# 15.24.35 - 持ち主不明のかんたんベッドは、最初に利用した個体の所有物になるよう変更。 - かんたんベッド同士が近すぎる位置に作られにくいよう、配置ブロックと建築位置選定を調整。 - 複製機にセットされた食べ物の種類を、食べ物探索の優先順位と接触距離ソートに反映。 # 15.24.34 - ぬいぐるみを添付スプライトに差し替え、白背景を透過化。 - たりないデータの「関係」と「家族」を1セクションに統合。 - 観察中の友達/敵対ハイライト判定を相互関係ベースに拡張。 - かんたんベッドで睡眠中の個体に、親子でも友達でもない個体が寝に来た場合は喧嘩開始。 # Patch Notes 15.24.33 ## 15.24.33 - Version: `15.24.33`. - Build: `compact-save-v2`. - Added item-bucket dirty tracking, `ensureItemBuckets()`, `itemById()`, `liveItemsOfType()`, and `addItem()` to keep type buckets and id lookup coherent after runtime item additions. - Routed common item creation paths through `World.addItem()` for placements, rain water, grass growth/spawn, zunchi burst/spawn, ant corpses/nests, Tarinai death traces, and constructed owned structures. - Expanded runtime diagnostics with bucket dirty state, item id-map size, and bucket rebuild counters. - Reworked several hot item lookups to use buckets or id-map helpers where safe. - Updated regression checks for item-bucket helper availability and direct item push documentation. - Added final pre-save runtime-polish report and remaining-work split note. - Did not touch save migration, population/family limits, or family-tree UI. # Patch Notes 15.24.31 ## 15.24.31 - Version: `15.24.31`. - Build: `social-balance-runtime-polish`. - Fixed social-action balance regression where conflict could dominate too often after ActionSpec migration. - Reduced normal conflict pressure, lowered fight/intimidation priority, and raised mate/bond selection weight. - Added pair-level fight cooldown guards so one pair/individual cannot trigger repeated fight starts in the same burst. - Shortened intimidation/defeated display timers. - Preserved fight mochi as a strong forced exception while reducing ordinary proximity-fight probability. - Added regression checks for social balance constants and fight re-entry guards. - Did not touch save migration, population/family limits, or family-tree UI. # Patch Notes 15.24.30 ## 15.24.30 - Version: `15.24.30`. - Build: `action-spec-sunbath-runtime-check`. - Moved `sunbath` into `createSunbathActionSpec()` and registered it directly in `TARINAI_ACTION_DEFINITIONS`. - Removed the remaining `configureTarinaiNeedActions()` late-binding bridge. - Kept the existing sunbath body/timer subsystem intact; player-visible sunbath behavior should remain unchanged. - Updated regression checks so late action patching is treated as a failure. - Did not touch save migration, population/family limits, or family-tree UI. # Patch Notes 15.24.29 ## 15.24.29 - Migrated social/fear/combat/mate/birth runtime actions into ActionSpec factories. - Kept family data, family tree UI, population limits, and save migration untouched. - Added regression checks for pass 3 ActionSpec migration. - Build: `action-spec-social-runtime-check`. # Patch Notes 15.24.28 ## 15.24.28 - Added centralized behavior-text composition through `composeTarinaiBehaviorText()` and `patchBehaviorTextFromComposer()`. - Added `textTarinaiAction()` to the ActionSpec lifecycle helpers. - Kept existing explicit live behavior text as the default display fallback so player-facing wording does not churn during normal observation. - Added a player-visible diff check comparing the current build against the initial 15.24.20 ZIP. - Kept save migration, population/family caps, and family-tree UI out of scope. # Patch Notes 15.24.25 ## 15.24.25 - Added `scripts/regression_check.py` and `docs/REGRESSION_CHECKLIST.md` to freeze the current generated-file, syntax, and ActionSpec lifecycle baseline. - Expanded `js/tarinai_action_spec.js` with explicit lifecycle helpers: `selectTarinaiActionTarget`, `canStartTarinaiAction`, `startTarinaiAction`, `tickTarinaiAction`, `finishTarinaiAction`, and `failTarinaiAction`. - Migrated need-action definitions from legacy `condition/run/update` shape toward explicit `selectTarget/canStart/start/tick` ActionSpec fields. - Routed priority/action eligibility through `canStartTarinaiAction()` while preserving legacy fallback behavior. - Added finish/fail lifecycle calls for completed or failed action ticks. - Kept save migration, population caps, family caps, and family-tree UI out of scope. # Patch Notes 15.24.23 ## 15.24.23 - Added coarse-grained spatial invalidation via `markSpatialDirty()` + `ensureSpatial()` for the main update loop. - Reduced redundant spatial rebuilds around item, ball, ant, and Tarinai update phases while keeping direct `rebuildSpatial()` calls compatible. - Added per-type item buckets in `updateItemCounts()` and switched ball-ball collision setup to `itemsOfType("ball")`. - Reworked render layering into a cached dynamic render stack so expensive y-sort work runs on a short interval or count/signature change, not every paint. - Kept population and family-tree UI behavior unchanged. # Patch Notes 15.24.22 - Added `activeBehavior` as the authoritative runtime behavior layer above legacy state timers. - Added `forcedBehaviorQueue` and `forceBehavior()` hook for external forced actions such as love mochi, fight mochi, and drugs. - Re-routed love mochi, fight mochi, and sleep drug effects through forced need actions. - Converted eating, panic, fighting, intimidation, and birth ritual display/scheduling to behavior-backed actions. - Split social need pressure internally into bond/family/mate/conflict/fear parts and used those parts in social action selection. - Weighted fulfill action selection by its internal reason parts. - Reduced direct old-style birth starts: proximity now raises mate pressure; ritual starts when mate behavior is active or forced. - UI action text now prefers `activeBehavior` over stale thoughts or intent strings. ## 15.24.22 - `js/tarinai_action_spec.js` を追加し、行動を `ActionSpec` として登録できる共通層を導入。 - 既存の `condition` / `run` / `update` を維持しつつ、`canStart` / `start` / `tick` / `finish` / `fail` / `text` に段階移行できる互換ラッパーを追加。 - `TARINAI_ACTIONS` を `TARINAI_ACTION_DEFINITIONS` から登録生成する形に変更。既存参照は維持。 - 行動開始・継続処理を `startTarinaiAction()` / `tickTarinaiAction()` 経由へ移行。 - `behavior` に `specId` / `specKind` を保持し、表示・旧API互換と行動仕様の対応を追いやすくした。 ## 15.24.21 - 外部強制行動を queued / active / retry / expire の状態機械に拡張。 - 強制行動の source / forcedReasonText を activeBehavior に保持し、旧タイマー同期で失われにくくした。 - 関係欲求の開始判定を social 大分類ではなく bond / family / mate / conflict のサブ欲求に寄せた。 - 食事行動を activeBehavior 内で対象接近から摂食完了まで完結するよう整理。 - 行動選択時に高い未選択欲求がある場合、「眠たいけど、食べている」のように対立理由を表示。 ## 15.24.21 - 外部強制行動を強化。薬・餅から `forceBehavior()` 経由で優先割込み、対象再探索、失敗時再試行を行うようにした。 - へこ餅、けんか餅、ねむり薬の強制行動優先度を更新。 - 喧嘩対象が Item 等になった場合の `relationTo is not a function` エラーを防止。 - 睡眠欲求を概日圧 `circadianSleepPressure` 中心に変更。夜は大きく上昇、昼下がりは微増、それ以外は減衰。 - 初期生成時、夜なら睡眠欲求が高めになるよう初期エネルギーと概日圧を調整。