feat(brain): add gather goal when productivity is low

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
root
2026-03-08 22:47:51 +00:00
parent e1edbd47c6
commit 61c463c1c7
2 changed files with 70 additions and 4 deletions
+23 -4
View File
@@ -1,12 +1,24 @@
import {
HUNGER_THRESHOLD, ENERGY_THRESHOLD, Direction,
type Needs, type Movement, type NPCBrain, type Position, type SocialState,
HUNGER_THRESHOLD, ENERGY_THRESHOLD, PRODUCTIVITY_THRESHOLD, Direction,
type GoalType, type Needs, type Movement, type NPCBrain, type Position, type SocialState,
} from '@dflike/shared';
import type { World } from '../ecs/World.js';
import type { GameMap } from '../map/GameMap.js';
import { findPath } from '../map/pathfinding.js';
import type { EventMemoryService } from '../llm/eventMemoryService.js';
function findNearestResource(map: GameMap, from: Position): Position | null {
const tiles = map.resourceTiles;
if (tiles.length === 0) return null;
let best = tiles[0];
let bestDist = Math.abs(from.x - best.x) + Math.abs(from.y - best.y);
for (let i = 1; i < tiles.length; i++) {
const d = Math.abs(from.x - tiles[i].x) + Math.abs(from.y - tiles[i].y);
if (d < bestDist) { best = tiles[i]; bestDist = d; }
}
return { x: best.x, y: best.y };
}
function closestPOI(map: GameMap, from: Position, type: 'food' | 'rest'): Position | null {
const pois = map.getPointsOfInterest(type);
if (pois.length === 0) return null;
@@ -71,15 +83,16 @@ export function npcBrainSystem(world: World, map: GameMap, eventMemoryService?:
// Determine new goal based on needs priority
const prevGoal = brain.currentGoal;
let goal: 'rest' | 'eat' | 'wander' = 'wander';
let goal: GoalType = 'wander';
if (needs.energy < ENERGY_THRESHOLD) goal = 'rest';
else if (needs.hunger < HUNGER_THRESHOLD) goal = 'eat';
else if (needs.productivity < PRODUCTIVITY_THRESHOLD) goal = 'gather';
brain.currentGoal = goal;
if (eventMemoryService && brain.currentGoal !== prevGoal && prevGoal !== null) {
const name = world.getComponent<string>(entity, 'name') ?? 'Unknown';
const goalLabels: Record<string, string> = { wander: 'wandering', eat: 'looking for food', rest: 'looking for rest' };
const goalLabels: Record<string, string> = { wander: 'wandering', eat: 'looking for food', rest: 'looking for rest', gather: 'looking for resources' };
eventMemoryService.record(entity, {
type: 'goal_change',
tick: 0,
@@ -95,6 +108,12 @@ export function npcBrainSystem(world: World, map: GameMap, eventMemoryService?:
target = closestPOI(map, pos, 'food');
} else if (goal === 'rest') {
target = closestPOI(map, pos, 'rest');
} else if (goal === 'gather') {
target = findNearestResource(map, pos);
if (!target) {
goal = 'wander';
brain.currentGoal = 'wander';
}
}
if (!target) {
target = map.getRandomWalkable();