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>
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@@ -45,6 +45,16 @@ class EventType(str, Enum):
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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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# Autonomous Agency (Phase 13)
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AGENT_ACTION = "agent_action" # Agent performs an action (move, gather, etc.)
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# Crafting System (Phase 16)
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CRAFT = "craft" # Agent crafted an item
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USE_ITEM = "use_item" # Agent used an item
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# Random Events (Phase 17-C)
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RANDOM_EVENT = "random_event" # Random event occurred
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class GameEvent(BaseModel):
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"""
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