Implement phase 35 dress appropriateness and school rules.
Adds outfit evaluation, morning home dressing, locker-room ChangeClothes with day-log events, PE/weather AI goals, dress-rules API, and tests.
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using HSchool.Content;
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namespace HSchool.Ai;
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/// <summary>Why someone should walk to their locker room.</summary>
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public enum ApparelGoalKind
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{
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None,
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Pe,
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Everyday,
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Weather,
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}
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/// <summary>
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/// Dress-code and weather goals beside duty. Triggered on bells and arrival, not every tick.
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/// </summary>
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public static class ApparelGoals
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{
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public static Intent? Goal(
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DefCatalog catalog,
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MapLayout map,
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WalkGraph walks,
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ApparelActor apparel,
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ActorState state,
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OccupiedCount occupied)
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{
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ArgumentNullException.ThrowIfNull(catalog);
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ArgumentNullException.ThrowIfNull(map);
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ArgumentNullException.ThrowIfNull(walks);
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if (apparel.Issues == ApparelIssue.None || apparel.LockerRoomNode is null)
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{
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return null;
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}
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var weight = catalog.BehaviorRules?.ApparelGoalWeight ?? 5.5f;
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var actionId = ApparelActions.For(apparel.Female);
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if (!catalog.Actions.TryGetValue(actionId, out var action) || action.Abstract)
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{
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return null;
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}
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if (state.BoundToLesson && (apparel.Kind == ApparelGoalKind.Pe || apparel.Kind == ApparelGoalKind.Everyday))
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{
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return null;
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}
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var room = RoomFor(catalog, map, walks, state, occupied, action, apparel.LockerRoomNode);
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if (room is null)
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{
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return null;
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}
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var id = apparel.Kind switch
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{
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ApparelGoalKind.Pe => "pe",
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ApparelGoalKind.Everyday => "everyday",
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ApparelGoalKind.Weather => "weather",
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_ => null,
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};
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if (id is null)
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{
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return null;
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}
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return new Intent(GoalKind.Apparel, id, weight, actionId);
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}
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public static ApparelGoalKind Classify(ApparelIssue issues)
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{
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if (issues.HasFlag(ApparelIssue.PeRequired))
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{
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return ApparelGoalKind.Pe;
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}
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if (issues.HasFlag(ApparelIssue.PeForbidden))
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{
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return ApparelGoalKind.Everyday;
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}
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if (issues.HasFlag(ApparelIssue.OuterRequired) || issues.HasFlag(ApparelIssue.OuterForbidden))
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{
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return ApparelGoalKind.Weather;
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}
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if (issues.HasFlag(ApparelIssue.Formality)
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|| issues.HasFlag(ApparelIssue.Color)
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|| issues.HasFlag(ApparelIssue.SkirtLength))
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{
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return ApparelGoalKind.Everyday;
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}
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return ApparelGoalKind.None;
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}
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private static string? RoomFor(
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DefCatalog catalog,
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MapLayout map,
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WalkGraph walks,
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ActorState state,
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OccupiedCount occupied,
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ActionDef action,
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string preferredNode)
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{
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foreach (var room in map.Rooms)
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{
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if (!room.Id.Equals(preferredNode, StringComparison.Ordinal))
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{
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continue;
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}
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if (!action.Room!.Equals(room.Def, StringComparison.Ordinal))
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{
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continue;
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}
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if (!HasSlot(catalog, map, occupied, room.Id, action.Thing))
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{
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continue;
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}
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return room.Id;
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}
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if (state.NodeId is not null && state.NodeId.Equals(preferredNode, StringComparison.Ordinal))
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{
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return preferredNode;
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}
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var from = state.NodeId ?? walks.TerritoryId;
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var cost = walks.Minutes(from, preferredNode);
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return float.IsInfinity(cost) ? null : preferredNode;
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}
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private static bool HasSlot(DefCatalog catalog, MapLayout map, OccupiedCount occupied, string nodeId, string? thing)
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{
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if (string.IsNullOrWhiteSpace(thing))
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{
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return true;
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}
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var available = RoomOccupancy.ThingCount(catalog, map, nodeId, thing);
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return ActionStepper.CanOccupy(available, occupied(nodeId, thing));
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}
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}
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/// <summary>Apparel inputs the generic planner does not carry.</summary>
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public readonly record struct ApparelActor(
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bool Female,
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ApparelIssue Issues,
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ApparelGoalKind Kind,
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string? LockerRoomNode);
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