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
+1 -1
View File
@@ -34,7 +34,7 @@ func _test_registry_integrity() -> void:
SimulationDefinitions.get_action(definition.action_id) == definition,
"Action lookup should return '%s'" % definition.action_id
)
_check(action_ids.size() == 9, "Registry should contain all nine executable prototype actions")
_check(action_ids.size() == 10, "Registry should contain all ten executable prototype actions")
var profession_ids := SimulationDefinitions.get_profession_ids()
_check(profession_ids.size() == 5, "Registry should contain all five prototype professions")