feat: add NPC schedules with sleep, meal, and work periods

Add ACTION_SLEEP with home-position targeting and energy restoration. Embed schedule periods (SLEEP/MEAL/WORK/DISCRETIONARY) in ActionSelectionSystem with TimeOfDay from SimulationClock. NPCs sleep at night when energy is low, eat during meal periods when hungry, and work/discretionary the rest of the cycle. Home position stored per NPC and serialized through NPCStateRecord with backward-compatible fallback. Cycle duration persisted through save/restore. Includes headless test for sleep period, work period, meal hunger, energy restoration, serialization round-trip, and home targeting without world adapter.
This commit is contained in:
2026-07-08 17:44:39 +02:00
parent 6fdb9ba50f
commit 4604dc6d5a
12 changed files with 311 additions and 9 deletions
+2
View File
@@ -16,6 +16,7 @@ var intelligence: float
var current_task: StringName = SimulationIds.ACTION_IDLE
var task_state: StringName = TASK_STATE_IDLE
var position: Vector3
var home_position: Vector3
var is_starving := false
var starvation_ticks := 0
@@ -56,6 +57,7 @@ func _init(
position = Vector3(
random_source.randf_range(-8.0, 8.0), 0.0, random_source.randf_range(-8.0, 8.0)
)
home_position = position
func die_from_starvation() -> void: