Navigating Addiction in the Game
I'm not fond of how video games typically handle smoking and drinking they often portray it as cool without showing any consequences. The approach I've adopted involves an 'Addiction' trait. If you start smoking or drinking, your character acquires this trait. Once addicted, you need to continue buying cigarettes and alcohol to maintain your character's mental sanity. Otherwise, the character's boredom will increase rapidly if contraband items are not easily accessible. Moreover, smoking and drinking can be fatal for your character. Exceeding a set limit increases the likelihood of your character developing cancer. The game will alert the player once a certain threshold is crossed, advising them to cut back. Additionally, drinking too much will give the player a 'Drunk' trait, which will be represented by a post-processing effect and reduced visibility.

Both the player and AI can perform certain actions like eating, drinking, smoking, etc. The key feature is that these actions can be carried out while performing other activities. For example, player can smoke while running, walking, sitting, or lying on the bed, etc. The only limitation is that the player cannot sprint, but jogging and walking are perfectly fine.
PS: As the game nears its public beta phase, I've decided to post updates once or twice a week. Apologies for the default character in the gif. I have the 3D models of the prisoners ready and integrated, but I'm currently working on some optimizations to reduce draw calls while the build is under review. Thus, I captured the gif with a default character.