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authorSomhairle H. Marisol <[email protected]>2026-09-19 03:20:56 +0800
committerSomhairle H. Marisol <[email protected]>2026-09-19 03:20:56 +0800
commit4993bc37cb00356b83cb4f8a2e4a92fc2fe77922 (patch)
tree5b08f5fde9c420c30a588c113b78c421f828d0ab /src/LivingVillage.Kernel/Sim.fs
parent2f46d1789088eb165271bd915844376aa5a84768 (diff)
downloadliving-village-4993bc37cb00356b83cb4f8a2e4a92fc2fe77922.tar.gz
feat: M3a 30 NPC 社区 — initialWorldN 网格布局 + Wander 寻伴闲聊 v1(ChatInit 事件队列 + 双方 Chatted 记忆 valence+0.3 + Social+40) + headless 聊天统计; 修复 clamp 泛型比较装箱(30npc 1天 63.5s→15.7s, 输出逐字节一致) + M3a 对拍/闲聊对称测试
Diffstat (limited to 'src/LivingVillage.Kernel/Sim.fs')
-rw-r--r--src/LivingVillage.Kernel/Sim.fs213
1 files changed, 167 insertions, 46 deletions
diff --git a/src/LivingVillage.Kernel/Sim.fs b/src/LivingVillage.Kernel/Sim.fs
index 6ba48e2..62ce1e1 100644
--- a/src/LivingVillage.Kernel/Sim.fs
+++ b/src/LivingVillage.Kernel/Sim.fs
@@ -46,18 +46,27 @@ module Sim =
| Sleep
| Wander
| Work
+ | Chat
type MemoryKind =
| Meal
| Rest
| Pay
| Hungry
+ | Chatted of NpcId
type MemoryEvent =
{ Tick: int64
Kind: MemoryKind
Valence: float32 }
+ type InteractionKind =
+ | ChatInit of NpcId * NpcId
+
+ type InteractionEvent =
+ { Tick: int64
+ Kind: InteractionKind }
+
[<Struct>]
type Mind =
{ Needs: Needs
@@ -82,7 +91,8 @@ module Sim =
Rng: RngState
Avatar: Avatar
NoHost: NoHost
- Npcs: Npc list }
+ Npcs: Npc[]
+ Events: InteractionEvent list }
let ticksPerSecond = 60L
let secondsPerDay = 86400L
@@ -102,8 +112,14 @@ module Sim =
let minActionTicks = 600L
let urgentThreshold = 20.0f
let nightSleepMultiplier = 3.0f
+ let npcCount = 30
+ let chatRangePx = 96.0f
+ let chatRangeSq = chatRangePx * chatRangePx
+ let chatTicks = 300L
+ let chatSocialRestore = 40.0f
+ let chatValence = 0.3f
- let clamp v lo hi = if v < lo then lo elif v > hi then hi else v
+ let clamp (v: float32) (lo: float32) (hi: float32) : float32 = if v < lo then lo elif v > hi then hi else v
let hungerDecayPerTick = 0.0012f
let energyDecayPerTick = 0.0010f
@@ -125,6 +141,7 @@ module Sim =
| Sleep -> homePoint
| Wander -> plazaPoint
| Work -> worksitePoint
+ | Chat -> plazaPoint
let isNightTick (tick: int64) : bool =
let hourTicks = ticksPerDay / 24L
@@ -137,6 +154,7 @@ module Sim =
| Rest -> 0.4f
| Pay -> 0.2f
| Hungry -> -0.4f
+ | Chatted _ -> chatValence
let recordMemory (tick: int64) (kind: MemoryKind) (mem: MemoryEvent list) : MemoryEvent list =
{ Tick = tick; Kind = kind; Valence = valenceOfKind kind } :: mem
@@ -148,6 +166,7 @@ module Sim =
| Sleep -> Some Rest
| Work -> Some Pay
| Wander -> None
+ | Chat -> None
let personalityOfSeed (seed: uint64) : Personality =
let a, r1 = Rng.nextFloat32 (Rng.ofSeed seed)
@@ -174,6 +193,7 @@ module Sim =
| Sleep -> (100.0f - needs.Energy) * (0.25f + 2.0f * (1.0f - p.Drive))
| Wander -> (100.0f - needs.Social) * (0.25f + 2.0f * p.Extraversion)
| Work -> (100.0f - needs.Money) * (0.25f + 2.0f * p.Greed)
+ | Chat -> 0.0f
if kind = Sleep && night then raw * nightSleepMultiplier else raw
let decideAction (night: bool) (needs: Needs) (p: Personality) : NpcActionKind =
@@ -192,16 +212,17 @@ module Sim =
| Sleep -> { n with Energy = n.Energy + 60.0f }
| Wander -> { n with Social = n.Social + 15.0f; Hunger = n.Hunger - 2.0f }
| Work -> { n with Money = n.Money + 20.0f; Energy = n.Energy - 10.0f }
+ | Chat -> { n with Social = n.Social + chatSocialRestore }
|> needsClamp
- let private moveToward (pos: Vec2) (target: Vec2) (maxStep: float32) : Vec2 * bool =
+ let private moveToward (pos: Vec2) (target: Vec2) (maxStep: float32) : struct (Vec2 * bool) =
let dx = target.X - pos.X
let dy = target.Y - pos.Y
let len = sqrt (dx * dx + dy * dy)
- if len <= maxStep + arriveEpsilon then target, true
+ if len <= maxStep + arriveEpsilon then struct (target, true)
else
let inv = maxStep / len
- { X = pos.X + dx * inv; Y = pos.Y + dy * inv }, false
+ struct ({ X = pos.X + dx * inv; Y = pos.Y + dy * inv }, false)
let initialWorld (seed: uint64) : World =
let centerX = float32 (mapWidthTiles * tilePixels / 2 - tilePixels / 2)
@@ -226,9 +247,53 @@ module Sim =
Rng = Rng.ofSeed seed
Avatar = { Pos = { X = centerX; Y = centerY } }
NoHost = { Reserved = 0UL }
- Npcs = [ npc ] }
+ Npcs = [| npc |]
+ Events = [] }
- let private stepNpc (tick: int64) (npc: Npc) : Npc =
+ let initialWorldN (seed: uint64) (count: int) : World =
+ let base_ = initialWorld seed
+ let cols = 6
+ let spacing = 64.0f
+ let needs = { Hunger = 100.0f; Energy = 100.0f; Social = 100.0f; Money = 50.0f }
+ let npcs =
+ Array.init count (fun i ->
+ let col = i % cols
+ let row = i / cols
+ let pos =
+ { X = plazaPoint.X + (float32 col - 2.5f) * spacing
+ Y = plazaPoint.Y + (float32 row - 2.0f) * spacing }
+ let personality = personalityOfSeed (seed + uint64 i * 0x9E3779B97F4A7C15UL)
+ let startAction = decideAction (isNightTick 0L) needs personality
+ { Id = NpcId i
+ Pos = pos
+ Mind =
+ { Needs = needs
+ Personality = personality
+ Action = startAction
+ Target = actionTarget startAction
+ ActionAge = 0L
+ EffectDone = false
+ HungerFlagged = false
+ Memory = [] } })
+ { base_ with Npcs = npcs }
+
+ let chatableForChat (n: Npc) : bool =
+ n.Mind.Action <> Sleep && n.Mind.Action <> Chat
+
+ let findChatPartner (self: NpcId) (pos: Vec2) (npcs: Npc[]) : NpcId option =
+ let mutable best = None
+ let mutable bestD2 = chatRangeSq
+ for o in npcs do
+ if o.Id <> self && chatableForChat o then
+ let dx = o.Pos.X - pos.X
+ let dy = o.Pos.Y - pos.Y
+ let d2 = dx * dx + dy * dy
+ if d2 < bestD2 then
+ bestD2 <- d2
+ best <- Some o.Id
+ best
+
+ let private stepNpc (tick: int64) (npcs: Npc[]) (pending: ResizeArray<InteractionEvent>) (npc: Npc) : Npc =
let decayed =
needsClamp
{ Hunger = npc.Mind.Needs.Hunger - hungerDecayPerTick
@@ -238,8 +303,7 @@ module Sim =
let night = isNightTick tick
let age = npc.Mind.ActionAge + 1L
let urgent = needsUrgent decayed
- let target = actionTarget npc.Mind.Action
- let nextPos, arrived = moveToward npc.Pos target (npcSpeed * dtSecondsF)
+ let maxStep = npcSpeed * dtSecondsF
let mind0 =
{ npc.Mind with
Needs = decayed
@@ -250,46 +314,92 @@ module Sim =
if decayed.Hunger < urgentThreshold && not npc.Mind.HungerFlagged then
{ mind0 with Memory = recordMemory tick Hungry mind0.Memory; HungerFlagged = true }
else mind0
- if arrived then
- let needs2, mem2 =
- if mind1.EffectDone then mind1.Needs, mind1.Memory
- else
- let mem =
- match actionMemoryKind mind1.Action with
- | Some k -> recordMemory tick k mind1.Memory
- | None -> mind1.Memory
- applyActionEffect mind1.Action mind1.Needs, mem
- let mind2 = { mind1 with Needs = needs2; Memory = mem2; EffectDone = true }
- if age >= minActionTicks || urgent then
- let action = decideAction night needs2 mind2.Personality
- if action = mind2.Action then
- { npc with Pos = nextPos; Mind = { mind2 with ActionAge = 0L; EffectDone = false } }
- else
- { npc with
- Pos = nextPos
- Mind =
- { mind2 with
- Action = action
- Target = actionTarget action
- ActionAge = 0L
- EffectDone = false } }
+ let switchTo (resetOnSame: bool) (mind: Mind) (needsNow: Needs) (pos: Vec2) : Npc =
+ let action = decideAction night needsNow mind.Personality
+ if action = Wander then
+ match findChatPartner npc.Id pos npcs with
+ | Some partner ->
+ pending.Add { Tick = tick; Kind = ChatInit(npc.Id, partner) }
+ { npc with Pos = pos; Mind = mind }
+ | None ->
+ if action = mind.Action then
+ if resetOnSame then
+ { npc with Pos = pos; Mind = { mind with ActionAge = 0L; EffectDone = false } }
+ else { npc with Pos = pos; Mind = mind }
+ else
+ { npc with
+ Pos = pos
+ Mind = { mind with Action = action; Target = actionTarget action; ActionAge = 0L; EffectDone = false } }
+ elif action = mind.Action then
+ if resetOnSame then
+ { npc with Pos = pos; Mind = { mind with ActionAge = 0L; EffectDone = false } }
+ else { npc with Pos = pos; Mind = mind }
+ else
+ { npc with
+ Pos = pos
+ Mind = { mind with Action = action; Target = actionTarget action; ActionAge = 0L; EffectDone = false } }
+ if mind1.Action = Chat then
+ let struct (nextPos, _) = moveToward npc.Pos mind1.Target maxStep
+ if age >= chatTicks then
+ let needs2 = applyActionEffect Chat mind1.Needs
+ switchTo true { mind1 with Needs = needs2 } needs2 nextPos
else
- { npc with Pos = nextPos; Mind = mind2 }
- elif urgent && age < minActionTicks then
- let action = decideAction night decayed mind1.Personality
- if action = mind1.Action then
{ npc with Pos = nextPos; Mind = mind1 }
+ else
+ let target = actionTarget npc.Mind.Action
+ let struct (nextPos, arrived) = moveToward npc.Pos target maxStep
+ if arrived then
+ let needs2, mem2 =
+ if mind1.EffectDone then mind1.Needs, mind1.Memory
+ else
+ let mem =
+ match actionMemoryKind mind1.Action with
+ | Some k -> recordMemory tick k mind1.Memory
+ | None -> mind1.Memory
+ applyActionEffect mind1.Action mind1.Needs, mem
+ let mind2 = { mind1 with Needs = needs2; Memory = mem2; EffectDone = true }
+ if age >= minActionTicks || urgent then
+ switchTo true mind2 needs2 nextPos
+ else
+ { npc with Pos = nextPos; Mind = mind2 }
+ elif urgent && age < minActionTicks then
+ switchTo false mind1 decayed nextPos
else
- { npc with
- Pos = nextPos
- Mind =
- { mind1 with
- Action = action
- Target = actionTarget action
- ActionAge = 0L
- EffectDone = false } }
+ { npc with Pos = nextPos; Mind = mind1 }
+
+ let private applyChatInit (tick: int64) (a: NpcId) (b: NpcId) (npcs: Npc[]) : Npc[] =
+ if a = b then npcs
else
- { npc with Pos = nextPos; Mind = mind1 }
+ let mutable ia = -1
+ let mutable ib = -1
+ for i in 0 .. npcs.Length - 1 do
+ let id = npcs.[i].Id
+ if id = a then ia <- i elif id = b then ib <- i
+ if ia < 0 || ib < 0 then npcs
+ else
+ let na = npcs.[ia]
+ let nb = npcs.[ib]
+ if chatableForChat na && chatableForChat nb && ia <> ib then
+ npcs.[ia] <-
+ { na with
+ Mind =
+ { na.Mind with
+ Action = Chat
+ Target = nb.Pos
+ ActionAge = 0L
+ EffectDone = false
+ Memory = recordMemory tick (Chatted b) na.Mind.Memory } }
+ npcs.[ib] <-
+ { nb with
+ Mind =
+ { nb.Mind with
+ Action = Chat
+ Target = na.Pos
+ ActionAge = 0L
+ EffectDone = false
+ Memory = recordMemory tick (Chatted a) nb.Mind.Memory } }
+ npcs
+ else npcs
let step (ts: TimeStep) (world: World) : World =
let tick = world.Tick + 1L
@@ -299,6 +409,16 @@ module Sim =
let dy = ts.Input.MoveY * avatarSpeed * dtSecondsF
let rngOut, rngNext = Rng.nextUInt64 world.Rng
ignore rngOut
+ let pending = ResizeArray<InteractionEvent> ()
+ let oldNpcs = world.Npcs
+ let newNpcs = Array.copy oldNpcs
+ for i in 0 .. newNpcs.Length - 1 do
+ newNpcs.[i] <- stepNpc tick oldNpcs pending newNpcs.[i]
+ let queue = if pending.Count = 0 then world.Events else world.Events @ List.ofSeq pending
+ if queue.Length > 0 then
+ for ev in queue do
+ match ev.Kind with
+ | ChatInit (a, b) -> applyChatInit ev.Tick a b newNpcs |> ignore
{ Tick = tick
Time = float tick * dtSeconds
Rng = rngNext
@@ -307,4 +427,5 @@ module Sim =
{ X = clamp (world.Avatar.Pos.X + dx) 0.0f maxX
Y = clamp (world.Avatar.Pos.Y + dy) 0.0f maxY } }
NoHost = world.NoHost
- Npcs = world.Npcs |> List.map (stepNpc tick) }
+ Npcs = newNpcs
+ Events = [] }