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:
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2026-01-01 23:28:38 +08:00
parent 432f178fc5
commit 8277778106
13 changed files with 927 additions and 784 deletions

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