Player's should be able to give professions to migrants in a menu that is similar to the taunt wheel or class changing. The areas in which they are able to complete tasks should be specified by the player or a station so they don't commit suicide.
Logger
Primary Task: Establish a tree farm by collecting nearby seeds.
Search for seeds in nearby areas and plant them to grow trees in a designated zone, marked by the player.
Secondary Task: Gather wood.
If there are no trees nearby, they will either gather materials to create a saw (if needed) or use a chainsaw if it's available. The Logger will automatically mine trees if no other means of gathering wood are present.
Behavior: The player or a workstation can specify where the tree farm should be, so they won't plant trees in hostile locations.
Miner
Primary Task: Collect specified materials (all by default).
The player can define specific materials (stone, ores, etc.) for the Miner to focus on, but by default, they will collect all materials.
Secondary Task: Gather resources using a pickaxe or drill.
Use a pickaxe by default but will switch to a drill if one is available or provided by the player. The player can also specify the preferred tool for the task.
Behavior: Focus on player-specified regions or stations to avoid digging into dangerous areas. If no areas are set they will operate based on proximity.
Repair/Structure Upkeep
Primary Task: Maintain and repair player-built structures.
Focuses on keeping player-owned buildings functional and in good condition. Migrants in this role will seek out damaged structures and use materials to repair them.
Behavior: Focus on player-specified regions to avoid placing themselves in harm's way. They can patrol specific buildings or infrastructure to ensure that zombies won't be able to enter.
Builder
Primary Task: Build and expand player-defined structures.
This role can utilize something like the dynamic blueprint system from projects like Guift's Blueprint Mod. Players can define blueprints for construction, and the Builder will collect materials and construct buildings according to the plan.
Behavior: Builders will prioritize safe construction zones and avoid working in hostile environments (?). If the player does not assign specific blueprints, the Builder will assist other migrants.
Patroller
Primary Task: Protect the settlement by patrolling or engaging in combat.
Migrants can be assigned to either Knight or Archer classes, as specified by the player. They will patrol player-designated areas and fend off threats.
Secondary Task: Retreat to safety when low on health.
Patrollers will retreat to a nearby dorm or safe area if they drop below a certain health threshold (ie: 2 hearts) unless a player is in immediate danger, in which case they will prioritize defending the player.
Behavior: The patrol routes and safe zones can be specified by the player. In the absence of threats, Patrollers will help other migrants or stand guard.
Idle Behavior
Helping Others: If a migrant is unable to complete their task or finishes early, they will assist other nearby migrants with their tasks, such as gathering materials, repairing structures, or building.
Dorm Retreat: If all migrants are idling or unable to find work, they should retreat to a nearby dorm to rest and heal. Alternatively, they could gather in a safe, enclosed location to avoid dangerous areas.
All migrants will automatically deposit collected materials into nearby storage containers or crates when applicable. If no storage space is available they should make a crate or request that the builder make a storage.
Player's should be able to give professions to migrants in a menu that is similar to the taunt wheel or class changing. The areas in which they are able to complete tasks should be specified by the player or a station so they don't commit suicide.
Logger
Primary Task: Establish a tree farm by collecting nearby seeds.
Secondary Task: Gather wood.
Behavior: The player or a workstation can specify where the tree farm should be, so they won't plant trees in hostile locations.
Miner
Primary Task: Collect specified materials (all by default).
Secondary Task: Gather resources using a pickaxe or drill.
Behavior: Focus on player-specified regions or stations to avoid digging into dangerous areas. If no areas are set they will operate based on proximity.
Repair/Structure Upkeep
Primary Task: Maintain and repair player-built structures.
Behavior: Focus on player-specified regions to avoid placing themselves in harm's way. They can patrol specific buildings or infrastructure to ensure that zombies won't be able to enter.
Builder
Primary Task: Build and expand player-defined structures.
Behavior: Builders will prioritize safe construction zones and avoid working in hostile environments (?). If the player does not assign specific blueprints, the Builder will assist other migrants.
Patroller
Primary Task: Protect the settlement by patrolling or engaging in combat.
Secondary Task: Retreat to safety when low on health.
Behavior: The patrol routes and safe zones can be specified by the player. In the absence of threats, Patrollers will help other migrants or stand guard.
Idle Behavior
All migrants will automatically deposit collected materials into nearby storage containers or crates when applicable. If no storage space is available they should make a crate or request that the builder make a storage.