9 Commits

Author SHA1 Message Date
Rijad Zuzo b3b98c6456 feat: unify authored activity commands 2026-08-13 00:08:30 +02:00
Rijad Zuzo 661d53f31a feat: shared creature root, enemy definitions, defend duty, and player downing 2026-08-12 00:16:48 +02:00
Rijad Zuzo d950c3da68 feat: add paired goat care 2026-07-30 23:03:15 +02:00
Rijad Zuzo f79c2bb630 feat: introduce identity-backed goat 2026-07-26 22:26:00 +02:00
Rijad Zuzo 0f7b12080e feat: define action completion costs 2026-07-10 10:36:08 +02:00
admin c61d286005 feat: wood inventory, carrying, and woodpile storage
Wood now follows the same gather-carry-deposit pattern as food. NPCs put harvested wood into inventory, walk to the VillageWoodpile StorageNode, and deposit it. Village wood syncs from storage. Player harvesting also routes wood to the woodpile. ActiveWorldAdapter exposes woodpile routing for DEPOSIT_WOOD action targeting. WorldViewManager recognizes wood inventory changes. Tests verify woodpile node existence, storage ID, navigation reachability, and adapter routing.
2026-07-08 18:55:51 +02:00
admin 4604dc6d5a 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.
2026-07-08 17:44:39 +02:00
admin 6dbb395bd6 feat: add location-based food storage loop 2026-07-05 17:57:24 +02:00
admin f816f3976a feat: add simulation action definitions 2026-07-05 13:35:33 +02:00