Files
Soul_Game/scripts/SoulProfile.cs
T
mmcghen 3f2c5e2f18 Expansion phase: settlements — the North joins the world
Runs 5-6 logged in FINDINGS.md (soul layer validated: nature debris
0.000 vs selfish 0.225 after two years; the ledger works).

Towns are now real spatial structure: TownDef seeds (South at the
bottom of the map, North at the top), NPCs affiliate with a home town,
communal duty serves your own settlement (buildings are town-tagged,
founding uses the town centroid and per-town shelter caps), and each
town raises its own shelters and granary. Generational (North) soul
profile added — temperament only until the knowledge system lands.
Map shows town labels; rosters and CSVs carry town columns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 14:02:59 -04:00

97 lines
3.5 KiB
C#

using System;
namespace WorldSim;
/// <summary>
/// Soul types — the four founding philosophies (SPEC §1).
/// MVP uses Nature only; the others exist so nothing hardcodes a single type.
/// </summary>
public enum SoulType
{
Nature, // South — take only what you need
Generational, // North — reverence for lineage
Materialist, // West — worth measured in visible possessions
Selfish, // East — personal gain, no guilt attached
}
/// <summary>
/// The soul imprint triad (SPEC §2 amendment, DESIGN.md debris model).
/// The soul itself never changes — these are the layers over it.
/// MVP behavior may read only Total, but all three sources are carried
/// so later phases (residual-soul verdicts, awareness thresholds,
/// source-specific clearing) need no data migration.
/// </summary>
public class SoulImprint
{
public float SelfRegard; // internal — how the soul sees itself
public float OthersRegard; // internal — how the soul sees others
public float ExternalPerception; // external — what others' souls pressed onto it
public float Total => (SelfRegard + OthersRegard + ExternalPerception) / 3f;
public float Radiance => 1f - Total;
public void Clamp()
{
SelfRegard = Math.Clamp(SelfRegard, 0f, 1f);
OthersRegard = Math.Clamp(OthersRegard, 0f, 1f);
ExternalPerception = Math.Clamp(ExternalPerception, 0f, 1f);
}
}
/// <summary>
/// Behavior weights per soul type (SPEC §9). Constrained emergence:
/// these weights pick WHICH valid option an NPC takes, never WHETHER
/// a solution exists. Swappable per type — the engine stays agnostic.
/// </summary>
public class SoulProfile
{
public SoulType Type;
public float Generosity; // trade ratios, spontaneous help
public float Sustainability; // harvest caps (South: ~50% of a node)
public float CommunityBias; // communal-first building, socializing pull
public float StatusBias; // West: visible-wealth preference (unused in MVP)
public float Accumulation; // East: hoarding pressure (unused in MVP)
public static SoulProfile NatureSoul() => new()
{
Type = SoulType.Nature,
Generosity = 0.9f,
Sustainability = 0.9f,
CommunityBias = 0.8f,
StatusBias = 0.1f,
Accumulation = 0.1f,
};
/// <summary>
/// North-weighted profile: reverence for lineage, strong communal pull,
/// modest material appetite. Their signature system — generational
/// knowledge transfer (SPEC §5) — arrives with the expansion phase;
/// until then they differ from the South in temperament, not verbs.
/// </summary>
public static SoulProfile GenerationalSoul() => new()
{
Type = SoulType.Generational,
Generosity = 0.8f,
Sustainability = 0.8f,
CommunityBias = 0.95f,
StatusBias = 0.15f,
Accumulation = 0.2f,
};
/// <summary>
/// East-weighted profile — not part of MVP behavior, but defined now for
/// the end-of-MVP contrast test (SPEC §11 amendment): 3 selfish NPCs
/// dropped into the South town to prove weights alone change the society.
/// </summary>
public static SoulProfile SelfishSoul() => new()
{
Type = SoulType.Selfish,
Generosity = 0.1f,
Sustainability = 0.2f,
CommunityBias = 0.1f,
StatusBias = 0.5f,
Accumulation = 0.9f,
};
}