feat: NPC mourning behavior on housemate death

When an NPC dies from starvation, their highest-familiarity companion enters mourning for 100 ticks (~half a day). Mourning NPCs skip work: they rest if energy is low, otherwise wander near home. Mourning_ticks counts down each tick through ActionExecutionSystem and is serialized for save/load continuity with backward-compatible default of 0. This gives the familiarity graph its first behavioral consequence.
This commit is contained in:
2026-07-09 00:23:00 +02:00
parent 8a955f3c29
commit 4b5fc858f8
5 changed files with 39 additions and 1 deletions
+25
View File
@@ -149,6 +149,7 @@ func simulate_tick() -> void:
npc_died.emit(npc)
npc_task_changed.emit(npc, old_task, npc.current_task)
record_narrative_event(SimulationIds.EVENT_NPC_DIED, npc.id)
_notify_mourning(npc)
if debug_logs:
print("[SimulationManager] NPC died: ", npc.npc_name)
@@ -491,6 +492,30 @@ func _npc_inventory_id(npc_id: int) -> StringName:
return StringName("npc_%d_inventory" % npc_id)
func _notify_mourning(dead_npc: SimNPC) -> void:
var best_id := -1
var best_score := -1.0
for key in dead_npc.familiarity:
var other_id: int = int(key)
var score: float = float(dead_npc.familiarity[key])
if score > best_score:
best_score = score
best_id = other_id
if best_id < 0:
return
for npc in npcs:
if npc.id == best_id and not npc.is_dead:
npc.mourning_ticks = 100
if debug_logs:
print(
"[SimulationManager] ",
npc.npc_name,
" is mourning ",
dead_npc.npc_name
)
return
func _record_economic_event(
event_type: StringName,
actor_id: int,