e661a3f739
Recovery blocker was material, not motivational. Two fixes: (1) harvest floors and commons debris apply only to living, regenerating resources - stone does not regrow, so "leave half" merely stranded the world supply and kept the homeless homeless forever; minerals now quarry to depletion for every soul equally. (2) Matter conservation: idle variety-gathering touches only renewables, and packs may only shed what the land replaces - lossy make-room had milled 900+ stone to dust during demand flapping. Verified over 260 headless days: year-1 winter still wrecks the naive town, it rebuilds in 20 days, famine survivors found the first granaries from hunger memory, and year-2 winter passes with zero ruins on stored reserves. The town has a history now: naive youth, catastrophe, learning, resilient maturity. Remaining tuning in FINDINGS.md: granary sprawl, post-famine nourishment. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
170 lines
6.3 KiB
C#
170 lines
6.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Godot;
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namespace WorldSim;
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public enum MaterialKind { Wood, Stone, Clay, Water, Food }
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/// <summary>
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/// A harvestable resource node on the grid (SPEC §6).
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/// Wood regenerates; stone is static; clay sits near water; water is unlimited.
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/// </summary>
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public class ResourceNode
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{
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public MaterialKind Kind;
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public Vector2I Cell;
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public float Amount;
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public float MaxAmount;
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public float RegenPerDay; // 0 for stone; water ignores Amount entirely
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public bool IsDepleted => Kind != MaterialKind.Water && Amount <= 0f;
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}
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/// <summary>
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/// World generation, resource placement, and the shared resource pool (SPEC §9).
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/// Grid is 256×256 (SPEC §9 performance target). No scripted town layout —
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/// NPCs are dropped in and the community forms where it forms.
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/// </summary>
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public class World
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{
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public const int GridSize = 256;
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public List<ResourceNode> Nodes { get; } = new();
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/// <summary>Units harvested since the last daily stats snapshot.</summary>
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public float HarvestedToday;
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private readonly Random _rng;
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public World(int seed)
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{
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_rng = new Random(seed);
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}
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/// <summary>
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/// Place resources: water source tiles first, clay near water,
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/// wood in clusters (groves), stone in a few deposits.
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/// TODO(Week 1): replace uniform scatter with noise-based clustering.
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/// </summary>
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public void Generate()
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{
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PlaceMany(MaterialKind.Water, count: 6, amount: float.PositiveInfinity, regen: 0f);
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PlaceMany(MaterialKind.Clay, count: 10, amount: 40f, regen: 0.5f); // TODO: constrain near water
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PlaceMany(MaterialKind.Wood, count: 60, amount: 30f, regen: 2f);
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PlaceMany(MaterialKind.Stone, count: 12, amount: 80f, regen: 0f);
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PlaceMany(MaterialKind.Food, count: 40, amount: 20f, regen: 4f); // South: flora most abundant
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}
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private void PlaceMany(MaterialKind kind, int count, float amount, float regen)
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{
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for (int i = 0; i < count; i++)
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{
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Nodes.Add(new ResourceNode
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{
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Kind = kind,
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Cell = new Vector2I(_rng.Next(GridSize), _rng.Next(GridSize)),
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Amount = amount,
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MaxAmount = amount,
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RegenPerDay = regen,
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});
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}
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}
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/// <summary>
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/// Harvest respecting the harvester's sustainability weight:
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/// a South soul stops at ~50% of the node (SPEC §10) so nodes stay healthy.
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/// Taking from below the commons line marks the taker's soul — it is
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/// taking from everyone, whether anyone sees it or not.
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/// Returns the amount actually taken.
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/// </summary>
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public float Harvest(ResourceNode node, float requested, Npc npc)
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{
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if (node.Kind == MaterialKind.Water) return requested; // unlimited at source
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// Reciprocity is with the living land: floors and the commons line
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// apply only to what regrows. Minerals quarry to depletion, for
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// every soul equally, with no mark on anyone.
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bool living = node.RegenPerDay > 0f;
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float floorFraction = living ? npc.Soul.Sustainability * 0.5f : 0f;
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float takeable = Math.Max(0f, node.Amount - node.MaxAmount * floorFraction);
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float taken = Math.Min(requested, takeable);
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node.Amount -= taken;
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HarvestedToday += taken;
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if (living)
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{
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// The moral line sits below any respectful harvest floor (nature
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// souls stop at 45%) — ordinary sustainable taking never grazes
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// it, while strip-harvesting (selfish ~10%) lives deep inside it.
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float commons = node.MaxAmount * 0.4f;
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if (node.Amount < commons)
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{
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float takenBelow = Math.Min(taken, commons - node.Amount);
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npc.Imprint.OthersRegard =
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Math.Clamp(npc.Imprint.OthersRegard + takenBelow * 0.004f, 0f, 1f);
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}
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}
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return taken;
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}
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/// <summary>
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/// Called once per in-game day by GameManager. Season multipliers throttle
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/// regeneration — winter is when the granary earns its clay.
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/// </summary>
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public void RegenerateDaily(float foodMult = 1f, float woodMult = 1f)
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{
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bool frost = foodMult < 0.1f; // deep winter
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foreach (var node in Nodes)
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{
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// Frost kills standing food — the wild larder rots on the stem.
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// Without this, the sustainability floors act as a huge hidden
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// savings account and winter never reaches an actual villager.
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if (frost && node.Kind == MaterialKind.Food)
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{
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node.Amount = Math.Max(node.Amount * 0.93f, node.MaxAmount * 0.15f);
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continue;
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}
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if (node.RegenPerDay <= 0f) continue;
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float mult = node.Kind switch
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{
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MaterialKind.Food => foodMult,
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MaterialKind.Wood => woodMult,
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_ => 1f,
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};
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node.Amount = Math.Min(node.MaxAmount, node.Amount + node.RegenPerDay * mult);
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}
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}
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/// <summary>
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/// Nearest node this particular soul considers harvestable. What counts
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/// as "worth taking" is a moral judgment, not a world fact: a nature
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/// soul walks past a node at half strength; a selfish soul strips it to
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/// the stem. The commons' savings account only exists for those who
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/// honor it.
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/// </summary>
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public ResourceNode? FindNearest(MaterialKind kind, Vector2 position, float minFraction = 0.5f)
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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 Nodes)
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{
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if (node.Kind != kind || node.IsDepleted) continue;
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// The harvest floor is an ethic of regrowth — it applies only to
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// living, regenerating things. Leaving half a berry bush lets it
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// live; leaving half a stone deposit protects nobody, and once
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// stranded it homelessly, we learned that the hard way (run 9).
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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) { best = node; bestDist = d; }
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}
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return best;
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}
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}
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