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.
Add narrative event types (task_started, npc_slept, npc_died, resource_depleted) alongside economic transfers. EconomicEventRecord gains create_narrative factory and human-readable description method. SimulationManager records task-start and sleep/death events, exposes get_npc_events() for per-NPC history queries. Inspector now shows a Recent timeline of the last 5 events for the selected NPC, plus displays carried wood count. Relax EconomicEventRecord validation to accept non-economic events. Update roadmap with completed milestones.
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.
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.
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).