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|
namespace LivingVillage.Kernel
module Sim =
[<Struct>]
type Vec2 =
{ X: float32
Y: float32 }
type Input =
{ MoveX: float32
MoveY: float32 }
type TimeStep =
{ Input: Input }
[<Struct>]
type NoHost =
{ Reserved: uint64 }
[<Struct>]
type NpcId =
| NpcId of int
[<Struct>]
type Needs =
{ Hunger: float32
Energy: float32
Social: float32
Money: float32 }
[<Struct>]
type Personality =
{ Drive: float32
Aggression: float32
Extraversion: float32
Honesty: float32
Greed: float32 }
type ItemKind =
| Food
| Fish
| Spice
| Scroll
type NpcActionKind =
| Eat
| Sleep
| Wander
| Work
| Chat
[<Struct>]
type RumorId =
| RumorId of int64
type DialogueIntent =
| SmallTalk
| AskHelp
| OfferTrade
| Joke
| Apologize
| Provoke
type DialogueResponse =
| Friendly
| Helpful
| Bargaining
| Amused
| Forgiving
| Hostile
| Reserved
| Refused
| Offended
type DialogueOutcome =
{ Tick: int64
Actor: NpcId
Target: NpcId
Intent: DialogueIntent
Response: DialogueResponse
Valence: float32 }
type MemoryKind =
| Meal
| Rest
| Pay
| Hungry
| Chatted of NpcId
| Rumor of RumorId
| Bought of NpcId * ItemKind * int * float32
| Sold of NpcId * ItemKind * int * float32
| Dialogue of NpcId * DialogueIntent * DialogueResponse
type RumorEvent =
{ Id: RumorId
Tick: int64
/// 该谣言所属模拟日(= Tick / ticksPerDay)。派生镜像字段,不参与存档序列化,
/// 以便按天确定性淘汰工作集;读档时由 Tick 纯函数重建,故 v1/v2/v3 存档逐字节不变。
DayIndex: int64
OriginTick: int64
Source: NpcId
Narrator: NpcId
Receiver: NpcId
Parent: RumorId option
Depth: int
Strength: float32 }
type MemoryEvent =
{ Tick: int64
Kind: MemoryKind
Valence: float32 }
type InteractionKind =
| ChatInit of NpcId * NpcId
| TradeEvent of NpcId * NpcId * ItemKind * int * float32
| DialogueEvent of DialogueOutcome
type InteractionEvent =
{ Tick: int64
Kind: InteractionKind }
type NeedKind =
| HungerNeed
| EnergyNeed
| SocialNeed
| MoneyNeed
type NeedScore =
{ Kind: NeedKind
Urgency: float32 }
type NeedsPanel =
{ Needs: Needs
Ranked: NeedScore list }
type VisibleBounds =
{ Min: Vec2
Max: Vec2 }
type Observation =
{ Id: NpcId
Pos: Vec2
Needs: Needs
Ranked: NeedScore list
RecentMemory: MemoryEvent list }
type DialogueMenu =
{ Target: NpcId
Options: DialogueIntent list }
type AnnalKind =
| DialogueAnnal of DialogueOutcome
| RumorAnnal of RumorEvent
| TradeAnnal of InteractionEvent
type AnnalEntry =
{ Tick: int64
Kind: AnnalKind
Summary: string }
[<Struct>]
type Mind =
{ Needs: Needs
Personality: Personality
Action: NpcActionKind
Target: Vec2
ActionAge: int64
EffectDone: bool
HungerFlagged: bool
Memory: MemoryEvent list }
[<Struct>]
type Avatar =
{ Pos: Vec2
Mind: Mind }
[<Struct>]
type Npc =
{ Id: NpcId
Pos: Vec2
Inventory: Map<ItemKind, int>
Mind: Mind }
[<Struct>]
type World =
{ Tick: int64
Time: float
Rng: RngState
Avatar: Avatar
NoHost: NoHost
Npcs: Npc[]
Events: InteractionEvent list
Rumors: RumorEvent list
Annals: AnnalEntry list }
type DialogueFailure =
| DialogueTargetNotFound
| DialogueTargetOutOfRange
| DialogueTargetUnavailable
type DialogueResult =
| DialogueSucceeded of DialogueOutcome * World
| DialogueRejected of DialogueFailure * World
type ChatRequest =
{ Narrator: NpcId
Receiver: NpcId }
type ChatFailure =
| NarratorNotFound
| ReceiverNotFound
| ChatSameParticipant
| ParticipantNotChatable
type ChatResult =
| ChatSucceeded of RumorEvent option * World
| ChatRejected of ChatFailure * World
type TradeRequest =
{ Buyer: NpcId
Seller: NpcId
Item: ItemKind
Quantity: int }
type TradeFailure =
| BuyerNotFound
| SellerNotFound
| SameParticipant
| InvalidQuantity
| OutOfStock
| InsufficientFunds
type TradeResult =
| TradeSucceeded of World
| TradeRejected of TradeFailure * World
let ticksPerSecond = 60L
let secondsPerDay = 86400L
let ticksPerDay = secondsPerDay * ticksPerSecond
let dtSeconds = 1.0 / float ticksPerSecond
let dtSecondsF = 1.0f / float32 ticksPerSecond
/// World dimensions are parameterized so a large procedural map (e.g. 512x384)
/// can reuse every movement/wander/clamp rule. Defaults stay the legacy 64x48 to
/// keep all existing deterministic tests and baselines untouched.
let mutable mapWidthTiles = 64
let mutable mapHeightTiles = 48
/// Configure the world size. Note: the caller must not step worlds during a
/// reconfiguration; bounds are read per step from these values.
let configureBounds (widthTiles: int) (heightTiles: int) : unit =
mapWidthTiles <- widthTiles
mapHeightTiles <- heightTiles
let tilePixels = 32
let avatarSpeed = 160.0f
let npcSpeed = 80.0f
let arriveEpsilon = 2.0f
let memoryCapacity = 64
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 rumorFreshnessTicks = 3L * ticksPerDay
let rumorHalfLifeTicks = ticksPerDay
let rumorMinimumStrength = 0.125f
/// 谣言工作集容量上界(参数化常量;测试可临时调小)。默认值远大于任何既有测试
/// 路径产生的谣言数,因此 append-only 前 N 条内与未裁剪版本逐字节等价;超界只保留最新 N 条。
let mutable rumorCapacity = 16384
/// 按天淘汰的保留天数。>= 新鲜窗口(rumorFreshnessTicks / ticksPerDay = 3 天),
/// 保证任何仍可能被 latestRumorFor/rumorIsDuplicate 使用的新鲜谣言都不会被裁掉。
let mutable rumorRetentionDays = 3L
/// 谣言所属模拟日(纯函数)。用于确定性的按天淘汰,读档时与 Tick 保持一致。
let rumorDayIndex (tick: int64) : int64 = tick / ticksPerDay
// 关系网派生(纯函数;仅在 dump/视图打开时调用,不进 step 热路径)
let relationHalfLifeTicks = ticksPerDay // HALF_LIFE = 1 模拟日(修复单位错误:原 86400L 实为 24 模拟分钟;1 模拟日 = ticksPerDay = 5,184,000 tick)
let relationThreshold = 0.5f // |rel| > 0.5 视为有关系
let playerId = NpcId -1
let dialogueOptions = [ SmallTalk; AskHelp; OfferTrade; Joke; Apologize; Provoke ]
let maxAnnalEntries = 128
let clamp (v: float32) (lo: float32) (hi: float32) : float32 = if v < lo then lo elif v > hi then hi else v
let private appendAnnal (entry: AnnalEntry) (world: World) : World =
{ world with Annals = (entry :: world.Annals) |> List.truncate maxAnnalEntries }
let hungerDecayPerTick = 0.0012f
let energyDecayPerTick = 0.0010f
let socialDecayPerTick = 0.0008f
let moneyDecayPerTick = 0.0006f
let private tileCenter (tx: int) (ty: int) : Vec2 =
{ X = float32 (tx * tilePixels + tilePixels / 2)
Y = float32 (ty * tilePixels + tilePixels / 2) }
let kitchenPoint = tileCenter 10 10
let homePoint = tileCenter 52 10
let plazaPoint = tileCenter 32 24
let worksitePoint = tileCenter 52 38
let actionTarget (kind: NpcActionKind) : Vec2 =
match kind with
| Eat -> kitchenPoint
| Sleep -> homePoint
| Wander -> plazaPoint
| Work -> worksitePoint
| Chat -> plazaPoint
let isNightTick (tick: int64) : bool =
let hourTicks = ticksPerDay / 24L
let tod = tick % ticksPerDay
tod >= 22L * hourTicks || tod < 6L * hourTicks
let valenceOfKind (kind: MemoryKind) : float32 =
match kind with
| Meal -> 0.5f
| Rest -> 0.4f
| Pay -> 0.2f
| Hungry -> -0.4f
| Chatted _ -> chatValence
| Rumor _ -> 0.1f
| Bought _ -> 0.3f
| Sold _ -> 0.3f
| Dialogue (_, _, response) ->
match response with
| Friendly -> 0.4f
| Helpful -> 0.5f
| Bargaining -> 0.2f
| Amused -> 0.35f
| Forgiving -> 0.45f
| Hostile -> -0.5f
| Reserved -> 0.0f
| Refused -> -0.1f
| Offended -> -0.4f
let recordMemory (tick: int64) (kind: MemoryKind) (mem: MemoryEvent list) : MemoryEvent list =
let updated = { Tick = tick; Kind = kind; Valence = valenceOfKind kind } :: mem
let isRelational (event: MemoryEvent) =
match event.Kind with
| Chatted _
| Dialogue _ -> true
| _ -> false
let relationalCount = updated |> List.sumBy (fun event -> if isRelational event then 1 else 0)
let relationalCapacity = min memoryCapacity relationalCount
let routineCapacity = memoryCapacity - relationalCapacity
let rec retain relationalLeft routineLeft remaining kept =
match remaining with
| [] -> List.rev kept
| event :: tail when isRelational event && relationalLeft > 0 ->
retain (relationalLeft - 1) routineLeft tail (event :: kept)
| event :: tail when not (isRelational event) && routineLeft > 0 ->
retain relationalLeft (routineLeft - 1) tail (event :: kept)
| _ :: tail -> retain relationalLeft routineLeft tail kept
// Relation weights are derived from this snapshot, so interaction memories must outlive routine churn.
retain relationalCapacity routineCapacity updated []
let actionMemoryKind (kind: NpcActionKind) : MemoryKind option =
match kind with
| Eat -> Some Meal
| Sleep -> Some Rest
| Work -> Some Pay
| Wander -> None
| Chat -> None
let personalityOfSeed (seed: uint64) : Personality =
let a, r1 = Rng.nextFloat32 (Rng.ofSeed seed)
let b, r2 = Rng.nextFloat32 r1
let c, r3 = Rng.nextFloat32 r2
let d, r4 = Rng.nextFloat32 r3
let e, _ = Rng.nextFloat32 r4
{ Drive = a
Aggression = b
Extraversion = c
Honesty = d
Greed = e }
let needsClamp (n: Needs) : Needs =
{ Hunger = clamp n.Hunger 0.0f 100.0f
Energy = clamp n.Energy 0.0f 100.0f
Social = clamp n.Social 0.0f 100.0f
Money = clamp n.Money 0.0f 100.0f }
let scoreAction (night: bool) (needs: Needs) (p: Personality) (kind: NpcActionKind) : float32 =
let raw =
match kind with
| Eat -> (100.0f - needs.Hunger) * (0.25f + 2.0f * p.Drive)
| 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 =
let candidates = [ Eat; Sleep; Wander; Work ]
candidates |> List.maxBy (scoreAction night needs p)
let needsUrgent (n: Needs) : bool =
n.Hunger < urgentThreshold
|| n.Energy < urgentThreshold
|| n.Social < urgentThreshold
|| n.Money < urgentThreshold
let private rankNeeds (n: Needs) : NeedScore list =
[ { Kind = HungerNeed; Urgency = clamp (100.0f - n.Hunger) 0.0f 100.0f }
{ Kind = EnergyNeed; Urgency = clamp (100.0f - n.Energy) 0.0f 100.0f }
{ Kind = SocialNeed; Urgency = clamp (100.0f - n.Social) 0.0f 100.0f }
{ Kind = MoneyNeed; Urgency = clamp (100.0f - n.Money) 0.0f 100.0f } ]
|> List.sortByDescending (fun score -> score.Urgency)
let needsPanel (world: World) : NeedsPanel =
let needs = world.Avatar.Mind.Needs
{ Needs = needs
Ranked = rankNeeds needs }
let applyActionEffect (kind: NpcActionKind) (n: Needs) : Needs =
match kind with
| Eat -> { n with Hunger = n.Hunger + 40.0f; Money = n.Money - 5.0f }
| 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) : 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 struct (target, true)
else
let inv = maxStep / len
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)
let centerY = float32 (mapHeightTiles * tilePixels / 2 - tilePixels / 2)
let personality = personalityOfSeed seed
let needs = { Hunger = 100.0f; Energy = 100.0f; Social = 100.0f; Money = 50.0f }
let inventory = Map.ofList [ Food, 10 ]
let startAction = decideAction (isNightTick 0L) needs personality
let npc =
{ Id = NpcId 0
Pos = { X = centerX; Y = centerY }
Inventory = inventory
Mind =
{ Needs = needs
Personality = personality
Action = startAction
Target = actionTarget startAction
ActionAge = 0L
EffectDone = false
HungerFlagged = false
Memory = [] } }
let avatar =
{ Pos = { X = centerX; Y = centerY }
Mind =
{ Needs = needs
Personality = personality
Action = Wander
Target = { X = centerX; Y = centerY }
ActionAge = 0L
EffectDone = false
HungerFlagged = false
Memory = [] } }
{ Tick = 0L
Time = 0.0
Rng = Rng.ofSeed seed
Avatar = avatar
NoHost = { Reserved = 0UL }
Npcs = [| npc |]
Events = []
Rumors = []
Annals = [] }
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 inventory = Map.ofList [ Food, 10 ]
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
Inventory = inventory
Mind =
{ Needs = needs
Personality = personality
Action = startAction
Target = actionTarget startAction
ActionAge = 0L
EffectDone = false
HungerFlagged = false
Memory = [] } })
{ base_ with Npcs = npcs }
let private inventoryQuantity (item: ItemKind) (inventory: Map<ItemKind, int>) : int =
inventory |> Map.tryFind item |> Option.defaultValue 0
let private changeInventory (item: ItemKind) (delta: int) (inventory: Map<ItemKind, int>) : Map<ItemKind, int> =
let next = inventoryQuantity item inventory + delta
if next <= 0 then Map.remove item inventory else Map.add item next inventory
let private findNpcIndex (id: NpcId) (npcs: Npc[]) : int option =
npcs |> Array.tryFindIndex (fun npc -> npc.Id = id)
let private recentTransactionPrice (item: ItemKind) (world: World) : float32 option =
world.Npcs
|> Array.toList
|> List.collect (fun npc -> npc.Mind.Memory)
|> List.choose (fun event ->
match event.Kind with
| Bought (_, tradedItem, _, price) when tradedItem = item -> Some(event.Tick, price)
| Sold (_, tradedItem, _, price) when tradedItem = item -> Some(event.Tick, price)
| _ -> None)
|> List.sortByDescending fst
|> List.truncate 8
|> List.map snd
|> function
| [] -> None
| prices -> Some(List.average prices)
let quotePrice (request: TradeRequest) (world: World) : float32 option =
match findNpcIndex request.Buyer world.Npcs, findNpcIndex request.Seller world.Npcs with
| Some buyerIndex, Some sellerIndex when buyerIndex <> sellerIndex ->
let buyer = world.Npcs.[buyerIndex]
let seller = world.Npcs.[sellerIndex]
let basePrice =
match request.Item with
| Food -> 10.0f
| Fish -> 12.0f
| Spice -> 8.0f
| Scroll -> 15.0f
let buyerUrgency = clamp ((100.0f - buyer.Mind.Needs.Hunger) / 100.0f) 0.0f 1.0f
let stockPressure =
1.0f - clamp (float32 (inventoryQuantity request.Item seller.Inventory) / 20.0f) 0.0f 1.0f
let sellerNeed = clamp ((100.0f - seller.Mind.Needs.Money) / 100.0f) 0.0f 1.0f
let personalityFactor =
0.2f * seller.Mind.Personality.Greed
+ 0.1f * (1.0f - buyer.Mind.Personality.Honesty)
- 0.05f * buyer.Mind.Personality.Greed
let marketFactor =
match recentTransactionPrice request.Item world with
| Some recent -> clamp (0.85f + 0.15f * recent / basePrice) 0.75f 1.5f
| None -> 1.0f
let raw =
basePrice
* (0.75f
+ 0.35f * buyerUrgency
+ 0.30f * stockPressure
+ 0.15f * sellerNeed
+ personalityFactor)
* marketFactor
Some(clamp raw 0.01f 1000.0f)
| _ -> None
let trade (request: TradeRequest) (world: World) : TradeResult =
match findNpcIndex request.Buyer world.Npcs with
| None -> TradeRejected(BuyerNotFound, world)
| Some buyerIndex ->
match findNpcIndex request.Seller world.Npcs with
| None -> TradeRejected(SellerNotFound, world)
| Some sellerIndex when buyerIndex = sellerIndex -> TradeRejected(SameParticipant, world)
| Some sellerIndex when request.Quantity <= 0 -> TradeRejected(InvalidQuantity, world)
| Some sellerIndex ->
let buyer = world.Npcs.[buyerIndex]
let seller = world.Npcs.[sellerIndex]
let stock = inventoryQuantity request.Item seller.Inventory
if stock < request.Quantity then
TradeRejected(OutOfStock, world)
else
match quotePrice request world with
| None -> TradeRejected(SameParticipant, world)
| Some unitPrice ->
let total = unitPrice * float32 request.Quantity
if buyer.Mind.Needs.Money < total then
TradeRejected(InsufficientFunds, world)
else
let newNpcs = Array.copy world.Npcs
let buyerMemory =
recordMemory world.Tick (Bought(request.Seller, request.Item, request.Quantity, unitPrice)) buyer.Mind.Memory
let sellerMemory =
recordMemory world.Tick (Sold(request.Buyer, request.Item, request.Quantity, unitPrice)) seller.Mind.Memory
newNpcs.[buyerIndex] <-
{ buyer with
Inventory = changeInventory request.Item request.Quantity buyer.Inventory
Mind =
{ buyer.Mind with
Needs = { buyer.Mind.Needs with Money = buyer.Mind.Needs.Money - total }
Memory = buyerMemory } }
newNpcs.[sellerIndex] <-
{ seller with
Inventory = changeInventory request.Item (-request.Quantity) seller.Inventory
Mind =
{ seller.Mind with
Needs = { seller.Mind.Needs with Money = seller.Mind.Needs.Money + total }
Memory = sellerMemory } }
let event =
{ Tick = world.Tick
Kind = TradeEvent(request.Buyer, request.Seller, request.Item, request.Quantity, unitPrice) }
let updated = { world with Npcs = newNpcs; Events = world.Events @ [ event ] }
let entry =
{ Tick = world.Tick
Kind = TradeAnnal event
Summary = sprintf "trade tick=%d buyer=%A seller=%A item=%A quantity=%d price=%.2f"
world.Tick request.Buyer request.Seller request.Item request.Quantity unitPrice }
TradeSucceeded(appendAnnal entry updated)
let chatableForChat (n: Npc) : bool =
n.Mind.Action <> Sleep && n.Mind.Action <> Chat
let findChatPartner (self: Npc) (pos: Vec2) (npcs: Npc[]) : NpcId option =
let lastChatPartner =
self.Mind.Memory
|> List.tryPick (fun event ->
match event.Kind with
| Chatted partner -> Some partner
| _ -> None)
let pick (allow: Npc -> bool) =
let mutable best = None
let mutable bestD2 = chatRangeSq
for o in npcs do
if o.Id <> self.Id && chatableForChat o && allow 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
match pick (fun o -> Some o.Id <> lastChatPartner) with
| Some partner -> Some partner
| None -> pick (fun _ -> true)
let rumorDecayWeight (nowTick: int64) (eventTick: int64) : float32 =
let age = max 0L (nowTick - eventTick)
float32 (exp (-(log 2.0) * float age / float rumorHalfLifeTicks))
let rumorStrengthAt (nowTick: int64) (rumor: RumorEvent) : float32 =
rumor.Strength * rumorDecayWeight nowTick rumor.Tick
/// 判断工作集是否需要裁剪:超过容量或存在早于保留窗口的条目。
/// 列表约定为最新在前,故只需从前缀扫描 min(len, capacity+1) 条,无分配。
let private rumorsNeedTrim (cutoffDay: int64) (rumors: RumorEvent list) : bool =
let rec loop seen rest =
if seen > rumorCapacity then true
else
match rest with
| [] -> false
| rumor :: tail ->
if rumor.DayIndex < cutoffDay then true else loop (seen + 1) tail
loop 1 rumors
/// 纯函数裁剪:保留最新 rumorCapacity 条,并丢弃早于 (nowDay - rumorRetentionDays)
/// 的条目。容量内且全部新鲜时原样返回(零拷贝,保证既有路径逐字节不变)。
let trimRumors (nowTick: int64) (rumors: RumorEvent list) : RumorEvent list =
let cutoffDay = max 0L (rumorDayIndex nowTick - rumorRetentionDays)
if rumorsNeedTrim cutoffDay rumors then
rumors
|> List.takeWhile (fun rumor -> rumor.DayIndex >= cutoffDay)
|> List.truncate rumorCapacity
else
rumors
/// 追加一条谣言并顺手裁剪工作集;容量内且新鲜时等价于 `rumor :: rumors`。
let private consRumor (nowTick: int64) (rumor: RumorEvent) (rumors: RumorEvent list) : RumorEvent list =
trimRumors nowTick (rumor :: rumors)
let private latestRumorFor (receiver: NpcId) (world: World) : RumorEvent option =
// 工作集最新在前且 Tick 非递增,故只需扫描新鲜窗口;窗口外条目本就会被过滤掉。
world.Rumors
|> List.takeWhile (fun rumor -> world.Tick - rumor.Tick <= rumorFreshnessTicks)
|> List.filter (fun rumor ->
rumor.Receiver = receiver
&& rumor.Tick <= world.Tick
&& rumorStrengthAt world.Tick rumor >= rumorMinimumStrength)
|> List.sortByDescending (fun rumor ->
let (RumorId id) = rumor.Id
rumor.Tick, id)
|> List.tryHead
/// 工作集最新在前,头节点恒为最大 Id(每次追加 `max+1`),故 O(1) 取下一个 Id。
/// 裁剪只丢尾部旧条目,不会丢头,因此该不变量在裁剪后仍成立。
let private nextRumorId (world: World) : RumorId =
match world.Rumors with
| [] -> RumorId 0L
| head :: _ ->
let (RumorId id) = head.Id
RumorId(id + 1L)
let private dialogueAvailable (npc: Npc) : bool =
npc.Mind.Action <> Sleep && npc.Mind.Action <> Chat
let openDialogueMenu (world: World) : DialogueMenu option =
let nearby =
world.Npcs
|> Array.choose (fun npc ->
let dx = npc.Pos.X - world.Avatar.Pos.X
let dy = npc.Pos.Y - world.Avatar.Pos.Y
let distanceSq = dx * dx + dy * dy
if distanceSq <= chatRangeSq && dialogueAvailable npc then
Some(distanceSq, npc.Id)
else None)
|> Array.sortBy fst
nearby
|> Array.tryHead
|> Option.map (fun (_, target) ->
{ Target = target
Options = dialogueOptions })
let private responseFor (intent: DialogueIntent) (personality: Personality) : DialogueResponse =
match intent with
| SmallTalk -> if personality.Extraversion >= 0.5f then Friendly else Reserved
| AskHelp -> if personality.Honesty >= 0.4f then Helpful else Refused
| OfferTrade -> Bargaining
| Joke -> if personality.Extraversion >= 0.5f then Amused else Reserved
| Apologize -> if personality.Aggression < 0.7f then Forgiving else Offended
| Provoke -> if personality.Aggression >= 0.5f then Hostile else Offended
let private dialogueSummary (outcome: DialogueOutcome) : string =
sprintf "dialogue tick=%d actor=%A target=%A intent=%A response=%A valence=%.2f"
outcome.Tick outcome.Actor outcome.Target outcome.Intent outcome.Response outcome.Valence
let private rumorSummary (rumor: RumorEvent) : string =
sprintf "rumor tick=%d source=%A narrator=%A receiver=%A depth=%d"
rumor.Tick rumor.Source rumor.Narrator rumor.Receiver rumor.Depth
let chooseDialogue (target: NpcId) (intent: DialogueIntent) (world: World) : DialogueResult =
match findNpcIndex target world.Npcs with
| None -> DialogueRejected(DialogueTargetNotFound, world)
| Some targetIndex ->
let targetNpc = world.Npcs.[targetIndex]
let dx = targetNpc.Pos.X - world.Avatar.Pos.X
let dy = targetNpc.Pos.Y - world.Avatar.Pos.Y
if dx * dx + dy * dy > chatRangeSq then
DialogueRejected(DialogueTargetOutOfRange, world)
elif not (dialogueAvailable targetNpc) then
DialogueRejected(DialogueTargetUnavailable, world)
else
let response = responseFor intent targetNpc.Mind.Personality
let outcome =
{ Tick = world.Tick
Actor = playerId
Target = target
Intent = intent
Response = response
Valence = valenceOfKind (Dialogue(target, intent, response)) }
let rumor =
{ Id = nextRumorId world
Tick = world.Tick
DayIndex = rumorDayIndex world.Tick
OriginTick = world.Tick
Source = playerId
Narrator = playerId
Receiver = target
Parent = None
Depth = 0
Strength = 1.0f }
let newNpcs = Array.copy world.Npcs
let targetMemory =
recordMemory world.Tick (Dialogue(playerId, intent, response)) targetNpc.Mind.Memory
|> recordMemory world.Tick (Rumor rumor.Id)
newNpcs.[targetIndex] <- { targetNpc with Mind = { targetNpc.Mind with Memory = targetMemory } }
let avatarMemory = recordMemory world.Tick (Dialogue(target, intent, response)) world.Avatar.Mind.Memory
let event = { Tick = world.Tick; Kind = DialogueEvent outcome }
let updated =
{ world with
Avatar = { world.Avatar with Mind = { world.Avatar.Mind with Memory = avatarMemory } }
Npcs = newNpcs
Events = world.Events @ [ event ]
Rumors = consRumor world.Tick rumor world.Rumors }
let withRumorAnnal =
appendAnnal
{ Tick = world.Tick
Kind = RumorAnnal rumor
Summary = rumorSummary rumor }
updated
let withDialogueAnnal =
appendAnnal
{ Tick = world.Tick
Kind = DialogueAnnal outcome
Summary = dialogueSummary outcome }
withRumorAnnal
DialogueSucceeded(outcome, withDialogueAnnal)
let annalText (world: World) : string =
let rows =
world.Annals
|> List.rev
|> List.map (fun entry -> sprintf "tick=%d %s" entry.Tick entry.Summary)
String.concat "\n" (sprintf "chronicle count=%d" world.Annals.Length :: rows)
let observeVisible (bounds: VisibleBounds) (world: World) : Observation list =
let inside (pos: Vec2) =
pos.X >= bounds.Min.X
&& pos.X <= bounds.Max.X
&& pos.Y >= bounds.Min.Y
&& pos.Y <= bounds.Max.Y
world.Npcs
|> Array.toList
|> List.filter (fun npc -> inside npc.Pos)
|> List.map (fun npc ->
{ Id = npc.Id
Pos = npc.Pos
Needs = npc.Mind.Needs
Ranked = rankNeeds npc.Mind.Needs
RecentMemory = List.truncate 8 npc.Mind.Memory })
let private rumorIsDuplicate (request: ChatRequest) (parent: RumorEvent option) (world: World) : bool =
let parentId = parent |> Option.map (fun rumor -> rumor.Id)
world.Rumors
|> List.takeWhile (fun rumor -> world.Tick - rumor.Tick <= rumorFreshnessTicks)
|> List.exists (fun rumor ->
rumor.Narrator = request.Narrator
&& rumor.Receiver = request.Receiver
&& rumor.Parent = parentId
&& rumor.Tick <= world.Tick
&& rumorStrengthAt world.Tick rumor >= rumorMinimumStrength)
type private ChatParticipant =
| AvatarParticipant
| NpcParticipant of int
let private findChatParticipant (id: NpcId) (world: World) : ChatParticipant option =
if id = playerId then
Some AvatarParticipant
else
findNpcIndex id world.Npcs |> Option.map NpcParticipant
let private participantPosition (participant: ChatParticipant) (world: World) : Vec2 =
match participant with
| AvatarParticipant -> world.Avatar.Pos
| NpcParticipant index -> world.Npcs.[index].Pos
let private participantChatable (participant: ChatParticipant) (world: World) : bool =
match participant with
| AvatarParticipant -> true
| NpcParticipant index -> chatableForChat world.Npcs.[index]
let private markChat (participant: ChatParticipant) (other: NpcId) (otherPos: Vec2) (world: World) : World =
match participant with
| AvatarParticipant ->
let memory = recordMemory world.Tick (Chatted other) world.Avatar.Mind.Memory
{ world with Avatar = { world.Avatar with Mind = { world.Avatar.Mind with Memory = memory } } }
| NpcParticipant index ->
let newNpcs = Array.copy world.Npcs
let npc = newNpcs.[index]
let memory = recordMemory world.Tick (Chatted other) npc.Mind.Memory
newNpcs.[index] <-
{ npc with
Mind =
{ npc.Mind with
Action = Chat
Target = otherPos
ActionAge = 0L
EffectDone = false
Memory = memory } }
{ world with Npcs = newNpcs }
let chat (request: ChatRequest) (world: World) : ChatResult =
match findChatParticipant request.Narrator world, findChatParticipant request.Receiver world with
| None, _ -> ChatRejected(NarratorNotFound, world)
| _, None -> ChatRejected(ReceiverNotFound, world)
| Some _, Some _ when request.Narrator = request.Receiver -> ChatRejected(ChatSameParticipant, world)
| Some narrator, Some receiver ->
if not (participantChatable narrator world) || not (participantChatable receiver world) then
ChatRejected(ParticipantNotChatable, world)
else
let parent = latestRumorFor request.Narrator world
let narratorPos = participantPosition narrator world
let receiverPos = participantPosition receiver world
let chatted =
world
|> markChat narrator request.Receiver receiverPos
|> markChat receiver request.Narrator narratorPos
if rumorIsDuplicate request parent world then
ChatSucceeded(None, chatted)
else
let rumor =
match parent with
| None ->
{ Id = nextRumorId world
Tick = world.Tick
DayIndex = rumorDayIndex world.Tick
OriginTick = world.Tick
Source = request.Narrator
Narrator = request.Narrator
Receiver = request.Receiver
Parent = None
Depth = 0
Strength = 1.0f }
| Some parent ->
{ Id = nextRumorId world
Tick = world.Tick
DayIndex = rumorDayIndex world.Tick
OriginTick = parent.OriginTick
Source = parent.Source
Narrator = request.Narrator
Receiver = request.Receiver
Parent = Some parent.Id
Depth = parent.Depth + 1
Strength = rumorStrengthAt world.Tick parent }
let withReceiverRumor =
match receiver with
| AvatarParticipant ->
let memory = recordMemory world.Tick (Rumor rumor.Id) chatted.Avatar.Mind.Memory
{ chatted with Avatar = { chatted.Avatar with Mind = { chatted.Avatar.Mind with Memory = memory } } }
| NpcParticipant index ->
let newNpcs = Array.copy chatted.Npcs
let npc = newNpcs.[index]
newNpcs.[index] <-
{ npc with
Mind = { npc.Mind with Memory = recordMemory world.Tick (Rumor rumor.Id) npc.Mind.Memory } }
{ chatted with Npcs = newNpcs }
let updated = { withReceiverRumor with Rumors = consRumor world.Tick rumor world.Rumors }
ChatSucceeded(
Some rumor,
appendAnnal
{ Tick = world.Tick
Kind = RumorAnnal rumor
Summary = rumorSummary rumor }
updated)
let rumorPath (world: World) (target: RumorId) : RumorEvent list =
let rec collect (visited: Set<RumorId>) (current: RumorId) (acc: RumorEvent list) =
if Set.contains current visited then []
else
match world.Rumors |> List.tryFind (fun rumor -> rumor.Id = current) with
| None -> []
| Some rumor ->
let nextVisited = Set.add current visited
match rumor.Parent with
| None -> rumor :: acc
| Some parent -> collect nextVisited parent (rumor :: acc)
collect Set.empty target []
let rumorTraceText (world: World) : string =
let rumorIdValue (RumorId id) = id
let npcIdValue (NpcId id) = id
let invariant = System.Globalization.CultureInfo.InvariantCulture
let ordered = world.Rumors |> List.sortBy (fun rumor -> rumorIdValue rumor.Id)
let rows =
ordered
|> List.map (fun rumor ->
let parent = rumor.Parent |> Option.map rumorIdValue |> Option.map string |> Option.defaultValue "-"
let path =
rumorPath world rumor.Id
|> List.map (fun item -> item.Id |> rumorIdValue |> string)
|> String.concat ","
let pathText = if path = "" then "-" else path
sprintf "rumor id=%d tick=%d origin_tick=%d source=%d narrator=%d receiver=%d parent=%s depth=%d strength=%s path=%s"
(rumorIdValue rumor.Id)
rumor.Tick
rumor.OriginTick
(npcIdValue rumor.Source)
(npcIdValue rumor.Narrator)
(npcIdValue rumor.Receiver)
parent
rumor.Depth
(rumor.Strength.ToString("0.000000", invariant))
pathText)
let header = sprintf "rumor_trace tick=%d count=%d" world.Tick world.Rumors.Length
String.concat "\n" (header :: rows)
let private stepNpc (tick: int64) (npcs: Npc[]) (pending: ResizeArray<InteractionEvent>) (npc: Npc) : Npc =
let decayed =
needsClamp
{ Hunger = npc.Mind.Needs.Hunger - hungerDecayPerTick
Energy = npc.Mind.Needs.Energy - energyDecayPerTick
Social = npc.Mind.Needs.Social - socialDecayPerTick
Money = npc.Mind.Needs.Money - moneyDecayPerTick }
let night = isNightTick tick
let age = npc.Mind.ActionAge + 1L
let urgent = needsUrgent decayed
let maxStep = npcSpeed * dtSecondsF
let mind0 =
{ npc.Mind with
Needs = decayed
ActionAge = age
HungerFlagged =
if decayed.Hunger < urgentThreshold then npc.Mind.HungerFlagged else false }
let mind1 =
if decayed.Hunger < urgentThreshold && not npc.Mind.HungerFlagged then
{ mind0 with Memory = recordMemory tick Hungry mind0.Memory; HungerFlagged = true }
else mind0
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 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 = 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 }
let step (ts: TimeStep) (world: World) : World =
let tick = world.Tick + 1L
let maxX = float32 (mapWidthTiles * tilePixels - tilePixels)
let maxY = float32 (mapHeightTiles * tilePixels - tilePixels)
let dx = ts.Input.MoveX * avatarSpeed * dtSecondsF
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
let avatarNeeds =
needsClamp
{ Hunger = world.Avatar.Mind.Needs.Hunger - hungerDecayPerTick
Energy = world.Avatar.Mind.Needs.Energy - energyDecayPerTick
Social = world.Avatar.Mind.Needs.Social - socialDecayPerTick
Money = world.Avatar.Mind.Needs.Money - moneyDecayPerTick }
let avatarMemory, avatarFlagged =
if avatarNeeds.Hunger < urgentThreshold && not world.Avatar.Mind.HungerFlagged then
(recordMemory tick Hungry world.Avatar.Mind.Memory), true
else
world.Avatar.Mind.Memory, avatarNeeds.Hunger < urgentThreshold
let avatarMind =
{ world.Avatar.Mind with
Needs = avatarNeeds
ActionAge = world.Avatar.Mind.ActionAge + 1L
HungerFlagged = avatarFlagged
Memory = avatarMemory }
let baseWorld =
{ world with
Tick = tick
Time = float tick * dtSeconds
Rng = rngNext
Avatar =
{ Pos =
{ X = clamp (world.Avatar.Pos.X + dx) 0.0f maxX
Y = clamp (world.Avatar.Pos.Y + dy) 0.0f maxY }
Mind = avatarMind }
Npcs = newNpcs }
let mutable nextWorld = baseWorld
for ev in queue do
match ev.Kind with
| ChatInit (a, b) ->
match chat { Narrator = a; Receiver = b } nextWorld with
| ChatSucceeded (_, updated) -> nextWorld <- updated
| ChatRejected (_, _) -> ()
| TradeEvent _ -> ()
| DialogueEvent _ -> ()
{ nextWorld with Events = [] }
// ---- 关系网派生:rel(i,j) = sum(Chatted valence * exp(-ln2*(now-tick)/HALF_LIFE))(真半衰:age=HALF_LIFE 处权重恰 0.5)----
let relationDecayWeight (nowTick: int64) (eventTick: int64) : float32 =
let age = float (nowTick - eventTick)
float32 (exp (-(log 2.0) * age / float relationHalfLifeTicks))
// 30x30 对称矩阵(对角线 0):双向累加双方 Chatted 记忆的衰减 valence
let relationMatrix (world: World) : float32[,] =
let n = world.Npcs.Length
let m = Array2D.zeroCreate n n
for npc in world.Npcs do
let i =
match npc.Id with
| NpcId i -> i
for e in npc.Mind.Memory do
match e.Kind with
| Chatted partner when e.Tick <= world.Tick ->
let j =
match partner with
| NpcId j -> j
if i <> j && i < n && j < n then
let w = e.Valence * relationDecayWeight world.Tick e.Tick
m.[i, j] <- m.[i, j] + w
m.[j, i] <- m.[j, i] + w
| _ -> ()
m
let relationCounts (m: float32[,]) : int[] =
let n = Array2D.length1 m
Array.init n (fun i ->
let mutable c = 0
for j in 0 .. n - 1 do
if i <> j && abs m.[i, j] > relationThreshold then c <- c + 1
c)
|