7.8 KiB
7.8 KiB
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(), andaddItem()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
sunbathintocreateSunbathActionSpec()and registered it directly inTARINAI_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()andpatchBehaviorTextFromComposer(). - 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.pyanddocs/REGRESSION_CHECKLIST.mdto freeze the current generated-file, syntax, and ActionSpec lifecycle baseline. - Expanded
js/tarinai_action_spec.jswith explicit lifecycle helpers:selectTarinaiActionTarget,canStartTarinaiAction,startTarinaiAction,tickTarinaiAction,finishTarinaiAction, andfailTarinaiAction. - Migrated need-action definitions from legacy
condition/run/updateshape toward explicitselectTarget/canStart/start/tickActionSpec 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 toitemsOfType("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
activeBehavioras the authoritative runtime behavior layer above legacy state timers. - Added
forcedBehaviorQueueandforceBehavior()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
activeBehaviorover 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。