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
+2
View File
@@ -59,6 +59,8 @@ internal sealed record PersonCardResponse(
IReadOnlyList<LabeledStatResponse> Skills,
IReadOnlyList<DefLabelResponse> Traits,
IReadOnlyList<NeedStatResponse> Needs,
string? Activity,
string? ActivityLabel,
PersonFamilyResponse Family);
internal sealed record LabeledStatResponse(string Id, string Label, string Value);
@@ -14,6 +14,9 @@ internal static class PersonCardReader
private static readonly QueryDescription IdentityAndNeeds =
new QueryDescription().WithAll<PersonIdentity, PersonNeeds>();
private static readonly QueryDescription IdentityAndActivity =
new QueryDescription().WithAll<PersonIdentity, PersonActivity>();
public static PersonCardResponse? Read(School school, string personId, string locale)
{
var roster = school.Roster;
@@ -42,6 +45,17 @@ internal static class PersonCardReader
}
var needs = LiveNeeds(school.World, personId) ?? person.Needs;
var activityId = LiveActivity(school.World, personId);
string? activityLabel = null;
if (activityId is not null && catalog is not null && catalog.Actions.TryGetValue(activityId, out var action))
{
activityLabel = catalog.Label(locale, action);
}
else if (activityId is not null)
{
activityLabel = activityId;
}
return new PersonCardResponse(
person.Id,
person.Name.Full,
@@ -61,6 +75,8 @@ internal static class PersonCardReader
Skills(person, catalog, locale),
Traits(person, catalog, locale),
Needs(needs, catalog, locale),
activityId,
activityLabel,
Family(roster, person));
}
@@ -77,6 +93,20 @@ internal static class PersonCardReader
return found;
}
private static string? LiveActivity(World world, string personId)
{
string? found = null;
var query = IdentityAndActivity;
world.Query(in query, (ref PersonIdentity identity, ref PersonActivity activity) =>
{
if (identity.Id.Equals(personId, StringComparison.Ordinal) && activity.IsActive)
{
found = activity.ActionId;
}
});
return found;
}
private static IReadOnlyList<LabeledStatResponse> Body(Person person, DefCatalog? catalog, string locale)
{
var rows = new List<LabeledStatResponse>();
@@ -0,0 +1,51 @@
[
{
"defName": "EatLunch",
"room": "Cafeteria",
"thing": "Chair",
"minutes": 15,
"need": "Hunger",
"needGain": 0.5,
"roles": ["student", "staff"],
"weight": 0,
},
{
"defName": "UseToilet",
"room": "Restroom",
"minutes": 4,
"need": "Toilet",
"needGain": 1,
"roles": ["student", "staff"],
"weight": 0,
},
{
"defName": "RecessRest",
"room": "Corridor",
"minutes": 10,
"roles": ["student", "staff"],
"weight": 2,
},
{
"defName": "Chat",
"room": "Corridor",
"minutes": 8,
"need": "Social",
"needGain": 0.4,
"roles": ["student", "staff"],
"weight": 3,
},
{
"defName": "WalkCorridor",
"room": "Corridor",
"minutes": 3,
"roles": ["student", "staff"],
"weight": 1,
},
{
"defName": "WalkYard",
"room": "SchoolYard",
"minutes": 5,
"roles": ["student", "staff"],
"weight": 1,
},
]
@@ -1 +1 @@
{ "defName": "Sit" }
{ "defName": "Sit", "abstract": true }
@@ -0,0 +1,12 @@
{
"defName": "Behavior",
// A need at or below this is urgent. Phase 21 turns that into a goal weight.
"needThreshold": 0.35,
// Skill points a lesson adds per game hour, before traits and need state.
"lessonSkillPerHour": 0.05,
// Inclusive extra commute minutes. 06 matches the previous hardcoded roll so
// the same seed still arrives at the same minute.
"commuteSlackMin": 0,
"commuteSlackMax": 6,
"switchMargin": 0.15,
}
@@ -1,6 +1,6 @@
[
{ "defName": "Sleep", "initial": 1, "decayPerHour": 0, "min": 0, "max": 1 },
{ "defName": "Hunger", "initial": 1, "decayPerHour": 0, "min": 0, "max": 1 },
{ "defName": "Toilet", "initial": 1, "decayPerHour": 0, "min": 0, "max": 1 },
{ "defName": "Social", "initial": 1, "decayPerHour": 0, "min": 0, "max": 1 },
{ "defName": "Sleep", "initial": 1, "decayPerHour": 0.05, "min": 0, "max": 1, "restoredOffCampus": true },
{ "defName": "Hunger", "initial": 1, "decayPerHour": 0.1, "min": 0, "max": 1 },
{ "defName": "Toilet", "initial": 1, "decayPerHour": 0.15, "min": 0, "max": 1 },
{ "defName": "Social", "initial": 1, "decayPerHour": 0.08, "min": 0, "max": 1 },
]
@@ -1,5 +1,12 @@
{
"Sit": "Sit",
"EatLunch": "Lunch",
"UseToilet": "Restroom",
"RecessRest": "Recess",
"Chat": "Chat",
"WalkCorridor": "Walk the corridor",
"WalkYard": "Walk the yard",
"Behavior": "Behavior rules",
"Chair": "Chair",
"DirectorsChair": "Principal's chair",
"Desk": "Desk",
@@ -1,5 +1,12 @@
{
"Sit": "Сесть",
"EatLunch": "Обед",
"UseToilet": "Туалет",
"RecessRest": "Перемена",
"Chat": "Разговор",
"WalkCorridor": "Прогулка по коридору",
"WalkYard": "Прогулка во дворе",
"Behavior": "Правила поведения",
"Chair": "Стул",
"DirectorsChair": "Кресло директора",
"Desk": "Стол",