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.
Adds Elma, Mirza, and Lejla to the village alongside Amina, Tarik, and Jasmin. Profession assignment is deterministic per-NPC-id RNG so the original three retain their seeded professions. jajce_runtime_integration_test updated to expect six villagers. All 10 scenarios pass.
Previously get_action(), get_profession(), get_actions(), get_professions(), get_profession_ids(), and validate() reloaded all .tres files from disk on every call. These are called per-tick (action selection, task completion, NPC inspector refresh) producing unnecessary disk I/O. Now definitions are loaded once and stored in static dicts/lists keyed by ID. Add invalidate_cache() for hot-reload scenarios.
Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:
- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions
68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
- NpcVisual emits position_changed signal during _physics_process
- SimulationManager.synchronize_npc_position() writes active position
into SimNPC state on movement, arrival, and navigation failure
- WorldViewManager forwards position_changed and syncs before
despawn/reload
- SimNPC stores travel_target_position and has_travel_target as
versioned state; NPCStateRecord v2 persists them with v1 migration
- WorldViewManager.spawn_npc_visual() resumes travel for traveling NPCs
via SimulationManager.request_current_travel()
- WorldViewManager.despawn_npc_visual() syncs position before removal
- WorldViewManager.reload_npc_visual() spawns a visual from persisted
state without rerolling target selection
- tests/npc_visual_lifecycle_test.gd proves unload/reload preserves
action, target, reservation, position, RNG state, and checksum
- simulation_state_serialization_test adds legacy v1 NPC migration test
that does not invent an active travel target
Replace implicit randomness with seeded per-NPC RandomNumberGenerator
streams so the same seed always produces the same scenario outcome.
- Add SimulationClock (RefCounted): explicit fixed-step clock that
converts frame delta into simulation ticks while preserving sub-tick
remainder; replaces raw _process tick_timer accumulation
- Add simulation_seed export (int=1337) to SimulationManager; drive
per-NPC RNG streams via seed + npc_id + stream_id derivation
(stream 0=init, stream 1=wander)
- Add get_wander_offset(npc_id) to SimulationManager so wander targets
are deterministic per seed; WorldViewManager calls it instead of
local randf_range()
- Add get_state_snapshot() and get_state_checksum() to SimulationManager
for headless verification and future save/load
- Convert SimNPC/SimVillage const DEBUG_LOGS to instance var debug_logs
so headless tests can silence output without recompilation
- Pass RandomNumberGenerator through SimNPC._init() instead of using
global randf_range() for hunger/energy/position/scoring noise
- Remove obsolete farm_zone and forest_zone exports from
WorldViewManager and their marker/tree scene children from main.tscn;
NPC gather tasks use ResourceNode exclusively
- Rename TaskZone container to ActivityMarkers in main.tscn and update
all scene paths (player, WVM, tests) to match
- Add headless deterministic_simulation_test.gd: verifies clock
accuracy, same-seed equality, different-seed divergence, and
24-tick scenario checksum without loading main.tscn
NpcVisual:
- Add navigation_failed(sim_id) signal distinct from arrived_at_target
so the simulation layer can distinguish genuine arrival from failure
- Replace integer stuck_counter with delta-based stuck_time and
exported stuck_timeout (1.5s) for frame-rate-independent detection
- Add path_request_id / path_pending mechanism to reject stale
async path results when a new target is set or NPC dies
- On empty path or stuck movement, emit navigation_failed instead
of arriving; only emit arrived_at_target when truly close to target
- Reduce arrival_distance back to 0.6 now that navigation_failure
is properly signalled (no longer needed as a workaround)
- clamp arrival_distance reference in apply_dead_visual_state
SimNPC:
- Remove retry_count (replaced by navigation_failed signal pathway)
- Move last_task assignment from set_task() to task completion in
SimulationManager so it reflects the task that actually finished
SimulationManager:
- Add notify_npc_navigation_failed(): release reservation, record
last_task, send NPC to wander for 2s, emit task_changed signal
- Add notify_npc_target_unavailable() as public alias of above
- Guard extraction with node.reserved_by == npc.id to prevent
stale/illegitimate extraction when reservation is lost
- Guard fallback zone task completion (apply_npc_task) so it only
fires for non-resource tasks (gather_food/wood with no target
silently skip instead of applying zone values)
- Remove retry_count safety net (fully replaced by signal pipeline)
WorldViewManager:
- Connect navigation_failed signal in spawn_npc_visual()
- Skip target assignment for empty/idle/dead task states
- When no resource node available for gather_food/wood, call
notify_npc_target_unavailable() so NPC wanders instead of idling
- Add _on_npc_visual_navigation_failed handler delegating to
SimulationManager.notify_npc_navigation_failed()
- Remove retry_count references
Phase 3 of ResourceNode migration:
- Add apply_resource_delta to SimVillage for clean resource changes
- Extract from reserved ResourceNode on task completion instead of
hard-coded apply_npc_task for gather_food/gather_wood
- Detect depleted/unavailable targets on arrival and replan
Phase 1-2 of the ResourceNode migration plan:
- Create ResourceNode class (world/resource_nodes/) with extraction,
reservation, nearest-available selection, and debug label
- Place 4 resource instances in main.tscn (2 berry bushes, 2 trees)
- Add target_id to SimNPC for tracking which node an NPC is using
- Add set_npc_target_id and release_npc_reservation to SimulationManager
with cleanup on task change, completion, and death
- Update WorldViewManager to query available ResourceNodes first,
falling back to zone markers with a logged warning