed &&
profession != VillagerProfession::Nitwit; }
};
// Nitwits are drawn deterministically from the seed at a fixed rate.
Villager makeVillager(int id, const Vec3& position, uint32_t seed);
constexpr float villagerWalkSpeed = 2.4f;
constexpr int villagerExperiencePerTrade = 2;
bool assignVillagerWorkstation(Villager& villager, PoiRegistry& pois);
bool assignVillagerBed(Villager& villager, PoiRegistry& pois);
void releaseVillagerPois(Villager& villager, PoiRegistry& pois);
// Drops ownership of entries the world no longer backs. A villager still at
// level one falls back to Unemployed when its workstation goes; a seasoned one
// keeps the trade and looks for a replacement block. Returns true when the
// profession changed.
bool syncVillagerPois(Villager& villager, PoiRegistry& pois);
// Adds experience and promotes across level thresholds. Returns true when the
// level rose.
bool grantVillagerExperience(Villager& villager, int amount);
// Returns true when the hit killed the villager.
bool damageVillager(Villager& villager, PoiRegistry& pois, float amount);
void killVillager(Villager& villager, PoiRegistry& pois);
// Day plan boundaries as fractions of a day, matching TimeOfDay::dayFraction.
struct VillagerSchedule {
double wakeFraction = 0.24;
double workStart = 0.30;
double meetStart = 0.46;
double meetEnd = 0.54;
double workEnd = 0.68;
double sleepStart = 0.75;
// The activity the clock alone asks for, before profession and threat.
VillagerActivity activityAt(double dayFraction) const;
};
VillagerActivity chooseVillagerActivity(const Villager& villager, const VillagerSchedule& schedule,
const TimeOfDay& clock, bool villageThreatened);
// Resolves the cell the activity wants the villager to stand on. Returns false
// for activities with nowhere to go.
bool villagerGoalFor(const Villager& villager, const PoiRegistry& pois, const Vec3i& villageCenter,
VillagerActivity activity, Vec3i& outGoal, int& outPoiIndex);
// Routes through the shared A* in Pathfind.h. Returns false when no route
// exists, leaving the villager where it is.
bool repathVillager(const World& world, Villager& villager, const Vec3i& goal,
const PathConfig& config = {});
// Advances the body along the current path. Returns true on the tick the final
// cell is reached.
bool stepVillagerAlongPath(Villager& villager, float speed, float dt);
// One full villager tick: point of interest upkeep, schedule decision, routing
// and movement.
void tickVillager(const World& world, Villager& villager, PoiRegistry& pois, const TimeOfDay& clock,
const VillagerSchedule& schedule, const Vec3i& villageCenter,
bool villageThreatened, float dt, const PathConfig& config = {});
// Two villagers standing close enough trade gossip both ways.
constexpr float villagerGossipRange = 3.0f;
bool exchangeVillagerGossip(Villager& first, Villager& second);
int spreadVillageGossip(std::vector<Villager>& villagers);
constexpr int villagerBreedingFoodCost = 3;
// A snapshot of what the village can currently support.
struct VillageCensus {
int villagers = 0;
int living = 0;
int employed = 0;
int beds = 0;
int freeBeds = 0;
int workstations = 0;
int freeWorkstations = 0;
int foodStock = 0;
int willingBreeders = 0;
bool canGrow() const {
return living >= 2 && freeBeds > 0 && willingBreeders >= 2;
}
int capacity() const { return beds; }
};
VillageCensus takeVillageCensus(const std::vector<Villager>& villagers, const PoiRegistry& pois,
const Vec3i& center, int radius);
// Spends food from willing pairs to fill free beds. Returns the number born.
int breedVillagers(std::vector<Villager>& villagers, PoiRegistry& pois, const Vec3i& center,
int radius, uint32_t& rng);
} // namespace vf