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.
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).
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