Fix the southward migration: explore direction had a hardcoded +Y bias
Root cause of towns (East worst) drifting south: when an exploring soul was at its anchor with no outward vector, the fallback direction was Vector2(PersonalityModifier, 1 - Abs(PersonalityModifier)) - and with PersonalityModifier tiny (+-0.2) that Y-component was always ~+0.9. +Y is south, so every town's explorers got shoved into the southern corner. East showed it worst (selfish souls strip resources fastest, so they explore most). Now the at-anchor direction comes from the soul's identity hash, spread around the full compass. Supporting fixes: exploration is bounded to a ~140-unit home range (forage out and back, don't march to the horizon); private homesteads clamp to within 120 units of the town anchor (selfish souls sprawl on their OWN land, not into a neighbor's). Result: every East home now founds near the east anchor (x~870 vs the anchor's 962), none in South's territory, and East is the healthiest town. Also widened the map view (880 -> 1060px) to use more of the window - the world grew to 1152 but the render was a fixed square, so it looked no bigger. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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+40
-8
@@ -98,13 +98,37 @@ public class Npc
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{
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Activity = "exploring for new ground";
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Vector2 anchor = gm.TownAnchor(HomeTown);
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Vector2 outward = (Position - anchor);
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if (outward.LengthSquared() < 1f)
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outward = new Vector2(PersonalityModifier, 1f - Mathf.Abs(PersonalityModifier));
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outward = outward.Normalized();
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// A little personality-driven veer so explorers fan out, not conga-line.
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outward = outward.Rotated(PersonalityModifier * 1.2f);
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Position += outward * MoveSpeed;
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Vector2 fromHome = Position - anchor;
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float distHome = fromHome.Length();
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// Stay in the home range. A person forages OUT from their village and
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// back, they don't march to the horizon — so past a search radius they
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// turn homeward. This keeps a strip-happy town (the East) from slowly
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// migrating into its neighbors instead of settling its own ground.
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const float SearchRadius = 140f;
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Vector2 dir;
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if (distHome > SearchRadius)
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{
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dir = (-fromHome).Normalized(); // head back toward home
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dir = dir.Rotated(PersonalityModifier * 0.6f); // slight veer, still homeward
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}
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else
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{
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// Outward from home in a per-soul direction. When right at the
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// anchor there's no outward vector, so pick an angle from the
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// soul's identity — NOT a fixed vector (the old default leaned
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// hard +Y, i.e. south, quietly funnelling every town's explorers
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// into the southern corner).
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if (distHome > 1f)
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dir = fromHome.Normalized();
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else
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{
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float ang = (Name.GetHashCode() & 0xFFFF) / 65535f * Mathf.Tau;
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dir = new Vector2(Mathf.Cos(ang), Mathf.Sin(ang));
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}
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dir = dir.Rotated(PersonalityModifier * 1.4f + 0.6f); // circle the home range
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}
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Position += dir * MoveSpeed;
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SenseNodes(gm.World);
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}
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@@ -721,7 +745,14 @@ public class Npc
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Enter(NpcState.Gathering); // no stone yet — go get it
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return;
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}
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// Homestead on your OWN town's land — selfish souls sprawl (a
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// wide range, no clustering to the shared center) but they build
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// in the east if they're an East soul, not wherever they drifted
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// into a neighbor's territory.
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Vector2 anchor = gm.TownAnchor(HomeTown);
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Vector2 spot = _hasHomeSpot ? _homeSpot : Position;
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Vector2 off = spot - anchor;
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if (off.Length() > 120f) spot = anchor + off.Normalized() * 120f;
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mine = Building.NewShelter(spot);
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mine.Town = HomeTown;
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gm.Buildings.Add(mine);
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@@ -729,7 +760,8 @@ public class Npc
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// Don't clear the homeless drive yet — a foundation isn't a home.
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// It resets only once the roof is on (below), so the builder keeps
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// supplying walls and roof instead of stalling at the foundation.
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Godot.GD.Print($"[Homestead] day {gm.Day}: {Name} ({HomeTown}) breaks ground on a private home.");
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Godot.GD.Print($"[Homestead] day {gm.Day}: {Name} ({HomeTown}) breaks ground at " +
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$"({mine.Site.X:0},{mine.Site.Y:0}) — {(mine.Site - gm.TownAnchor(HomeTown)).Length():0} from home.");
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}
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Activity = "building my own home";
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