feat: implement survival, crafting, memory, and social systems

- Phase 13: Autonomous Agency - agents now have actions and locations
- Phase 15: Sickness mechanics with immunity and weather effects
- Phase 16: Crafting system (medicine from herbs)
- Phase 17-A: Resource scarcity with tree fruit regeneration
- Phase 17-B: Social roles (leader, follower, loner) with clique behavior
- Phase 17-C: Random events support
- Add AgentMemory model for long-term agent memory storage
- Add memory_service for managing agent memories
- Update Unity client models and event handlers

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2026-01-01 23:28:38 +08:00
parent 432f178fc5
commit 8277778106
13 changed files with 927 additions and 784 deletions

View File

@@ -51,6 +51,18 @@ class Agent(Base):
# Social attributes (Phase 5)
social_tendency = Column(String(20), default="neutral") # introvert, extrovert, neutral
# Autonomous Action (Phase 13)
current_action = Column(String(50), default="Idle")
location = Column(String(50), default="center") # logical location: tree_left, tree_right, center, etc.
target_agent_id = Column(Integer, nullable=True) # if action targets another agent
# Survival (Phase 15)
is_sick = Column(Boolean, default=False)
immunity = Column(Integer, default=50) # 0-100, higher = less chance to get sick
# Relationship 2.0 (Phase 17-B)
social_role = Column(String(20), default="neutral") # leader, follower, loner, neutral
def __repr__(self):
return f"<Agent {self.name} ({self.personality}) HP={self.hp} Energy={self.energy} Mood={self.mood}>"
@@ -71,7 +83,12 @@ class Agent(Base):
"inventory": self.inventory,
"mood": self.mood,
"mood_state": self.mood_state,
"social_tendency": self.social_tendency
"social_tendency": self.social_tendency,
"current_action": self.current_action,
"location": self.location,
"is_sick": self.is_sick,
"immunity": self.immunity,
"social_role": self.social_role
}
@@ -94,6 +111,10 @@ class WorldState(Base):
# Weather system (Phase 3)
weather_duration = Column(Integer, default=0) # Ticks since last weather change
# Resource Scarcity (Phase 17-A)
tree_left_fruit = Column(Integer, default=5) # Max 5 fruit
tree_right_fruit = Column(Integer, default=5) # Max 5 fruit
def __repr__(self):
return f"<WorldState Day={self.day_count} {self.time_of_day} Weather={self.weather}>"
@@ -104,7 +125,9 @@ class WorldState(Base):
"weather": self.weather,
"resource_level": self.resource_level,
"current_tick_in_day": self.current_tick_in_day,
"time_of_day": self.time_of_day
"time_of_day": self.time_of_day,
"tree_left_fruit": self.tree_left_fruit,
"tree_right_fruit": self.tree_right_fruit
}
@@ -206,3 +229,39 @@ class AgentRelationship(Base):
self.relationship_type = "friend"
else:
self.relationship_type = "close_friend"
class AgentMemory(Base):
"""
Long-term memory for agents.
Stores significant events, conversations, and interactions.
"""
__tablename__ = "agent_memories"
id = Column(Integer, primary_key=True, index=True)
agent_id = Column(Integer, ForeignKey("agents.id"), nullable=False)
# The memory content
description = Column(String(500), nullable=False)
# Metadata for retrieval
importance = Column(Integer, default=1) # 1-10
related_entity_id = Column(Integer, nullable=True) # ID of user or other agent involved
related_entity_name = Column(String(50), nullable=True)
memory_type = Column(String(20), default="general") # chat, gift, event, social
created_at = Column(DateTime, default=func.now())
tick_created = Column(Integer, nullable=True)
def __repr__(self):
return f"<Memory {self.agent_id}: {self.description[:20]}... ({self.importance})>"
def to_dict(self):
return {
"id": self.id,
"agent_id": self.agent_id,
"description": self.description,
"importance": self.importance,
"created_at": self.created_at.isoformat() if self.created_at else None
}