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| author | Somhairle H. Marisol <[email protected]> | 2026-09-22 16:24:19 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-22 16:24:19 +0800 |
| commit | 0539bba17c260f6a4b51d3cefddac0ff448c19bc (patch) | |
| tree | 49fbc9861f79206738a4614d1172535652edb2f4 /src/LivingVillage.Kernel/Occupation.fs | |
| parent | 6c2f180cc7c8315e32d88cbe5d44928d495fe473 (diff) | |
| download | living-village-0539bba17c260f6a4b51d3cefddac0ff448c19bc.tar.gz | |
feat(kernel): P31 step2 story stage state machine
- Occupation.Story: three-segment arc per occupation (accept task -> visit
households -> conclude), driven one stage per player dialogue with day
gates derived from the same splitmix pattern as the daily task pool
(start day = hash(seed ^ storySeed, day 0) mod 3 + 2, range [2,4]).
- relationMeanToPlayer: decayed valence mean over acquainted NPCs only
(same decay formula as Sim.relationMatrix); no acquaintances = 0.
- Three endings (warm/plain/distant) chosen by deterministic thresholds
(>=0.3 / >=0.0 / <0); ending text is fixed at the concluding dialogue.
- onDialogue returns (state, summary text option) for the caller to write
into the yearbook; StoryStage itself is unchanged (0..3) and already
roundtrips through the existing v3 occupation segment.
- 14 new kernel tests (101 -> 115); performance digest unchanged.
Diffstat (limited to 'src/LivingVillage.Kernel/Occupation.fs')
| -rw-r--r-- | src/LivingVillage.Kernel/Occupation.fs | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/src/LivingVillage.Kernel/Occupation.fs b/src/LivingVillage.Kernel/Occupation.fs index 8ce5060..00cd2e9 100644 --- a/src/LivingVillage.Kernel/Occupation.fs +++ b/src/LivingVillage.Kernel/Occupation.fs @@ -272,3 +272,106 @@ module Occupation = match kind with | None -> baseResponse | Some kind -> remapResponse kind intent baseResponse + + // ---- 轻剧情线(design §5 / P-d):三段式 接任务 → 走访 → 收束 ---- + // 纯年鉴/对话驱动:每次玩家对话至多推进一段,产出只有(StoryStage 推进 + 年鉴摘要文本), + // 由调用方写入世界。全部输入 = (seed, 世界 tick, 关系状态, 职业状态),纯函数、确定性。 + // 开线日沿用每日任务的 (seed, profession, day) splitmix 哈希模式。 + module Story = + + type Ending = + | Warm + | Plain + | Distant + + /// 剧情线种子:与每日任务种子同源异值,两两不撞(见测试)。 + let storySeedOf (kind: Kind) : uint64 = + match kind with + | Farmer -> 0x5555555555555555UL + | Fisher -> 0x6666666666666666UL + | Peddler -> 0x7777777777777777UL + | Scholar -> 0x8888888888888888UL + + let lineNameOf (kind: Kind) : string = + match kind with + | Farmer -> "雨水与年成" + | Fisher -> "水位与收成" + | Peddler -> "新货的路子" + | Scholar -> "庙前的争论" + + /// StoryStage 语义:0 未开始 / 1 已接任务 / 2 走访中 / 3 已收束。 + let stageNameOf (stage: int) : string = + match stage with + | 1 -> "已接任务" + | 2 -> "走访中" + | 3 -> "已收束" + | _ -> "未开始" + + /// 开线日 = hash(seed ^ storySeed, day 0) mod 3 + 2,落在 [2, 4]。 + let startDayOf (seed: uint64) (kind: Kind) : int64 = + (int64 (taskHash seed (storySeedOf kind) 0L % 3UL)) + 2L + + /// 玩家与村民的关系均值:与 Sim.relationMatrix 同口径(衰减 valence), + /// 但只统计认识玩家的村民(有 Chatted/Dialogue 记忆者),无一认识 = 0(中性)。 + let relationMeanToPlayer (world: Sim.World) : float32 = + let player = Sim.playerId + let mutable total = 0.0f + let mutable known = 0 + for npc in world.Npcs do + let mutable valence = 0.0f + let mutable touched = false + for e in npc.Mind.Memory do + if e.Tick <= world.Tick then + let involvesPlayer = + match e.Kind with + | Sim.Chatted partner -> partner = player + | Sim.Dialogue (actor, _, _) -> actor = player + | _ -> false + if involvesPlayer then + touched <- true + valence <- valence + e.Valence * Sim.relationDecayWeight world.Tick e.Tick + if touched then + known <- known + 1 + total <- total + valence + if known = 0 then 0.0f else total / float32 known + + /// 结局分档:均值 ≥ 0.3 热络;[0, 0.3) 平常;< 0 淡漠。纯阈值,无随机。 + let endingOf (mean: float32) : Ending = + if mean >= 0.3f then Warm + elif mean >= 0.0f then Plain + else Distant + + let endingTextOf (kind: Kind) (ending: Ending) : string = + match kind, ending with + | Farmer, Warm -> "雨水与年成有了结果:乡邻都说雨水匀,今年差不了。" + | Farmer, Plain -> "雨水与年成有了结果:雨水尚可,年成将就,照旧耕作。" + | Farmer, Distant -> "雨水与年成有了结果:问不出准信,年成只能看天。" + | Fisher, Warm -> "水位与收成有了结果:乡邻说得真切,水位稳了,收成坏不了。" + | Fisher, Plain -> "水位与收成有了结果:众说平常,水位尚可,收成将就。" + | Fisher, Distant -> "水位与收成有了结果:问了几家都淡淡的,水情还得自己看。" + | Peddler, Warm -> "新货的路子有了结果:乡邻热心指路,新货不愁卖。" + | Peddler, Plain -> "新货的路子有了结果:说法平常,先小量试卖。" + | Peddler, Distant -> "新货的路子有了结果:各家都淡淡的,路子还得自己闯。" + | Scholar, Warm -> "庙前的争论有了结果:各说各理,事有分晓。" + | Scholar, Plain -> "庙前的争论有了结果:众说纷纭,暂无定论。" + | Scholar, Distant -> "庙前的争论有了结果:无人理会,先记在册上。" + + /// 用一次玩家对话推进剧情线:同输入两次结果一致。 + /// 返回(新状态, 应写入年鉴的摘要文本 option);无门控命中时原样返回。 + /// 结局文本在收束瞬间按当时关系均值定格,由调用方连同世界存档(年鉴快照)持久化。 + let onDialogue (seed: uint64) (state: State) (world: Sim.World) : State * string option = + let kind = state.Profile.Kind + let day = dayIndexOf world.Tick + let startDay = startDayOf seed kind + match state.StoryStage with + | 0 when day >= startDay -> + { state with StoryStage = 1 }, + Some (sprintf "接了件事:%s,得去村里多问问。" (lineNameOf kind)) + | 1 when day >= startDay + 1L -> + { state with StoryStage = 2 }, + Some "走访了几户人家,改日再问。" + | 2 when day >= startDay + 2L -> + let ending = endingOf (relationMeanToPlayer world) + { state with StoryStage = 3 }, + Some (endingTextOf kind ending) + | _ -> state, None |
