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

@@ -38,7 +38,6 @@ namespace TheIsland.UI
private List<GameObject> _entries = new List<GameObject>();
private bool _visible = true;
private int _unread = 0;
private bool _ready = false;
private void Awake()
{
@@ -83,7 +82,6 @@ namespace TheIsland.UI
if (NetworkManager.Instance != null)
{
SubscribeEvents();
_ready = true;
AddLog("事件日志已就绪", Color.yellow);
Debug.Log("[EventLog] 初始化完成");
}