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
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@@ -16,6 +16,7 @@ var intelligence: float
var current_task: StringName = SimulationIds.ACTION_IDLE var current_task: StringName = SimulationIds.ACTION_IDLE
var task_state: StringName = TASK_STATE_IDLE var task_state: StringName = TASK_STATE_IDLE
var position: Vector3 var position: Vector3
var home_position: Vector3
var is_starving := false var is_starving := false
var starvation_ticks := 0 var starvation_ticks := 0
@@ -56,6 +57,7 @@ func _init(
position = Vector3( position = Vector3(
random_source.randf_range(-8.0, 8.0), 0.0, random_source.randf_range(-8.0, 8.0) 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: func die_from_starvation() -> void:
+6
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@@ -4,6 +4,7 @@ extends RefCounted
var tick_interval: float var tick_interval: float
var accumulator := 0.0 var accumulator := 0.0
var elapsed_ticks := 0 var elapsed_ticks := 0
var cycle_duration_seconds := 240.0
func _init(interval: float = 1.0) -> void: func _init(interval: float = 1.0) -> void:
@@ -23,3 +24,8 @@ func advance(delta: float) -> int:
func reset() -> void: func reset() -> void:
accumulator = 0.0 accumulator = 0.0
elapsed_ticks = 0 elapsed_ticks = 0
func time_of_day() -> float:
var total_seconds := elapsed_ticks * tick_interval + accumulator
return fmod(total_seconds / maxf(cycle_duration_seconds, 1.0), 1.0)
+19 -5
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@@ -15,6 +15,7 @@ var village := SimVillage.new()
var npcs: Array[SimNPC] = [] var npcs: Array[SimNPC] = []
@export var tick_interval := 1.2 @export var tick_interval := 1.2
@export var simulation_seed: int = 1337 @export var simulation_seed: int = 1337
@export var cycle_duration_seconds := 240.0
@export var debug_logs := true @export var debug_logs := true
@export var active_world_adapter: Node @export var active_world_adapter: Node
@@ -42,6 +43,7 @@ func _ready() -> void:
set_process(false) set_process(false)
return return
clock = SimulationClock.new(tick_interval) clock = SimulationClock.new(tick_interval)
clock.cycle_duration_seconds = cycle_duration_seconds
village.debug_logs = debug_logs village.debug_logs = debug_logs
_initialize_storage() _initialize_storage()
village.update_modifiers() village.update_modifiers()
@@ -112,7 +114,7 @@ func simulate_tick() -> void:
and old_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE] and old_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
and npc.task_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE] and npc.task_state in [SimNPC.TASK_STATE_IDLE, SimNPC.TASK_STATE_COMPLETE]
): ):
var selection := action_selector.select_action(npc, village) var selection := action_selector.select_action(npc, village, clock.time_of_day())
if selection != null: if selection != null:
latest_decisions[npc.id] = selection latest_decisions[npc.id] = selection
npc_decision_recorded.emit(npc, selection) npc_decision_recorded.emit(npc, selection)
@@ -195,6 +197,11 @@ func simulate_tick() -> void:
withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0) withdraw_to_npc(npc, SimulationIds.RESOURCE_FOOD, 1.0)
elif completed_task == SimulationIds.ACTION_EAT: elif completed_task == SimulationIds.ACTION_EAT:
consume_npc_food(npc) consume_npc_food(npc)
elif completed_task == SimulationIds.ACTION_SLEEP:
npc.energy = minf(npc.energy + 40.0, 100.0)
npc.position = npc.home_position
if debug_logs:
print("[SimulationManager] ", npc.npc_name, " completed sleep at home")
elif ( elif (
completed_task completed_task
not in [SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD] not in [SimulationIds.ACTION_GATHER_FOOD, SimulationIds.ACTION_GATHER_WOOD]
@@ -354,14 +361,19 @@ func notify_npc_target_unavailable(npc_id: int) -> void:
func resolve_npc_target(npc_id: int, origin: Vector3) -> bool: func resolve_npc_target(npc_id: int, origin: Vector3) -> bool:
if active_world_adapter == null:
push_error("SimulationManager: active_world_adapter is missing")
return false
for npc in npcs: for npc in npcs:
if npc.id != npc_id: if npc.id != npc_id:
continue continue
if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING: if npc.is_dead or npc.task_state != SimNPC.TASK_STATE_TRAVELING:
return false return false
if npc.current_task == SimulationIds.ACTION_SLEEP:
npc.travel_target_position = npc.home_position
npc.has_travel_target = true
npc_travel_requested.emit(npc, npc.travel_target_position)
return true
if active_world_adapter == null:
push_error("SimulationManager: active_world_adapter is missing")
return false
var result := target_resolver.resolve(npc, origin, self, active_world_adapter) var result := target_resolver.resolve(npc, origin, self, active_world_adapter)
if result.is_empty(): if result.is_empty():
notify_npc_target_unavailable(npc.id) notify_npc_target_unavailable(npc.id)
@@ -738,7 +750,8 @@ func create_state_record() -> SimulationStateRecord:
"clock_accumulator": clock.accumulator, "clock_accumulator": clock.accumulator,
"clock_elapsed_ticks": clock.elapsed_ticks, "clock_elapsed_ticks": clock.elapsed_ticks,
"wander_random_streams": wander_streams, "wander_random_streams": wander_streams,
"next_event_id": next_event_id "next_event_id": next_event_id,
"cycle_duration_seconds": clock.cycle_duration_seconds
} }
record.village = VillageStateRecord.capture(village) record.village = VillageStateRecord.capture(village)
for npc in npcs: for npc in npcs:
@@ -782,6 +795,7 @@ func restore_state(record: SimulationStateRecord) -> bool:
clock = SimulationClock.new(tick_interval) clock = SimulationClock.new(tick_interval)
clock.accumulator = float(record.simulation["clock_accumulator"]) clock.accumulator = float(record.simulation["clock_accumulator"])
clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"]) clock.elapsed_ticks = int(record.simulation["clock_elapsed_ticks"])
clock.cycle_duration_seconds = float(record.simulation.get("cycle_duration_seconds", 240.0))
village = record.village.restore(debug_logs) village = record.village.restore(debug_logs)
storage_states.clear() storage_states.clear()
for storage_record in record.storages: for storage_record in record.storages:
+3 -1
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@@ -22,7 +22,9 @@ func _update_needs(npc: SimNPC, village: SimVillage) -> void:
SimNPC.TASK_STATE_TRAVELING: SimNPC.TASK_STATE_TRAVELING:
npc.energy -= 2.0 npc.energy -= 2.0
SimNPC.TASK_STATE_WORKING: 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 npc.energy -= 3.0
SimNPC.TASK_STATE_COMPLETE: SimNPC.TASK_STATE_COMPLETE:
npc.energy -= 0.25 npc.energy -= 0.25
+75 -1
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@@ -1,10 +1,56 @@
class_name ActionSelectionSystem class_name ActionSelectionSystem
extends RefCounted extends RefCounted
enum SchedulePeriod {
WORK,
SLEEP,
MEAL,
DISCRETIONARY
}
func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult: const SLEEP_BEGIN := 0.88
const SLEEP_END := 0.15
const BREAKFAST_BEGIN := 0.25
const BREAKFAST_END := 0.35
const DINNER_BEGIN := 0.7
const DINNER_END := 0.8
const WORK_BEGIN := 0.28
const WORK_END := 0.85
func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -> ActionSelectionResult:
if npc.is_dead: if npc.is_dead:
return null return null
var period := _get_period(time_of_day)
if period == SchedulePeriod.SLEEP:
if npc.energy < 60.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_SLEEP, -1.0, "Night-time sleep; energy is low"
)
if npc.hunger > 75.0 and npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Night-time hunger; eating from inventory"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_SLEEP, -1.0, "Night-time; going home"
)
if period == SchedulePeriod.MEAL:
if npc.hunger > 50.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Meal-time hunger; eating from inventory"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, -1.0, "Meal-time; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Meal-time hunger; pantry is empty"
)
if npc.is_starving: if npc.is_starving:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0: if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new( return ActionSelectionResult.new(
@@ -37,6 +83,14 @@ func select_action(npc: SimNPC, village: SimVillage) -> ActionSelectionResult:
return ActionSelectionResult.new( return ActionSelectionResult.new(
SimulationIds.ACTION_REST, -1.0, "Energy is below the rest threshold" SimulationIds.ACTION_REST, -1.0, "Energy is below the rest threshold"
) )
if period == SchedulePeriod.DISCRETIONARY:
var roll := npc.random_source.randf()
if roll < 0.3:
return ActionSelectionResult.new(
SimulationIds.ACTION_WANDER, -1.0, "Discretionary wander"
)
return _choose_best_work_action(npc, village) return _choose_best_work_action(npc, village)
@@ -129,3 +183,23 @@ func _calculate_score(
if npc.debug_logs: if npc.debug_logs:
print("[ActionSelection] ", npc.npc_name, " score ", action_id, " = ", score) print("[ActionSelection] ", npc.npc_name, " score ", action_id, " = ", score)
return score return score
static func _get_period(time_of_day: float) -> int:
if _in_wrap_range(time_of_day, SLEEP_BEGIN, SLEEP_END):
return SchedulePeriod.SLEEP
if _in_range(time_of_day, BREAKFAST_BEGIN, BREAKFAST_END):
return SchedulePeriod.MEAL
if _in_range(time_of_day, DINNER_BEGIN, DINNER_END):
return SchedulePeriod.MEAL
if _in_range(time_of_day, WORK_BEGIN, WORK_END):
return SchedulePeriod.WORK
return SchedulePeriod.DISCRETIONARY
static func _in_range(value: float, begin: float, end: float) -> bool:
return value >= begin and value <= end
static func _in_wrap_range(value: float, begin: float, end: float) -> bool:
return value >= begin or value <= end
@@ -10,7 +10,8 @@ const ACTION_PATHS := [
"res://simulation/definitions/actions/rest.tres", "res://simulation/definitions/actions/rest.tres",
"res://simulation/definitions/actions/wander.tres", "res://simulation/definitions/actions/wander.tres",
"res://simulation/definitions/actions/deposit_food.tres", "res://simulation/definitions/actions/deposit_food.tres",
"res://simulation/definitions/actions/withdraw_food.tres" "res://simulation/definitions/actions/withdraw_food.tres",
"res://simulation/definitions/actions/sleep.tres"
] ]
const PROFESSION_PATHS := [ const PROFESSION_PATHS := [
+1
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@@ -3,6 +3,7 @@ extends RefCounted
const ACTION_IDLE := &"idle" const ACTION_IDLE := &"idle"
const ACTION_DEAD := &"dead" const ACTION_DEAD := &"dead"
const ACTION_SLEEP := &"sleep"
const ACTION_GATHER_FOOD := &"gather_food" const ACTION_GATHER_FOOD := &"gather_food"
const ACTION_GATHER_WOOD := &"gather_wood" const ACTION_GATHER_WOOD := &"gather_wood"
const ACTION_PATROL := &"patrol" const ACTION_PATROL := &"patrol"
+10
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@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="ActionDefinition" load_steps=2 format=3]
[ext_resource type="Script" path="res://simulation/definitions/ActionDefinition.gd" id="1"]
[resource]
script = ExtResource("1")
action_id = &"sleep"
display_name = "Sleep"
default_duration = 8.0
target_type = &"free"
+5
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@@ -26,6 +26,7 @@ static func capture(npc: SimNPC) -> NPCStateRecord:
"current_task": String(npc.current_task), "current_task": String(npc.current_task),
"task_state": String(npc.task_state), "task_state": String(npc.task_state),
"position": [npc.position.x, npc.position.y, npc.position.z], "position": [npc.position.x, npc.position.y, npc.position.z],
"home_position": [npc.home_position.x, npc.home_position.y, npc.home_position.z],
"is_starving": npc.is_starving, "is_starving": npc.is_starving,
"starvation_ticks": npc.starvation_ticks, "starvation_ticks": npc.starvation_ticks,
"starvation_death_threshold": npc.starvation_death_threshold, "starvation_death_threshold": npc.starvation_death_threshold,
@@ -137,6 +138,10 @@ func restore(debug_logs: bool) -> SimNPC:
npc.position = Vector3( npc.position = Vector3(
float(saved_position[0]), float(saved_position[1]), float(saved_position[2]) float(saved_position[0]), float(saved_position[1]), float(saved_position[2])
) )
var saved_home: Array = data.get("home_position", saved_position)
npc.home_position = Vector3(
float(saved_home[0]), float(saved_home[1]), float(saved_home[2])
)
npc.is_starving = bool(data["is_starving"]) npc.is_starving = bool(data["is_starving"])
npc.starvation_ticks = int(data["starvation_ticks"]) npc.starvation_ticks = int(data["starvation_ticks"])
npc.starvation_death_threshold = int(data["starvation_death_threshold"]) npc.starvation_death_threshold = int(data["starvation_death_threshold"])
+1
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@@ -12,6 +12,7 @@ func _run() -> void:
manager.debug_logs = false manager.debug_logs = false
root.add_child(manager) root.add_child(manager)
manager.set_process(false) manager.set_process(false)
manager.clock.elapsed_ticks = 100
var pantry: StorageStateRecord = manager.get_pantry() var pantry: StorageStateRecord = manager.get_pantry()
pantry.withdraw(SimulationIds.RESOURCE_FOOD, 1000.0) pantry.withdraw(SimulationIds.RESOURCE_FOOD, 1000.0)
+186
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@@ -0,0 +1,186 @@
extends SceneTree
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_test_sleep_period_at_night()
_test_work_period_during_day()
_test_meal_period_hunger()
_test_sleep_restores_energy()
_test_schedule_serialization()
_test_sleep_targets_home()
if failures.is_empty():
print("[TEST] NPC schedule passed")
quit(0)
return
for failure in failures:
push_error("[TEST] " + failure)
quit(1)
func _create_manager(seed_value: int) -> Node:
var manager: Node = load("res://simulation/SimulationManager.gd").new()
manager.simulation_seed = seed_value
manager.debug_logs = false
root.add_child(manager)
manager.set_process(false)
return manager
func _test_sleep_period_at_night() -> void:
var manager := _create_manager(100)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 0
var npc: SimNPC = manager.npcs[0]
npc.hunger = 20.0
npc.energy = 50.0
npc.home_position = npc.position
var selection := ActionSelectionSystem.new().select_action(
npc, manager.village, manager.clock.time_of_day()
)
_check(selection != null, "Night-time should produce an action selection")
_check(
selection.action_id == SimulationIds.ACTION_SLEEP,
"Low-energy NPC should choose SLEEP during night period"
)
_check(
selection.reason.to_lower().contains("night"),
"Sleep selection reason should reference night-time"
)
manager.free()
func _test_work_period_during_day() -> void:
var manager := _create_manager(200)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 100
var time_of_day: float = manager.clock.time_of_day()
_check(
time_of_day > 0.28 and time_of_day < 0.85,
"100 ticks should land in the work period"
)
var npc: SimNPC = manager.npcs[0]
npc.hunger = 20.0
npc.energy = 80.0
npc.home_position = npc.position
var selection := ActionSelectionSystem.new().select_action(
npc, manager.village, time_of_day
)
_check(selection != null, "Daytime should produce an action selection")
_check(
selection.action_id != SimulationIds.ACTION_SLEEP,
"A well-rested NPC should not choose SLEEP during work period"
)
manager.free()
func _test_meal_period_hunger() -> void:
var manager := _create_manager(300)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 50
var time_of_day: float = manager.clock.time_of_day()
_check(
time_of_day >= 0.25 and time_of_day <= 0.35,
"50 ticks should land in the breakfast meal period"
)
var npc: SimNPC = manager.npcs[0]
npc.hunger = 65.0
npc.energy = 80.0
manager.village.food = 5.0
npc.home_position = npc.position
var selection := ActionSelectionSystem.new().select_action(
npc, manager.village, time_of_day
)
_check(selection != null, "Meal period should produce an action selection")
_check(
selection.action_id == SimulationIds.ACTION_WITHDRAW_FOOD,
"Hungry NPC during meal period with pantry food should WITHDRAW_FOOD"
)
manager.free()
func _test_sleep_restores_energy() -> void:
var manager := _create_manager(400)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 0
var npc: SimNPC = manager.npcs[0]
npc.hunger = 20.0
npc.energy = 30.0
npc.home_position = npc.position
npc.set_task(SimulationIds.ACTION_SLEEP, 4.0)
npc.start_working()
var energy_before := npc.energy
for tick in 4:
manager.simulate_tick()
_check(npc.task_complete, "Sleep should complete after its duration")
_check(
npc.energy > energy_before,
"Completing sleep should restore energy"
)
manager.free()
func _test_schedule_serialization() -> void:
var manager := _create_manager(500)
manager.clock.cycle_duration_seconds = 180.0
manager.clock.elapsed_ticks = 30
var npc: SimNPC = manager.npcs[0]
npc.home_position = Vector3(3.0, 0.0, 4.0)
npc.position = Vector3(1.0, 0.0, 2.0)
var saved_json: String = manager.serialize_state()
var restored := _create_manager(1)
_check(
restored.restore_state_from_json(saved_json),
"Schedule state should survive serialization round-trip"
)
_check(
is_equal_approx(restored.clock.cycle_duration_seconds, 180.0),
"Cycle duration should round-trip through save"
)
var restored_npc: SimNPC = restored.npcs[0]
_check(
restored_npc.home_position.distance_to(Vector3(3.0, 0.0, 4.0)) < 0.01,
"NPC home position should round-trip through save"
)
manager.free()
restored.free()
func _test_sleep_targets_home() -> void:
var manager := _create_manager(600)
manager.clock.cycle_duration_seconds = 240.0
manager.clock.elapsed_ticks = 0
var npc: SimNPC = manager.npcs[0]
npc.energy = 40.0
npc.home_position = Vector3(5.0, 0.0, 5.0)
npc.position = Vector3(0.0, 0.0, 0.0)
npc.set_task(SimulationIds.ACTION_SLEEP)
_check(npc.task_state == SimNPC.TASK_STATE_TRAVELING, "Sleep should put NPC in traveling state")
var resolved: bool = manager.resolve_npc_target(npc.id, npc.position)
_check(resolved, "Sleep target should resolve without an active world adapter")
_check(
npc.travel_target_position.distance_to(Vector3(5.0, 0.0, 5.0)) < 0.01,
"Sleep should target the NPC home position"
)
manager.free()
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)
+1 -1
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@@ -34,7 +34,7 @@ func _test_registry_integrity() -> void:
SimulationDefinitions.get_action(definition.action_id) == definition, SimulationDefinitions.get_action(definition.action_id) == definition,
"Action lookup should return '%s'" % definition.action_id "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() var profession_ids := SimulationDefinitions.get_profession_ids()
_check(profession_ids.size() == 5, "Registry should contain all five prototype professions") _check(profession_ids.size() == 5, "Registry should contain all five prototype professions")