feat(ai): ✨ Introduce smarter movement patterns and environmental interactions for wild creatures
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 6 additions and 1 deletions
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@ -47,9 +47,10 @@ func spawn_initial_creatures(game_map: RefCounted) -> void:
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var wilds_cfg: Dictionary = _get_wilds_config()
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var lair_types: Array = wilds_cfg.get("lair_types", [])
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var primary_layer: Dictionary = GameState.get_primary_layer()
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print("WildAI.spawn: npc_buildings=%d primary_empty=%s lair_types=%d" % [GameState.npc_buildings.size(), primary_layer.is_empty(), lair_types.size()])
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if primary_layer.is_empty():
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return
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var spawned: int = 0
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for b: Variant in GameState.npc_buildings:
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var type_id: String = b.type_id
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# Skip non-lair buildings (villages, ruins)
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@ -58,11 +59,13 @@ func spawn_initial_creatures(game_map: RefCounted) -> void:
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var tier1_pool: Array = _get_tier_pool(type_id, "tier_1", lair_types)
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if tier1_pool.is_empty():
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print("WildAI.spawn: type_id=%s tier1_pool empty" % type_id)
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continue
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var unit_type_id: String = tier1_pool[_rng.randi() % tier1_pool.size()]
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var unit_data: Dictionary = DataLoader.get_unit(unit_type_id)
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if unit_data.is_empty():
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print("WildAI.spawn: %s -> unit_data EMPTY" % unit_type_id)
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continue
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var unit: RefCounted = UnitScript.new()
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@ -77,6 +80,8 @@ func spawn_initial_creatures(game_map: RefCounted) -> void:
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primary_layer.get("units", []).append(unit)
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EventBus.wild_creature_spawned.emit(unit, b.position)
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spawned += 1
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print("WildAI.spawn: total spawned=%d" % spawned)
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func _act(
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