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.Globalization;
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using System.IO;
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using System.Text;
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using Godot;
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namespace WorldSim;
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/// <summary>
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/// Daily stats to CSV (SPEC §11 behavioral validation).
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/// One row per simulated day — the soak test's flight recorder.
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/// Written to the project folder as soak_stats.csv, fresh each run.
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/// </summary>
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public static class StatsLogger
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{
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private static string _path = "";
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private static string _npcPath = "";
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private const string Header =
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"day,season,wood,stone,clay,food," +
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"harvested,trades," +
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"avg_fatigue,avg_nourish,avg_health,carried," +
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"gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks," +
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"shelters_done,ruins,avg_cond,upkeep_stock,burn_per_day,modules,granary_food";
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private const string NpcHeader =
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"day,npc,name,soul,dominant,gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks";
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private const string GiftHeader =
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"day,giver,giver_soul,receiver,receiver_soul,material,amount";
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private static string _giftPath = "";
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public static void Init()
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{
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string dir = ProjectSettings.GlobalizePath("res://");
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_path = Path.Combine(dir, "soak_stats.csv");
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_npcPath = Path.Combine(dir, "soak_npc_days.csv");
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_giftPath = Path.Combine(dir, "soak_gifts.csv");
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File.WriteAllText(_path, Header + "\n");
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File.WriteAllText(_npcPath, NpcHeader + "\n");
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File.WriteAllText(_giftPath, GiftHeader + "\n");
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GD.Print($"[Stats] Logging to {_path}, {_npcPath}, {_giftPath}");
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}
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/// <summary>Every gift, with names — so we can see who carries the town.</summary>
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public static void LogGift(Npc giver, Npc receiver, MaterialKind material, float amount)
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{
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if (string.IsNullOrEmpty(_giftPath)) return;
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int day = GameManager.Instance?.Day ?? -1;
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File.AppendAllText(_giftPath,
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$"{day},{giver.Name},{giver.Soul.Type},{receiver.Name},{receiver.Soul.Type}," +
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$"{material},{amount.ToString("0.0", CultureInfo.InvariantCulture)}\n");
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}
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public static void LogDay(GameManager gm)
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{
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var ci = CultureInfo.InvariantCulture;
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// World resource totals
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float wood = 0f, stone = 0f, clay = 0f, food = 0f;
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foreach (var n in gm.World.Nodes)
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{
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switch (n.Kind)
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{
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case MaterialKind.Wood: wood += n.Amount; break;
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case MaterialKind.Stone: stone += n.Amount; break;
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case MaterialKind.Clay: clay += n.Amount; break;
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case MaterialKind.Food: food += n.Amount; break;
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}
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}
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// Villagers — state time from full-day tick counts, not a midnight
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// snapshot (the night rule made snapshots useless).
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float fatigue = 0f, nourish = 0f, health = 0f, carried = 0f;
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int gathering = 0, building = 0, trading = 0, resting = 0, socializing = 0;
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foreach (var npc in gm.Npcs)
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{
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fatigue += npc.Fatigue;
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nourish += npc.Nourishment;
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health += npc.Health;
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carried += npc.TotalCarried();
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gathering += npc.StateTicksToday[(int)NpcState.Gathering];
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building += npc.StateTicksToday[(int)NpcState.Building];
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trading += npc.StateTicksToday[(int)NpcState.Trading];
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resting += npc.StateTicksToday[(int)NpcState.Resting];
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socializing += npc.StateTicksToday[(int)NpcState.Socializing];
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}
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int count = Mathf.Max(1, gm.Npcs.Count);
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// Buildings
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int done = 0, ruins = 0, modules = 0;
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float cond = 0f, stock = 0f, burn = 0f, granaryFood = 0f;
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foreach (var b in gm.Buildings)
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{
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if (b.IsRuined) { ruins++; continue; }
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if (!b.IsComplete) continue;
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if (b.Kind == BuildingKind.Granary) { granaryFood += b.FoodStock; continue; }
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done++;
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cond += b.Condition;
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stock += b.UpkeepStock;
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burn += b.DailyBurn;
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modules += b.Modules;
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}
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float avgCond = done > 0 ? cond / done : 0f;
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var row = new StringBuilder();
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row.Append(gm.Day).Append(',');
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row.Append(gm.SeasonName).Append(',');
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row.Append(wood.ToString("0.0", ci)).Append(',');
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row.Append(stone.ToString("0.0", ci)).Append(',');
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row.Append(clay.ToString("0.0", ci)).Append(',');
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row.Append(food.ToString("0.0", ci)).Append(',');
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row.Append(gm.World.HarvestedToday.ToString("0.0", ci)).Append(',');
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row.Append(TradeSystem.TradesToday).Append(',');
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row.Append((fatigue / count).ToString("0.0", ci)).Append(',');
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row.Append((nourish / count).ToString("0.000", ci)).Append(',');
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row.Append((health / count).ToString("0.0", ci)).Append(',');
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row.Append(carried.ToString("0.0", ci)).Append(',');
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row.Append(gathering).Append(',').Append(building).Append(',')
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.Append(trading).Append(',').Append(resting).Append(',').Append(socializing).Append(',');
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row.Append(done).Append(',').Append(ruins).Append(',');
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row.Append(avgCond.ToString("0.000", ci)).Append(',');
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row.Append(stock.ToString("0.0", ci)).Append(',');
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row.Append(burn.ToString("0.0", ci)).Append(',');
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row.Append(modules).Append(',');
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row.Append(granaryFood.ToString("0.0", ci));
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File.AppendAllText(_path, row + "\n");
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// Per-villager day rows: what each person mostly did — the raw
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// material of emergent roles ("the role follows from the life").
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var npcRows = new StringBuilder();
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for (int i = 0; i < gm.Npcs.Count; i++)
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{
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var npc = gm.Npcs[i];
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var t = npc.StateTicksToday;
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npcRows.Append(gm.Day).Append(',')
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.Append(i + 1).Append(',')
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.Append(npc.Name).Append(',')
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.Append(npc.Soul.Type).Append(',')
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.Append(npc.DominantStateToday()).Append(',')
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.Append(t[(int)NpcState.Gathering]).Append(',')
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.Append(t[(int)NpcState.Building]).Append(',')
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.Append(t[(int)NpcState.Trading]).Append(',')
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.Append(t[(int)NpcState.Resting]).Append(',')
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.Append(t[(int)NpcState.Socializing]).Append('\n');
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System.Array.Clear(npc.StateTicksToday, 0, npc.StateTicksToday.Length);
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}
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File.AppendAllText(_npcPath, npcRows.ToString());
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// Reset per-day counters
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gm.World.HarvestedToday = 0f;
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TradeSystem.TradesToday = 0;
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}
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}
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