using System.Collections.Generic; using Godot; namespace WorldSim; public enum NpcState { Gathering, Building, Trading, Resting, Socializing } /// /// NPC data + state machine (SPEC §9, §10). A plain simulation object — /// GameManager ticks it, Visualization draws it. No Node per NPC. /// /// Constrained emergence: this machine defines what an NPC CAN do; /// the SoulProfile weights decide which valid option they take. /// /// The loop is demand-driven so the sim never saturates: /// the community's current need (construction material, then firewood /// upkeep, then personal variety) decides what gets gathered; surplus /// flows to neighbors who lack it or to the buildings that burn it; /// night pulls everyone home to shelter; morning releases them. /// public class Npc { // --- Identity & soul ------------------------------------------------- public string Name = ""; public string HomeTown = ""; // settlement affiliation — home, not a cage public SoulProfile Soul = SoulProfile.NatureSoul(); public SoulImprint Imprint = new(); // triad — see SPEC §2 amendment public float PersonalityModifier; // per-NPC variance within a soul type // --- Body & position ------------------------------------------------- public Vector2 Position; public float Fatigue; // 0–100; forced rest above 80 public float Health = 100f; // forced rest below 30 public float Nourishment = 1f; // 1 = fed; drains daily, eats from pack // --- Mortality: knowledge is generational only if generations end ---- public float AgeDays; public float LifeExpectancyDays = 180f; // --- Knowledge (SPEC §5) ---------------------------------------------- public Knowledge Know = new(); // --- State ----------------------------------------------------------- public NpcState State = NpcState.Gathering; /// Human-readable description of the current action — for the /// debug roster only. The player-facing game will never show this. public string Activity = "waking up"; // --- Soul-derived behavior (constrained emergence: same possibility // --- space for everyone; the weights only change the choices) -------- /// Communal souls do communal work; low-bias souls simply don't. public bool IsCommunal => Soul.CommunityBias >= 0.3f; /// Hoarders carry double — accumulation is a way of being. public float EffectiveCapacity => Soul.Accumulation > 0.5f ? CarryCapacity * 2f : CarryCapacity; /// What fraction of a node this soul leaves standing. Nature /// 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. public int[] StateTicksToday = new int[5]; /// /// Learn from another by proximity (SPEC §5). Rate scales with your own /// absorption and their drive to teach. Returns true if anything passed. /// private bool LearnFrom(Npc other) { bool learned = false; float rate = 0.0016f * Soul.Absorption * (1f + other.Soul.TeachingDrive * 2.5f); for (int d = 0; d < Knowledge.DomainCount; d++) { float gap = other.Know.Skill[d] - Know.Skill[d]; if (gap > 0.03f) { Know.Gain((KnowledgeDomain)d, gap * rate); learned = true; } } return learned; } /// Clear live references to someone who has died. public void ForgetPerson(Npc dead) { if (_targetNpc == dead) _targetNpc = null; if (_giftSource == dead) _giftSource = null; } // --- Diagnostics (read-only views for the stats logger) --------------- public MaterialKind CurrentDemand(GameManager gm) => PickGatherTarget(gm); public int RoughNights => _unshelteredRests; public bool HungerMemory => _hungerMemory; public NpcState DominantStateToday() { int best = 0; for (int i = 1; i < StateTicksToday.Length; i++) if (StateTicksToday[i] > StateTicksToday[best]) best = i; return (NpcState)best; } public Dictionary Inventory = new(); public float CarryCapacity = 20f; private const float MoveSpeed = 0.8f; // grid cells per tick private const float ArriveDist = 1.5f; private ResourceNode? _targetNode; private Npc? _targetNpc; private Building? _foodSource; // granary being visited for food private Npc? _giftSource; // neighbor being asked for food private float _stateTimer; // Organic construction: nights spent sleeping outside. Three rough // nights and a person starts gathering stone for a roof of their own. private int _unshelteredRests; private bool _shelteredDuringRest; private bool _nightDuringRest; // Hunger remembered: someone who has truly starved stockpiles food once // the land gives again. The town's first granary is founded by memory, // not by milestone. private bool _hungerMemory; // Where this person actually sleeps — homes are founded where you live, // not where you happened to be standing with a pack full of stone. private Vector2 _homeSpot; private bool _hasHomeSpot; private static readonly MaterialKind[] GatherKinds = { MaterialKind.Wood, MaterialKind.Stone, MaterialKind.Clay }; // Idle variety only touches what regrows. Minerals are mined on purpose // (construction, a roof of your own) — never as a hobby. Run 10 taught // us that idle mining + lossy packs can mill a world's stone to dust. private static readonly MaterialKind[] VarietyKinds = { MaterialKind.Wood, MaterialKind.Food }; // What a pack may shed to make room: only matter the land replaces. // Set-down stone is stone destroyed — and the world doesn't make more. private static readonly MaterialKind[] DroppableKinds = { MaterialKind.Wood, MaterialKind.Food, MaterialKind.Clay }; /// /// One simulation tick = one in-game minute (SPEC §9). /// Order per SPEC §10: vitals check → day/night bias → state behavior → fatigue. /// public void Tick(World world, GameManager gm) { _stateTimer += 1f; StateTicksToday[(int)State]++; // 1. Vitals override everything if (State != NpcState.Resting && (Fatigue > 80f || Health < 30f)) Enter(NpcState.Resting); // Night sends everyone to bed — home if they have one, the open sky // if they don't. (Evenings 18:00–22:00 remain the social hours; the // old rule let low-fatigue villagers socialize all night, which // meant beds went unused and rough nights were never experienced.) if (gm.IsNight && State != NpcState.Resting) Enter(NpcState.Resting); // 2–3. State behavior switch (State) { case NpcState.Gathering: TickGathering(world, gm); break; case NpcState.Building: TickBuilding(gm); break; case NpcState.Trading: TickTrading(gm); break; case NpcState.Resting: TickResting(gm); break; case NpcState.Socializing: TickSocializing(gm); break; } // Metabolism: nourishment drains slowly; eat from the pack when hungry. // 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 * (1f - debris * 0.5f)); } if (Nourishment <= 0.05f) Health = Mathf.Max(0f, Health - 0.01f); if (Nourishment < 0.3f) _hungerMemory = true; // real hunger is not forgotten Nourishment = Mathf.Clamp(Nourishment, 0f, 1f); // 4. Fatigue deltas (SPEC §10) — scaled per tick Fatigue += State switch { NpcState.Gathering => 2f, NpcState.Building => 2f, NpcState.Trading => 1f, NpcState.Resting => -5f, NpcState.Socializing => -2f, _ => 0f, } * 0.1f; Fatigue = Mathf.Clamp(Fatigue, 0f, 100f); } public void Enter(NpcState state) { State = state; _stateTimer = 0f; _targetNode = null; _targetNpc = null; _foodSource = null; _giftSource = null; _shelteredDuringRest = false; _nightDuringRest = false; } public float TotalCarried() { float sum = 0f; foreach (var kv in Inventory) sum += kv.Value; return sum; } private void MoveToward(Vector2 target) => Position = Position.MoveToward(target, MoveSpeed); // --- Demand ---------------------------------------------------------- /// /// What the community needs next, in priority order: /// construction material for an in-progress building, firewood for a /// shelter running low, else personal variety (least-carried). /// This is what turns fifteen individuals into a town coordinating. /// private MaterialKind PickGatherTarget(GameManager gm) { // 1. Feed yourself — keep a food reserve in the pack. Hoarding souls // keep a much bigger one, hungry or not. Inventory.TryGetValue(MaterialKind.Food, out float foodCarried); float reserveTarget = 3f + Soul.Accumulation * 7f; if (foodCarried < reserveTarget && (Nourishment < 0.8f || Soul.Accumulation > 0.5f)) return MaterialKind.Food; if (IsCommunal) { // Communal duty is to your own settlement — you heat your own // town's hearths. (Helping a neighbor town is a later, deliberate // system, not an accident of the work queue.) // 2. Construction sites — always first among works. Finishing // the walls of a half-built shelter beats founding another // foundation (the day-40 collapse taught us this one). foreach (var b in gm.Buildings) if (b.Town == HomeTown && !b.IsComplete && b.NeededMaterial is MaterialKind needed) return needed; // 2.5. Kept sleeping outside, and nothing in town is being // built: gather stone to found a roof of your own. if (_unshelteredRests >= 3 && !TownHasIncompleteShelter(gm)) return MaterialKind.Stone; // 3. Firewood for shelters running low. foreach (var b in gm.Buildings) if (b.Town == HomeTown && b.WantsUpkeepWood) return MaterialKind.Wood; // 4. Winter insurance: stock the granary while the land still gives. foreach (var b in gm.Buildings) if (b.Town == HomeTown && b.WantsFood) return MaterialKind.Food; // 4.5. Hunger remembered, and nowhere to store against it: // gather the surplus that will found the granary — until the // town's storage could carry a winter. Scars motivate; they // shouldn't compel forever. Enough is a real quantity. if (_hungerMemory && !TownHasFoodStorage(gm) && !TownStorageSated(gm)) return MaterialKind.Food; // 5. Ambition: expansion modules for sound, stocked shelters. foreach (var b in gm.Buildings) if (b.Town == HomeTown && b.WantsExpansion) return MaterialKind.Wood; } MaterialKind best = VarietyKinds[(int)(Mathf.Abs(PersonalityModifier) * 100f) % VarietyKinds.Length]; float least = float.MaxValue; foreach (var kind in VarietyKinds) { Inventory.TryGetValue(kind, out float have); if (have < least) { least = have; best = kind; } } return best; } /// True if this town has a shelter currently under construction. private bool TownHasIncompleteShelter(GameManager gm) { foreach (var b in gm.Buildings) if (b.Town == HomeTown && b.Kind == BuildingKind.Shelter && !b.IsComplete && !b.IsRuined) return true; return false; } /// True if this town has any granary (built or building) with room. private bool TownHasFoodStorage(GameManager gm) { foreach (var b in gm.Buildings) if (b.Town == HomeTown && b.Kind == BuildingKind.Granary && (!b.IsComplete || b.FoodStock < Building.FoodStockCap)) return true; return false; } /// /// Enough is a real quantity: true when the town's total granary /// capacity (built or building) could carry its people through a /// winter (~45 food per resident). Past this, no new storage rises. /// private bool TownStorageSated(GameManager gm) { float capacity = 0f; foreach (var b in gm.Buildings) if (b.Town == HomeTown && b.Kind == BuildingKind.Granary && !b.IsRuined) capacity += Building.FoodStockCap; return capacity >= gm.TownPopulation(HomeTown) * 45f; } /// /// When full but mostly carrying the wrong thing, set the excess down to /// make room for what's actually needed. Lossy for now — /// TODO(Week 2): ground stockpiles so set-down materials persist. /// private void MakeRoomFor(MaterialKind demanded) { Inventory.TryGetValue(demanded, out float haveDemanded); if (haveDemanded >= EffectiveCapacity * 0.25f) return; foreach (var kind in DroppableKinds) { if (kind == demanded) continue; if (TotalCarried() <= EffectiveCapacity * 0.5f) break; if (Inventory.TryGetValue(kind, out float have) && have > 0f) Inventory[kind] = have * 0.5f; } } // --- States ---------------------------------------------------------- private void TickGathering(World world, GameManager gm) { // Mid-errand food runs: fetching from the granary or asking a neighbor. if (_foodSource != null) { Activity = "fetching food from the granary"; MoveToward(_foodSource.Site); if (Position.DistanceTo(_foodSource.Site) < ArriveDist) { float got = _foodSource.WithdrawFood(8f); Inventory.TryGetValue(MaterialKind.Food, out float haveF); Inventory[MaterialKind.Food] = haveF + got; _foodSource = null; } return; } if (_giftSource != null) { Activity = $"asking {_giftSource.Name} for food"; MoveToward(_giftSource.Position); if (Position.DistanceTo(_giftSource.Position) < ArriveDist) { TradeSystem.RequestGift(_giftSource, this); _giftSource = null; } return; } var demanded = PickGatherTarget(gm); if (TotalCarried() >= EffectiveCapacity) { // A full pack means different things to different souls: // communal souls take it to the village; hoarders sit on it. if (!IsCommunal) { Enter(NpcState.Socializing); return; } Inventory.TryGetValue(demanded, out float haveDemanded); if (haveDemanded >= EffectiveCapacity * 0.25f) { Enter(NpcState.Building); return; } MakeRoomFor(demanded); if (TotalCarried() >= EffectiveCapacity) { Enter(NpcState.Trading); return; } } if (_targetNode == null || _targetNode.IsDepleted || _targetNode.Kind != demanded) { _targetNode = world.FindNearest(demanded, Position, HarvestSeekFloor); // Hungry and the land has nothing: the granary, then a neighbor. // This is where winter turns scarcity into community. if (_targetNode == null && demanded == MaterialKind.Food) { foreach (var b in gm.Buildings) if (b.Kind == BuildingKind.Granary && b.IsComplete && b.FoodStock > 0f) { _foodSource = b; return; } // 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. // Asking is for the genuinely hungry, not for topping a reserve — // this keeps gifts meaningful instead of a food-swapping loop. if (Nourishment >= 0.55f) { Enter(NpcState.Socializing); return; } float bestScore = float.MinValue; foreach (var other in gm.Npcs) { if (other == this) continue; float warmth = GetWarmth(other.Name); if (warmth < -0.3f) continue; if (!other.Inventory.TryGetValue(MaterialKind.Food, out float f) || f <= 3f) continue; float score = warmth * 40f - Position.DistanceTo(other.Position); if (score > bestScore) { bestScore = score; _giftSource = other; } } if (_giftSource != null) return; } _targetNode ??= world.FindNearest(MaterialKind.Food, Position, HarvestSeekFloor) ?? world.FindNearest(MaterialKind.Wood, Position, HarvestSeekFloor) ?? world.FindNearest(MaterialKind.Stone, Position, HarvestSeekFloor) ?? world.FindNearest(MaterialKind.Clay, Position, HarvestSeekFloor); if (_targetNode == null) { Enter(NpcState.Socializing); return; } } MoveToward(_targetNode.Cell); if (Position.DistanceTo(_targetNode.Cell) >= ArriveDist) { Activity = $"walking to {_targetNode.Kind.ToString().ToLower()}"; } else { Activity = $"harvesting {_targetNode.Kind.ToString().ToLower()}"; // Skill pays: a practiced hand takes more per reach — and the // work itself is the teacher. var domain = Knowledge.DomainFor(_targetNode.Kind); float taken = world.Harvest(_targetNode, requested: 2f * (1f + Know[domain]), this); if (taken <= 0f) { _targetNode = null; return; } // node at its floor — re-seek Know.Gain(domain, 0.0006f); Inventory.TryGetValue(_targetNode.Kind, out float have); Inventory[_targetNode.Kind] = have + taken; // Enough of what's needed? Communal souls go deliver it. Inventory.TryGetValue(PickGatherTarget(gm), out float demandedHave); if (IsCommunal && demandedHave >= EffectiveCapacity * 0.5f) Enter(NpcState.Building); } } private void TickTrading(GameManager gm) { // Give up after a while — surplus can go to the buildings instead. if (_stateTimer > 120f) { Enter(NpcState.Building); return; } if (_targetNpc == null) { float bestDist = float.MaxValue; foreach (var other in gm.Npcs) { if (other == this) continue; if (!TradeSystem.CanTrade(this, other, out _)) continue; float d = Position.DistanceSquaredTo(other.Position); if (d < bestDist) { bestDist = d; _targetNpc = other; } } if (_targetNpc == null) { Enter(NpcState.Building); return; } } Activity = $"bringing goods to {_targetNpc.Name}"; MoveToward(_targetNpc.Position); if (Position.DistanceTo(_targetNpc.Position) < ArriveDist) { if (TradeSystem.CanTrade(this, _targetNpc, out var material)) TradeSystem.Execute(this, _targetNpc, material); Enter(NpcState.Building); } } private void TickBuilding(GameManager gm) { // Communal work is for communal souls. The others still sleep in the // shelters and eat from the granary — freeriding is the whole point. if (!IsCommunal) { Enter(NpcState.Socializing); return; } // Serve your own settlement's buildings, nearest first: // construction → firewood → granary deposits → expansion. Building? site = null; float bestDist = float.MaxValue; foreach (var b in gm.Buildings) { if (b.Town != HomeTown || b.IsComplete) continue; float d = Position.DistanceSquaredTo(b.Site); if (d < bestDist) { bestDist = d; site = b; } } if (site == null) { foreach (var b in gm.Buildings) { if (b.Town != HomeTown || !b.WantsUpkeepWood) continue; float d = Position.DistanceSquaredTo(b.Site); if (d < bestDist) { bestDist = d; site = b; } } } if (site == null) { // Granary deposits — only if carrying real food surplus. Inventory.TryGetValue(MaterialKind.Food, out float foodCarried); if (foodCarried > 8f) { foreach (var b in gm.Buildings) { if (b.Town != HomeTown || !b.WantsFood) continue; float d = Position.DistanceSquaredTo(b.Site); if (d < bestDist) { bestDist = d; site = b; } } } } if (site == null) { foreach (var b in gm.Buildings) { if (b.Town != HomeTown || !b.WantsExpansion) continue; float d = Position.DistanceSquaredTo(b.Site); if (d < bestDist) { bestDist = d; site = b; } } } if (site == null) { // Organic founding — need, not quota. No shelter caps, no // granary milestones. Reaching here means nothing in town // currently needs delivering, so ask: what does *this person* // need that doesn't exist yet? var jitter = new Vector2(PersonalityModifier * 4f, -PersonalityModifier * 4f); // Kept sleeping outside → raise a roof where you actually live: // your sleeping spot, not wherever the stone happened to be. if (_unshelteredRests >= 3) { // Build where you live — but within reach of your people. // A communal soul doesn't homestead a hundred cells from // everyone they know. Vector2 centroid = gm.TownCentroid(HomeTown); Vector2 home = _hasHomeSpot ? _homeSpot : centroid; Vector2 offset = home - centroid; if (offset.Length() > 20f) home = centroid + offset.Normalized() * 20f; site = Building.NewShelter(home + jitter); site.Town = HomeTown; gm.Buildings.Add(site); _unshelteredRests = 0; GD.Print($"[Found] day {gm.Day}: {Name} founds shelter at {site.Site} " + $"(centroid dist {(site.Site - gm.TownCentroid(HomeTown)).Length():0})"); } // Hunger remembered + a surplus with nowhere to put it → the // barn goes where the harvest is. Founded by scarcity survived, // not by abundance alone — and only until the town's storage // could carry a winter. Enough is enough. else if (_hungerMemory && !TownStorageSated(gm) && Inventory.TryGetValue(MaterialKind.Food, out float surplus) && surplus > 8f) { site = Building.NewGranary(Position + jitter); site.Town = HomeTown; gm.Buildings.Add(site); } // Nothing needs your stone: take it back to the quarry rather // than carry a house on your back forever. Matter is conserved; // packs unclog; the quarry is the town's bank. else if (Inventory.TryGetValue(MaterialKind.Stone, out float stoneCarried) && stoneCarried > 5f) { var quarry = gm.World.FindNearestAny(MaterialKind.Stone, Position); if (quarry == null) { Enter(NpcState.Socializing); return; } Activity = "returning stone to the quarry"; MoveToward(quarry.Cell); if (Position.DistanceTo(quarry.Cell) < ArriveDist) { quarry.Amount = Mathf.Min(quarry.MaxAmount, quarry.Amount + stoneCarried); Inventory[MaterialKind.Stone] = 0f; Enter(NpcState.Socializing); } return; } else { Enter(NpcState.Socializing); return; } } int siteIndex = gm.Buildings.IndexOf(site) + 1; string kindName = site.Kind == BuildingKind.Granary ? "granary" : $"shelter {siteIndex}"; Activity = !site.IsComplete ? $"building {kindName} ({site.NeededMaterial.ToString()!.ToLower()})" : site.Kind == BuildingKind.Granary ? "stocking the granary" : site.WantsUpkeepWood ? $"hauling firewood to {kindName}" : $"expanding {kindName}"; MoveToward(site.Site); if (Position.DistanceTo(site.Site) < ArriveDist) { bool delivered = site.Deliver(this); if (!delivered || site.IsComplete) Enter(NpcState.Socializing); } } private void TickResting(GameManager gm) { // Rest at the nearest shelter WITH A FREE BED. Beds are real: // capacity is 3 + modules, and a full house turns you away. Building? shelter = null; float bestDist = float.MaxValue; foreach (var b in gm.Buildings) { if (b.RestCapacity <= 0) continue; if (gm.RestingOccupancy(b, this) >= b.RestCapacity) continue; float d = Position.DistanceSquaredTo(b.Site); if (d < bestDist) { bestDist = d; shelter = b; } } // A bed is only yours if it exists when you lie down in it — twenty // people on the floor of a three-bed house are not "sheltered." bool sheltered = false; if (shelter != null) { if (Position.DistanceTo(shelter.Site) > 2.5f) MoveToward(shelter.Site); else sheltered = gm.RestingOccupancy(shelter, this) < shelter.RestCapacity; } Activity = sheltered ? "resting at shelter" : shelter != null ? "walking home to rest" : "resting in the open"; if (sheltered) { _shelteredDuringRest = true; _unshelteredRests = 0; // a bed found is a grievance forgotten } if (gm.IsNight) _nightDuringRest = true; // Where you habitually sleep is where you live — a running average, // so one night camping at a mine doesn't redefine your life. if (sheltered || shelter == null) { _homeSpot = _hasHomeSpot ? _homeSpot.Lerp(Position, 0.2f) : Position; _hasHomeSpot = true; } Health = Mathf.Min(100f, Health + (sheltered ? 0.4f : 0.1f)); if (sheltered) Fatigue = Mathf.Max(0f, Fatigue - 0.3f); // on top of the state delta if (Fatigue < 40f && !gm.IsNight) { // Only unsheltered NIGHTS count as grievances — a rough nap // in a field is life; a rough night is a reason to build. if (!_shelteredDuringRest && _nightDuringRest) _unshelteredRests++; Enter(NpcState.Gathering); } } private void TickSocializing(GameManager gm) { // The young seek a teacher. A soul that still has much to learn and // the drive to learn it looks for the wisest elder in town rather // than drifting to whoever's closest. This is the North's culture in // motion: the young sitting at the feet of the old, on purpose. Npc? nearest = null; float bestDist = float.MaxValue; if (Soul.Absorption > 1.2f && Know.Total < Know.Capacity * 0.6f) { Npc? teacher = null; float bestWorth = 0.15f; // must actually know more than us foreach (var other in gm.Npcs) { if (other == this || other.HomeTown != HomeTown) continue; float worth = (other.Know.Total - Know.Total) * (1f + other.Soul.TeachingDrive); if (worth > bestWorth) { bestWorth = worth; teacher = other; } } if (teacher != null) { if (Position.DistanceTo(teacher.Position) > 3f) { Activity = $"seeking out {teacher.Name} to learn"; MoveToward(teacher.Position); } else { LearnFrom(teacher); Activity = $"learning from {teacher.Name}"; } if (!gm.IsNight && _stateTimer > 15f) Enter(NpcState.Gathering); return; } } // Otherwise: drift toward the nearest neighbor — community forms // where feet do. foreach (var other in gm.Npcs) { if (other == this) continue; float d = Position.DistanceSquaredTo(other.Position); if (d < bestDist) { bestDist = d; nearest = other; } } if (nearest != null && Position.DistanceTo(nearest.Position) > 3f) { Activity = $"walking over to {nearest.Name}"; MoveToward(nearest.Position); } else if (nearest != null) { Activity = LearnFrom(nearest) ? $"learning from {nearest.Name}" : $"chatting with {nearest.Name}"; } else { Activity = "idling"; } // TODO(Week 3): bonds + Generosity-weighted spontaneous help. if (!gm.IsNight && _stateTimer > 15f) Enter(NpcState.Gathering); } }