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.
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.
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.
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.
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.
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.
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.
Record resource_depleted narrative events when NPC or player extraction exhausts a ResourceNode. Add get_recent_events() for cross-NPC event queries. Village panel now shows the last 3 village-wide events as a readable feed below the resource counters, making shortages and depletion visible without opening the inspector.
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.
- 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
Add home_positions export to SimulationManager. When configured, NPCs get homes assigned from the array wrapping around for more NPCs than homes. main.tscn now sets 6 home positions near the three village houses, so each NPC has a real home to walk to at night. Empty home_positions leaves the spawn-point-as-home backward-compatible behavior.
DayNightCycle now reads time_of_day from SimulationManager group node, falling back to self-tracked elapsed for lookdev scenes. Simulation starts at 06:00 morning (tick 50) by default. TimeDial reads directly from SimulationManager and displays HH:MM format with a 24-hour dial arc. Removed initial_cycle override from JajceLookdev.
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