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
+3 -1
View File
@@ -22,7 +22,9 @@ func _update_needs(npc: SimNPC, village: SimVillage) -> void:
SimNPC.TASK_STATE_TRAVELING:
npc.energy -= 2.0
SimNPC.TASK_STATE_WORKING:
if npc.current_task != SimulationIds.ACTION_REST:
if npc.current_task == SimulationIds.ACTION_SLEEP:
npc.energy = minf(npc.energy + 5.0, 100.0)
elif npc.current_task != SimulationIds.ACTION_REST:
npc.energy -= 3.0
SimNPC.TASK_STATE_COMPLETE:
npc.energy -= 0.25