Files
Soul_Game/scripts/World.cs
T
mmcghen 3ffde3d9e9 Run 11: satiation and quarry return - clean two-year stability
Granary satiation: hunger scars motivate storage only until town
capacity could carry a winter (pop x 45); sprawl of ~10 granaries falls
to the sated level. Quarry return: packs stuck with undroppable stone
after rebuilds made starving porters; unneeded stone goes back to the
quarry (matter conserved, packs unclogged).

Also corrects the record: run 10's zero-ruin year-2 claim came from
CSV contamination by orphaned headless child processes (console wrapper
kills didn't kill the tree). Clean verified result now: year-1
catastrophe and rebuild, then year-2 at 0.77 nourishment, zero new
ruins, 100% condition, textbook granary sawtooth.

Open in FINDINGS: accessible stone exhaustion plateaus housing below
population - a Phase 3 economy question (deeper quarrying, stockpiles).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 15:55:39 -04:00

185 lines
6.9 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System;
using System.Collections.Generic;
using Godot;
namespace WorldSim;
public enum MaterialKind { Wood, Stone, Clay, Water, Food }
/// <summary>
/// A harvestable resource node on the grid (SPEC §6).
/// Wood regenerates; stone is static; clay sits near water; water is unlimited.
/// </summary>
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;
}
/// <summary>
/// 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.
/// </summary>
public class World
{
public const int GridSize = 256;
public List<ResourceNode> Nodes { get; } = new();
/// <summary>Units harvested since the last daily stats snapshot.</summary>
public float HarvestedToday;
private readonly Random _rng;
public World(int seed)
{
_rng = new Random(seed);
}
/// <summary>
/// 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.
/// </summary>
public void Generate()
{
PlaceMany(MaterialKind.Water, count: 6, amount: float.PositiveInfinity, regen: 0f);
PlaceMany(MaterialKind.Clay, count: 10, amount: 40f, regen: 0.5f); // TODO: constrain near water
PlaceMany(MaterialKind.Wood, count: 60, amount: 30f, regen: 2f);
PlaceMany(MaterialKind.Stone, count: 12, amount: 80f, regen: 0f);
PlaceMany(MaterialKind.Food, count: 40, amount: 20f, regen: 4f); // South: flora most abundant
}
private void PlaceMany(MaterialKind kind, int count, float amount, float regen)
{
for (int i = 0; i < count; i++)
{
Nodes.Add(new ResourceNode
{
Kind = kind,
Cell = new Vector2I(_rng.Next(GridSize), _rng.Next(GridSize)),
Amount = amount,
MaxAmount = amount,
RegenPerDay = regen,
});
}
}
/// <summary>
/// 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.
/// </summary>
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;
}
/// <summary>Nearest node of a kind regardless of amount — for returning
/// unneeded minerals to the quarry rather than carrying them forever.</summary>
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;
}
/// <summary>
/// Called once per in-game day by GameManager. Season multipliers throttle
/// regeneration — winter is when the granary earns its clay.
/// </summary>
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);
}
}
/// <summary>
/// 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.
/// </summary>
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;
}
}