namespace WorldSim; /// /// Trade evaluation and execution (SPEC §9). South MVP: generous, voluntary, /// no currency — a gift economy where the ratio favors the receiver. /// /// Soul consequences: a generous completed exchange eases both parties' /// imprints (external perception — the world pressed kindly on them). /// Later soul types change the ratio logic only; the mechanism is shared. /// public static class TradeSystem { /// Trades since the last daily stats snapshot. public static int TradesToday; /// /// Need-based: the trigger is a person in need, not an inventory gap. /// Food flows to the hungry first; raw material surplus vs. genuine /// lack remains as a fallback. /// public static bool CanTrade(Npc giver, Npc receiver, out MaterialKind material) { material = MaterialKind.Food; // The ungenerous do not give. Not from an empty pack — from a full one. if (giver.Soul.Generosity < 0.3f) return false; giver.Inventory.TryGetValue(MaterialKind.Food, out float giverFood); receiver.Inventory.TryGetValue(MaterialKind.Food, out float receiverFood); if (receiver.Nourishment < 0.6f && receiverFood < 2f && giverFood > 3f) return true; foreach (var kv in giver.Inventory) { bool receiverLacks = !receiver.Inventory.TryGetValue(kv.Key, out float has) || has < 2f; if (kv.Value > 5f && receiverLacks) { material = kv.Key; return true; } } return false; } public static void Execute(Npc giver, Npc receiver, MaterialKind material) { TradesToday++; // Generosity decides how much of the surplus is given. float surplus = giver.Inventory[material] - 2f; float given = surplus * giver.Soul.Generosity; giver.Inventory[material] -= given; receiver.Inventory.TryGetValue(material, out float has); receiver.Inventory[material] = has + given; StatsLogger.LogGift(giver, receiver, material, given); // The kindness lands on both atmospheres — gently. giver.Imprint.ExternalPerception -= 0.002f; receiver.Imprint.ExternalPerception -= 0.002f; giver.Imprint.Clamp(); receiver.Imprint.Clamp(); // TODO(Week 3): soul-imprint-weighted PARTNER selection (trusted vs // tainted history) — the constrained-emergence reference pattern (SPEC §7). } }