Calibrate the soul layer: innocent harvests, sane gifts, healing path

Run 5 findings: justice arrived (selfish health 31-64 vs nature 100, all
108 refusals theirs) but two pathologies emerged: the whole village maxed
others-regard debris because the commons penalty line (50%) sat above the
nature harvest floor (45%) and debris had no clearing path; and warmth-
weighted asking + near-total gift transfers produced a 2,501-gift winter
food-swapping loop.

Fixes: commons line lowered to 40% (respectful harvesting never grazes
it; strip-harvesting lives deep inside it); gifts capped at 3 with a
kept reserve of 5; asking gated on genuine hunger; and giving now heals
the giver slightly (-0.003 others-regard vs +0.02 per refusal) — harm
stays an order of magnitude easier than healing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-21 13:49:15 -04:00
parent ed78d560ff
commit 8aab1a763b
8 changed files with 6522 additions and 3910 deletions
+11 -4
View File
@@ -28,7 +28,7 @@ public static class TradeSystem
public static void RequestGift(Npc giver, Npc asker)
{
giver.Inventory.TryGetValue(MaterialKind.Food, out float giverFood);
bool hasFood = giverFood > 3f;
bool hasFood = giverFood > 6f; // above their own reserve — enough to share
bool willing = giver.Soul.Generosity >= 0.3f || giver.GetWarmth(asker.Name) > 0.5f;
if (hasFood && willing)
@@ -78,9 +78,12 @@ public static class TradeSystem
{
TradesToday++;
// Generosity decides how much of the surplus is given.
float surplus = giver.Inventory[material] - 2f;
float given = surplus * giver.Soul.Generosity;
// Generosity decides how much of the surplus is given — but a gift
// is a portion, not a pantry: the giver keeps a real reserve (5)
// and hands over at most 3, so giving doesn't create the next asker.
float surplus = Godot.Mathf.Max(0f, giver.Inventory[material] - 5f);
float given = Godot.Mathf.Min(3f, surplus * giver.Soul.Generosity);
if (given <= 0f) return;
giver.Inventory[material] -= given;
receiver.Inventory.TryGetValue(material, out float has);
@@ -92,6 +95,10 @@ public static class TradeSystem
receiver.RecordEcho(giver.Name, +0.15f);
giver.RecordEcho(receiver.Name, +0.05f);
// Acts of regard mend regard-blindness — slowly. Harm stays easier
// than healing by an order of magnitude (refusal +0.02, gift -0.003).
giver.Imprint.OthersRegard = Godot.Mathf.Max(0f, giver.Imprint.OthersRegard - 0.003f);
// The kindness lands on both atmospheres — gently.
giver.Imprint.ExternalPerception -= 0.002f;
receiver.Imprint.ExternalPerception -= 0.002f;