Merge phase 24 behavior numbers.
Co-authored-by: Cursor <cursoragent@cursor.com> # Conflicts: # docs/phases/README.md # src/HSchool.Content/CatalogLoader.cs
This commit is contained in:
+49
-26
@@ -48,6 +48,9 @@ public readonly record struct ActorState(
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/// </summary>
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public static class DecisionPlanner
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{
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// Fallbacks when the catalog has no BehaviorDef. Vanilla writes the same numbers into the
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// def; a pack that omits the ruleset must keep today's decisions, not empty the classrooms.
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/// <summary>Lesson or posted work. Beats leisure and a need that only just crossed the threshold.</summary>
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public const float DutyLessonWeight = 10f;
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@@ -77,12 +80,10 @@ public static class DecisionPlanner
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ArgumentNullException.ThrowIfNull(walks);
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ArgumentNullException.ThrowIfNull(occupied);
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var rules = catalog.BehaviorRules;
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var threshold = rules?.NeedThreshold ?? 0.35f;
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var margin = rules?.SwitchMargin ?? 0.15f;
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var best = PickGoal(catalog, map, walks, state, occupied, threshold);
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var held = HeldGoal(catalog, map, walks, state, occupied, threshold);
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if (held.IsSet && best.Weight <= held.Weight + margin && SameGoal(state.Intent, held))
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var rules = Rules.From(catalog);
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var best = PickGoal(catalog, map, walks, state, occupied, rules);
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var held = HeldGoal(catalog, map, walks, state, occupied, rules);
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if (held.IsSet && best.Weight <= held.Weight + rules.Margin && SameGoal(state.Intent, held))
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{
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return Continue(state with { Intent = held });
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}
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@@ -96,16 +97,16 @@ public static class DecisionPlanner
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WalkGraph walks,
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ActorState state,
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OccupiedCount occupied,
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float threshold)
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Rules rules)
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{
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var best = Intent.None;
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Consider(ref best, DutyGoal(state));
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Consider(ref best, DutyGoal(state, rules));
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foreach (var need in catalog.Needs.Values.OrderBy(def => def.DefName, StringComparer.Ordinal))
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{
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Consider(ref best, NeedGoal(catalog, map, walks, state, occupied, need, threshold));
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Consider(ref best, NeedGoal(catalog, map, walks, state, occupied, need, rules));
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}
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if (best.Kind != GoalKind.Duty || best.Weight < DutyLessonWeight)
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if (best.Kind != GoalKind.Duty || best.Weight < rules.DutyLesson)
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{
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foreach (var action in catalog.Actions.Values.OrderBy(def => def.DefName, StringComparer.Ordinal))
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{
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@@ -118,7 +119,7 @@ public static class DecisionPlanner
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/// <summary>
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/// The stored intent's weight under current inputs. A lesson that just ended is not still
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/// worth 10 — otherwise leisure can never beat a stale duty.
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/// worth the lesson weight — otherwise leisure can never beat a stale duty.
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/// </summary>
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private static Intent HeldGoal(
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DefCatalog catalog,
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@@ -126,7 +127,7 @@ public static class DecisionPlanner
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WalkGraph walks,
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ActorState state,
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OccupiedCount occupied,
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float threshold)
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Rules rules)
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{
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if (!state.Intent.IsSet)
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{
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@@ -136,14 +137,14 @@ public static class DecisionPlanner
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switch (state.Intent.Kind)
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{
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case GoalKind.Duty:
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return DutyGoal(state);
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return DutyGoal(state, rules);
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case GoalKind.Need:
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if (state.Intent.Id is null || !catalog.Needs.TryGetValue(state.Intent.Id, out var need))
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{
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return Intent.None;
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}
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return NeedGoal(catalog, map, walks, state, occupied, need, threshold);
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return NeedGoal(catalog, map, walks, state, occupied, need, rules);
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case GoalKind.Leisure:
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if (state.Intent.ActionId is null || !catalog.Actions.TryGetValue(state.Intent.ActionId, out var action))
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{
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@@ -156,7 +157,7 @@ public static class DecisionPlanner
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}
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}
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private static Intent DutyGoal(ActorState state)
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private static Intent DutyGoal(ActorState state, Rules rules)
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{
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if (state.DutyRoom is null)
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{
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@@ -165,7 +166,7 @@ public static class DecisionPlanner
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if (state.BoundToLesson)
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{
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return new Intent(GoalKind.Duty, state.DutyRoom, DutyLessonWeight, null);
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return new Intent(GoalKind.Duty, state.DutyRoom, rules.DutyLesson, null);
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}
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if (state.Intent.Kind == GoalKind.Leisure)
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@@ -178,19 +179,19 @@ public static class DecisionPlanner
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&& !state.IsWalking)
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{
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// Arrived this break (travel-weight duty). Stay put so a 3-weight chat does not
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// pull them out of the gym they just walked to. A leftover lesson intent (weight
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// 10) in the same room is the other case: the next lesson is here, leisure can win.
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// pull them out of the gym they just walked to. A leftover lesson intent in the
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// same room is the other case: the next lesson is here, leisure can win.
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if (state.Intent.Kind == GoalKind.Duty
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&& string.Equals(state.Intent.Id, state.DutyRoom, StringComparison.Ordinal)
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&& state.Intent.Weight <= DutyTravelWeight)
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&& state.Intent.Weight <= rules.DutyTravel)
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{
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return new Intent(GoalKind.Duty, state.DutyRoom, DutyTravelWeight, null);
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return new Intent(GoalKind.Duty, state.DutyRoom, rules.DutyTravel, null);
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}
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return Intent.None;
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}
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return new Intent(GoalKind.Duty, state.DutyRoom, DutyTravelWeight, null);
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return new Intent(GoalKind.Duty, state.DutyRoom, rules.DutyTravel, null);
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}
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private static Intent NeedGoal(
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@@ -200,14 +201,14 @@ public static class DecisionPlanner
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ActorState state,
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OccupiedCount occupied,
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NeedDef need,
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float threshold)
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Rules rules)
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{
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if (need.Abstract || !state.Needs.TryGetValue(need.DefName, out var value))
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{
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return Intent.None;
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}
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var urgent = value < threshold;
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var urgent = value < rules.Threshold;
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// ActionForNeed already refuses a sitting outside its window, so an action that comes back
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// Lunch means this person's own break is open right now.
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@@ -222,11 +223,11 @@ public static class DecisionPlanner
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return Intent.None;
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}
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var span = Math.Max(threshold, 0.0001f);
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var weight = urgent ? (threshold - value) / span * NeedWeightAtZero : 0f;
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var span = Math.Max(rules.Threshold, 0.0001f);
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var weight = urgent ? (rules.Threshold - value) / span * rules.NeedAtZero : 0f;
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if (action.Lunch)
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{
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weight = Math.Max(weight, LunchWeight);
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weight = Math.Max(weight, rules.Lunch);
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}
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return new Intent(GoalKind.Need, need.DefName, weight, action.DefName);
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@@ -488,6 +489,28 @@ public static class DecisionPlanner
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GoalKind.Leisure => 2,
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_ => 3,
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};
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/// <summary>Effective numbers: the catalog's BehaviorDef, or the constants when a pack has none.</summary>
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private readonly record struct Rules(
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float DutyLesson,
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float DutyTravel,
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float NeedAtZero,
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float Lunch,
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float Threshold,
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float Margin)
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{
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public static Rules From(DefCatalog catalog)
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{
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var def = catalog.BehaviorRules;
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return new(
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def?.DutyLessonWeight ?? DutyLessonWeight,
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def?.DutyTravelWeight ?? DutyTravelWeight,
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def?.NeedWeightAtZero ?? NeedWeightAtZero,
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def?.LunchWeight ?? LunchWeight,
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def?.NeedThreshold ?? 0.35f,
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def?.SwitchMargin ?? 0.15f);
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}
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}
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}
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public delegate int OccupiedCount(string nodeId, string thing);
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@@ -34,7 +34,7 @@ public sealed class CatalogLoader
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var resolved = ResolveInheritance(defs);
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ApplyPatches(resolved, patches);
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var catalog = Materialize(order, resolved, localesRu, localesEn);
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ResolveReferences(catalog);
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ResolveReferences(catalog, log);
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WarnMissingLabels(catalog, log);
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return catalog;
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}
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@@ -399,7 +399,7 @@ public sealed class CatalogLoader
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en);
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}
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private static void ResolveReferences(DefCatalog catalog)
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private static void ResolveReferences(DefCatalog catalog, IContentLog log)
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{
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foreach (var thing in catalog.Things.Values)
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{
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@@ -489,7 +489,7 @@ public sealed class CatalogLoader
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}
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}
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PeopleDefValidator.Validate(catalog);
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PeopleDefValidator.Validate(catalog, log);
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}
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private static void WarnMissingLabels(DefCatalog catalog, IContentLog log)
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@@ -2,8 +2,9 @@ namespace HSchool.Content;
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internal static class PeopleDefValidator
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{
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public static void Validate(DefCatalog catalog)
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public static void Validate(DefCatalog catalog, IContentLog? log = null)
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{
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log ??= NullContentLog.Instance;
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foreach (var body in catalog.BodyAttributes.Values)
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{
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ValidateBody(body);
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@@ -56,7 +57,7 @@ internal static class PeopleDefValidator
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foreach (var behavior in catalog.Behavior.Values)
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{
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ValidateBehavior(behavior);
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ValidateBehavior(behavior, log);
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}
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if (catalog.Staffing.Values.Count(def => !def.Abstract) > 1)
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@@ -476,7 +477,7 @@ internal static class PeopleDefValidator
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}
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}
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private static void ValidateBehavior(BehaviorDef behavior)
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private static void ValidateBehavior(BehaviorDef behavior, IContentLog log)
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{
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if (behavior.Abstract)
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{
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@@ -503,6 +504,22 @@ internal static class PeopleDefValidator
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throw new ContentLoadException(
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$"BehaviorDef '{behavior.DefName}' commute slack must be a non-negative range with min ≤ max.");
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}
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if (behavior.DutyLessonWeight < 0f
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|| behavior.DutyTravelWeight < 0f
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|| behavior.NeedWeightAtZero < 0f
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|| behavior.LunchWeight < 0f)
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{
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throw new ContentLoadException($"BehaviorDef '{behavior.DefName}' goal weights cannot be negative.");
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}
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// A pack may invert this on purpose — lunch then pulls the class out of the lesson.
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// The warning is the catch; refusing to load would make the number unmoddable.
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if (behavior.LunchWeight > behavior.DutyLessonWeight)
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{
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log.Warning(
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$"BehaviorDef '{behavior.DefName}' lunchWeight {behavior.LunchWeight} is above dutyLessonWeight {behavior.DutyLessonWeight}; pupils will leave class for lunch.");
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}
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}
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private static void ValidateHoliday(HolidayDef holiday)
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@@ -215,12 +215,13 @@ public sealed class StaffingDef : Def
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/// <summary>
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/// One school's behaviour numbers: when a need is urgent, how fast lessons teach, commute slack,
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/// and how much a new goal must beat the current one before a person switches. A catalog may have
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/// only one concrete ruleset.
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/// how much a new goal must beat the current one before a person switches, and the four goal
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/// weights the decision planner compares. A catalog may have only one concrete ruleset. Missing
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/// weights keep today's numbers so a pack without them does not empty the classrooms.
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/// </summary>
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public sealed class BehaviorDef : Def
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{
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/// <summary>A need at or below this value is urgent. Phase 21 turns that into a goal weight.</summary>
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/// <summary>A need at or below this value is urgent. The planner turns that into a goal weight.</summary>
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public float NeedThreshold { get; init; }
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/// <summary>Skill points a lesson adds per game hour, before traits and need state.</summary>
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@@ -233,6 +234,22 @@ public sealed class BehaviorDef : Def
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/// <summary>A new goal must beat the current one by this much before the person switches.</summary>
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public float SwitchMargin { get; init; }
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/// <summary>Lesson or posted work. Beats leisure and a need that only just crossed the threshold.</summary>
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public float DutyLessonWeight { get; init; } = 10f;
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/// <summary>Walk to the next room on a break. Beats chatting in the corridor you are standing in.</summary>
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public float DutyTravelWeight { get; init; } = 5f;
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/// <summary>Need at zero. Beats a lesson so a desperate toilet trip leaves class.</summary>
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public float NeedWeightAtZero { get; init; } = 20f;
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/// <summary>
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/// A sitting during this parallel's own lunch break. Above <see cref="DutyTravelWeight"/> so
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/// lunch beats walking on to the next room, below <see cref="DutyLessonWeight"/> so it never
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/// pulls anybody out of a lesson.
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/// </summary>
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public float LunchWeight { get; init; } = 6f;
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}
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public enum BodyAttributeKind
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@@ -1,6 +1,6 @@
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{
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"defName": "Behavior",
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// A need at or below this is urgent. Phase 21 turns that into a goal weight.
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// A need at or below this is urgent. The planner turns that into a goal weight.
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"needThreshold": 0.35,
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// Skill points a lesson adds per game hour, before traits and need state.
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"lessonSkillPerHour": 0.05,
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@@ -9,4 +9,16 @@
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"commuteSlackMin": 0,
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"commuteSlackMax": 6,
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"switchMargin": 0.15,
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// Lesson or posted work. Beats leisure (3) and a need that only just crossed
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// the threshold; a toilet at zero (20) still leaves class.
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"dutyLessonWeight": 10,
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// Walk to the next room on a break. Beats chatting in the corridor you are
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// standing in; below lunch so a sitting still pulls people to the canteen.
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"dutyTravelWeight": 5,
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// Need at zero. Beats a lesson so a desperate toilet trip leaves class.
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"needWeightAtZero": 20,
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// A sitting during this parallel's own lunch break. Above travel so lunch
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// beats walking on to the next room, below the lesson so it never pulls
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// anybody out of class. Raise it past dutyLessonWeight and they will.
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"lunchWeight": 6,
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}
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