Enhance protocol and simulation features with activity tracking and behavior definitions

- Updated protocol documentation to include new `activity` and `activityLabel` fields in the person card response, reflecting real-time activity status.
- Introduced `BehaviorDef` to define behavior rules, including need thresholds and lesson skill gains, enhancing AI decision-making.
- Revised the `DefCatalog` to incorporate behavior definitions and updated validation logic to ensure proper behavior handling.
- Enhanced the simulation to manage presence and activity states, allowing for more dynamic interactions within the school environment.
- Updated tests to validate the new activity tracking and behavior functionalities, ensuring robust performance and reliability.
- Improved localization strings to support new activity and behavior features, enhancing user experience.
This commit is contained in:
Leonid Pershin
2026-08-19 19:49:44 +03:00
parent 3c54f981b7
commit b135a9caad
42 changed files with 1134 additions and 59 deletions
+24 -1
View File
@@ -19,6 +19,7 @@ public enum DefKind
Staffing,
DayFrame,
Holiday,
Behavior,
}
/// <summary>Shared JSONC fields. Kind comes from the folder under <c>defs/</c>, not from the file.</summary>
@@ -31,7 +32,29 @@ public abstract class Def
public bool Abstract { get; init; }
}
public sealed class ActionDef : Def;
public sealed class ActionDef : Def
{
/// <summary>RoomDef or TerritoryDef where this is done. Required on concrete actions.</summary>
public string? Room { get; init; }
/// <summary>Thing occupied for the duration. Null means the room itself is enough.</summary>
public string? Thing { get; init; }
/// <summary>Game minutes the action takes. Applied in full when it completes.</summary>
public float Minutes { get; init; }
/// <summary>NeedDef refilled on completion. Null for walks and other leisure with no refill.</summary>
public string? Need { get; init; }
/// <summary>Added to the need in one shot when the action finishes, then clamped to minmax.</summary>
public float NeedGain { get; init; }
/// <summary>Empty means every role. Values are <see cref="PersonRoles"/> ids.</summary>
public IReadOnlyList<string> Roles { get; init; } = [];
/// <summary>Leisure weight. Zero means phase 21 will not pick this for fun — only for a need.</summary>
public float Weight { get; init; }
}
public sealed class ThingDef : Def
{