1. Core Simulation Engine
- Continuous Time: Time passes in minutes/hours (`advanceTime`).
- Day/Night Cycle: Visual background changes based on time (Day/Night variants).
- Weather System: Dynamic weather (Sunny, Rainy, Cloudy, Stormy) with transitions and mood effects.
- NPC Scheduling (AI): NPCs travel to work, adhere to shift hours, and take breaks.
- NPC Pathfinding: NPCs calculate paths through connected locations (`findPath`).
- Autonomous Needs: NPCs automatically seek food, rest, hygiene, and fun when critical.
- Crowd System: Generic NPCs spawn dynamically based on location capacity and time/weather modifiers.
- Universal Traits Logic: Shared logic for Player, Unique NPC, and Generic NPC traits.
2. Player Character
- Character Creation: Customize Name, Gender, Age, DOB, and physical appearance.
- Needs System: Hunger, Energy, Happiness, Cleanliness, Health decay logic.
- Skill System: EXP gain and leveling for Social, Intel, Charisma, Stamina, Cooking.
- Skill Decay: Skills slowly lose EXP/Levels after 7 days of inactivity.
- Physique System: Muscle/Fat tracking, influencing Stamina and certain social outcomes.
- Status Effects: Buffs/Debuffs system (e.g., Unkempt, Inspired, Sicknesses).
- Outfit Effects (v0.2.4): Clothing provides stats (Dom/Pas), Exp bonuses, or Weather immunity.
- Inventory: Item management with usage effects, expiration, and ownership tracking.
- Wardrobe: Outfit changing system with visual updates (Full Body view).
- ID Card: Generated identification based on character stats.
- Sleep Mechanics: "Sleep Until..." specific time option or standard duration.
- Blackout: Energy depletion consequences (money loss, location reset).
3. Social & Relationships
- Interaction Menu: Contextual actions (Chat, Flirt, Argue, Ask About, Ask Dreams, etc.).
- Relationship Tracking: 0-100 Scale with Types (Acquaintance, Friend, Dating, Enemy, etc.).
- Power Dynamic (P/D): Dominance vs Passive tracking in relationships, affected by action and mood.
- Memory System: Short-term memory system affecting interaction success (`addMemory`).
- Gossip System: Asking NPCs about others reveals Traits, Preferences, or Aspirations.
- Contact List: Phone app for calling and inviting Unique NPCs (`SimTact`).
- Home Visits: Inviting NPCs to player's home for hangouts/intimacy.
- Generic NPC Conversation: Generic NPCs can autonomously initiate conversations with the player.
- Aspirations: NPC Career and Personal goals driving their autonomous behavior.
4. Law & Crime
- Criminal Actions: Pickpocketing, Extortion, Physical Assault mechanics.
- Generic NPC Crime: Generic NPCs can commit crimes (e.g., harassment) with the player as a target.
- Unique NPC Crime: Unique NPCs (based on traits/needs) can commit crimes against the player or other NPCs.
- Crime Cooldown (v0.2.4): 60-minute safety timer to prevent chain-victimization by NPCs.
- Theft Inventory: Pickpocketing success can steal key items (ID/Debit Cards) as well as cash.
- Document Recovery: System for replacing lost/stolen ID Card, Debit Card, and Driving License.
- Arrest System: Police intervention, holding cell logic, and court hearings.
- Court System: Pleading interface with Fine vs Jail Time options.
- Criminal Record: Long-term status effects after release (Social/Job penalties).
5. Dating & Intimacy
- Movie Dates: Scheduling system, cinema meeting, and genre preferences.
- NPC Romance: NPCs autonomously form crushes, date, and break up with each other.
- Intimacy System (NPC): Interactive scene with Unique NPCs, satisfaction meters, and multiple actions.
- Intimacy System (Generic): Separate logic for spontaneous interactions with Generic NPCs (free/paid).
- Cheating Logic: Witness system for romantic actions causing relationship damage.
6. Economy & Career
- Job System: Shifts, Performance, Tiers, and Promotion logic.
- Job Progression Logic: Performance is scaled by skill vs. role requirement (over/under-qualified logic).
- Job Info Modal: Detailed view of role, salary, hours, and requirements.
- Salary & Taxes: Weekly payday with tax deductions and attendance bonuses/penalties.
- Banking App: SVBank app for transfers (to NPCs), history, and expense analysis.
- Loan System: Credit Score tracking and Tiered Loan application/repayment system.
- Bills: Monthly expenses and debt accumulation, including vehicle loan payments.
- Vehicle Dealerships (v0.2.4): Buying Cars (SV) and Motorcycles (GEM).
- Leasing Logic: Down payment and monthly installment logic for vehicles.
- Driving Licenses (v0.2.4): Logic preventing vehicle purchase/use without specific SIM (A/C).
- Fuel Logic: Usage-based debt accumulation.
7. Crafting & Activities
- Cooking: Recipe system checking inventory ingredient usage count.
- Gym: Workout logic for Stamina/Muscle gain, and interactive client training work.
- Internet Cafe: PC usage for Intelligence/Entertainment.
- Vending Machine: Quick-access interface for consumables (shakes, bars).
- Beach Activities: Sunbathing and specific location actions.
- Relaxing: Generic action to restore Happiness anywhere.
8. System & Tools
- Save/Load System: LocalStorage slots with Import/Export (JSON) functionality.
- Debug Panel: Comprehensive developer tools (Stats, Teleport, Money, Skill manipulation).
- Activity Log: Visual, searchable log of NPC actions and world events.
- Relationship Dashboard: Global view of all player relationships and Power Dynamics.
- Crowd Monitor: Debug tool to inspect global/local Generic NPC population and stats.
- Mod Loader: Hook system for injecting external scripts/assets.
- Tutorial: Step-by-step interactive guide for new players.