using System;
using System.Collections.Generic;
using Godot;
namespace WorldSim;
public enum MaterialKind { Wood, Stone, Clay, Water, Food, Ore, Herb }
///
/// A harvestable resource node on the grid (SPEC §6).
/// Wood regenerates; stone is static; clay sits near water; water is unlimited.
///
public class ResourceNode
{
public MaterialKind Kind;
public Vector2I Cell;
public float Amount;
public float MaxAmount;
public float RegenPerDay; // 0 for stone; water ignores Amount entirely
public bool IsDepleted => Kind != MaterialKind.Water && Amount <= 0f;
}
///
/// World generation, resource placement, and the shared resource pool (SPEC §9).
/// Grid is 256×256 (SPEC §9 performance target). No scripted town layout —
/// NPCs are dropped in and the community forms where it forms.
///
public class World
{
public const int GridSize = 768;
public List Nodes { get; } = new();
/// Units harvested since the last daily stats snapshot.
public float HarvestedToday;
private readonly Random _rng;
// Node cell index (built once — nodes never move). Only the sensing sweep
// uses it, but that runs per-NPC constantly, so it's the one place a node
// index genuinely pays (unlike nearest-of-kind, which stays a linear scan).
private const int NodeCell = 32;
private readonly Dictionary<(int, int), List> _nodeCells = new();
private void IndexNode(ResourceNode n)
{
var key = ((int)(n.Cell.X / NodeCell), (int)(n.Cell.Y / NodeCell));
if (!_nodeCells.TryGetValue(key, out var list))
_nodeCells[key] = list = new List();
list.Add(n);
}
public World(int seed)
{
_rng = new Random(seed);
}
///
/// Place resources: water source tiles first, clay near water,
/// wood in clusters (groves), stone in a few deposits.
/// TODO(Week 1): replace uniform scatter with noise-based clustering.
///
public void Generate()
{
// Resource counts scale ~9× with the 3× larger world so density holds.
PlaceMany(MaterialKind.Water, count: 40, amount: float.PositiveInfinity, regen: 0f);
PlaceMany(MaterialKind.Clay, count: 80, amount: 40f, regen: 0.5f);
PlaceMany(MaterialKind.Wood, count: 480, amount: 30f, regen: 2f);
PlaceMany(MaterialKind.Stone, count: 140, amount: 80f, regen: 0f); // more deposits — housing was stone-capped
PlaceMany(MaterialKind.Food, count: 360, amount: 20f, regen: 4f);
PlaceMany(MaterialKind.Ore, count: 40, amount: 60f, regen: 0f); // metal source (post-MVP tier)
PlaceMany(MaterialKind.Herb, count: 120, amount: 15f, regen: 3f); // medicine / trade good
}
private void PlaceMany(MaterialKind kind, int count, float amount, float regen)
{
for (int i = 0; i < count; i++)
{
var node = new ResourceNode
{
Kind = kind,
Cell = new Vector2I(_rng.Next(GridSize), _rng.Next(GridSize)),
Amount = amount,
MaxAmount = amount,
RegenPerDay = regen,
};
Nodes.Add(node);
IndexNode(node);
}
}
///
/// Harvest respecting the harvester's sustainability weight:
/// a South soul stops at ~50% of the node (SPEC §10) so nodes stay healthy.
/// Taking from below the commons line marks the taker's soul — it is
/// taking from everyone, whether anyone sees it or not.
/// Returns the amount actually taken.
///
public float Harvest(ResourceNode node, float requested, Npc npc)
{
if (node.Kind == MaterialKind.Water) return requested; // unlimited at source
// Reciprocity is with the living land: floors and the commons line
// apply only to what regrows. Minerals quarry to depletion, for
// every soul equally, with no mark on anyone.
bool living = node.RegenPerDay > 0f;
float floorFraction = living ? npc.Soul.Sustainability * 0.5f : 0f;
float takeable = Math.Max(0f, node.Amount - node.MaxAmount * floorFraction);
float taken = Math.Min(requested, takeable);
node.Amount -= taken;
HarvestedToday += taken;
if (living)
{
// The moral line sits below any respectful harvest floor (nature
// souls stop at 45%) — ordinary sustainable taking never grazes
// it, while strip-harvesting (selfish ~10%) lives deep inside it.
float commons = node.MaxAmount * 0.4f;
if (node.Amount < commons)
{
float takenBelow = Math.Min(taken, commons - node.Amount);
npc.Imprint.OthersRegard =
Math.Clamp(npc.Imprint.OthersRegard + takenBelow * 0.004f, 0f, 1f);
}
}
return taken;
}
/// Invoke action for every node within radius — used by NPCs to
/// discover nearby nodes (addendum §4 sensing). Cell-indexed: scans only
/// the buckets the radius touches, not all ~1,260 nodes.
public void ForEachNodeNear(Vector2 position, float radius, System.Action action)
{
float r2 = radius * radius;
int reach = (int)(radius / NodeCell) + 1;
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;
foreach (var node in list)
if (position.DistanceSquaredTo(node.Cell) <= r2)
action(node);
}
}
/// Seed a town's founders with the resources around their home,
/// so they begin with a working local map instead of blind.
public IEnumerable NodesWithin(Vector2 center, float radius)
{
float r2 = radius * radius;
foreach (var node in Nodes)
if (center.DistanceSquaredTo(node.Cell) <= r2)
yield return node;
}
/// Nearest node of a kind regardless of amount — for returning
/// unneeded minerals to the quarry rather than carrying them forever.
public ResourceNode? FindNearestAny(MaterialKind kind, Vector2 position)
{
ResourceNode? best = null;
float bestDist = float.MaxValue;
foreach (var node in Nodes)
{
if (node.Kind != kind) continue;
float d = position.DistanceSquaredTo(node.Cell);
if (d < bestDist) { best = node; bestDist = d; }
}
return best;
}
///
/// Called once per in-game day by GameManager. Season multipliers throttle
/// regeneration — winter is when the granary earns its clay.
///
public void RegenerateDaily(float foodMult = 1f, float woodMult = 1f)
{
bool frost = foodMult < 0.1f; // deep winter
foreach (var node in Nodes)
{
// Frost kills standing food — the wild larder rots on the stem.
// Without this, the sustainability floors act as a huge hidden
// savings account and winter never reaches an actual villager.
if (frost && node.Kind == MaterialKind.Food)
{
node.Amount = Math.Max(node.Amount * 0.93f, node.MaxAmount * 0.15f);
continue;
}
if (node.RegenPerDay <= 0f) continue;
float mult = node.Kind switch
{
MaterialKind.Food => foodMult,
MaterialKind.Wood => woodMult,
_ => 1f,
};
node.Amount = Math.Min(node.MaxAmount, node.Amount + node.RegenPerDay * mult);
}
}
///
/// Nearest node this particular soul considers harvestable. What counts
/// as "worth taking" is a moral judgment, not a world fact: a nature
/// soul walks past a node at half strength; a selfish soul strips it to
/// the stem. The commons' savings account only exists for those who
/// honor it.
///
public ResourceNode? FindNearest(MaterialKind kind, Vector2 position, float minFraction = 0.5f)
{
ResourceNode? best = null;
float bestDist = float.MaxValue;
foreach (var node in Nodes)
{
if (node.Kind != kind || node.IsDepleted) continue;
// The harvest floor is an ethic of regrowth — it applies only to
// living, regenerating things. Leaving half a berry bush lets it
// live; leaving half a stone deposit protects nobody, and once
// stranded it homelessly, we learned that the hard way (run 9).
if (node.Kind != MaterialKind.Water && node.RegenPerDay > 0f &&
node.Amount <= node.MaxAmount * minFraction)
continue;
float d = position.DistanceSquaredTo(node.Cell);
if (d < bestDist) { best = node; bestDist = d; }
}
return best;
}
}