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-rw-r--r--src/LivingVillage.Kernel/Occupation.fs103
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