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.
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@@ -4,6 +4,7 @@ extends RefCounted
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var tick_interval: float
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var accumulator := 0.0
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var elapsed_ticks := 0
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var cycle_duration_seconds := 240.0
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func _init(interval: float = 1.0) -> void:
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@@ -23,3 +24,8 @@ func advance(delta: float) -> int:
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func reset() -> void:
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accumulator = 0.0
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elapsed_ticks = 0
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func time_of_day() -> float:
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var total_seconds := elapsed_ticks * tick_interval + accumulator
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return fmod(total_seconds / maxf(cycle_duration_seconds, 1.0), 1.0)
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