- Wire npcBrainSystem to RuntimeConstants (was using hardcoded shared imports)
- Add auth gating on admin-update-constant and admin-reset-defaults sockets
- Unsubscribe from previous tab's data sources on left-panel tab switch
- Use per-key debounce timers in AdminPanel to avoid dropped changes
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace direct constant imports with rc.get() calls in needsDecaySystem,
socialSystem, statModifierSystem, movementSystem, gatheringSystem,
craftingSystem, buildingSystem, and SocketServer. All system functions
now accept a RuntimeConstants parameter, enabling live-tuning of game
constants via the admin panel.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace direct constant imports (TICK_RATE, BROADCAST_EVERY_N_TICKS,
ENERGY_DECAY_PER_TICK, DAY_NIGHT_RATIO) with RuntimeConstants lookups.
Add LogService for autosave logging and tick overrun detection.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Backstories stored as raw JSON (containing desires) are now parsed
on deserialization to extract just the backstory text.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace single-tile tree rendering with 6 multi-tile tree variants using
the treesnstone.png tileset. Each tree is 3 tiles wide with canopy tiles
on the decorations layer (above characters) and ground/shadow tiles on
the trunkDecorations layer (below characters). Add trunk bridge tiles
(tile 41) behind transparent canopy areas to connect canopy to ground
visually, fixing floating canopy appearance.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds 0-3 personal desires per NPC that drive crafting priorities,
influence invention, and create emergent stories. Hybrid LLM approach:
traits generated at spawn + event-driven updates.
Key components:
- Desire types (material/social/shelter/comfort/community/creative)
- Fulfillment checking system (7 criteria types, runs every 100 ticks)
- Desire generator system (periodic + event-driven LLM generation)
- Combined backstory+desires LLM generation at spawn
- Industry system scores recipes by desire match
- Desires passed into invention prompts
- Persistence, wire protocol, and client display
- All LLM templates reframed from medieval to frontier settlement
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- desireFulfillmentSystem records memory events when desires are fulfilled
- desireGeneratorSystem populates recentEvents and recentInventions template vars
- industrySystem own_item_category scoring now checks recipe output category
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Shows category-colored diamond bullets for active desires and
placeholder slots in the Status tab, between backstory and thoughts.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds scoreCraftableRecipes helper that scores recipes based on NPC
desires (priority * 10 for own_item match). Falls back to first
available when no desires match.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Factory-function system that generates new desires via LLM based on
periodic stat-based probability checks and external event triggers.
Tracks pending entities to prevent duplicate in-flight requests.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add backstoryAndDesires and desireGeneration templates. Rewrite
backstoryGenerator with getWorldContext, validateDesire, and
generateBackstoryAndDesires helpers while keeping legacy generateBackstory
for backward compatibility. Add comprehensive tests (22 cases).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Checks NPC desires against world state every 100 ticks and removes
fulfilled ones. Supports own_item, own_item_category, structure_exists,
relationship_tier, recipe_exists criteria. building_exists and custom
always return false (deferred).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Motivation layer giving NPCs personal desires (0-3 per NPC) that
drive crafting priorities, influence invention, and create emergent
stories. Hybrid LLM approach: traits at spawn + event-driven updates.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add ensureDefaultStockpiles() to handle saves from before stockpile spawning
- Switch backstory prompt stat formatting from abbreviations (STR, DEX) to
full names (strength, dexterity) for better LLM comprehension
- Add prior design/plan docs for LLM fallback and NPC sleep system
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Deduplicates stockpile-finding logic that was repeated in the dropoff
preservation block and the target selection block.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>