fix: add is_sheltered attribute to AgentSnapshot class

- Add is_sheltered parameter to AgentSnapshot in both locations
- Include is_sheltered in agent_data dictionary for idle chat

🤖 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
2026-01-02 01:18:14 +08:00
parent 4f3bd5695c
commit ce0be0045d
7 changed files with 87 additions and 29 deletions

View File

@@ -399,8 +399,10 @@ class GameEngine:
alive_agents = db.query(Agent).filter(Agent.status == "Alive").all()
for agent in alive_agents:
# --- Sickness Mechanics (Phase 15) ---
# 1. Contracting Sickness
# Phase 20-B: Check if sheltered
agent.is_sheltered = agent.location in ["tree_left", "tree_right"]
if not agent.is_sick:
sickness_chance = 0.01 # Base 1% per tick (every 5s)
@@ -411,6 +413,10 @@ class GameEngine:
elif current_weather == "Stormy":
sickness_chance += 0.10
# Phase 20-B: Shelter mitigation (Reduce sickness chance by 80%)
if agent.is_sheltered and current_weather in ["Rainy", "Stormy"]:
sickness_chance *= 0.2
# Immunity impact (Higher immunity = lower chance)
# Immunity 50 -> -2.5%, Immunity 100 -> -5%
sickness_chance -= (agent.immunity / 2000.0)
@@ -442,7 +448,13 @@ class GameEngine:
base_decay = BASE_ENERGY_DECAY_PER_TICK
decay = base_decay * config.energy_decay_multiplier
decay *= phase_mod.get("energy_decay", 1.0)
decay *= weather_mod.get("energy_modifier", 1.0)
weather_decay_mod = weather_mod.get("energy_modifier", 1.0)
# Phase 20-B: Shelter mitigation (Reduce weather energy penalty by 80%)
if agent.is_sheltered and weather_decay_mod > 1.0:
weather_decay_mod = 1.0 + (weather_decay_mod - 1.0) * 0.2
decay *= weather_decay_mod
agent.energy = max(0, agent.energy - int(decay))
@@ -669,6 +681,13 @@ class GameEngine:
new_location = random.choice(["tree_left", "tree_right"])
should_update = True
# Phase 20-B: Seek Shelter during Storms
elif world.weather == "Stormy" and not agent.is_sheltered:
if agent.current_action != "Seek Shelter":
new_action = "Seek Shelter"
new_location = random.choice(["tree_left", "tree_right"])
should_update = True
# 1.5. Sickness Handling (Phase 16)
elif agent.is_sick:
inv = self._get_inventory(agent)
@@ -877,12 +896,13 @@ class GameEngine:
"""Fire-and-forget LLM call to generate agent speech."""
try:
class AgentSnapshot:
def __init__(self, name, personality, hp, energy, mood):
def __init__(self, name, personality, hp, energy, mood, is_sheltered=False):
self.name = name
self.personality = personality
self.hp = hp
self.energy = energy
self.mood = mood
self.is_sheltered = is_sheltered
agent_snapshot = AgentSnapshot(
agent_name, agent_personality, agent_hp, agent_energy, agent_mood
@@ -914,21 +934,23 @@ class GameEngine:
agent_data = {
"id": agent.id, "name": agent.name, "personality": agent.personality,
"hp": agent.hp, "energy": agent.energy, "mood": agent.mood,
"mood_state": agent.mood_state
"mood_state": agent.mood_state, "is_sheltered": agent.is_sheltered
}
try:
class AgentSnapshot:
def __init__(self, name, personality, hp, energy, mood):
def __init__(self, name, personality, hp, energy, mood, is_sheltered=False):
self.name = name
self.personality = personality
self.hp = hp
self.energy = energy
self.mood = mood
self.is_sheltered = is_sheltered
agent_snapshot = AgentSnapshot(
agent_data["name"], agent_data["personality"],
agent_data["hp"], agent_data["energy"], agent_data["mood"]
agent_data["hp"], agent_data["energy"], agent_data["mood"],
agent_data.get("is_sheltered", False)
)
text = await llm_service.generate_idle_chat(agent_snapshot, weather, time_of_day)