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).
}
}