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authorSomhairle H. Marisol <[email protected]>2026-09-29 08:09:12 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-29 08:09:12 +0800
commit247d0bc083dffc648f043176eabf9bd4036f19e7 (patch)
tree78c11e2f923c7b9322b64dc81ccae86fc5bbceea /src/LivingVillage.Desktop/WorldBootstrap.fs
parentcf6672ee1d6cf7013472f3bd91e68990f23750e8 (diff)
downloadliving-village-247d0bc083dffc648f043176eabf9bd4036f19e7.tar.gz
p66: 每日任务目标具体化 TargetNpc/TargetTile 定点
- Kernel Occupation:TaskTargets + targetNpcOf/targetTileOf + dailyTaskOfWith/ refreshTodayWith/refreshStateWith(splitmix 同源定点,候选排序消除顺序依赖,禁随机) - 仅既有 satisfiesCompletion 会读目标的模板定点:帮工→TargetNpc、翻土→TargetTile; 其余 8 模板目标保持 None(不改完成语义) - Desktop WorldBootstrap:reachableTargets(世界 NPC + 样板菜地瓦片)+ occupationStateForWorld/refreshOccupationTodayWorld;Game 开局/跨日/证据路径切换 - 历史入口 dailyTaskOf/refreshState/occupationStateFor 保留为空候选通配包装(逐字节不变) - 红先 P66TaskTargetTests(8 例):同 seed 幂等、跨 seed 落在可达集合、候选顺序无关、 历史通配回归、帮工/翻土定点门控完成、跨日重定点、v3 round-trip + v2 基线 - scripts/p66-target-report.fsx + docs/evidence/p66-analysis.txt(PASS) - Desktop 328/328,Kernel 119/119;digest 953775FA…7F6C ×3 PASS;Sim.fs 未动
Diffstat (limited to 'src/LivingVillage.Desktop/WorldBootstrap.fs')
-rw-r--r--src/LivingVillage.Desktop/WorldBootstrap.fs39
1 files changed, 39 insertions, 0 deletions
diff --git a/src/LivingVillage.Desktop/WorldBootstrap.fs b/src/LivingVillage.Desktop/WorldBootstrap.fs
index e75855f..e0ac037 100644
--- a/src/LivingVillage.Desktop/WorldBootstrap.fs
+++ b/src/LivingVillage.Desktop/WorldBootstrap.fs
@@ -29,6 +29,45 @@ module WorldBootstrap =
let refreshOccupationToday (seed: uint64) (state: Occupation.State) (nowTick: int64) : Occupation.State =
Occupation.refreshState seed (Occupation.occupationSeedOf state.Profile.Kind) state.Profile.Kind nowTick state
+ // ---- P66 任务目标具体化(design §2.4-3)----
+ // 可达候选集合完全由世界/样板场景派生;Kernel 只做纯 hash 定点。
+ /// 可达 NPC:世界中实际存在的村民 id(顺序稳定)。
+ /// 可达瓦片:样板场景的菜地(VegetableGarden)世界瓦片 —— 设计口径「自家地块」,
+ /// 跨 legacy/riverscape 一致且必在陆地上。
+ let reachableTargets (world: World) : Occupation.TaskTargets =
+ let npcs = world.Npcs |> Array.map (fun npc -> npc.Id) |> Array.toList
+ let tiles =
+ VillagePresentation.scene.Elements
+ |> List.choose (fun element ->
+ match element.Prop with
+ | VillagePresentation.VegetableGarden ->
+ let tile = VillagePresentation.worldTileForSceneTile element.Position
+ Some(tile.X, tile.Y)
+ | _ -> None)
+ { Npcs = npcs; Tiles = tiles }
+
+ /// 新档职业状态(P66):按真实世界的可达候选集合定点当日任务。
+ let occupationStateForWorld (seed: uint64) (kind: Occupation.Kind) (nowTick: int64) (world: World) : Occupation.State =
+ let baseState = Occupation.stateOf kind
+ { baseState with
+ Today =
+ Occupation.dailyTaskOfWith
+ (reachableTargets world)
+ seed
+ (Occupation.occupationSeedOf kind)
+ (Occupation.dayIndexOf nowTick)
+ kind }
+
+ /// 跨日刷新(P66):按真实世界的可达候选集合重算跨日当天任务;同日原样保留。
+ let refreshOccupationTodayWorld (seed: uint64) (state: Occupation.State) (nowTick: int64) (world: World) : Occupation.State =
+ Occupation.refreshStateWith
+ (reachableTargets world)
+ seed
+ (Occupation.occupationSeedOf state.Profile.Kind)
+ state.Profile.Kind
+ nowTick
+ state
+
/// 开局身份年鉴(design §3):带职业建世界后写入一条 `StoryAnnal`「以…为生」,
/// 形成个人传记线。Game 与测试共用同一口径。
let appendIdentityAnnal (state: Occupation.State) (world: World) : World =