| Commit message (Collapse) | Author | Age | Files | Lines |
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- 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.
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- Occupation.biasResponse: deterministic pure remap over Sim.responseFor;
no occupation = byte-identical pass-through (all intents x personalities).
farmer AskHelp Refused->Helpful; fisher SmallTalk Reserved->Friendly;
peddler SmallTalk Reserved->Bargaining; scholar Joke fully overridden to
Reserved (documented total-override semantics, opposite of personality).
- Sim.responseFor made public (same pure function, reused as the base path).
- Sim.chooseDialogueWith: extracted body of chooseDialogue with an injectable
respond function; chooseDialogue keeps identity semantics unchanged.
- Sim.appendAnnal made public for the upcoming story annal writes.
- 9 new kernel tests (92 -> 101); performance digest unchanged.
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既有事件通道信号桥(Kernel 纯函数 TDD)
- TaskTemplateId 扩出 BuyGoods(收货)/Resell(转卖)/ObserveNotes(观察记事)/ReasonDebate(论理),
taskPoolOf 货郎=[收货,转卖]、书生=[观察记事,论理],四职业池均非空。
- TaskSignal 增 Purchased(玩家买入)/Observed(观察),satisfiesCompletion 给出四模板完成判定;
新增 occupationSeedOf/refreshToday(跨日才重生成,同日含 Done/Failed 终态保留)。
- signalOfInteraction/advanceTask:仅 playerId 发起的 DialogueEvent/TradeEvent 产生信号,
NPC 互动不派任务;Offered 须先 acceptTask,终态不可复活。WorldSave 模板 token 双向同步。
- 测试 83 全绿(新增 6:池非空、货郎书生逐日池内确定、模板中文名、完成信号正负、
事件桥含玩家买/卖与 NPC 忽略、既有 DialogueEvent→accept→Done 全链路、refreshToday 逐日)。
- 不动 Sim.step 数值路径;旧档 v3 模板 token 仅新增合法值,未知模板仍拒绝。
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报价偏置纯函数——货郎买卖±3.00%/书生解读±1.00%,4位定点基点,默认无职业=旧行为(TDD 6例)
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双向兼容
Occupation.State 增 Today: DailyTask option(State 声明移至 DailyTask 之后;TaskToken 保留为 v3 前缀占位扩展位)。WorldSave:saveWith 有任务时在 annals 之后追加尾段 task-today|<template>|<state>|<offered>|<due>|npc-none/some|tile-none/some;无任务/无职业不追加(默认 None = 旧行为,v2 逐字节不变)。load 重构为内部 parse 返回 (World, Occupation.State option):尾段可选——旧 v3(P10 版式无尾段)新 reader 读出 Today=None;v1/v2 无任务;尾段后多余 token 或未知模板 token 拒绝(不吞档)。loadFromFileWith 顺手修正:不再经 stateOf 重置,前缀 task/stage 与 Today 全量保真。5 例测试:尾段位置(marker 在 annal 之后)+ 全字段 round-trip + 重存逐字节一致、无任务 v3 旧版式、v1/v2 无尾段 + 未知模板拒绝、尾段后垃圾拒绝、字节级双跑一致。
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状态机(Kernel 侧)
Occupation.fs 增补:TaskState(Offered|Active|Done|Failed)、TaskTemplateId 首期池=农夫3(送粮/帮工/翻土)+渔夫3(夜捕/卖渔/询价)、DailyTask 记录(设计 §2/§3)。生成 = taskHash(seed ^ occupationSeed, dayIndex) mod |pool|,与 Rng.fs splitmix 同源(禁 System.Random),输出只依赖三元组;taskHash 以 5 个 splitmix 已知向量钉死。完成判定 = satisfiesCompletion 纯谓词,信号 TaskSignal(Dialogued/Traded/ArrivedAt/NightAtWater) 全部来自既有事件通道(DialogueEvent/TradeEvent/到达瓦片/夜+水边),TargetNpc/TargetTile None=通配;acceptTask/applySignal/expireAt 状态机纯函数,Sim.step 数值路径零改动。货郎/书生空池 → dailyTaskOf = None。13 例测试:splitmix 向量、池约束、逐日确定性、窗口=整日、中文名、状态机转移、六模板正负完成信号、终态不可复活、逾期判负。
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/ 存档 v3
Occupation.fs(Kind/Profile/State + 农夫/渔夫/货郎/书生 中文名常量,按设计 §1 表给初始 Money/Energy/Inventory);ItemKind 扩出 Fish/Spice/Scroll(basePrice 分支补齐,Food 10.0f 数值路径不变 → 无职业 digest 不动);WorldBootstrap.initialWorldWithOccupation 默认 None = 旧行为(Money/Energy 覆盖,库存字段先留数据侧、物理挂接留交易单——取舍见 design §2-C 反对加字段);WorldSave: v3 头仅在有职业时写入(保存 saveToFileWith / loadFromFileWith,v1/v2/v3 无职业类型默认,token 顺序 version|w|h|kind|task|story|…),默认路径 save 输出逐字节等同现行 v2;P10 测试 5 例(§1 表值、v3 round-trip、v1/v2 不吞档、双 seed 逐字节、中文名);Kernel.Tests 引用 Desktop 以驱动 WorldBootstrap(取舍:不做测试专用 shim)。TaskToken/StoryStage 为 v3 占位(任务系统后续单实现)。
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