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0c0c7088f8
..
master
| Author | SHA1 | Date | |
|---|---|---|---|
| eb4b2fdd19 | |||
| e6fae4f305 | |||
| f4e55feff7 |
+24
-16
@@ -29,10 +29,14 @@ public partial class GameManager : Node2D
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public IReadOnlyList<TownDef> Towns => _towns;
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private readonly List<TownDef> _towns = new()
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{
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new("North", new Vector2(576f, 190f), SoulType.Generational),
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new("South", new Vector2(576f, 962f), SoulType.Nature),
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new("West", new Vector2(190f, 576f), SoulType.Materialist),
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new("East", new Vector2(962f, 576f), SoulType.Selfish),
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// 2×2 even grid on the torus: towns at the quarter/three-quarter
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// points of each axis (320 and 960 on a 1280 world). Every town is
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// exactly 640 units from each of its two axis-neighbours in all
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// directions, wrap included — no edges, no corners, no town boxed in.
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new("North", new Vector2(320f, 320f), SoulType.Generational),
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new("East", new Vector2(960f, 320f), SoulType.Selfish),
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new("West", new Vector2(320f, 960f), SoulType.Materialist),
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new("South", new Vector2(960f, 960f), SoulType.Nature),
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};
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private static SoulProfile ProfileFor(SoulType t) => t switch
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@@ -116,7 +120,7 @@ public partial class GameManager : Node2D
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HomeTown = town,
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Soul = soul,
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PersonalityModifier = (float)(rng.NextDouble() * 0.4 - 0.2),
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Position = center + new Vector2(rng.Next(-12, 13), rng.Next(-12, 13)),
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Position = Toroidal.Wrap(center + new Vector2(rng.Next(-12, 13), rng.Next(-12, 13))),
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// Staggered ages so the founding generation doesn't die
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// in one terrible week.
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AgeDays = rng.Next(0, 100),
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@@ -142,7 +146,7 @@ public partial class GameManager : Node2D
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int count = 0;
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foreach (var npc in Npcs)
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if (npc != except && npc.State == NpcState.Resting &&
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npc.Position.DistanceTo(b.Site) <= 2.5f)
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Toroidal.Distance(npc.Position, b.Site) <= 2.5f)
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count++;
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return count;
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}
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@@ -174,21 +178,25 @@ public partial class GameManager : Node2D
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public Vector2 TownCentroid(string town)
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{
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// Averaged in ANCHOR-RELATIVE torus deltas, not raw positions —
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// averaging absolute coordinates across the wrap seam gives garbage
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// (two people on opposite edges are neighbours, but their coordinates
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// average to the far side of the world). Deltas keep the seam honest.
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Vector2 anchor = TownAnchor(town);
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Vector2 sum = Vector2.Zero;
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int count = 0;
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foreach (var npc in Npcs)
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{
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if (npc.HomeTown != town) continue;
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sum += npc.Position;
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sum += Toroidal.Delta(anchor, npc.Position);
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count++;
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}
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if (count == 0) return TownAnchor(town);
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if (count == 0) return anchor;
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// Anchor-weighted: the settlement's build-center stays near its
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// cardinal seed even as villagers roam outward to distant resources.
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// Towns keep their place on the compass instead of drifting to the
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// middle of the map where everyone's foraging paths overlap.
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return (sum / count).Lerp(TownAnchor(town), 0.7f);
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// Anchor-weighted (0.7 toward the seed) so a settlement keeps its
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// place as villagers roam, then wrapped back into the world.
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Vector2 mean = sum / count;
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return Toroidal.Wrap(anchor + mean * 0.3f);
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}
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public override void _Process(double delta)
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@@ -221,7 +229,7 @@ public partial class GameManager : Node2D
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Grid.ForEachNear(a.Position, radius, b =>
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{
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if (b == a) return;
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float dist = a.Position.DistanceTo(b.Position);
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float dist = Toroidal.Distance(a.Position, b.Position);
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if (dist > radius) return;
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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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@@ -353,7 +361,7 @@ public partial class GameManager : Node2D
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foreach (var b in Buildings)
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{
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if (b.RestCapacity <= 0) continue;
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float d = npc.Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(npc.Position, b.Site);
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if (d < best) { best = d; at = b; }
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}
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if (at == null) continue;
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@@ -404,7 +412,7 @@ public partial class GameManager : Node2D
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foreach (var b in Buildings)
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{
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if (b.RestCapacity <= 0) continue;
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float d = npc.Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(npc.Position, b.Site);
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if (d < best) { best = d; at = b; }
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}
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if (at != null) at.Occupancy++;
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+47
-34
@@ -61,7 +61,7 @@ public class Npc
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public void SenseStructures(GameManager gm)
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{
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foreach (var b in gm.Buildings)
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if (Position.DistanceSquaredTo(b.Site) <= SensingRadius * SensingRadius)
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if (Toroidal.DistanceSquared(Position, b.Site) <= SensingRadius * SensingRadius)
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KnownStructures.Add(b);
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}
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@@ -97,14 +97,22 @@ public class Npc
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private void Explore(GameManager gm)
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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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// Outward from home along the torus-shortest direction, unbounded — a
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// town that must range far to eat genuinely relocates over time, and
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// on a boundless globe an explorer can circle the whole world. When
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// right at the anchor there's no outward vector, so pick a per-soul
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// angle from identity (not a fixed vector — that once leaned south).
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Vector2 fromHome = Toroidal.Delta(gm.TownAnchor(HomeTown), Position);
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Vector2 dir;
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if (fromHome.LengthSquared() > 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 * 1.2f); // personality veer, so explorers fan out
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Position = Toroidal.Wrap(Position + dir * MoveSpeed);
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SenseNodes(gm.World);
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}
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@@ -123,7 +131,7 @@ public class Npc
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if (node.Kind != MaterialKind.Water && node.RegenPerDay > 0f &&
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node.Amount <= node.MaxAmount * minFraction)
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continue;
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float d = Position.DistanceSquaredTo(node.Cell);
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float d = Toroidal.DistanceSquared(Position, node.Cell);
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if (d < bestDist) { bestDist = d; best = node; }
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}
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return best;
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@@ -368,7 +376,7 @@ public class Npc
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}
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private void MoveToward(Vector2 target) =>
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Position = Position.MoveToward(target, MoveSpeed);
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Position = Toroidal.MoveToward(Position, target, MoveSpeed);
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// --- Demand ----------------------------------------------------------
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@@ -511,7 +519,7 @@ public class Npc
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{
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Activity = "fetching food from the granary";
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MoveToward(_foodSource.Site);
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if (Position.DistanceTo(_foodSource.Site) < ArriveDist)
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if (Toroidal.Distance(Position, _foodSource.Site) < ArriveDist)
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{
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float got = _foodSource.WithdrawFood(8f);
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Inventory.TryGetValue(MaterialKind.Food, out float haveF);
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@@ -524,7 +532,7 @@ public class Npc
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{
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Activity = $"asking {_giftSource.Name} for food";
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MoveToward(_giftSource.Position);
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if (Position.DistanceTo(_giftSource.Position) < ArriveDist)
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if (Toroidal.Distance(Position, _giftSource.Position) < ArriveDist)
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{
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TradeSystem.RequestGift(_giftSource, this);
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_giftSource = null;
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@@ -596,7 +604,7 @@ public class Npc
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float warmth = GetWarmth(other.Name);
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if (warmth < -0.3f) return;
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if (!other.Inventory.TryGetValue(MaterialKind.Food, out float f) || f <= 3f) return;
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float score = warmth * 40f - Position.DistanceTo(other.Position);
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float score = warmth * 40f - Toroidal.Distance(Position, other.Position);
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if (score > bestScore) { bestScore = score; giftFound = other; }
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});
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_giftSource = giftFound;
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@@ -614,7 +622,7 @@ public class Npc
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}
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MoveToward(_targetNode.Cell);
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if (Position.DistanceTo(_targetNode.Cell) >= ArriveDist)
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if (Toroidal.Distance(Position, _targetNode.Cell) >= ArriveDist)
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{
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Activity = $"walking to {_targetNode.Kind.ToString().ToLower()}";
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}
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@@ -653,7 +661,7 @@ public class Npc
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{
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if (other == this) return;
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if (!TradeSystem.CanTrade(this, other, out _)) return;
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float d = Position.DistanceSquaredTo(other.Position);
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float d = Toroidal.DistanceSquared(Position, other.Position);
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if (d < bestDist) { bestDist = d; partner = other; }
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});
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_targetNpc = partner;
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@@ -662,7 +670,7 @@ public class Npc
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Activity = $"bringing goods to {_targetNpc.Name}";
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MoveToward(_targetNpc.Position);
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if (Position.DistanceTo(_targetNpc.Position) < ArriveDist)
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if (Toroidal.Distance(Position, _targetNpc.Position) < ArriveDist)
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{
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if (TradeSystem.CanTrade(this, _targetNpc, out var material))
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TradeSystem.Execute(this, _targetNpc, material);
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@@ -692,7 +700,7 @@ public class Npc
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{
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if (b.Town != HomeTown || b.IsComplete || b.IsRuined ||
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b.Kind != BuildingKind.Shelter) continue;
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float d = Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(Position, b.Site);
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if (d < best) { best = d; mine = b; }
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}
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return mine;
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@@ -721,6 +729,10 @@ 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 where you actually live — no snapping back to the
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// town anchor. If a people have migrated (following food inland
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// after a hard winter), their homes rise where they now are; the
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// town genuinely moves.
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Vector2 spot = _hasHomeSpot ? _homeSpot : Position;
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mine = Building.NewShelter(spot);
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mine.Town = HomeTown;
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@@ -729,12 +741,13 @@ 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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MoveToward(mine.Site);
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if (Position.DistanceTo(mine.Site) < ArriveDist)
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if (Toroidal.Distance(Position, mine.Site) < ArriveDist)
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{
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mine.Deliver(this);
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if (mine.IsComplete)
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@@ -774,7 +787,7 @@ public class Npc
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foreach (var b in gm.Buildings)
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{
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if (b.Town != HomeTown || b.IsComplete) continue;
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float d = Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(Position, b.Site);
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if (d < bestDist) { bestDist = d; site = b; }
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}
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if (site == null)
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@@ -782,7 +795,7 @@ public class Npc
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foreach (var b in gm.Buildings)
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{
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if (b.Town != HomeTown || !b.WantsUpkeepWood) continue;
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float d = Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(Position, b.Site);
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if (d < bestDist) { bestDist = d; site = b; }
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}
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}
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@@ -795,7 +808,7 @@ public class Npc
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foreach (var b in gm.Buildings)
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{
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if (b.Town != HomeTown || !b.WantsFood) continue;
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float d = Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(Position, b.Site);
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if (d < bestDist) { bestDist = d; site = b; }
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}
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}
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@@ -805,7 +818,7 @@ public class Npc
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foreach (var b in gm.Buildings)
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{
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if (b.Town != HomeTown || !b.WantsExpansion) continue;
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float d = Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(Position, b.Site);
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if (d < bestDist) { bestDist = d; site = b; }
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}
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}
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@@ -858,7 +871,7 @@ public class Npc
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if (quarry == null) { Enter(NpcState.Socializing); return; }
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Activity = "returning stone to the quarry";
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MoveToward(quarry.Cell);
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if (Position.DistanceTo(quarry.Cell) < ArriveDist)
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if (Toroidal.Distance(Position, quarry.Cell) < ArriveDist)
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{
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quarry.Amount = Mathf.Min(quarry.MaxAmount, quarry.Amount + stoneCarried);
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Inventory[MaterialKind.Stone] = 0f;
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@@ -880,7 +893,7 @@ public class Npc
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: $"expanding {kindName}";
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MoveToward(site.Site);
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if (Position.DistanceTo(site.Site) < ArriveDist)
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if (Toroidal.Distance(Position, site.Site) < ArriveDist)
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{
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bool delivered = site.Deliver(this);
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if (!delivered || site.IsComplete) Enter(NpcState.Socializing);
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@@ -898,10 +911,10 @@ public class Npc
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if (b.RestCapacity <= 0) continue;
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// Read the cached per-tick occupancy; +1 to leave room for us if
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// we're not already counted there.
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bool alreadyHere = Position.DistanceSquaredTo(b.Site) < 6.25f;
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bool alreadyHere = Toroidal.DistanceSquared(Position, b.Site) < 6.25f;
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int taken = alreadyHere ? b.Occupancy - 1 : b.Occupancy;
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if (taken >= b.RestCapacity) continue;
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float d = Position.DistanceSquaredTo(b.Site);
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float d = Toroidal.DistanceSquared(Position, b.Site);
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if (d < bestDist) { bestDist = d; shelter = b; }
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}
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@@ -910,7 +923,7 @@ public class Npc
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bool sheltered = false;
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if (shelter != null)
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{
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if (Position.DistanceTo(shelter.Site) > 2.5f) MoveToward(shelter.Site);
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if (Toroidal.Distance(Position, shelter.Site) > 2.5f) MoveToward(shelter.Site);
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else sheltered = true; // we selected a shelter with a free bed
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}
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Activity = sheltered ? "resting at shelter"
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@@ -965,7 +978,7 @@ public class Npc
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});
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if (teacher != null)
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{
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if (Position.DistanceTo(teacher.Position) > 3f)
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if (Toroidal.Distance(Position, teacher.Position) > 3f)
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{
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Activity = $"seeking out {teacher.Name} to learn";
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MoveToward(teacher.Position);
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@@ -984,7 +997,7 @@ public class Npc
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// relationships are a pull the work queue doesn't override.
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if (IsBonded && Partner!.Health > 0f)
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{
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if (Position.DistanceTo(Partner.Position) > 3f)
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if (Toroidal.Distance(Position, Partner.Position) > 3f)
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{
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Activity = $"with {Partner.Name}";
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MoveToward(Partner.Position);
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@@ -1005,7 +1018,7 @@ public class Npc
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gm.Grid.ForEachNear(Position, 30f, other =>
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{
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if (other == this) return;
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float d = Position.DistanceSquaredTo(other.Position);
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float d = Toroidal.DistanceSquared(Position, other.Position);
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if (d < fBest) { fBest = d; found = other; }
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});
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nearest = found;
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@@ -1018,7 +1031,7 @@ public class Npc
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// town can shack up across cultures — the first quiet thread of
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// contact between two peoples.
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if (!IsBonded && IsAdult && nearest is { IsBonded: false, IsAdult: true } n &&
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Position.DistanceTo(n.Position) < 4f &&
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Toroidal.Distance(Position, n.Position) < 4f &&
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GetWarmth(n.Name) > 0.4f && n.GetWarmth(Name) > 0.4f)
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{
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Partner = n;
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@@ -1026,7 +1039,7 @@ public class Npc
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string kind = n.HomeTown == HomeTown ? HomeTown : $"{HomeTown}+{n.HomeTown}";
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Godot.GD.Print($"[Bond] day {gm.Day}: {Name} and {n.Name} ({kind}) pair up.");
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}
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if (nearest != null && Position.DistanceTo(nearest.Position) > 3f)
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if (nearest != null && Toroidal.Distance(Position, nearest.Position) > 3f)
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{
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Activity = $"walking over to {nearest.Name}";
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MoveToward(nearest.Position);
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@@ -41,11 +41,16 @@ public class SpatialGrid
|
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public void ForEachNear(Vector2 center, float radius, System.Action<Npc> action)
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{
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int reach = Mathf.CeilToInt(radius / _cell);
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int cols = Mathf.CeilToInt(Toroidal.Size / _cell); // buckets per axis
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var (cx, cy) = Key(center);
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// Wrap bucket coordinates so a search near the seam also scans the
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||||
// buckets on the far edge — the world is a torus.
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for (int dx = -reach; dx <= reach; dx++)
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for (int dy = -reach; dy <= reach; dy++)
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||||
{
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if (_buckets.TryGetValue((cx + dx, cy + dy), out var list))
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int gx = ((cx + dx) % cols + cols) % cols;
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int gy = ((cy + dy) % cols + cols) % cols;
|
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if (_buckets.TryGetValue((gx, gy), out var list))
|
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foreach (var npc in list) action(npc);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,59 @@
|
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using Godot;
|
||||
|
||||
namespace WorldSim;
|
||||
|
||||
/// <summary>
|
||||
/// The world is a torus — a boundless globe with no edges or corners. Walk
|
||||
/// off the right and you reappear on the left; off the bottom, the top. Every
|
||||
/// position comparison in the sim must account for the seam: the shortest path
|
||||
/// between two points may cross an edge. All distance/direction/movement math
|
||||
/// routes through here so the whole world agrees the map wraps.
|
||||
///
|
||||
/// The wrap size is World.GridSize (positions live in world units, same space
|
||||
/// as node cells and NPC positions).
|
||||
/// </summary>
|
||||
public static class Toroidal
|
||||
{
|
||||
public static float Size => World.GridSize;
|
||||
|
||||
/// <summary>Wrap a scalar coordinate into [0, Size).</summary>
|
||||
public static float WrapCoord(float v)
|
||||
{
|
||||
float s = Size;
|
||||
v %= s;
|
||||
return v < 0f ? v + s : v;
|
||||
}
|
||||
|
||||
/// <summary>Wrap a position so it lives inside the world.</summary>
|
||||
public static Vector2 Wrap(Vector2 p) => new(WrapCoord(p.X), WrapCoord(p.Y));
|
||||
|
||||
/// <summary>
|
||||
/// The shortest displacement FROM a TO b across the torus — each axis takes
|
||||
/// whichever way (direct or across the seam) is nearer. Result components
|
||||
/// are in [-Size/2, Size/2]. Use this for direction and distance.
|
||||
/// </summary>
|
||||
public static Vector2 Delta(Vector2 a, Vector2 b)
|
||||
{
|
||||
float s = Size, half = s * 0.5f;
|
||||
float dx = b.X - a.X, dy = b.Y - a.Y;
|
||||
if (dx > half) dx -= s; else if (dx < -half) dx += s;
|
||||
if (dy > half) dy -= s; else if (dy < -half) dy += s;
|
||||
return new Vector2(dx, dy);
|
||||
}
|
||||
|
||||
/// <summary>Shortest distance between two points on the torus.</summary>
|
||||
public static float Distance(Vector2 a, Vector2 b) => Delta(a, b).Length();
|
||||
|
||||
/// <summary>Shortest squared distance — for cheap radius comparisons.</summary>
|
||||
public static float DistanceSquared(Vector2 a, Vector2 b) => Delta(a, b).LengthSquared();
|
||||
|
||||
/// <summary>Move `from` toward `target` by `step`, taking the seam-shortest
|
||||
/// path and wrapping the result back into the world.</summary>
|
||||
public static Vector2 MoveToward(Vector2 from, Vector2 target, float step)
|
||||
{
|
||||
Vector2 d = Delta(from, target);
|
||||
float len = d.Length();
|
||||
if (len <= step || len < 0.0001f) return Wrap(target);
|
||||
return Wrap(from + d / len * step);
|
||||
}
|
||||
}
|
||||
@@ -14,10 +14,10 @@ public partial class Visualization : Node2D
|
||||
|
||||
// Layout: 1600×900 window — map fills the left square, panel the right.
|
||||
private const float MapOffset = 10f;
|
||||
private const float MapPixels = 880f;
|
||||
private const float CellPixels = MapPixels / World.GridSize; // ~3.44
|
||||
private const float PanelX = 910f;
|
||||
private const float PanelWidth = 680f;
|
||||
private const float MapPixels = 1060f; // fills most of the 1600px window
|
||||
private const float CellPixels = MapPixels / World.GridSize;
|
||||
private const float PanelX = 1085f;
|
||||
private const float PanelWidth = 505f;
|
||||
|
||||
private static readonly Color PanelBg = new(0.10f, 0.10f, 0.12f);
|
||||
private static readonly Color MapBg = new(0.13f, 0.13f, 0.15f);
|
||||
|
||||
+18
-15
@@ -28,7 +28,7 @@ public class ResourceNode
|
||||
/// </summary>
|
||||
public class World
|
||||
{
|
||||
public const int GridSize = 1152;
|
||||
public const int GridSize = 1280;
|
||||
|
||||
public List<ResourceNode> Nodes { get; } = new();
|
||||
|
||||
@@ -63,15 +63,15 @@ public class World
|
||||
/// </summary>
|
||||
public void Generate()
|
||||
{
|
||||
// Resource counts scale with area (1152² ≈ 2.25× the 768² world) so
|
||||
// density holds as the towns spread to wider cardinal points.
|
||||
PlaceMany(MaterialKind.Water, count: 90, amount: float.PositiveInfinity, regen: 0f);
|
||||
PlaceMany(MaterialKind.Clay, count: 180, amount: 40f, regen: 0.5f);
|
||||
PlaceMany(MaterialKind.Wood, count: 1080, amount: 30f, regen: 2f);
|
||||
PlaceMany(MaterialKind.Stone, count: 315, amount: 80f, regen: 0f);
|
||||
PlaceMany(MaterialKind.Food, count: 810, amount: 20f, regen: 4f);
|
||||
PlaceMany(MaterialKind.Ore, count: 90, amount: 60f, regen: 0f);
|
||||
PlaceMany(MaterialKind.Herb, count: 270, amount: 15f, regen: 3f);
|
||||
// Resource counts scale with area (1280² ≈ 1.23× the 1152² world) so
|
||||
// density holds across the boundless globe.
|
||||
PlaceMany(MaterialKind.Water, count: 110, amount: float.PositiveInfinity, regen: 0f);
|
||||
PlaceMany(MaterialKind.Clay, count: 220, amount: 40f, regen: 0.5f);
|
||||
PlaceMany(MaterialKind.Wood, count: 1330, amount: 30f, regen: 2f);
|
||||
PlaceMany(MaterialKind.Stone, count: 390, amount: 80f, regen: 0f);
|
||||
PlaceMany(MaterialKind.Food, count: 1000, amount: 20f, regen: 4f);
|
||||
PlaceMany(MaterialKind.Ore, count: 110, amount: 60f, regen: 0f);
|
||||
PlaceMany(MaterialKind.Herb, count: 330, amount: 15f, regen: 3f);
|
||||
}
|
||||
|
||||
private void PlaceMany(MaterialKind kind, int count, float amount, float regen)
|
||||
@@ -137,14 +137,17 @@ public class World
|
||||
{
|
||||
float r2 = radius * radius;
|
||||
int reach = (int)(radius / NodeCell) + 1;
|
||||
int cols = (GridSize + NodeCell - 1) / NodeCell; // cells per axis
|
||||
int cx = (int)(position.X / NodeCell);
|
||||
int cy = (int)(position.Y / NodeCell);
|
||||
for (int dx = -reach; dx <= reach; dx++)
|
||||
for (int dy = -reach; dy <= reach; dy++)
|
||||
{
|
||||
if (!_nodeCells.TryGetValue((cx + dx, cy + dy), out var list)) continue;
|
||||
int gx = ((cx + dx) % cols + cols) % cols; // wrap at the seam
|
||||
int gy = ((cy + dy) % cols + cols) % cols;
|
||||
if (!_nodeCells.TryGetValue((gx, gy), out var list)) continue;
|
||||
foreach (var node in list)
|
||||
if (position.DistanceSquaredTo(node.Cell) <= r2)
|
||||
if (Toroidal.DistanceSquared(position, node.Cell) <= r2)
|
||||
action(node);
|
||||
}
|
||||
}
|
||||
@@ -155,7 +158,7 @@ public class World
|
||||
{
|
||||
float r2 = radius * radius;
|
||||
foreach (var node in Nodes)
|
||||
if (center.DistanceSquaredTo(node.Cell) <= r2)
|
||||
if (Toroidal.DistanceSquared(center, node.Cell) <= r2)
|
||||
yield return node;
|
||||
}
|
||||
|
||||
@@ -168,7 +171,7 @@ public class World
|
||||
foreach (var node in Nodes)
|
||||
{
|
||||
if (node.Kind != kind) continue;
|
||||
float d = position.DistanceSquaredTo(node.Cell);
|
||||
float d = Toroidal.DistanceSquared(position, node.Cell);
|
||||
if (d < bestDist) { best = node; bestDist = d; }
|
||||
}
|
||||
return best;
|
||||
@@ -225,7 +228,7 @@ public class World
|
||||
if (node.Kind != MaterialKind.Water && node.RegenPerDay > 0f &&
|
||||
node.Amount <= node.MaxAmount * minFraction)
|
||||
continue;
|
||||
float d = position.DistanceSquaredTo(node.Cell);
|
||||
float d = Toroidal.DistanceSquared(position, node.Cell);
|
||||
if (d < bestDist) { best = node; bestDist = d; }
|
||||
}
|
||||
return best;
|
||||
|
||||
Reference in New Issue
Block a user