South town MVP: world sim, seasons, granary, contrast test + findings
Godot 4.7 C# world simulation per SPEC.md (with 2026-07-21 amendments). 15 NPCs, 5-state machine, demand-driven work, soul-imprint triad data model, seasons with winter frost, granary, need-based gift economy, selfish-soul contrast wiring, daily/per-villager/gift CSV logging. FINDINGS.md documents the four soak experiments: the dead paradise, the buffers winning, the emergent hungry gap, and the contrast test proving the four-town thesis (and that selfishness wins until the soul-consequence layer exists). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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using System.Collections.Generic;
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using Godot;
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namespace WorldSim;
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/// <summary>
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/// Main loop and time system (SPEC §9).
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/// 1 tick = 1 in-game minute; 1440 ticks = 1 day.
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/// Day/night drives activity bias: gather/build by day, rest/socialize by night.
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/// </summary>
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public partial class GameManager : Node2D
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{
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public static GameManager? Instance { get; private set; }
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[Export] public int Seed = 12345;
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[Export] public int NpcCount = 15;
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[Export(PropertyHint.Range, "0,15,1")]
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public int SelfishCount = 3; // the contrast test (SPEC §11 amendment)
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[Export(PropertyHint.Range, "1,2000,1")]
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public float TicksPerRealSecond = 20f; // sim speed; ~1500 ≈ one day/sec for soaks
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public World World { get; private set; } = null!;
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public List<Npc> Npcs { get; } = new();
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public List<Building> Buildings { get; } = new();
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public long TotalTicks { get; private set; }
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public int Day => (int)(TotalTicks / 1440);
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public int MinuteOfDay => (int)(TotalTicks % 1440);
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public bool IsNight => MinuteOfDay < 6 * 60 || MinuteOfDay >= 22 * 60;
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// --- Seasons: the pressure that makes community structure matter ------
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[Export] public int DaysPerSeason = 30;
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public int SeasonIndex => (Day / DaysPerSeason) % 4;
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public string SeasonName => SeasonIndex switch
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{
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0 => "spring", 1 => "summer", 2 => "autumn", _ => "winter",
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};
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/// <summary>Food regen multiplier — winter gives almost nothing.</summary>
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public float SeasonFoodMult => SeasonIndex switch
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{
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0 => 1.5f, 1 => 1.0f, 2 => 0.8f, _ => 0.05f,
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};
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/// <summary>Wood regen multiplier — growth slows in the cold.</summary>
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public float SeasonWoodMult => SeasonIndex switch
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{
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0 => 1.2f, 1 => 1.0f, 2 => 1.0f, _ => 0.4f,
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};
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private double _tickAccumulator;
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public override void _Ready()
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{
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Instance = this;
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TotalTicks = 8 * 60; // start at 08:00 — day one begins mid-morning, not asleep
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World = new World(Seed);
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World.Generate();
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SpawnNpcs();
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StatsLogger.Init();
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GD.Print($"[WorldSim] World generated (seed {Seed}), {Npcs.Count} NPCs dropped in.");
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}
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private void SpawnNpcs()
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{
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// Dropped near the map center with scatter — no scripted town layout.
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// Where the community forms is the experiment (SPEC §11).
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var rng = new System.Random(Seed);
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for (int i = 0; i < NpcCount; i++)
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{
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bool selfish = i >= NpcCount - SelfishCount;
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Npcs.Add(new Npc
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{
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Name = $"Villager_{(char)('A' + i)}",
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Soul = selfish ? SoulProfile.SelfishSoul() : SoulProfile.NatureSoul(),
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PersonalityModifier = (float)(rng.NextDouble() * 0.4 - 0.2),
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Position = new Vector2(
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World.GridSize / 2f + rng.Next(-20, 21),
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World.GridSize / 2f + rng.Next(-20, 21)),
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});
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}
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}
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public override void _Process(double delta)
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{
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_tickAccumulator += delta * TicksPerRealSecond;
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while (_tickAccumulator >= 1.0)
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{
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_tickAccumulator -= 1.0;
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Tick();
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}
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}
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/// <summary>Where the community's feet actually are — new communal
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/// buildings are founded here, not at a scripted town center.</summary>
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public Vector2 CommunityCentroid()
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{
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if (Npcs.Count == 0) return new Vector2(World.GridSize / 2f, World.GridSize / 2f);
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Vector2 sum = Vector2.Zero;
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foreach (var npc in Npcs) sum += npc.Position;
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return sum / Npcs.Count;
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}
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private void Tick()
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{
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TotalTicks++;
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foreach (var npc in Npcs)
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npc.Tick(World, this);
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if (TotalTicks % 1440 == 0)
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{
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World.RegenerateDaily(SeasonFoodMult, SeasonWoodMult);
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foreach (var building in Buildings)
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building.DailyUpkeep();
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StatsLogger.LogDay(this);
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if (Day % 10 == 0)
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GD.Print($"[WorldSim] Day {Day} complete.");
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}
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}
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}
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