Commit Graph

152 Commits

Author SHA1 Message Date
Rijad Zuzo 292cdd9153 feat: add combat, wild wolves, factions, and tribe war motivation 2026-08-11 20:29:47 +02:00
Rijad Zuzo e359e5253a docs: record player-citizen loop, care needs, regrowth, and seasons 2026-08-11 00:46:00 +02:00
Rijad Zuzo e51cde57be feat: add cold-season scarcity that halves yields and pauses regrowth 2026-08-11 00:43:48 +02:00
Rijad Zuzo 549a365ab2 feat: regrow finite berry sources toward their authored cap 2026-08-11 00:40:13 +02:00
Rijad Zuzo 82e44a9f5d feat: add weak-villager and damaged-roof village needs 2026-08-11 00:32:22 +02:00
Rijad Zuzo 37f262fb84 feat: let the player live as a citizen with needs and carried inventory 2026-08-11 00:18:39 +02:00
Rijad Zuzo f72aa659d2 feat: let villagers witness and trust the player restock 2026-08-10 23:36:47 +02:00
Rijad Zuzo 9ed985d6a3 feat: surface inspected villager's open village need in field notes 2026-08-10 23:36:47 +02:00
Rijad Zuzo 8a7e6b12eb chore: add functions host config 2026-08-04 12:43:41 +02:00
Rijad Zuzo 35194912cc chore: tune Jajce presentation settings 2026-08-04 12:43:30 +02:00
Rijad Zuzo 2082773d31 feat: add nearby villager field notes 2026-08-03 12:47:54 +02:00
Rijad Zuzo ead75fca68 feat: add physical animal care delivery 2026-07-31 00:19:41 +02:00
Rijad Zuzo 7d410d8193 feat: add exact player context actions 2026-07-30 23:27:46 +02:00
Rijad Zuzo d950c3da68 feat: add paired goat care 2026-07-30 23:03:15 +02:00
Rijad Zuzo 5511c295a5 fix: harden cross-platform quality tooling 2026-07-30 13:42:38 +02:00
Rijad Zuzo e284d3774d fix: enforce storage and tooling invariants 2026-07-30 13:00:59 +02:00
Rijad Zuzo e3aa3440a2 feat: add deterministic goat routine 2026-07-26 23:52:56 +02:00
Rijad Zuzo f79c2bb630 feat: introduce identity-backed goat 2026-07-26 22:26:00 +02:00
Rijad Zuzo 1f09ebe6b6 feat: author discoverable forest edge 2026-07-18 19:09:04 +02:00
Rijad Zuzo 2719b0398b feat: derive resource visuals from state 2026-07-17 18:39:14 +02:00
Rijad Zuzo 04c5371b6b feat: author resource-aware riverbank grove 2026-07-17 13:57:57 +02:00
Rijad Zuzo 145b90eb97 feat: carve Jajce river into terrain 2026-07-17 01:05:09 +02:00
Rijad Zuzo 5356c34fd7 feat: index loaded resource discovery 2026-07-17 00:34:30 +02:00
Rijad Zuzo 2c88ed6ea8 feat: scale village queries and enrich Jajce center 2026-07-16 23:51:08 +02:00
Rijad Zuzo 4be72639d8 feat: establish simulation scaling baseline 2026-07-16 13:07:01 +02:00
Rijad Zuzo 4f88d15e12 feat: surface player routes for village needs 2026-07-16 12:36:50 +02:00
Rijad Zuzo d6e6a63048 feat: share village needs with helpers 2026-07-16 12:13:54 +02:00
Rijad Zuzo 0332c57a89 feat: let opportunity helpers act autonomously 2026-07-16 10:58:48 +02:00
Rijad Zuzo eaa15c076c feat: derive capable opportunity helpers 2026-07-16 10:41:05 +02:00
Rijad Zuzo 79dd503343 feat: add missing wood opportunities 2026-07-16 01:50:19 +02:00
Rijad Zuzo f82d9683de feat: package pantry crisis demo 2026-07-16 00:37:59 +02:00
Rijad Zuzo c23f6887c8 feat: make pantry crises visible in the world 2026-07-14 23:54:22 +02:00
Rijad Zuzo c722e32a88 feat: add knowledge-gated pantry opportunities 2026-07-13 00:46:56 +02:00
Rijad Zuzo 9fcf6a0a58 feat: add person history and trust reactions 2026-07-12 11:42:10 +02:00
Rijad Zuzo 99b8146f75 feat: add bounded npc memory retention 2026-07-12 01:10:10 +02:00
Rijad Zuzo 9a479ba182 feat: add provenance-aware npc communication 2026-07-11 19:58:47 +02:00
Rijad Zuzo 81409650df feat: add witnessed knowledge and wind ambience 2026-07-11 11:27:40 +02:00
Rijad Zuzo 2ed93de6d1 chore: install gut quality suite 2026-07-10 15:59:46 +02:00
Rijad Zuzo ce8f71082b refactor: clarify simulation ownership 2026-07-10 11:02:11 +02:00
Rijad Zuzo 0f7b12080e feat: define action completion costs 2026-07-10 10:36:08 +02:00
Rijad Zuzo 39989002ca feat: add stylized villager presentation 2026-07-09 23:47:46 +02:00
Rijad Zuzo 8419116008 chore: bootstrap Godot quality tools 2026-07-09 23:32:03 +02:00
Rijad Zuzo 5cbab527bf fix: enforce village resource invariants 2026-07-09 23:10:18 +02:00
admin d6520c426a feat: resource consumption rate display in village panel
Village panel now shows daily consumption rates alongside stockpiles (e.g. Food: 15 (-2/d), Wood: 7 (-1/d)). Rates are computed over a rolling 200-tick (~1 day) window by summing item_consumed economic events. The rate display only appears when non-zero, keeping the panel clean until actual consumption occurs. Closes the feedback loop: events show individual transfers, rates show aggregate trends.
2026-07-09 01:18:33 +02:00
admin 6981c7e9bc feat: simulation speed control with bracket keys
Press [ to slow down, ] to speed up through 6 levels: 0.25x, 0.5x, 1x, 2x, 4x, 10x. Clock delta is multiplied by the current speed, so time_of_day advances proportionally and the visual day-night cycle stays synced. Current speed shown in the village panel header. 10x makes a full day cycle watchable in ~24 seconds. Speed changes are non-destructive to simulation determinism.
2026-07-09 00:25:57 +02:00
admin 4b5fc858f8 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.
2026-07-09 00:23:00 +02:00
admin 8a955f3c29 feat: profession-based staggered daily schedules
ProfessionDefinition gains schedule_offset (-0.12 to +0.12 fraction of day). ActionSelectionSystem shifts each NPC's effective time_of_day by their profession offset before determining sleep/meal/work periods. Farmers wake earliest (-0.04h = ~2:38am), woodcutters slightly early (-0.02h), guards slightly late (+0.02h), scholars latest (+0.05h = ~5:45am). Wanderers have no offset. The village now has naturally staggered rhythms instead of everyone doing the same thing at the same time.
2026-07-09 00:19:14 +02:00
admin 2c3890502a feat: wood consumption for patrol and study
Patrol and study now consume 1 wood from the village woodpile on completion, recording an item_consumed economic event. This gives wood a purpose and creates resource pressure between gathering and work-support activities. Familiarity serialization switched from raw Dictionary to sorted Array of {id, score} pairs for deterministic JSON checksum output across save/load.
2026-07-09 00:16:52 +02:00
admin 595d67724f 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.
2026-07-09 00:09:50 +02:00
admin fce5c533fe feat: seed household familiarity from shared home proximity
NPCs whose home positions are within 4m of each other gain mutual familiarity at baseline 0.5. Stored per NPC as a Dictionary keyed by other npc_id, serialized through NPCStateRecord with backward-compatible fallback for old saves. Household pairs form naturally from the home_positions configuration in main.tscn. Includes save/load round-trip test verifying familiarity persists.
2026-07-09 00:03:20 +02:00