9e8ee1d748
Shelters now wear their town's culture color on the map (North cool-blue, South green, West gold, East red), dimmed by wear; granaries stay green, ruins dark. And bonds can now cross town lines: usually you pair within your own people (that's who you're near), but a wanderer who warms to someone from another town shacks up across cultures - the first quiet thread of contact between two peoples. When two towns share a roof, the house is drawn split diagonally, half each culture, visible across the map. Mechanics: buildings track their top-two resident home-towns (recomputed with occupancy, throttled to every 30 ticks since it's map-only); the bonding rule dropped its same-town requirement. A 240-day run produced 126 bonds, 40 of them cross-town (East+North, West+South, all combos), with populations still balanced - inter-cultural contact without destabilizing the towns. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1000 lines
43 KiB
C#
1000 lines
43 KiB
C#
using System.Collections.Generic;
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using Godot;
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namespace WorldSim;
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public enum NpcState { Gathering, Building, Trading, Resting, Socializing }
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/// <summary>
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/// NPC data + state machine (SPEC §9, §10). A plain simulation object —
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/// GameManager ticks it, Visualization draws it. No Node per NPC.
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///
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/// Constrained emergence: this machine defines what an NPC CAN do;
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/// the SoulProfile weights decide which valid option they take.
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///
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/// The loop is demand-driven so the sim never saturates:
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/// the community's current need (construction material, then firewood
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/// upkeep, then personal variety) decides what gets gathered; surplus
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/// flows to neighbors who lack it or to the buildings that burn it;
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/// night pulls everyone home to shelter; morning releases them.
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/// </summary>
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public class Npc
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{
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// --- Identity & soul -------------------------------------------------
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public string Name = "";
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public string HomeTown = ""; // settlement affiliation — home, not a cage
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public SoulProfile Soul = SoulProfile.NatureSoul();
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public SoulImprint Imprint = new(); // triad — see SPEC §2 amendment
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public float PersonalityModifier; // per-NPC variance within a soul type
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// --- Body & position -------------------------------------------------
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public Vector2 Position;
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public float Fatigue; // 0–100; forced rest above 80
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public float Health = 100f; // forced rest below 30
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public float Nourishment = 1f; // 1 = fed; drains daily, eats from pack
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// --- Mortality: knowledge is generational only if generations end ----
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public float AgeDays;
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public float LifeExpectancyDays = 180f;
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// --- Knowledge (SPEC §5) ----------------------------------------------
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public Knowledge Know = new();
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// --- Known nodes: the world is only what you've found (addendum §4) ----
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// An NPC gathers only from resource nodes it has personally discovered
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// (by coming within sensing range) or been told about. This is what
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// makes towns insular echo chambers — no global map, so a town works its
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// own known ground until scarcity pushes someone to explore. Distinct
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// from the warmth-echo map (that's NPC-to-NPC trust); this is
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// NPC-to-place memory, its own structure per the addendum's open Q.
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public readonly HashSet<ResourceNode> KnownNodes = new();
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public const float SensingRadius = 22f;
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/// <summary>Discover any nodes within sensing range this tick.</summary>
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public void SenseNodes(World world)
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{
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world.ForEachNodeNear(Position, SensingRadius, n => KnownNodes.Add(n));
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}
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/// <summary>Learn a node from someone who already knows it (social
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/// diffusion — the same proximity rule as skills, per addendum §4).</summary>
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public void ShareNodeKnowledge(Npc other)
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{
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// Tell them about a few of what we know they don't — word of a good
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// grove travels through a town without a global broadcast.
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int shared = 0;
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foreach (var n in KnownNodes)
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{
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if (other.KnownNodes.Add(n)) shared++;
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if (shared >= 3) break;
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}
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}
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/// <summary>
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/// Venture toward unexplored ground and sense as you go (addendum §4
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/// wander-when-starved). Bias outward from the town anchor so exploration
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/// heads into new territory rather than re-treading known home ground.
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/// Stage 1: a plain outward walk that discovers new nodes. Stage 2 will
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/// make direction and eagerness soul-weighted.
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/// </summary>
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private void Explore(GameManager gm)
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{
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Activity = "exploring for new ground";
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Vector2 anchor = gm.TownAnchor(HomeTown);
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Vector2 outward = (Position - anchor);
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if (outward.LengthSquared() < 1f)
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outward = new Vector2(PersonalityModifier, 1f - Mathf.Abs(PersonalityModifier));
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outward = outward.Normalized();
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// A little personality-driven veer so explorers fan out, not conga-line.
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outward = outward.Rotated(PersonalityModifier * 1.2f);
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Position += outward * MoveSpeed;
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SenseNodes(gm.World);
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}
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/// <summary>
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/// Nearest node of a kind this NPC knows about AND considers worth
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/// taking (same regrowth-floor ethic as World.FindNearest). Returns null
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/// if none of their known nodes qualify — the concrete signal to explore.
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/// </summary>
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private ResourceNode? FindNearestKnown(MaterialKind kind, float minFraction)
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{
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ResourceNode? best = null;
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float bestDist = float.MaxValue;
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foreach (var node in KnownNodes)
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{
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if (node.Kind != kind || node.IsDepleted) continue;
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if (node.Kind != MaterialKind.Water && node.RegenPerDay > 0f &&
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node.Amount <= node.MaxAmount * minFraction)
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continue;
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float d = Position.DistanceSquaredTo(node.Cell);
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if (d < bestDist) { bestDist = d; best = node; }
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}
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return best;
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}
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// --- Bonds: the first social verb beyond work (relationships) ---------
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// A pair-bond forms between two settled adults who keep warm company.
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// Reproduction is deferred (bonds-first); for now a bond is a standing
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// relationship — chosen companionship, warmth that compounds, someone
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// whose grave you would tend.
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public Npc? Partner;
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public bool IsBonded => Partner != null;
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public bool IsAdult => AgeDays >= 20f; // childhood is the first ~20 days
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// --- State -----------------------------------------------------------
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public NpcState State = NpcState.Gathering;
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/// <summary>Human-readable description of the current action — for the
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/// debug roster only. The player-facing game will never show this.</summary>
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public string Activity = "waking up";
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// --- Soul-derived behavior (constrained emergence: same possibility
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// --- space for everyone; the weights only change the choices) --------
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/// <summary>Communal souls do communal work; low-bias souls simply don't.</summary>
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public bool IsCommunal => Soul.CommunityBias >= 0.3f;
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/// <summary>Hoarders carry double — accumulation is a way of being.</summary>
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public float EffectiveCapacity => Soul.Accumulation > 0.5f ? CarryCapacity * 2f : CarryCapacity;
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/// <summary>What fraction of a node this soul leaves standing. Nature
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/// souls honor the 50% commons floor; selfish souls strip to ~15%.</summary>
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public float HarvestSeekFloor => Mathf.Max(0.05f, Soul.Sustainability * 0.5f) + 0.05f;
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// --- Social memory: warmth echoes (Unity POC port) --------------------
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// Not knowledge — feeling. A villager doesn't know who is generous;
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// they remember who fed them and who turned them away.
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private readonly Dictionary<string, float> _echoes = new();
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public float GetWarmth(string name) => _echoes.TryGetValue(name, out float w) ? w : 0f;
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public void RecordEcho(string name, float delta) =>
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_echoes[name] = Mathf.Clamp(GetWarmth(name) + delta, -1f, 1f);
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/// <summary>Echoes drift back toward neutral — called once per day.
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/// A single contact fades in weeks; a pattern of contact holds.</summary>
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public void FadeEchoes(float amount)
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{
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var keys = new List<string>(_echoes.Keys);
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foreach (var key in keys)
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_echoes[key] = Mathf.MoveToward(_echoes[key], 0f, amount);
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}
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/// <summary>Ticks spent in each state since the last daily snapshot —
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/// the raw material of emergent roles: what a person mostly does is
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/// who they are becoming. Indexed by (int)NpcState.</summary>
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public int[] StateTicksToday = new int[5];
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/// <summary>
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/// Learn from another by proximity (SPEC §5). Rate scales with your own
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/// absorption and their drive to teach. Returns true if anything passed.
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/// </summary>
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private bool LearnFrom(Npc other)
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{
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bool learned = false;
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float rate = 0.0016f * Soul.Absorption * (1f + other.Soul.TeachingDrive * 2.5f);
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for (int d = 0; d < Knowledge.DomainCount; d++)
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{
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float gap = other.Know.Skill[d] - Know.Skill[d];
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if (gap > 0.03f)
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{
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Know.Gain((KnowledgeDomain)d, gap * rate);
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learned = true;
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}
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}
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return learned;
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}
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/// <summary>Clear live references to someone who has died.</summary>
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public void ForgetPerson(Npc dead)
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{
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if (_targetNpc == dead) _targetNpc = null;
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if (_giftSource == dead) _giftSource = null;
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if (Partner == dead) Partner = null; // a bond outlives nothing but memory
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}
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// --- Diagnostics (read-only views for the stats logger) ---------------
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public MaterialKind CurrentDemand(GameManager gm) => PickGatherTarget(gm);
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public int RoughNights => _unshelteredRests;
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public bool HungerMemory => _hungerMemory;
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public NpcState DominantStateToday()
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{
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int best = 0;
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for (int i = 1; i < StateTicksToday.Length; i++)
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if (StateTicksToday[i] > StateTicksToday[best]) best = i;
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return (NpcState)best;
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}
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public Dictionary<MaterialKind, float> Inventory = new();
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public float CarryCapacity = 20f;
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private const float MoveSpeed = 0.8f; // grid cells per tick
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private const float ArriveDist = 1.5f;
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private ResourceNode? _targetNode;
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private Npc? _targetNpc;
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private Building? _foodSource; // granary being visited for food
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private Npc? _giftSource; // neighbor being asked for food
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private float _stateTimer;
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private int _senseTimer = -1; // ticks until next node-sensing sweep; <0 = stagger on first tick
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// Organic construction: nights spent sleeping outside. Three rough
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// nights and a person starts gathering stone for a roof of their own.
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private int _unshelteredRests;
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private bool _shelteredDuringRest;
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private bool _nightDuringRest;
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// Hunger remembered: someone who has truly starved stockpiles food once
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// the land gives again. The town's first granary is founded by memory,
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// not by milestone.
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private bool _hungerMemory;
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// Where this person actually sleeps — homes are founded where you live,
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// not where you happened to be standing with a pack full of stone.
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private Vector2 _homeSpot;
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private bool _hasHomeSpot;
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private static readonly MaterialKind[] GatherKinds =
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{ MaterialKind.Wood, MaterialKind.Stone, MaterialKind.Clay };
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// Idle variety only touches what regrows. Minerals are mined on purpose
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// (construction, a roof of your own) — never as a hobby. Run 10 taught
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// us that idle mining + lossy packs can mill a world's stone to dust.
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private static readonly MaterialKind[] VarietyKinds =
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{ MaterialKind.Wood, MaterialKind.Food };
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// What a pack may shed to make room: only matter the land replaces.
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// Set-down stone is stone destroyed — and the world doesn't make more.
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private static readonly MaterialKind[] DroppableKinds =
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{ MaterialKind.Wood, MaterialKind.Food, MaterialKind.Clay };
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/// <summary>
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/// One simulation tick = one in-game minute (SPEC §9).
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/// Order per SPEC §10: vitals check → day/night bias → state behavior → fatigue.
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/// </summary>
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public void Tick(World world, GameManager gm)
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{
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_stateTimer += 1f;
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StateTicksToday[(int)State]++;
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// See what's around you as you live — discovery is passive (addendum
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// §4). Sensed periodically, not every tick: you don't miss a grove by
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// checking every ~30 ticks instead of every one, and a full-node scan
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// per NPC per tick is the sim's heaviest cost otherwise.
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if (_senseTimer < 0)
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_senseTimer = (int)(Mathf.Abs(PersonalityModifier) * 150f) % 30; // stagger the herd
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else if (--_senseTimer <= 0)
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{
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SenseNodes(world);
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_senseTimer = 30;
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}
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// 1. Vitals override everything
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if (State != NpcState.Resting && (Fatigue > 80f || Health < 30f))
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Enter(NpcState.Resting);
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// Night sends everyone to bed — home if they have one, the open sky
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// if they don't. (Evenings 18:00–22:00 remain the social hours; the
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// old rule let low-fatigue villagers socialize all night, which
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// meant beds went unused and rough nights were never experienced.)
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if (gm.IsNight && State != NpcState.Resting)
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Enter(NpcState.Resting);
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// 2–3. State behavior
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switch (State)
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{
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case NpcState.Gathering: TickGathering(world, gm); break;
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case NpcState.Building: TickBuilding(gm); break;
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case NpcState.Trading: TickTrading(gm); break;
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case NpcState.Resting: TickResting(gm); break;
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case NpcState.Socializing: TickSocializing(gm); break;
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}
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// Metabolism: nourishment drains slowly; eat from the pack when hungry.
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// The soul layer bites here (Unity POC rule): a burdened soul wears
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// faster, and the same meal gives it less. Debris is not a scoreboard —
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// it is a way of being that costs.
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float debris = Imprint.Total;
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Nourishment -= (0.35f / 1440f) * (1f + debris);
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if (Nourishment < 0.7f &&
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Inventory.TryGetValue(MaterialKind.Food, out float food) && food >= 1f)
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{
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Inventory[MaterialKind.Food] = food - 1f;
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Nourishment = Mathf.Min(1f, Nourishment + 0.25f * (1f - debris * 0.5f));
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}
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if (Nourishment <= 0.05f) Health = Mathf.Max(0f, Health - 0.01f);
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// Herbs are medicine: the hurt who carry them mend faster, and a
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// skilled forager gets more from the same leaf. Reason to gather
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// herbs, and a trade good worth carrying between towns.
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if (Health < 90f &&
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Inventory.TryGetValue(MaterialKind.Herb, out float herb) && herb >= 1f)
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{
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Inventory[MaterialKind.Herb] = herb - 1f;
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Health = Mathf.Min(100f, Health + 6f * (1f + Know[KnowledgeDomain.Forage]));
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}
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if (Nourishment < 0.3f) _hungerMemory = true; // real hunger is not forgotten
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Nourishment = Mathf.Clamp(Nourishment, 0f, 1f);
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// 4. Fatigue deltas (SPEC §10) — scaled per tick
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Fatigue += State switch
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{
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NpcState.Gathering => 2f,
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NpcState.Building => 2f,
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NpcState.Trading => 1f,
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NpcState.Resting => -5f,
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NpcState.Socializing => -2f,
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_ => 0f,
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} * 0.1f;
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Fatigue = Mathf.Clamp(Fatigue, 0f, 100f);
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}
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public void Enter(NpcState state)
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{
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State = state;
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_stateTimer = 0f;
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_targetNode = null;
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_targetNpc = null;
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_foodSource = null;
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_giftSource = null;
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_shelteredDuringRest = false;
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_nightDuringRest = false;
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}
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public float TotalCarried()
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{
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float sum = 0f;
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foreach (var kv in Inventory) sum += kv.Value;
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return sum;
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}
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private void MoveToward(Vector2 target) =>
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Position = Position.MoveToward(target, MoveSpeed);
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// --- Demand ----------------------------------------------------------
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/// <summary>
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/// What the community needs next, in priority order:
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/// construction material for an in-progress building, firewood for a
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/// shelter running low, else personal variety (least-carried).
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/// This is what turns fifteen individuals into a town coordinating.
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/// </summary>
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private MaterialKind PickGatherTarget(GameManager gm)
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{
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// 1. Feed yourself — keep a food reserve in the pack. Hoarding souls
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// keep a much bigger one, hungry or not.
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Inventory.TryGetValue(MaterialKind.Food, out float foodCarried);
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float reserveTarget = 3f + Soul.Accumulation * 7f;
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if (foodCarried < reserveTarget && (Nourishment < 0.8f || Soul.Accumulation > 0.5f))
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return MaterialKind.Food;
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// Homeless too long → gather stone for a roof, whatever your soul.
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// Even the selfish build private shelter; they just won't build it
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// for anyone else. (Communal souls also queue this below, guarded by
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// whether the town already has a shelter under construction.)
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if (!IsCommunal && _unshelteredRests >= 3)
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return MaterialKind.Stone;
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if (IsCommunal)
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{
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// Communal duty is to your own settlement — you heat your own
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// town's hearths. (Helping a neighbor town is a later, deliberate
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// system, not an accident of the work queue.)
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// 2. Construction sites — always first among works. Finishing
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// the walls of a half-built shelter beats founding another
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// foundation (the day-40 collapse taught us this one).
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foreach (var b in gm.Buildings)
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if (b.Town == HomeTown && !b.IsComplete && b.NeededMaterial is MaterialKind needed)
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return needed;
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// 2.5. Kept sleeping outside, and nothing in town is being
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// built: gather stone to found a roof of your own.
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if (_unshelteredRests >= 3 && !TownHasIncompleteShelter(gm))
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return MaterialKind.Stone;
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// 3. Firewood for shelters running low.
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foreach (var b in gm.Buildings)
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if (b.Town == HomeTown && b.WantsUpkeepWood)
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return MaterialKind.Wood;
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// 4. Winter insurance: stock the granary while the land still gives.
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foreach (var b in gm.Buildings)
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if (b.Town == HomeTown && b.WantsFood)
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return MaterialKind.Food;
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// 4.5. Hunger remembered, and nowhere to store against it:
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// gather the surplus that will found the granary — until the
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// town's storage could carry a winter. Scars motivate; they
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// shouldn't compel forever. Enough is a real quantity.
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if (_hungerMemory && !TownHasFoodStorage(gm) && !TownStorageSated(gm))
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return MaterialKind.Food;
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// 5. Ambition: expansion modules for sound, stocked shelters.
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foreach (var b in gm.Buildings)
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if (b.Town == HomeTown && b.WantsExpansion)
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return MaterialKind.Wood;
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}
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MaterialKind best = VarietyKinds[(int)(Mathf.Abs(PersonalityModifier) * 100f) % VarietyKinds.Length];
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float least = float.MaxValue;
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foreach (var kind in VarietyKinds)
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{
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Inventory.TryGetValue(kind, out float have);
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if (have < least) { least = have; best = kind; }
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}
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return best;
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}
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/// <summary>True if this town has a shelter currently under construction.</summary>
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private bool TownHasIncompleteShelter(GameManager gm)
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{
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foreach (var b in gm.Buildings)
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if (b.Town == HomeTown && b.Kind == BuildingKind.Shelter && !b.IsComplete && !b.IsRuined)
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return true;
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return false;
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}
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/// <summary>True if this town has any granary (built or building) with room.</summary>
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private bool TownHasFoodStorage(GameManager gm)
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{
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foreach (var b in gm.Buildings)
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if (b.Town == HomeTown && b.Kind == BuildingKind.Granary &&
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(!b.IsComplete || b.FoodStock < Building.FoodStockCap))
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return true;
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return false;
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}
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/// <summary>
|
||
/// Enough is a real quantity: true when the town's total granary
|
||
/// capacity (built or building) could carry its people through a
|
||
/// winter (~45 food per resident). Past this, no new storage rises.
|
||
/// </summary>
|
||
private bool TownStorageSated(GameManager gm)
|
||
{
|
||
float capacity = 0f;
|
||
foreach (var b in gm.Buildings)
|
||
if (b.Town == HomeTown && b.Kind == BuildingKind.Granary && !b.IsRuined)
|
||
capacity += Building.FoodStockCap;
|
||
return capacity >= gm.TownPopulation(HomeTown) * 45f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// When full but mostly carrying the wrong thing, set the excess down to
|
||
/// make room for what's actually needed. Lossy for now —
|
||
/// TODO(Week 2): ground stockpiles so set-down materials persist.
|
||
/// </summary>
|
||
private void MakeRoomFor(MaterialKind demanded)
|
||
{
|
||
Inventory.TryGetValue(demanded, out float haveDemanded);
|
||
if (haveDemanded >= EffectiveCapacity * 0.25f) return;
|
||
|
||
foreach (var kind in DroppableKinds)
|
||
{
|
||
if (kind == demanded) continue;
|
||
if (TotalCarried() <= EffectiveCapacity * 0.5f) break;
|
||
if (Inventory.TryGetValue(kind, out float have) && have > 0f)
|
||
Inventory[kind] = have * 0.5f;
|
||
}
|
||
}
|
||
|
||
// --- States ----------------------------------------------------------
|
||
|
||
private void TickGathering(World world, GameManager gm)
|
||
{
|
||
// Mid-errand food runs: fetching from the granary or asking a neighbor.
|
||
if (_foodSource != null)
|
||
{
|
||
Activity = "fetching food from the granary";
|
||
MoveToward(_foodSource.Site);
|
||
if (Position.DistanceTo(_foodSource.Site) < ArriveDist)
|
||
{
|
||
float got = _foodSource.WithdrawFood(8f);
|
||
Inventory.TryGetValue(MaterialKind.Food, out float haveF);
|
||
Inventory[MaterialKind.Food] = haveF + got;
|
||
_foodSource = null;
|
||
}
|
||
return;
|
||
}
|
||
if (_giftSource != null)
|
||
{
|
||
Activity = $"asking {_giftSource.Name} for food";
|
||
MoveToward(_giftSource.Position);
|
||
if (Position.DistanceTo(_giftSource.Position) < ArriveDist)
|
||
{
|
||
TradeSystem.RequestGift(_giftSource, this);
|
||
_giftSource = null;
|
||
}
|
||
return;
|
||
}
|
||
|
||
var demanded = PickGatherTarget(gm);
|
||
|
||
if (TotalCarried() >= EffectiveCapacity)
|
||
{
|
||
// A full pack means different things to different souls:
|
||
// communal souls take it to the village; hoarders sit on it —
|
||
// unless they're homeless and carrying stone, in which case even
|
||
// a selfish soul goes to raise their own roof.
|
||
if (!IsCommunal)
|
||
{
|
||
bool hasStone = Inventory.TryGetValue(MaterialKind.Stone, out float s) && s > 0f;
|
||
if (_unshelteredRests >= 3 && hasStone) { Enter(NpcState.Building); return; }
|
||
Enter(NpcState.Socializing);
|
||
return;
|
||
}
|
||
|
||
Inventory.TryGetValue(demanded, out float haveDemanded);
|
||
if (haveDemanded >= EffectiveCapacity * 0.25f) { Enter(NpcState.Building); return; }
|
||
MakeRoomFor(demanded);
|
||
if (TotalCarried() >= EffectiveCapacity) { Enter(NpcState.Trading); return; }
|
||
}
|
||
|
||
if (_targetNode == null || _targetNode.IsDepleted || _targetNode.Kind != demanded)
|
||
{
|
||
// Only ever gather from nodes we personally know (addendum §4).
|
||
_targetNode = FindNearestKnown(demanded, HarvestSeekFloor);
|
||
|
||
// Don't know a source for what's needed? Explore: move toward
|
||
// unexplored ground (away from town center) and sense as you go.
|
||
// This is the stage-1 discovery trigger — a minimal, non-random
|
||
// venture-out that keeps a hungry NPC from starving atop
|
||
// undiscovered abundance. (Stage 2 makes it soul-weighted.)
|
||
if (_targetNode == null && demanded != MaterialKind.Food)
|
||
{
|
||
Explore(gm);
|
||
return;
|
||
}
|
||
|
||
// Hungry and no known food: the granary, then a neighbor — and
|
||
// if all else fails, explore for new forage.
|
||
if (_targetNode == null && demanded == MaterialKind.Food)
|
||
{
|
||
foreach (var b in gm.Buildings)
|
||
if (b.Kind == BuildingKind.Granary && b.IsComplete && b.FoodStock > 0f)
|
||
{
|
||
_foodSource = b;
|
||
return;
|
||
}
|
||
|
||
// Ask whoever might help — chosen by memory, not omniscience.
|
||
// The warm are asked first; the remembered-cold aren't asked
|
||
// at all. A stranger gets the benefit of the doubt once.
|
||
// Asking is for the genuinely hungry, not for topping a reserve —
|
||
// this keeps gifts meaningful instead of a food-swapping loop.
|
||
if (Nourishment >= 0.55f) { Enter(NpcState.Socializing); return; }
|
||
float bestScore = float.MinValue;
|
||
Npc? giftFound = null;
|
||
gm.Grid.ForEachNear(Position, 60f, other =>
|
||
{
|
||
if (other == this) return;
|
||
float warmth = GetWarmth(other.Name);
|
||
if (warmth < -0.3f) return;
|
||
if (!other.Inventory.TryGetValue(MaterialKind.Food, out float f) || f <= 3f) return;
|
||
float score = warmth * 40f - Position.DistanceTo(other.Position);
|
||
if (score > bestScore) { bestScore = score; giftFound = other; }
|
||
});
|
||
_giftSource = giftFound;
|
||
if (_giftSource != null) return;
|
||
}
|
||
|
||
// Known food anywhere we've been, at any amount when truly
|
||
// hungry (survival overrides the commons floor).
|
||
_targetNode ??= FindNearestKnown(MaterialKind.Food, 0f);
|
||
|
||
// Still nothing known to eat: explore for new forage rather than
|
||
// starve. This is the safety valve that keeps a town alive while
|
||
// its known ground recovers — and the seed of first contact.
|
||
if (_targetNode == null) { Explore(gm); return; }
|
||
}
|
||
|
||
MoveToward(_targetNode.Cell);
|
||
if (Position.DistanceTo(_targetNode.Cell) >= ArriveDist)
|
||
{
|
||
Activity = $"walking to {_targetNode.Kind.ToString().ToLower()}";
|
||
}
|
||
else
|
||
{
|
||
Activity = $"harvesting {_targetNode.Kind.ToString().ToLower()}";
|
||
// Skill pays: a practiced hand takes more per reach — and the
|
||
// work itself is the teacher.
|
||
var domain = Knowledge.DomainFor(_targetNode.Kind);
|
||
float taken = world.Harvest(_targetNode, requested: 2f * (1f + Know[domain]), this);
|
||
if (taken <= 0f) { _targetNode = null; return; } // node at its floor — re-seek
|
||
Know.Gain(domain, 0.0006f);
|
||
Inventory.TryGetValue(_targetNode.Kind, out float have);
|
||
Inventory[_targetNode.Kind] = have + taken;
|
||
|
||
// Enough of what's needed? Communal souls go deliver it; a
|
||
// homeless selfish soul with enough stone goes to build its own.
|
||
Inventory.TryGetValue(PickGatherTarget(gm), out float demandedHave);
|
||
if (IsCommunal && demandedHave >= EffectiveCapacity * 0.5f)
|
||
Enter(NpcState.Building);
|
||
else if (!IsCommunal && _unshelteredRests >= 3 &&
|
||
Inventory.TryGetValue(MaterialKind.Stone, out float st) && st >= 10f)
|
||
Enter(NpcState.Building);
|
||
}
|
||
}
|
||
|
||
private void TickTrading(GameManager gm)
|
||
{
|
||
// Give up after a while — surplus can go to the buildings instead.
|
||
if (_stateTimer > 120f) { Enter(NpcState.Building); return; }
|
||
|
||
if (_targetNpc == null)
|
||
{
|
||
float bestDist = float.MaxValue;
|
||
Npc? partner = null;
|
||
gm.Grid.ForEachNear(Position, 60f, other =>
|
||
{
|
||
if (other == this) return;
|
||
if (!TradeSystem.CanTrade(this, other, out _)) return;
|
||
float d = Position.DistanceSquaredTo(other.Position);
|
||
if (d < bestDist) { bestDist = d; partner = other; }
|
||
});
|
||
_targetNpc = partner;
|
||
if (_targetNpc == null) { Enter(NpcState.Building); return; }
|
||
}
|
||
|
||
Activity = $"bringing goods to {_targetNpc.Name}";
|
||
MoveToward(_targetNpc.Position);
|
||
if (Position.DistanceTo(_targetNpc.Position) < ArriveDist)
|
||
{
|
||
if (TradeSystem.CanTrade(this, _targetNpc, out var material))
|
||
TradeSystem.Execute(this, _targetNpc, material);
|
||
Enter(NpcState.Building);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// A self-interested soul raising a roof for itself — private property,
|
||
/// not communal service. Contributes to their own in-progress shelter,
|
||
/// or founds one at their spot if carrying stone. This is why an
|
||
/// all-selfish town (the East) has homes at all: not cooperation, just
|
||
/// each person eventually housing themselves.
|
||
/// </summary>
|
||
private void FoundOwnShelter(GameManager gm)
|
||
{
|
||
// Contribute to an unfinished shelter near me (likely my own).
|
||
Building? mine = null;
|
||
float best = 900f; // within 30 units
|
||
foreach (var b in gm.Buildings)
|
||
{
|
||
if (b.Town != HomeTown || b.IsComplete || b.Kind != BuildingKind.Shelter) continue;
|
||
float d = Position.DistanceSquaredTo(b.Site);
|
||
if (d < best) { best = d; mine = b; }
|
||
}
|
||
|
||
if (mine == null)
|
||
{
|
||
// Found one where I sleep — the selfish homestead where they
|
||
// please, no clustering toward the town's shared center.
|
||
if (!Inventory.TryGetValue(MaterialKind.Stone, out float stone) || stone <= 0f)
|
||
{
|
||
Enter(NpcState.Gathering); // no stone yet — go get it
|
||
return;
|
||
}
|
||
Vector2 spot = _hasHomeSpot ? _homeSpot : Position;
|
||
mine = Building.NewShelter(spot);
|
||
mine.Town = HomeTown;
|
||
gm.Buildings.Add(mine);
|
||
_unshelteredRests = 0;
|
||
Godot.GD.Print($"[Homestead] day {gm.Day}: {Name} ({HomeTown}) raises a private roof.");
|
||
}
|
||
|
||
Activity = "building my own shelter";
|
||
MoveToward(mine.Site);
|
||
if (Position.DistanceTo(mine.Site) < ArriveDist)
|
||
{
|
||
bool delivered = mine.Deliver(this);
|
||
if (!delivered || mine.IsComplete) Enter(NpcState.Socializing);
|
||
}
|
||
}
|
||
|
||
private void TickBuilding(GameManager gm)
|
||
{
|
||
// Communal work is for communal souls — the others don't tend the
|
||
// village's hearths or fill its granary. But even a selfish soul
|
||
// builds a roof for ITSELF: a shelter is private property, and after
|
||
// enough rough nights they'll raise one (the East's "personal wealth
|
||
// infrastructure"). So non-communal souls pass only when personally
|
||
// homeless, and only to found their own shelter — not to serve.
|
||
if (!IsCommunal)
|
||
{
|
||
if (_unshelteredRests < 3) { Enter(NpcState.Socializing); return; }
|
||
FoundOwnShelter(gm);
|
||
return;
|
||
}
|
||
|
||
// Serve your own settlement's buildings, nearest first:
|
||
// construction → firewood → granary deposits → expansion.
|
||
Building? site = null;
|
||
float bestDist = float.MaxValue;
|
||
foreach (var b in gm.Buildings)
|
||
{
|
||
if (b.Town != HomeTown || b.IsComplete) continue;
|
||
float d = Position.DistanceSquaredTo(b.Site);
|
||
if (d < bestDist) { bestDist = d; site = b; }
|
||
}
|
||
if (site == null)
|
||
{
|
||
foreach (var b in gm.Buildings)
|
||
{
|
||
if (b.Town != HomeTown || !b.WantsUpkeepWood) continue;
|
||
float d = Position.DistanceSquaredTo(b.Site);
|
||
if (d < bestDist) { bestDist = d; site = b; }
|
||
}
|
||
}
|
||
if (site == null)
|
||
{
|
||
// Granary deposits — only if carrying real food surplus.
|
||
Inventory.TryGetValue(MaterialKind.Food, out float foodCarried);
|
||
if (foodCarried > 8f)
|
||
{
|
||
foreach (var b in gm.Buildings)
|
||
{
|
||
if (b.Town != HomeTown || !b.WantsFood) continue;
|
||
float d = Position.DistanceSquaredTo(b.Site);
|
||
if (d < bestDist) { bestDist = d; site = b; }
|
||
}
|
||
}
|
||
}
|
||
if (site == null)
|
||
{
|
||
foreach (var b in gm.Buildings)
|
||
{
|
||
if (b.Town != HomeTown || !b.WantsExpansion) continue;
|
||
float d = Position.DistanceSquaredTo(b.Site);
|
||
if (d < bestDist) { bestDist = d; site = b; }
|
||
}
|
||
}
|
||
|
||
if (site == null)
|
||
{
|
||
// Organic founding — need, not quota. No shelter caps, no
|
||
// granary milestones. Reaching here means nothing in town
|
||
// currently needs delivering, so ask: what does *this person*
|
||
// need that doesn't exist yet?
|
||
var jitter = new Vector2(PersonalityModifier * 4f, -PersonalityModifier * 4f);
|
||
|
||
// Kept sleeping outside → raise a roof where you actually live:
|
||
// your sleeping spot, not wherever the stone happened to be.
|
||
if (_unshelteredRests >= 3)
|
||
{
|
||
// Build where you live — but within reach of your people.
|
||
// A communal soul doesn't homestead a hundred cells from
|
||
// everyone they know.
|
||
Vector2 centroid = gm.TownCentroid(HomeTown);
|
||
Vector2 home = _hasHomeSpot ? _homeSpot : centroid;
|
||
Vector2 offset = home - centroid;
|
||
if (offset.Length() > 20f) home = centroid + offset.Normalized() * 20f;
|
||
site = Building.NewShelter(home + jitter);
|
||
site.Town = HomeTown;
|
||
gm.Buildings.Add(site);
|
||
_unshelteredRests = 0;
|
||
GD.Print($"[Found] day {gm.Day}: {Name} founds shelter at {site.Site} " +
|
||
$"(centroid dist {(site.Site - gm.TownCentroid(HomeTown)).Length():0})");
|
||
}
|
||
// Hunger remembered + a surplus with nowhere to put it → the
|
||
// barn goes where the harvest is. Founded by scarcity survived,
|
||
// not by abundance alone — and only until the town's storage
|
||
// could carry a winter. Enough is enough.
|
||
else if (_hungerMemory && !TownStorageSated(gm) &&
|
||
Inventory.TryGetValue(MaterialKind.Food, out float surplus) && surplus > 8f)
|
||
{
|
||
site = Building.NewGranary(Position + jitter);
|
||
site.Town = HomeTown;
|
||
gm.Buildings.Add(site);
|
||
}
|
||
// Nothing needs your stone: take it back to the quarry rather
|
||
// than carry a house on your back forever. Matter is conserved;
|
||
// packs unclog; the quarry is the town's bank.
|
||
else if (Inventory.TryGetValue(MaterialKind.Stone, out float stoneCarried) && stoneCarried > 5f)
|
||
{
|
||
var quarry = gm.World.FindNearestAny(MaterialKind.Stone, Position);
|
||
if (quarry == null) { Enter(NpcState.Socializing); return; }
|
||
Activity = "returning stone to the quarry";
|
||
MoveToward(quarry.Cell);
|
||
if (Position.DistanceTo(quarry.Cell) < ArriveDist)
|
||
{
|
||
quarry.Amount = Mathf.Min(quarry.MaxAmount, quarry.Amount + stoneCarried);
|
||
Inventory[MaterialKind.Stone] = 0f;
|
||
Enter(NpcState.Socializing);
|
||
}
|
||
return;
|
||
}
|
||
else { Enter(NpcState.Socializing); return; }
|
||
}
|
||
|
||
int siteIndex = gm.Buildings.IndexOf(site) + 1;
|
||
string kindName = site.Kind == BuildingKind.Granary ? "granary" : $"shelter {siteIndex}";
|
||
Activity = !site.IsComplete
|
||
? $"building {kindName} ({site.NeededMaterial.ToString()!.ToLower()})"
|
||
: site.Kind == BuildingKind.Granary
|
||
? "stocking the granary"
|
||
: site.WantsUpkeepWood
|
||
? $"hauling firewood to {kindName}"
|
||
: $"expanding {kindName}";
|
||
|
||
MoveToward(site.Site);
|
||
if (Position.DistanceTo(site.Site) < ArriveDist)
|
||
{
|
||
bool delivered = site.Deliver(this);
|
||
if (!delivered || site.IsComplete) Enter(NpcState.Socializing);
|
||
}
|
||
}
|
||
|
||
private void TickResting(GameManager gm)
|
||
{
|
||
// Rest at the nearest shelter WITH A FREE BED. Beds are real:
|
||
// capacity is 3 + modules, and a full house turns you away.
|
||
Building? shelter = null;
|
||
float bestDist = float.MaxValue;
|
||
foreach (var b in gm.Buildings)
|
||
{
|
||
if (b.RestCapacity <= 0) continue;
|
||
// Read the cached per-tick occupancy; +1 to leave room for us if
|
||
// we're not already counted there.
|
||
bool alreadyHere = Position.DistanceSquaredTo(b.Site) < 6.25f;
|
||
int taken = alreadyHere ? b.Occupancy - 1 : b.Occupancy;
|
||
if (taken >= b.RestCapacity) continue;
|
||
float d = Position.DistanceSquaredTo(b.Site);
|
||
if (d < bestDist) { bestDist = d; shelter = b; }
|
||
}
|
||
|
||
// A bed is only yours if it exists when you lie down in it — twenty
|
||
// people on the floor of a three-bed house are not "sheltered."
|
||
bool sheltered = false;
|
||
if (shelter != null)
|
||
{
|
||
if (Position.DistanceTo(shelter.Site) > 2.5f) MoveToward(shelter.Site);
|
||
else sheltered = true; // we selected a shelter with a free bed
|
||
}
|
||
Activity = sheltered ? "resting at shelter"
|
||
: shelter != null ? "walking home to rest"
|
||
: "resting in the open";
|
||
|
||
if (sheltered)
|
||
{
|
||
_shelteredDuringRest = true;
|
||
_unshelteredRests = 0; // a bed found is a grievance forgotten
|
||
}
|
||
|
||
if (gm.IsNight) _nightDuringRest = true;
|
||
|
||
// Where you habitually sleep is where you live — a running average,
|
||
// so one night camping at a mine doesn't redefine your life.
|
||
if (sheltered || shelter == null)
|
||
{
|
||
_homeSpot = _hasHomeSpot ? _homeSpot.Lerp(Position, 0.2f) : Position;
|
||
_hasHomeSpot = true;
|
||
}
|
||
|
||
Health = Mathf.Min(100f, Health + (sheltered ? 0.4f : 0.1f));
|
||
if (sheltered) Fatigue = Mathf.Max(0f, Fatigue - 0.3f); // on top of the state delta
|
||
|
||
if (Fatigue < 40f && !gm.IsNight)
|
||
{
|
||
// Only unsheltered NIGHTS count as grievances — a rough nap
|
||
// in a field is life; a rough night is a reason to build.
|
||
if (!_shelteredDuringRest && _nightDuringRest) _unshelteredRests++;
|
||
Enter(NpcState.Gathering);
|
||
}
|
||
}
|
||
|
||
private void TickSocializing(GameManager gm)
|
||
{
|
||
// The young seek a teacher. A soul that still has much to learn and
|
||
// the drive to learn it looks for the wisest elder in town rather
|
||
// than drifting to whoever's closest. This is the North's culture in
|
||
// motion: the young sitting at the feet of the old, on purpose.
|
||
Npc? nearest = null;
|
||
|
||
if (Soul.Absorption > 1.2f && Know.Total < Know.Capacity * 0.6f)
|
||
{
|
||
Npc? teacher = null;
|
||
float bestWorth = 0.15f; // must actually know more than us
|
||
gm.Grid.ForEachNear(Position, 40f, other =>
|
||
{
|
||
if (other == this || other.HomeTown != HomeTown) return;
|
||
float worth = (other.Know.Total - Know.Total) * (1f + other.Soul.TeachingDrive);
|
||
if (worth > bestWorth) { bestWorth = worth; teacher = other; }
|
||
});
|
||
if (teacher != null)
|
||
{
|
||
if (Position.DistanceTo(teacher.Position) > 3f)
|
||
{
|
||
Activity = $"seeking out {teacher.Name} to learn";
|
||
MoveToward(teacher.Position);
|
||
}
|
||
else
|
||
{
|
||
LearnFrom(teacher);
|
||
Activity = $"learning from {teacher.Name}";
|
||
}
|
||
if (!gm.IsNight && _stateTimer > 15f) Enter(NpcState.Gathering);
|
||
return;
|
||
}
|
||
}
|
||
|
||
// A bonded soul keeps their partner's company by preference —
|
||
// relationships are a pull the work queue doesn't override.
|
||
if (IsBonded && Partner!.Health > 0f)
|
||
{
|
||
if (Position.DistanceTo(Partner.Position) > 3f)
|
||
{
|
||
Activity = $"with {Partner.Name}";
|
||
MoveToward(Partner.Position);
|
||
}
|
||
else
|
||
{
|
||
RecordEcho(Partner.Name, 0.02f);
|
||
Activity = $"beside {Partner.Name}";
|
||
}
|
||
if (!gm.IsNight && _stateTimer > 20f) Enter(NpcState.Gathering);
|
||
return;
|
||
}
|
||
|
||
// Otherwise: drift toward the nearest neighbor — community forms
|
||
// where feet do. Grid-scoped so it stays cheap at scale.
|
||
Npc? found = null;
|
||
float fBest = float.MaxValue;
|
||
gm.Grid.ForEachNear(Position, 30f, other =>
|
||
{
|
||
if (other == this) return;
|
||
float d = Position.DistanceSquaredTo(other.Position);
|
||
if (d < fBest) { fBest = d; found = other; }
|
||
});
|
||
nearest = found;
|
||
|
||
// Consider bonding: an unbonded adult who keeps warm company with a
|
||
// compatible, unbonded neighbor may pair with them — real warmth,
|
||
// both grown, companionship chosen not assigned. Town is NOT a
|
||
// requirement: usually you bond within your own people (that's who
|
||
// you're near), but a wanderer who warms to someone from another
|
||
// town can shack up across cultures — the first quiet thread of
|
||
// contact between two peoples.
|
||
if (!IsBonded && IsAdult && nearest is { IsBonded: false, IsAdult: true } n &&
|
||
Position.DistanceTo(n.Position) < 4f &&
|
||
GetWarmth(n.Name) > 0.4f && n.GetWarmth(Name) > 0.4f)
|
||
{
|
||
Partner = n;
|
||
n.Partner = this;
|
||
string kind = n.HomeTown == HomeTown ? HomeTown : $"{HomeTown}+{n.HomeTown}";
|
||
Godot.GD.Print($"[Bond] day {gm.Day}: {Name} and {n.Name} ({kind}) pair up.");
|
||
}
|
||
if (nearest != null && Position.DistanceTo(nearest.Position) > 3f)
|
||
{
|
||
Activity = $"walking over to {nearest.Name}";
|
||
MoveToward(nearest.Position);
|
||
}
|
||
else if (nearest != null)
|
||
{
|
||
// Company that isn't teaching still warms — this is how bonds
|
||
// become possible: familiarity accrues just by spending time.
|
||
RecordEcho(nearest.Name, 0.01f);
|
||
// Word of good ground travels between neighbors — the same
|
||
// proximity diffusion as skills, applied to places (addendum §4).
|
||
// Gated to the sense cadence so it isn't re-run every tick (the
|
||
// set-iteration was a real per-tick cost at scale).
|
||
if (_senseTimer >= 29)
|
||
{
|
||
nearest.ShareNodeKnowledge(this);
|
||
ShareNodeKnowledge(nearest);
|
||
}
|
||
Activity = LearnFrom(nearest)
|
||
? $"learning from {nearest.Name}"
|
||
: $"chatting with {nearest.Name}";
|
||
}
|
||
else
|
||
{
|
||
Activity = "idling";
|
||
}
|
||
|
||
// TODO(Week 3): bonds + Generosity-weighted spontaneous help.
|
||
if (!gm.IsNight && _stateTimer > 15f) Enter(NpcState.Gathering);
|
||
}
|
||
}
|