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