feat(world): add persistent citizen simulation with needs, jobs, and social features
- Adds Character model with survival needs (hunger, thirst, energy) and state machine - Implements city:tick world ticker for offline progression every minute - Adds city territory expansion and building construction system - Introduces job economy, inventory, and transaction audit trail - Adds social graph (friends, marriage, children) and character chat - Implements admin approval workflow for new registrations - Adds hospital admission system for traffic accidents - Includes comprehensive feature tests and world seeders
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<?php
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use Illuminate\Database\Migrations\Migration;
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use Illuminate\Database\Schema\Blueprint;
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use Illuminate\Support\Facades\Schema;
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/**
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* Creates the "buildings" table.
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*
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* Player-constructed structures (houses, etc.) placed on free terrain.
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* Construction advances via the world ticker until is_complete.
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*/
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return new class extends Migration
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{
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/**
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* Run the migrations.
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*/
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public function up(): void
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{
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Schema::create('buildings', function (Blueprint $table): void {
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$table->id();
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$table->foreignId('city_id')->constrained('cities')->cascadeOnDelete();
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$table->foreignId('owner_character_id')->nullable()->constrained('characters')->nullOnDelete();
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$table->string('type', 40)->default('house');
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$table->string('name', 160)->nullable();
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$table->decimal('pos_x', 10, 2);
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$table->decimal('pos_z', 10, 2);
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$table->decimal('width', 8, 2)->default(10);
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$table->decimal('depth', 8, 2)->default(10);
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$table->decimal('height', 8, 2)->default(5);
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$table->boolean('is_complete')->default(false)->index();
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$table->unsignedTinyInteger('build_progress')->default(0);
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$table->timestamps();
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$table->index(['city_id', 'type']);
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});
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}
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/**
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* Reverse the migrations.
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*/
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public function down(): void
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{
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Schema::dropIfExists('buildings');
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}
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};
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