feat: starvation balance rework and Ghibli wind-stroke visuals

- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline
- Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick
- Use exact binary fractions for all rates to preserve float precision in save/load
- Starving/critically-hungry NPCs always override sleep to seek food first
- Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation)
- Add calligraphy-style wind stroke particles (WindStrokes scene + shader)
- Two wind stroke emitters in valley and ridge for Ghibli atmosphere
- Rework terrain macro-variation colors for vibrant warm-green palette
- Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
This commit is contained in:
2026-07-08 18:44:03 +02:00
parent 6008b1023e
commit 7aa5c1c979
6 changed files with 116 additions and 31 deletions
+1 -1
View File
@@ -20,7 +20,7 @@ var home_position: Vector3
var is_starving := false
var starvation_ticks := 0
var starvation_death_threshold := 20
var starvation_death_threshold := 600
var is_dead := false
var task_duration := 0.0
+9 -7
View File
@@ -15,19 +15,21 @@ func advance_npc(npc: SimNPC, village: SimVillage) -> void:
func _update_needs(npc: SimNPC, village: SimVillage) -> void:
npc.hunger += 3.0 * village.food_modifier
npc.hunger += 0.125 * village.food_modifier
match npc.task_state:
SimNPC.TASK_STATE_IDLE:
npc.energy -= 0.5
npc.energy -= 0.125
SimNPC.TASK_STATE_TRAVELING:
npc.energy -= 2.0
npc.energy -= 0.5
SimNPC.TASK_STATE_WORKING:
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 = minf(npc.energy + 1.0, 100.0)
elif npc.current_task == SimulationIds.ACTION_REST:
pass
else:
npc.energy -= 0.5
SimNPC.TASK_STATE_COMPLETE:
npc.energy -= 0.25
npc.energy -= 0.0625
npc.hunger = clamp(npc.hunger, 0.0, 100.0)
npc.energy = clamp(npc.energy, 0.0, 100.0)
npc.is_starving = npc.hunger >= 90.0
@@ -22,6 +22,31 @@ func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -
if npc.is_dead:
return null
if npc.is_starving:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, 1.0, "Starving and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, 1.0, "Starving; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Starving; must find food"
)
if npc.hunger > 80.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Critically hungry and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, -1.0, "Critically hungry; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Critically hungry; must find food"
)
var period := _get_period(time_of_day)
if period == SchedulePeriod.SLEEP: