feat: runtime familiarity from shared work and utility exposure
NPCs who target the same resource or site concurrently gain mutual familiarity +0.1 per encounter, capped at 1.0. Action selection now receives the full NPC array and adds a +0.3 utility bonus for actions that familiar NPCs are currently performing - NPCs gravitate toward their housemates' professions. Inspector shows the highest-familiarity NPC with a percentage score under the resource lines.
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+25
-1
@@ -132,12 +132,14 @@ func _refresh_npc_inspector() -> void:
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if not score_rows.is_empty():
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score_text = "\n\nUtility\n" + "\n".join(score_rows)
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var event_text := _build_event_history(npc)
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var housemate_text := _build_housemate_display(npc)
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npc_inspector_label.text = (
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"%s · %s\n"
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+ "Task: %s (%s)\n"
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+ "Destination: %s\n"
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+ "Hunger: %.0f Energy: %.0f\n"
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+ "Carrying food: %.0f wood: %.0f\n\n"
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+ "Carrying food: %.0f wood: %.0f\n"
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+ "%s\n"
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+ "Why\n%s%s\n\n"
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+ "Recent\n%s\n\n"
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+ "[Tab] Next villager [F10] Cinematic/debug [F12] Demo reset"
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@@ -151,6 +153,7 @@ func _refresh_npc_inspector() -> void:
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npc.energy,
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npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD),
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npc.get_inventory_amount(SimulationIds.RESOURCE_WOOD),
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housemate_text,
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reason_text,
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score_text,
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event_text
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@@ -188,3 +191,24 @@ func _build_event_history(npc: SimNPC) -> String:
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for event in events:
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lines.append(event.description(name_map))
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return "\n".join(lines)
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func _build_housemate_display(npc: SimNPC) -> String:
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if npc.familiarity.is_empty():
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return ""
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var highest_id: int = -1
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var highest_score := -1.0
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for key in npc.familiarity:
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var other_id: int = int(key)
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var score: float = float(npc.familiarity[key])
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if score > highest_score:
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highest_score = score
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highest_id = other_id
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if highest_id < 0:
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return ""
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var other_name := "Someone"
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for other_npc in simulation_manager.npcs:
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if other_npc.id == highest_id:
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other_name = other_npc.npc_name
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break
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return "Familiar: %s (%.0f%%)" % [other_name, highest_score * 100.0]
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