Commit Graph

102 Commits

Author SHA1 Message Date
Rijad Zuzo 4e4ae1a969 feat: define reusable animal archetypes 2026-08-12 20:50:52 +02:00
Rijad Zuzo 41b37a4962 feat: plan deterministic generated conversations 2026-08-12 20:32:53 +02:00
Rijad Zuzo ea00f60165 feat: add emergent world foundations 2026-08-12 20:06:51 +02:00
Rijad Zuzo 34428d836a perf: harden runtime for weaker hardware 2026-08-12 10:02:45 +02:00
Rijad Zuzo 661d53f31a feat: shared creature root, enemy definitions, defend duty, and player downing 2026-08-12 00:16:48 +02:00
Rijad Zuzo b62f7b86cc feat: add player sword combat, dash, and hostile wolf/raider visuals 2026-08-11 20:49:43 +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 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 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 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 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
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 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 8094975094 feat: resource depletion events and village event feed
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.
2026-07-08 21:22:43 +02:00
admin 8a1913c5ae feat: structured narrative event feed with per-NPC inspector timeline
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.
2026-07-08 19:02:11 +02:00
admin c61d286005 feat: wood inventory, carrying, and woodpile storage
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.
2026-07-08 18:55:51 +02:00
admin 5ea83b06ed feat: directional wind breeze and painted-terrain Ghibli styling
- Wind strokes now flow in a single prevailing direction (left-to-right breeze)
  with gentle flatness, narrow spread, and subtle tangential sway
- Added floating white specks (WindSpecks) as sunlight pollen/dust motes
- Two of each emitter (valley + ridge) for layered atmosphere
- Terrain: disabled auto_base_texture for flatter painted look, enabled
  overlay texture, bolder macro-variation (yellow-green 0.78/0.90/0.42
  and emerald 0.55/0.75/0.38), sharper material blends
2026-07-08 18:49:23 +02:00
admin ae0b3dbf89 chore: add wind stroke shader uid sidecar 2026-07-08 18:47:47 +02:00
admin 7aa5c1c979 feat: starvation balance rework and Ghibli wind-stroke visuals
- 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
2026-07-08 18:44:03 +02:00
admin cab732a977 feat: sync visual day-night cycle with simulation clock
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.
2026-07-08 18:04:04 +02:00