ed78d560ff
Ports the Unity POC soul systems into the sim: - Warmth echoes: villagers remember who fed them (+0.15) and who turned them away (-0.25). Ask-for-food targeting runs on memory, not omniscience; the remembered-cold are not asked. Echoes fade daily. - Refusing the hungry while holding food marks the refuser (others-regard debris) and is logged; empty-handed is not refusal. - Harvesting below the 50% commons line marks the taker per unit taken. - Soul-to-soul atmospheric pressure (SoulFieldSystem port): encased souls darken nearby atmospheres, clear souls lighten them. - Debris costs biologically: nourishment drains faster and meals restore less as the soul encases. - Instrumentation: avg_debris + refusals in daily stats; per-villager nourish/health/debris; refusals in the contact log; map dots dim with encasement. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
105 lines
4.1 KiB
C#
105 lines
4.1 KiB
C#
namespace WorldSim;
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/// <summary>
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/// Trade evaluation and execution (SPEC §9). South MVP: generous, voluntary,
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/// no currency — a gift economy where the ratio favors the receiver.
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///
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/// Soul consequences: a generous completed exchange eases both parties'
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/// imprints (external perception — the world pressed kindly on them).
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/// Later soul types change the ratio logic only; the mechanism is shared.
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/// </summary>
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public static class TradeSystem
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{
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/// <summary>Trades since the last daily stats snapshot.</summary>
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public static int TradesToday;
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/// <summary>Refusals since the last daily stats snapshot.</summary>
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public static int RefusalsToday;
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/// <summary>
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/// A hungry villager asks another for food, face to face.
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///
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/// Willingness comes from the soul (or from a warm history with this
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/// particular person). Refusing the hungry while holding food is a
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/// deliberate darkening of another — it marks the refuser's soul
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/// (others-regard debris, per DESIGN.md) and leaves a cold echo in the
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/// asker's memory. The world keeps score the only way it knows how.
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/// </summary>
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public static void RequestGift(Npc giver, Npc asker)
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{
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giver.Inventory.TryGetValue(MaterialKind.Food, out float giverFood);
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bool hasFood = giverFood > 3f;
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bool willing = giver.Soul.Generosity >= 0.3f || giver.GetWarmth(asker.Name) > 0.5f;
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if (hasFood && willing)
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{
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Execute(giver, asker, MaterialKind.Food);
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return;
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}
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if (hasFood && !willing)
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{
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// Refused with a full pack — the act that costs.
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RefusalsToday++;
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asker.RecordEcho(giver.Name, -0.25f);
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giver.Imprint.OthersRegard = Godot.Mathf.Clamp(giver.Imprint.OthersRegard + 0.02f, 0f, 1f);
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StatsLogger.LogRefusal(giver, asker);
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}
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// Empty-handed is not refusal: no debris, no echo. You cannot darken
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// your soul with what you do not have.
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}
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/// <summary>
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/// Need-based: the trigger is a person in need, not an inventory gap.
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/// Food flows to the hungry first; raw material surplus vs. genuine
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/// lack remains as a fallback.
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/// </summary>
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public static bool CanTrade(Npc giver, Npc receiver, out MaterialKind material)
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{
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material = MaterialKind.Food;
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// The ungenerous do not give. Not from an empty pack — from a full one.
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if (giver.Soul.Generosity < 0.3f) return false;
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giver.Inventory.TryGetValue(MaterialKind.Food, out float giverFood);
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receiver.Inventory.TryGetValue(MaterialKind.Food, out float receiverFood);
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if (receiver.Nourishment < 0.6f && receiverFood < 2f && giverFood > 3f)
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return true;
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foreach (var kv in giver.Inventory)
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{
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bool receiverLacks = !receiver.Inventory.TryGetValue(kv.Key, out float has) || has < 2f;
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if (kv.Value > 5f && receiverLacks) { material = kv.Key; return true; }
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}
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return false;
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}
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public static void Execute(Npc giver, Npc receiver, MaterialKind material)
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{
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TradesToday++;
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// Generosity decides how much of the surplus is given.
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float surplus = giver.Inventory[material] - 2f;
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float given = surplus * giver.Soul.Generosity;
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giver.Inventory[material] -= given;
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receiver.Inventory.TryGetValue(material, out float has);
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receiver.Inventory[material] = has + given;
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StatsLogger.LogGift(giver, receiver, material, given);
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// Warmth lands on both sides — more on the one who was fed.
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receiver.RecordEcho(giver.Name, +0.15f);
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giver.RecordEcho(receiver.Name, +0.05f);
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// The kindness lands on both atmospheres — gently.
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giver.Imprint.ExternalPerception -= 0.002f;
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receiver.Imprint.ExternalPerception -= 0.002f;
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giver.Imprint.Clamp();
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receiver.Imprint.Clamp();
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// TODO(Week 3): soul-imprint-weighted PARTNER selection (trusted vs
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// tainted history) — the constrained-emergence reference pattern (SPEC §7).
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}
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}
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