feat: add gameplay enhancements and visual improvements
Backend: - Add weather system with 6 weather types and transition probabilities - Add day/night cycle (dawn, day, dusk, night) with phase modifiers - Add mood system for agents (happy, neutral, sad, anxious) - Add new commands: heal, talk, encourage, revive - Add agent social interaction system with relationships - Add casual mode with auto-revive and reduced decay rates Frontend (Web): - Add world state display (weather, time of day) - Add mood bar to agent cards - Add new action buttons for heal, encourage, talk, revive - Handle new event types from server Unity Client: - Add EnvironmentManager with dynamic sky gradient and island scene - Add WeatherEffects with rain, sun rays, fog, and heat particles - Add SceneBootstrap for automatic visual system initialization - Improve AgentVisual with better character sprites and animations - Add breathing and bobbing idle animations - Add character shadows - Improve UI panels with rounded corners and borders - Improve SpeechBubble with rounded corners and proper tail - Add support for all new server events and commands 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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@@ -15,6 +15,7 @@ class EventType(str, Enum):
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TICK = "tick"
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SYSTEM = "system"
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ERROR = "error"
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# Island survival events
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AGENTS_UPDATE = "agents_update" # All agents status broadcast
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AGENT_DIED = "agent_died" # An agent has died
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@@ -24,6 +25,26 @@ class EventType(str, Enum):
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WORLD_UPDATE = "world_update" # World state update
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CHECK = "check" # Status check response
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# Day/Night cycle (Phase 2)
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TIME_UPDATE = "time_update" # Time tick update
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PHASE_CHANGE = "phase_change" # Dawn/day/dusk/night transition
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DAY_CHANGE = "day_change" # New day started
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# Weather system (Phase 3)
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WEATHER_CHANGE = "weather_change" # Weather changed
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MOOD_UPDATE = "mood_update" # Agent mood changed
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# New commands (Phase 4)
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HEAL = "heal" # User healed an agent
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TALK = "talk" # User talked to an agent
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ENCOURAGE = "encourage" # User encouraged an agent
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REVIVE = "revive" # User revived a dead agent
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# Social system (Phase 5)
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SOCIAL_INTERACTION = "social_interaction" # Agents interacted
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RELATIONSHIP_CHANGE = "relationship_change" # Relationship status changed
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AUTO_REVIVE = "auto_revive" # Agent auto-revived (casual mode)
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class GameEvent(BaseModel):
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"""
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