using System.Collections.Generic;
using Godot;
namespace WorldSim;
///
/// Main loop and time system (SPEC §9).
/// 1 tick = 1 in-game minute; 1440 ticks = 1 day.
/// Day/night drives activity bias: gather/build by day, rest/socialize by night.
///
public partial class GameManager : Node2D
{
public static GameManager? Instance { get; private set; }
[Export] public int Seed = 12345;
// --- Settlements ------------------------------------------------------
// Expansion phase: multiple towns, each a soul culture with its own
// centroid, buildings, and granary. NPCs affiliate with a home town
// but roam freely — the space between towns is where cultures meet.
[Export] public int SouthPopulation = 12; // nature souls
[Export(PropertyHint.Range, "0,15,1")]
public int SelfishCount = 3; // east souls living in the South
[Export] public int NorthPopulation = 10; // generational souls
public record TownDef(string Name, Vector2 Center, SoulType Soul);
public IReadOnlyList Towns => _towns;
private readonly List _towns = new()
{
new("South", new Vector2(128f, 190f), SoulType.Nature),
new("North", new Vector2(128f, 62f), SoulType.Generational),
};
[Export(PropertyHint.Range, "1,2000,1")]
public float TicksPerRealSecond = 20f; // sim speed; ~1500 ≈ one day/sec for soaks
public World World { get; private set; } = null!;
public List Npcs { get; } = new();
public List Buildings { get; } = new();
public long TotalTicks { get; private set; }
public int Day => (int)(TotalTicks / 1440);
public int MinuteOfDay => (int)(TotalTicks % 1440);
public bool IsNight => MinuteOfDay < 6 * 60 || MinuteOfDay >= 22 * 60;
// --- Seasons: the pressure that makes community structure matter ------
[Export] public int DaysPerSeason = 30;
public int SeasonIndex => (Day / DaysPerSeason) % 4;
public string SeasonName => SeasonIndex switch
{
0 => "spring", 1 => "summer", 2 => "autumn", _ => "winter",
};
/// Food regen multiplier — winter gives almost nothing.
public float SeasonFoodMult => SeasonIndex switch
{
0 => 1.5f, 1 => 1.0f, 2 => 0.8f, _ => 0.05f,
};
/// Wood regen multiplier — growth slows in the cold.
public float SeasonWoodMult => SeasonIndex switch
{
0 => 1.2f, 1 => 1.0f, 2 => 1.0f, _ => 0.4f,
};
private double _tickAccumulator;
public override void _Ready()
{
Instance = this;
TotalTicks = 8 * 60; // start at 08:00 — day one begins mid-morning, not asleep
World = new World(Seed);
World.Generate();
SpawnNpcs();
StatsLogger.Init();
GD.Print($"[WorldSim] World generated (seed {Seed}), {Npcs.Count} NPCs dropped in.");
}
private void SpawnNpcs()
{
// Dropped near their town's seed point with scatter — no scripted
// layout. Where each community actually forms is the experiment.
var rng = new System.Random(Seed);
void Spawn(string town, Vector2 center, SoulProfile soul, int count, string prefix)
{
for (int i = 0; i < count; i++)
{
Npcs.Add(new Npc
{
Name = $"{prefix}_{(char)('A' + Npcs.Count % 26)}{(Npcs.Count >= 26 ? Npcs.Count.ToString() : "")}",
HomeTown = town,
Soul = soul,
PersonalityModifier = (float)(rng.NextDouble() * 0.4 - 0.2),
Position = center + new Vector2(rng.Next(-12, 13), rng.Next(-12, 13)),
});
}
}
foreach (var town in _towns)
{
if (town.Name == "South")
{
Spawn(town.Name, town.Center, SoulProfile.NatureSoul(), SouthPopulation, "South");
for (int i = 0; i < SelfishCount; i++)
Spawn(town.Name, town.Center, SoulProfile.SelfishSoul(), 1, "South");
}
else if (town.Name == "North")
{
Spawn(town.Name, town.Center, SoulProfile.GenerationalSoul(), NorthPopulation, "North");
}
}
}
/// How many villagers are currently sleeping at this shelter.
public int RestingOccupancy(Building b)
{
int count = 0;
foreach (var npc in Npcs)
if (npc.State == NpcState.Resting && npc.Position.DistanceTo(b.Site) <= 2.5f)
count++;
return count;
}
public int TownPopulation(string town)
{
int count = 0;
foreach (var npc in Npcs)
if (npc.HomeTown == town) count++;
return count;
}
public Vector2 TownCentroid(string town)
{
Vector2 sum = Vector2.Zero;
int count = 0;
foreach (var npc in Npcs)
{
if (npc.HomeTown != town) continue;
sum += npc.Position;
count++;
}
if (count == 0)
{
foreach (var t in _towns)
if (t.Name == town) return t.Center;
return new Vector2(World.GridSize / 2f, World.GridSize / 2f);
}
return sum / count;
}
public override void _Process(double delta)
{
_tickAccumulator += delta * TicksPerRealSecond;
while (_tickAccumulator >= 1.0)
{
_tickAccumulator -= 1.0;
Tick();
}
}
///
/// Soul-to-soul atmospheric pressure (ported from the Unity POC's
/// SoulFieldSystem): souls in proximity press on each other's
/// atmospheres. An encased soul darkens the room; a clear soul makes
/// it slightly easier for everyone near them to radiate. Both
/// directions apply; the net effect depends on relative debris.
///
private void ApplySoulPressure()
{
const float radius = 8f;
const float strength = 0.00004f;
for (int i = 0; i < Npcs.Count; i++)
{
for (int j = i + 1; j < Npcs.Count; j++)
{
var a = Npcs[i];
var b = Npcs[j];
float dist = a.Position.DistanceTo(b.Position);
if (dist > radius) continue;
float falloff = 1f - dist / radius;
float fromA = Mathf.Lerp(-strength, strength, a.Imprint.Total) * falloff;
b.Imprint.ExternalPerception = Mathf.Clamp(b.Imprint.ExternalPerception + fromA, 0f, 1f);
float fromB = Mathf.Lerp(-strength, strength, b.Imprint.Total) * falloff;
a.Imprint.ExternalPerception = Mathf.Clamp(a.Imprint.ExternalPerception + fromB, 0f, 1f);
}
}
}
/// Where the community's feet actually are — new communal
/// buildings are founded here, not at a scripted town center.
public Vector2 CommunityCentroid()
{
if (Npcs.Count == 0) return new Vector2(World.GridSize / 2f, World.GridSize / 2f);
Vector2 sum = Vector2.Zero;
foreach (var npc in Npcs) sum += npc.Position;
return sum / Npcs.Count;
}
private void Tick()
{
TotalTicks++;
foreach (var npc in Npcs)
npc.Tick(World, this);
ApplySoulPressure();
if (TotalTicks % 1440 == 0)
{
World.RegenerateDaily(SeasonFoodMult, SeasonWoodMult);
foreach (var building in Buildings)
building.DailyUpkeep();
foreach (var npc in Npcs)
npc.FadeEchoes(0.005f);
StatsLogger.LogDay(this);
if (Day % 10 == 0)
GD.Print($"[WorldSim] Day {Day} complete.");
}
}
}