Files
Soul_Game/scripts/GameManager.cs
T
mmcghen 3e4e44c623 Run 12: knowledge system, mortality, and the North's generational soul
SPEC §5 built: three skill domains (forage/woodcraft/masonry) that pay
off and grow by practice; proximity diffusion soul-calibrated by
absorption x teaching-drive; and mortality - the piece that makes
knowledge generational. Elders die (~150-230 days), everything unshared
dies with them, a youth comes of age near knowing nothing. North soul
(absorption 1.6, teaching 0.9) vs South (1.0, 0.3); East teaches no one.

Two findings: (1) headless soaks were contaminated by orphaned child
processes writing later runs' CSVs - fixed with StopAfterDays clean
self-terminate; (2) passive diffusion barely helped - the North's real
culture is the young seeking elders on purpose, so added deliberate
teacher-seeking and youths now cradle beside the wisest elder. North
now leads knowledge at every checkpoint, but a stable town approaches
the ceiling regardless, so teaching is a recovery advantage not an
equilibrium one. The crisis-recovery experiment is the real test, noted
in FINDINGS as next.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 16:27:28 -04:00

310 lines
11 KiB
C#

using System.Collections.Generic;
using Godot;
namespace WorldSim;
/// <summary>
/// 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.
/// </summary>
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<TownDef> Towns => _towns;
private readonly List<TownDef> _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
/// <summary>Auto-quit after this many days (0 = run forever). Set for
/// headless soaks so runs self-terminate cleanly — no external kill, no
/// orphaned process racing the next run's CSV writes.</summary>
[Export] public int StopAfterDays = 0;
public World World { get; private set; } = null!;
public List<Npc> Npcs { get; } = new();
public List<Building> 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",
};
/// <summary>Food regen multiplier — winter gives almost nothing.</summary>
public float SeasonFoodMult => SeasonIndex switch
{
0 => 1.5f, 1 => 1.0f, 2 => 0.8f, _ => 0.05f,
};
/// <summary>Wood regen multiplier — growth slows in the cold.</summary>
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++)
{
var npc = 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)),
// Staggered ages so the founding generation doesn't die
// in one terrible week.
AgeDays = rng.Next(0, 100),
LifeExpectancyDays = 150 + rng.Next(0, 80),
};
npc.Know.Capacity = 1.0f + (float)rng.NextDouble();
Npcs.Add(npc);
}
}
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");
}
}
}
/// <summary>How many villagers (other than <paramref name="except"/>)
/// are currently sleeping at this shelter.</summary>
public int RestingOccupancy(Building b, Npc? except = null)
{
int count = 0;
foreach (var npc in Npcs)
if (npc != except && 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();
}
}
/// <summary>
/// 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.
/// </summary>
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);
}
}
}
// --- Mortality: generations end, and what wasn't passed on ends too --
public int DeathsToday { get; set; }
private int _bornCount;
private void TickMortality()
{
var dying = new List<Npc>();
foreach (var npc in Npcs)
{
npc.AgeDays += 1f;
if (npc.AgeDays >= npc.LifeExpectancyDays)
dying.Add(npc);
}
var rng = new System.Random(Seed + (int)TotalTicks);
foreach (var dead in Npcs.ToArray())
{
if (!dying.Contains(dead)) continue;
Npcs.Remove(dead);
DeathsToday++;
// Everything unshared dies with them: skills, memories, echoes.
// What survives is what they taught, built, and stored.
foreach (var other in Npcs)
other.ForgetPerson(dead);
// A youth comes of age in the same town, same culture, knowing
// almost nothing — but raised among the living, not in a void.
// They spawn beside the town's wisest elder, so the young begin
// life within reach of what the community still remembers. The
// town's knowledge is only what its living carry — but the young
// start where that knowledge is.
_bornCount++;
Npc? elder = null;
float bestKnow = -1f;
foreach (var other in Npcs)
if (other.HomeTown == dead.HomeTown && other.Know.Total > bestKnow)
{ bestKnow = other.Know.Total; elder = other; }
Vector2 cradle = elder?.Position ?? TownCentroid(dead.HomeTown);
var youth = new Npc
{
Name = $"{dead.HomeTown}_{(char)('A' + _bornCount % 26)}{_bornCount + 25}",
HomeTown = dead.HomeTown,
Soul = dead.Soul, // raised in the culture that raised them
PersonalityModifier = (float)(rng.NextDouble() * 0.4 - 0.2),
Position = cradle + new Vector2(rng.Next(-4, 5), rng.Next(-4, 5)),
AgeDays = 0f,
LifeExpectancyDays = 150 + rng.Next(0, 80),
};
youth.Know.Capacity = 1.0f + (float)rng.NextDouble();
Npcs.Add(youth);
GD.Print($"[Passing] day {Day}: {dead.Name} dies at {dead.AgeDays:0} days " +
$"(knowledge {dead.Know.Total:0.00} lost); {youth.Name} comes of age.");
}
}
/// <summary>Where the community's feet actually are — new communal
/// buildings are founded here, not at a scripted town center.</summary>
public Vector2 CommunityCentroid()
{
if (Npcs.Count == 0) return new Vector2(World.GridSize / 2f, World.GridSize / 2f);
Vector2 sum = Vector2.Zero;
foreach (var npc in Npcs) sum += npc.Position;
return sum / Npcs.Count;
}
private void Tick()
{
TotalTicks++;
foreach (var npc in Npcs)
npc.Tick(World, this);
ApplySoulPressure();
if (TotalTicks % 1440 == 0)
{
World.RegenerateDaily(SeasonFoodMult, SeasonWoodMult);
foreach (var building in Buildings)
building.DailyUpkeep();
foreach (var npc in Npcs)
npc.FadeEchoes(0.005f);
TickMortality();
StatsLogger.LogDay(this);
if (Day % 10 == 0)
GD.Print($"[WorldSim] Day {Day} complete.");
if (StopAfterDays > 0 && Day >= StopAfterDays)
{
GD.Print($"[WorldSim] Reached day {Day} — stopping.");
GetTree().Quit();
}
}
}
}