NPC Brain

NOW

Home living

A durable Home anchors everyday life without becoming a prison.

The Brain receives immutable Home facts, chooses bounded indoor or yard activity, returns from outside, and routes physical action through server adapters.

Daily life

Survivors make staggered, profile-weighted choices instead of sharing one schedule.

Prerequisites, per-NPC seeds, timing jitter, cooldowns, and same-Home coordination shape optional actions and their duration.

Navigation & world presence

An intent becomes physical travel by the same genuine survivor body.

The tactical translator selects a standable destination, uses native same-floor pathfinding and ordinary traversal, while bounded ServerMap leases load ahead and release old regions behind.

Inventory & trade

Possessions are exact Project Zomboid items, not names in an AI-only list.

The server owns item identity, nested containers, equipment, reservations, and transactional exchange. Persistence restores the canonical inventory.

BUILDING

Needs & survival

The Brain reads genuine hunger and thirst and can request food or water actions.

Bounded SurvivorNeeds and reserve facts enter NpcBrain.Input. Brain v0 can choose EAT, DRINK, REFILL_WATER, or FETCH_HOME_FOOD without writing a substitute needs simulation.

Memory & world knowledge

Knowledge is bounded by what the survivor can perceive and physically inspect.

Perception is immutable. Home kitchen containers are approached before inspection, and bounded durable visited facts prevent repeated omniscient searches.

Scavenging

A resource need should produce a complete trip from choice to return and storage.

The planned policy combines need, personal and Home stock, known locations, distance, item utility, weight, prerequisites, and perishability.

LATER

Threats & combat

Combat begins with noticing danger and deciding whether leaving is safer.

The intended order is perception, personality-weighted avoidance or assistance, fleeing and safety behavior, then melee before firearms.

Households & relationships

Shared life should coordinate distinct people without merging them into one agent.

A future household layer can share Home knowledge, stock goals, and threat state while every survivor retains individual needs, inventory, profile, and timing.

Population scale

Nearby survivors stay physical; a larger distant population needs safe abstraction.

The intended model materializes genuine IsoPlayers where detail matters and keeps distant durable survivors abstract only after safe reconciliation exists.