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|
namespace LivingVillage.Kernel
module Sim =
[<Struct>]
type Vec2 =
{ X: float32
Y: float32 }
[<Struct>]
type Avatar =
{ Pos: Vec2 }
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 NpcActionKind =
| Eat
| 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
Personality: Personality
Action: NpcActionKind
Target: Vec2
ActionAge: int64
EffectDone: bool
HungerFlagged: bool
Memory: MemoryEvent list }
[<Struct>]
type Npc =
{ Id: NpcId
Pos: Vec2
Mind: Mind }
[<Struct>]
type World =
{ Tick: int64
Time: float
Rng: RngState
Avatar: Avatar
NoHost: NoHost
Npcs: Npc[]
Events: InteractionEvent list }
let ticksPerSecond = 60L
let secondsPerDay = 86400L
let ticksPerDay = secondsPerDay * ticksPerSecond
let dtSeconds = 1.0 / float ticksPerSecond
let dtSecondsF = 1.0f / float32 ticksPerSecond
let mapWidthTiles = 64
let mapHeightTiles = 48
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
// 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 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
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
let recordMemory (tick: int64) (kind: MemoryKind) (mem: MemoryEvent list) : MemoryEvent list =
{ Tick = tick; Kind = kind; Valence = valenceOfKind kind } :: mem
|> List.truncate memoryCapacity
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 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 startAction = decideAction (isNightTick 0L) needs personality
let npc =
{ Id = NpcId 0
Pos = { X = centerX; Y = centerY }
Mind =
{ Needs = needs
Personality = personality
Action = startAction
Target = actionTarget startAction
ActionAge = 0L
EffectDone = false
HungerFlagged = false
Memory = [] } }
{ Tick = 0L
Time = 0.0
Rng = Rng.ofSeed seed
Avatar = { Pos = { X = centerX; Y = centerY } }
NoHost = { Reserved = 0UL }
Npcs = [| npc |]
Events = [] }
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
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.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 = 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 private applyChatInit (tick: int64) (a: NpcId) (b: NpcId) (npcs: Npc[]) : Npc[] =
if a = b then npcs
else
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
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
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
Avatar =
{ Pos =
{ X = clamp (world.Avatar.Pos.X + dx) 0.0f maxX
Y = clamp (world.Avatar.Pos.Y + dy) 0.0f maxY } }
NoHost = world.NoHost
Npcs = newNpcs
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)
|