diff --git a/scripts/GameManager.cs b/scripts/GameManager.cs
index fc92527..9440e52 100644
--- a/scripts/GameManager.cs
+++ b/scripts/GameManager.cs
@@ -96,6 +96,38 @@ public partial class GameManager : Node2D
}
}
+ ///
+ /// Soul-to-soul atmospheric pressure (ported from the Unity POC's
+ /// SoulFieldSystem): souls in proximity press on each other's
+ /// atmospheres. An encased soul darkens the room; a clear soul makes
+ /// it slightly easier for everyone near them to radiate. Both
+ /// directions apply; the net effect depends on relative debris.
+ ///
+ private void ApplySoulPressure()
+ {
+ const float radius = 8f;
+ const float strength = 0.00004f;
+
+ for (int i = 0; i < Npcs.Count; i++)
+ {
+ for (int j = i + 1; j < Npcs.Count; j++)
+ {
+ var a = Npcs[i];
+ var b = Npcs[j];
+ float dist = a.Position.DistanceTo(b.Position);
+ if (dist > radius) continue;
+
+ float falloff = 1f - dist / radius;
+
+ float fromA = Mathf.Lerp(-strength, strength, a.Imprint.Total) * falloff;
+ b.Imprint.ExternalPerception = Mathf.Clamp(b.Imprint.ExternalPerception + fromA, 0f, 1f);
+
+ float fromB = Mathf.Lerp(-strength, strength, b.Imprint.Total) * falloff;
+ a.Imprint.ExternalPerception = Mathf.Clamp(a.Imprint.ExternalPerception + fromB, 0f, 1f);
+ }
+ }
+ }
+
/// Where the community's feet actually are — new communal
/// buildings are founded here, not at a scripted town center.
public Vector2 CommunityCentroid()
@@ -113,11 +145,15 @@ public partial class GameManager : Node2D
foreach (var npc in Npcs)
npc.Tick(World, this);
+ ApplySoulPressure();
+
if (TotalTicks % 1440 == 0)
{
World.RegenerateDaily(SeasonFoodMult, SeasonWoodMult);
foreach (var building in Buildings)
building.DailyUpkeep();
+ foreach (var npc in Npcs)
+ npc.FadeEchoes(0.005f);
StatsLogger.LogDay(this);
if (Day % 10 == 0)
GD.Print($"[WorldSim] Day {Day} complete.");
diff --git a/scripts/NPC.cs b/scripts/NPC.cs
index 9575add..a923c01 100644
--- a/scripts/NPC.cs
+++ b/scripts/NPC.cs
@@ -52,6 +52,26 @@ public class Npc
/// souls honor the 50% commons floor; selfish souls strip to ~15%.
public float HarvestSeekFloor => Mathf.Max(0.05f, Soul.Sustainability * 0.5f) + 0.05f;
+ // --- Social memory: warmth echoes (Unity POC port) --------------------
+ // Not knowledge — feeling. A villager doesn't know who is generous;
+ // they remember who fed them and who turned them away.
+
+ private readonly Dictionary _echoes = new();
+
+ public float GetWarmth(string name) => _echoes.TryGetValue(name, out float w) ? w : 0f;
+
+ public void RecordEcho(string name, float delta) =>
+ _echoes[name] = Mathf.Clamp(GetWarmth(name) + delta, -1f, 1f);
+
+ /// Echoes drift back toward neutral — called once per day.
+ /// A single contact fades in weeks; a pattern of contact holds.
+ public void FadeEchoes(float amount)
+ {
+ var keys = new List(_echoes.Keys);
+ foreach (var key in keys)
+ _echoes[key] = Mathf.MoveToward(_echoes[key], 0f, amount);
+ }
+
/// Ticks spent in each state since the last daily snapshot —
/// the raw material of emergent roles: what a person mostly does is
/// who they are becoming. Indexed by (int)NpcState.
@@ -107,13 +127,16 @@ public class Npc
}
// Metabolism: nourishment drains slowly; eat from the pack when hungry.
- // This is the per-capita demand that keeps the economy from saturating.
- Nourishment -= 0.35f / 1440f;
+ // The soul layer bites here (Unity POC rule): a burdened soul wears
+ // faster, and the same meal gives it less. Debris is not a scoreboard —
+ // it is a way of being that costs.
+ float debris = Imprint.Total;
+ Nourishment -= (0.35f / 1440f) * (1f + debris);
if (Nourishment < 0.7f &&
Inventory.TryGetValue(MaterialKind.Food, out float food) && food >= 1f)
{
Inventory[MaterialKind.Food] = food - 1f;
- Nourishment = Mathf.Min(1f, Nourishment + 0.25f);
+ Nourishment = Mathf.Min(1f, Nourishment + 0.25f * (1f - debris * 0.5f));
}
if (Nourishment <= 0.05f) Health = Mathf.Max(0f, Health - 0.01f);
Nourishment = Mathf.Clamp(Nourishment, 0f, 1f);
@@ -244,8 +267,7 @@ public class Npc
MoveToward(_giftSource.Position);
if (Position.DistanceTo(_giftSource.Position) < ArriveDist)
{
- if (TradeSystem.CanTrade(_giftSource, this, out var mat))
- TradeSystem.Execute(_giftSource, this, mat);
+ TradeSystem.RequestGift(_giftSource, this);
_giftSource = null;
}
return;
@@ -280,15 +302,18 @@ public class Npc
return;
}
- float bestDist = float.MaxValue;
+ // Ask whoever might help — chosen by memory, not omniscience.
+ // The warm are asked first; the remembered-cold aren't asked
+ // at all. A stranger gets the benefit of the doubt once.
+ float bestScore = float.MinValue;
foreach (var other in gm.Npcs)
{
if (other == this) continue;
- // Everyone knows better than to ask the ungenerous.
- if (other.Soul.Generosity < 0.3f) continue;
+ float warmth = GetWarmth(other.Name);
+ if (warmth < -0.3f) continue;
if (!other.Inventory.TryGetValue(MaterialKind.Food, out float f) || f <= 3f) continue;
- float d = Position.DistanceSquaredTo(other.Position);
- if (d < bestDist) { bestDist = d; _giftSource = other; }
+ float score = warmth * 40f - Position.DistanceTo(other.Position);
+ if (score > bestScore) { bestScore = score; _giftSource = other; }
}
if (_giftSource != null) return;
}
@@ -308,7 +333,7 @@ public class Npc
else
{
Activity = $"harvesting {_targetNode.Kind.ToString().ToLower()}";
- float taken = world.Harvest(_targetNode, requested: 2f, Soul);
+ float taken = world.Harvest(_targetNode, requested: 2f, this);
if (taken <= 0f) { _targetNode = null; return; } // node at its floor — re-seek
Inventory.TryGetValue(_targetNode.Kind, out float have);
Inventory[_targetNode.Kind] = have + taken;
diff --git a/scripts/StatsLogger.cs b/scripts/StatsLogger.cs
index 86a0854..cdc4bf1 100644
--- a/scripts/StatsLogger.cs
+++ b/scripts/StatsLogger.cs
@@ -20,10 +20,12 @@ public static class StatsLogger
"harvested,trades," +
"avg_fatigue,avg_nourish,avg_health,carried," +
"gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks," +
- "shelters_done,ruins,avg_cond,upkeep_stock,burn_per_day,modules,granary_food";
+ "shelters_done,ruins,avg_cond,upkeep_stock,burn_per_day,modules,granary_food," +
+ "avg_debris,refusals";
private const string NpcHeader =
- "day,npc,name,soul,dominant,gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks";
+ "day,npc,name,soul,dominant,gather_ticks,build_ticks,trade_ticks,rest_ticks,social_ticks," +
+ "nourish,health,debris";
private const string GiftHeader =
"day,giver,giver_soul,receiver,receiver_soul,material,amount";
@@ -52,6 +54,15 @@ public static class StatsLogger
$"{material},{amount.ToString("0.0", CultureInfo.InvariantCulture)}\n");
}
+ /// Every refusal too — the gift log is really a contact log.
+ public static void LogRefusal(Npc giver, Npc asker)
+ {
+ if (string.IsNullOrEmpty(_giftPath)) return;
+ int day = GameManager.Instance?.Day ?? -1;
+ File.AppendAllText(_giftPath,
+ $"{day},{giver.Name},{giver.Soul.Type},{asker.Name},{asker.Soul.Type},Refusal,0.0\n");
+ }
+
public static void LogDay(GameManager gm)
{
var ci = CultureInfo.InvariantCulture;
@@ -123,7 +134,12 @@ public static class StatsLogger
row.Append(stock.ToString("0.0", ci)).Append(',');
row.Append(burn.ToString("0.0", ci)).Append(',');
row.Append(modules).Append(',');
- row.Append(granaryFood.ToString("0.0", ci));
+ row.Append(granaryFood.ToString("0.0", ci)).Append(',');
+
+ float debrisSum = 0f;
+ foreach (var npc in gm.Npcs) debrisSum += npc.Imprint.Total;
+ row.Append((debrisSum / count).ToString("0.0000", ci)).Append(',');
+ row.Append(TradeSystem.RefusalsToday);
File.AppendAllText(_path, row + "\n");
@@ -143,7 +159,10 @@ public static class StatsLogger
.Append(t[(int)NpcState.Building]).Append(',')
.Append(t[(int)NpcState.Trading]).Append(',')
.Append(t[(int)NpcState.Resting]).Append(',')
- .Append(t[(int)NpcState.Socializing]).Append('\n');
+ .Append(t[(int)NpcState.Socializing]).Append(',')
+ .Append(npc.Nourishment.ToString("0.000", ci)).Append(',')
+ .Append(npc.Health.ToString("0.0", ci)).Append(',')
+ .Append(npc.Imprint.Total.ToString("0.0000", ci)).Append('\n');
System.Array.Clear(npc.StateTicksToday, 0, npc.StateTicksToday.Length);
}
File.AppendAllText(_npcPath, npcRows.ToString());
@@ -151,5 +170,6 @@ public static class StatsLogger
// Reset per-day counters
gm.World.HarvestedToday = 0f;
TradeSystem.TradesToday = 0;
+ TradeSystem.RefusalsToday = 0;
}
}
diff --git a/scripts/TradeSystem.cs b/scripts/TradeSystem.cs
index b0b8fb8..70aa76e 100644
--- a/scripts/TradeSystem.cs
+++ b/scripts/TradeSystem.cs
@@ -13,6 +13,42 @@ public static class TradeSystem
/// Trades since the last daily stats snapshot.
public static int TradesToday;
+ /// Refusals since the last daily stats snapshot.
+ public static int RefusalsToday;
+
+ ///
+ /// A hungry villager asks another for food, face to face.
+ ///
+ /// Willingness comes from the soul (or from a warm history with this
+ /// particular person). Refusing the hungry while holding food is a
+ /// deliberate darkening of another — it marks the refuser's soul
+ /// (others-regard debris, per DESIGN.md) and leaves a cold echo in the
+ /// asker's memory. The world keeps score the only way it knows how.
+ ///
+ public static void RequestGift(Npc giver, Npc asker)
+ {
+ giver.Inventory.TryGetValue(MaterialKind.Food, out float giverFood);
+ bool hasFood = giverFood > 3f;
+ bool willing = giver.Soul.Generosity >= 0.3f || giver.GetWarmth(asker.Name) > 0.5f;
+
+ if (hasFood && willing)
+ {
+ Execute(giver, asker, MaterialKind.Food);
+ return;
+ }
+
+ if (hasFood && !willing)
+ {
+ // Refused with a full pack — the act that costs.
+ RefusalsToday++;
+ asker.RecordEcho(giver.Name, -0.25f);
+ giver.Imprint.OthersRegard = Godot.Mathf.Clamp(giver.Imprint.OthersRegard + 0.02f, 0f, 1f);
+ StatsLogger.LogRefusal(giver, asker);
+ }
+ // Empty-handed is not refusal: no debris, no echo. You cannot darken
+ // your soul with what you do not have.
+ }
+
///
/// Need-based: the trigger is a person in need, not an inventory gap.
/// Food flows to the hungry first; raw material surplus vs. genuine
@@ -52,6 +88,10 @@ public static class TradeSystem
StatsLogger.LogGift(giver, receiver, material, given);
+ // Warmth lands on both sides — more on the one who was fed.
+ receiver.RecordEcho(giver.Name, +0.15f);
+ giver.RecordEcho(receiver.Name, +0.05f);
+
// The kindness lands on both atmospheres — gently.
giver.Imprint.ExternalPerception -= 0.002f;
receiver.Imprint.ExternalPerception -= 0.002f;
diff --git a/scripts/Visualization.cs b/scripts/Visualization.cs
index 8bd3516..21b2672 100644
--- a/scripts/Visualization.cs
+++ b/scripts/Visualization.cs
@@ -97,7 +97,8 @@ public partial class Visualization : Node2D
// Selfish souls get a dark red ring — same dot, different halo.
if (npc.Soul.Type == SoulType.Selfish)
DrawCircle(p, 5.5f, new Color(0.75f, 0.15f, 0.15f));
- DrawCircle(p, 3.5f, StateColor(npc.State));
+ // Debris dims the dot — encasement made visible.
+ DrawCircle(p, 3.5f, StateColor(npc.State).Darkened(npc.Imprint.Total * 0.7f));
DrawString(font, p + new Vector2(5f, -4f), $"{i + 1}",
fontSize: 11, modulate: TextMain);
}
@@ -121,13 +122,14 @@ public partial class Visualization : Node2D
if (npc.Soul.Type == SoulType.Selfish)
DrawCircle(new Vector2(PanelX + 24, y - 5f), 6f, new Color(0.75f, 0.15f, 0.15f));
- DrawCircle(new Vector2(PanelX + 24, y - 5f), 4.5f, StateColor(npc.State));
+ DrawCircle(new Vector2(PanelX + 24, y - 5f), 4.5f,
+ StateColor(npc.State).Darkened(npc.Imprint.Total * 0.7f));
DrawString(font, new Vector2(PanelX + 36, y),
$"{i + 1,2} {npc.State,-11} {npc.Activity}",
fontSize: 13, modulate: TextMain);
- DrawString(font, new Vector2(PanelX + 420, y),
- $"F {npc.Fatigue,3:0} N {npc.Nourishment * 100,3:0} C {npc.TotalCarried(),4:0.0}" +
- $" mostly {npc.DominantStateToday().ToString().ToLower()[..4]}",
+ DrawString(font, new Vector2(PanelX + 400, y),
+ $"F {npc.Fatigue,3:0} N {npc.Nourishment * 100,3:0} D {npc.Imprint.Total * 100,2:0}" +
+ $" C {npc.TotalCarried(),4:0.0} {npc.DominantStateToday().ToString().ToLower()[..4]}",
fontSize: 12, modulate: TextDim);
}
diff --git a/scripts/World.cs b/scripts/World.cs
index 39d19d7..56001c6 100644
--- a/scripts/World.cs
+++ b/scripts/World.cs
@@ -74,17 +74,28 @@ public class World
///
/// Harvest respecting the harvester's sustainability weight:
/// a South soul stops at ~50% of the node (SPEC §10) so nodes stay healthy.
+ /// Taking from below the commons line marks the taker's soul — it is
+ /// taking from everyone, whether anyone sees it or not.
/// Returns the amount actually taken.
///
- public float Harvest(ResourceNode node, float requested, SoulProfile soul)
+ public float Harvest(ResourceNode node, float requested, Npc npc)
{
if (node.Kind == MaterialKind.Water) return requested; // unlimited at source
- float floorFraction = soul.Sustainability * 0.5f; // how much of the node they leave standing
+ float floorFraction = npc.Soul.Sustainability * 0.5f; // how much of the node they leave standing
float takeable = Math.Max(0f, node.Amount - node.MaxAmount * floorFraction);
float taken = Math.Min(requested, takeable);
node.Amount -= taken;
HarvestedToday += taken;
+
+ float commons = node.MaxAmount * 0.5f;
+ if (node.Amount < commons)
+ {
+ float takenBelow = Math.Min(taken, commons - node.Amount);
+ npc.Imprint.OthersRegard =
+ Math.Clamp(npc.Imprint.OthersRegard + takenBelow * 0.004f, 0f, 1f);
+ }
+
return taken;
}