File size: 9,840 Bytes
b8a03fa | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 | import { clamp } from './deterministic.js';
import { emitWorldEvent, findRequired, rebuildRoomOccupants, trimHistory } from './state-utils.js';
import type { CommandResult, EntityId, MemoryRecord, NpcState, UniverseState, WorldEventState } from './types.js';
export class PopulationSystem {
constructor(private state: UniverseState) {}
replaceState(state: UniverseState): void {
this.state = state;
}
getNpc(npcId: EntityId): NpcState {
return findRequired(this.state.npcs, npcId, 'NPC');
}
remember(npcId: EntityId, subjectId: EntityId, summary: string, emotionalWeight: number, tags: string[] = []): MemoryRecord {
const npc = this.getNpc(npcId);
const memory: MemoryRecord = {
id: `memory-${npc.id}-${this.state.tick}-${npc.memories.length + 1}`,
tick: this.state.tick,
subjectId,
summary,
emotionalWeight: clamp(emotionalWeight, -1, 1),
confidence: 1,
tags: [...tags],
};
npc.memories.push(memory);
trimHistory(npc.memories, 64);
return memory;
}
recordPlayerAction(npcId: EntityId, action: string, trustDelta: number, actionCategory?: string): CommandResult {
const npc = this.getNpc(npcId);
if (!npc.alive) return { ok: false, message: `${npc.name} is dead.`, eventIds: [] };
// Apply personality-based reaction weight if a category is specified
let effectiveDelta = trustDelta;
if (actionCategory && npc.reactionWeights) {
const weight = (npc.reactionWeights as unknown as Record<string, number>)[actionCategory];
if (typeof weight === 'number') effectiveDelta = trustDelta * (1 + weight);
}
const existing = npc.trustValues[this.state.player.id] ?? 0;
npc.trustValues[this.state.player.id] = clamp(existing + effectiveDelta, -100, 100);
npc.playerReaction = this.reactionForTrust(npc.trustValues[this.state.player.id] as number);
this.remember(npc.id, this.state.player.id, action, clamp(effectiveDelta / 20, -1, 1), ['player-action']);
this.sealSocialEvent(npc, actionCategory ?? 'player-action', this.state.player.id, action, clamp(effectiveDelta / 20, -1, 1));
npc.behavior.immediateReaction = effectiveDelta < -10 ? 'seek safety and notify security' : effectiveDelta > 10 ? 'offer immediate assistance' : 'update social assessment';
const event = emitWorldEvent(this.state, 'npc-player-reaction', npc.id, this.state.player.id, `${npc.name} remembers: ${action}`, { severity: Math.abs(effectiveDelta) / 100, data: { trustDelta: effectiveDelta, reaction: npc.playerReaction } });
return { ok: true, message: event.summary, eventIds: [event.id] };
}
setAlive(npcId: EntityId, alive: boolean, cause: string): void {
const npc = this.getNpc(npcId);
if (npc.alive === alive) return;
npc.alive = alive;
npc.health = alive ? Math.max(1, npc.health) : 0;
npc.taskQueue = alive ? npc.taskQueue : [];
emitWorldEvent(this.state, alive ? 'npc-revived' : 'npc-died', npc.id, null, `${npc.name} ${alive ? 'returned to active life' : `died: ${cause}`}.`, { severity: alive ? 0.5 : 1, persistent: true, data: { cause } });
rebuildRoomOccupants(this.state);
}
tick(deltaMs: number): void {
const elapsedHours = deltaMs / 3_600_000;
const worldMinute = Math.floor((this.state.elapsedMs / 60_000) % 1_440);
const recentEvents = this.state.events.filter((event) => !event.resolved && event.tick >= this.state.tick - 100);
for (const npc of this.state.npcs) {
if (!npc.alive) continue;
this.updateNeeds(npc, elapsedHours);
this.updateScheduleAndPlan(npc, worldMinute);
this.updateLayeredBehavior(npc, recentEvents);
this.advanceTask(npc, elapsedHours);
npc.lastUpdatedTick = this.state.tick;
}
rebuildRoomOccupants(this.state);
}
sealSocialEvent(npc: NpcState, kind: string, withId: string, summary: string, weight: number): void {
const ts = this.state.tick;
const content = `${kind}:${withId}:${summary.slice(0, 64)}:${weight.toFixed(3)}:${ts}`;
const combined = npc.wormHead + content;
// Deterministic hex digest using a simple djb2-derived fold (no async crypto in simulation tick)
let h = 5381;
for (let i = 0; i < combined.length; i += 1) h = ((h << 5) + h) ^ (combined.codePointAt(i) ?? 0);
const seal = (h >>> 0).toString(16).padStart(8, '0').repeat(4).slice(0, 16).toUpperCase();
npc.wormHead = seal;
npc.memories.push({
id: `memory-${npc.id}-${ts}-${kind}`,
tick: ts,
subjectId: withId,
summary,
emotionalWeight: clamp(weight, -1, 1),
confidence: 1,
tags: [kind, 'social', 'worm-sealed'],
});
trimHistory(npc.memories, 64);
}
private updateNeeds(npc: NpcState, elapsedHours: number): void {
const dm = npc.personality?.needDecayMod;
const restDecay = dm ? 2.8 * dm.rest : 2.8;
const nutritionDecay = dm ? 4.2 * dm.nutrition : 4.2;
const belongingDecay = dm ? 0.6 * dm.belonging : 0.6;
npc.needs.rest = clamp(npc.needs.rest - elapsedHours * restDecay, 0, 100);
npc.needs.nutrition = clamp(npc.needs.nutrition - elapsedHours * nutritionDecay, 0, 100);
npc.needs.belonging = clamp(npc.needs.belonging - elapsedHours * belongingDecay, 0, 100);
const room = this.state.rooms.find((candidate) => candidate.id === npc.currentLocationId);
const safetyDelta = room?.damage || !room?.environment.breathable ? -8 : 0.8;
npc.needs.safety = clamp(npc.needs.safety + elapsedHours * safetyDelta, 0, 100);
if (npc.currentLocationId === npc.homeLocationId) npc.needs.rest = clamp(npc.needs.rest + elapsedHours * 10, 0, 100);
if (npc.currentLocationId === 'room-galley') npc.needs.nutrition = clamp(npc.needs.nutrition + elapsedHours * 18, 0, 100);
if (npc.health < 40 && npc.currentLocationId !== 'room-medical') {
npc.taskQueue.unshift({ id: `task-${npc.id}-medical-${this.state.tick}`, kind: 'seek-medical-care', targetId: 'interaction-medical', locationId: 'room-medical', priority: 100, progress: 0, status: 'queued' });
}
}
private updateScheduleAndPlan(npc: NpcState, worldMinute: number): void {
const scheduled = npc.schedule.find((entry) => worldMinute >= entry.startMinute && worldMinute < entry.endMinute) ?? npc.schedule[0];
if (!scheduled) return;
const urgent = npc.taskQueue.find((task) => task.status === 'active' || task.priority > scheduled.priority);
if (!urgent) {
const scheduledTask = npc.taskQueue.find((task) => task.kind === scheduled.activity && task.status !== 'completed');
if (!scheduledTask) {
npc.taskQueue.push({ id: `task-${npc.id}-${this.state.tick}`, kind: scheduled.activity, targetId: null, locationId: scheduled.locationId, priority: scheduled.priority, progress: 0, status: 'queued' });
}
}
npc.taskQueue.sort((left, right) => right.priority - left.priority || left.id.localeCompare(right.id));
const active = npc.taskQueue.find((task) => task.status === 'active') ?? npc.taskQueue.find((task) => task.status === 'queued');
if (active && active.status === 'queued') {
active.status = 'active';
npc.currentLocationId = active.locationId;
}
npc.behavior.shortTermTaskId = active?.id ?? null;
}
private updateLayeredBehavior(npc: NpcState, events: WorldEventState[]): void {
const relevant = events
.filter((event) => event.targetId === npc.id || event.targetId === npc.currentLocationId || event.targetId === null)
.sort((left, right) => right.severity - left.severity || right.tick - left.tick)[0];
npc.behavior.immediateReaction = relevant && relevant.severity >= 0.7 ? 'react to immediate hazard' : 'continue local task';
npc.behavior.worldEventResponse = relevant ? `respond to ${relevant.type}` : 'monitor local alerts';
const faction = this.state.factions.find((candidate) => candidate.id === npc.factionId);
npc.behavior.factionObligation = faction?.activeConflictIds.length ? 'support faction emergency posture' : `advance ${faction?.goals[0] ?? 'assigned duty'}`;
const playerMemories = npc.memories.filter((memory) => memory.subjectId === this.state.player.id);
npc.behavior.memoryBias = playerMemories.length === 0 ? 0 : playerMemories.reduce((sum, memory) => sum + memory.emotionalWeight * memory.confidence, 0) / playerMemories.length;
const goal = npc.goals.find((candidate) => candidate.id === npc.behavior.longTermGoalId);
if (goal && npc.currentLocationId === npc.workLocationId) goal.progress = clamp(goal.progress + 0.0005, 0, 1);
if (goal?.progress === 1) goal.status = 'completed';
}
private advanceTask(npc: NpcState, elapsedHours: number): void {
const active = npc.taskQueue.find((task) => task.status === 'active');
if (!active) return;
active.progress = clamp(active.progress + Math.max(0.01, elapsedHours * 2), 0, 1);
if (active.progress < 1) return;
active.status = 'completed';
if (active.kind.includes('rest')) npc.needs.rest = clamp(npc.needs.rest + 12, 0, 100);
if (active.kind.includes('breakfast')) npc.needs.nutrition = clamp(npc.needs.nutrition + 18, 0, 100);
if (active.kind.includes('social') || active.kind.includes('chat')) {
npc.needs.belonging = clamp(npc.needs.belonging + 8, 0, 100);
this.sealSocialEvent(npc, 'social-task', active.locationId, `Completed social task: ${active.kind}`, 0.1);
}
npc.needs.purpose = clamp(npc.needs.purpose + 0.5, 0, 100);
npc.taskQueue = npc.taskQueue.filter((task) => task.status !== 'completed' || task.id === active.id).slice(-12);
}
private reactionForTrust(trust: number): NpcState['playerReaction'] {
if (trust <= -60) return 'hostile';
if (trust <= -20) return 'wary';
if (trust >= 70) return 'loyal';
if (trust >= 25) return 'friendly';
return 'neutral';
}
}
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