Sample outdoor weather from the climate preset so people can freeze and the clock can show it.

Protocol v8 adds tenths of a °C and precipitation to the clock frame; warmth drains from insulation versus place temperature.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Leonid Pershin
2026-08-20 03:49:40 +03:00
co-authored by Cursor
parent d8f4958167
commit 8e7ab46e79
40 changed files with 1008 additions and 39 deletions
+1 -1
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@@ -46,7 +46,7 @@ public static class NeedDecay
foreach (var def in catalog.Needs.Values)
{
if (def.Abstract || !needs.Values.TryGetValue(def.DefName, out var current))
if (def.Abstract || def.Environmental || !needs.Values.TryGetValue(def.DefName, out var current))
{
continue;
}
+20
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@@ -0,0 +1,20 @@
namespace HSchool.Simulation;
/// <summary>Street precipitation. Below 0 °C the same roll is snow, above it is rain.</summary>
public enum Precipitation : byte
{
None = 0,
Rain = 1,
Snow = 2,
}
/// <summary>Cached outdoor state shown on the clock and used to drain warmth.</summary>
public readonly record struct OutdoorWeather(float TemperatureC, Precipitation Precipitation)
{
public static OutdoorWeather None { get; } = new(0f, Precipitation.None);
public short Tenths => (short)Math.Clamp(
Math.Round(TemperatureC * 10d, MidpointRounding.AwayFromZero),
short.MinValue,
short.MaxValue);
}
@@ -0,0 +1,73 @@
using HSchool.Content;
using HSchool.People;
namespace HSchool.Simulation;
/// <summary>
/// Worn insulation in °C-equivalent points, summed from apparel currently on the body.
/// Tests that need a bare frost set <see cref="Naked"/> on the entity explicitly.
/// </summary>
public readonly record struct PersonInsulation(float Value)
{
public static PersonInsulation Naked { get; } = new(0f);
public static PersonInsulation FromWorn(DefCatalog catalog, params string[] defNames)
{
ArgumentNullException.ThrowIfNull(catalog);
var sum = 0f;
foreach (var name in defNames)
{
if (catalog.Things.TryGetValue(name, out var thing) && thing.Layers.Count > 0)
{
sum += thing.Insulation;
}
}
return new PersonInsulation(sum);
}
public static PersonInsulation FromPerson(Person person, DefCatalog? catalog)
{
ArgumentNullException.ThrowIfNull(person);
if (catalog is null)
{
return Naked;
}
var worn = WornDefs(person);
return worn.Count == 0 ? Naked : FromWorn(catalog, [.. worn]);
}
private static List<string> WornDefs(Person person)
{
var worn = new List<string>();
if (person.GetType().GetProperty("Items")?.GetValue(person) is not System.Collections.IEnumerable items)
{
return worn;
}
foreach (var item in items)
{
if (item is null)
{
continue;
}
var type = item.GetType();
var def = type.GetProperty("Def")?.GetValue(item) as string;
var location = type.GetProperty("Location")?.GetValue(item) as string
?? type.GetProperty("Place")?.GetValue(item) as string;
if (def is null || location is null)
{
continue;
}
if (location.Equals("worn", StringComparison.OrdinalIgnoreCase))
{
worn.Add(def);
}
}
return worn;
}
}
+57
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@@ -0,0 +1,57 @@
using HSchool.Content;
namespace HSchool.Simulation;
/// <summary>
/// Street vs indoors. The yard is always outdoor; rooms opt in with <see cref="RoomDef.Outdoor"/>
/// so the porch matches the street. Indoor temperature is the street plus the preset's wall offset
/// — warmer, not yet comfortable (the technician is phase 33).
/// </summary>
public static class PlaceClimate
{
public static bool IsOutdoor(DefCatalog catalog, MapLayout? map, string? nodeId)
{
if (nodeId is null || map is null)
{
return true;
}
if (map.Territory is { } territory && territory.Id.Equals(nodeId, StringComparison.Ordinal))
{
return true;
}
var defName = map.NodeDef(nodeId);
if (defName is null)
{
return true;
}
if (catalog.Territories.ContainsKey(defName))
{
return true;
}
return catalog.Rooms.TryGetValue(defName, out var room) && room.Outdoor;
}
public static float TemperatureC(School school, string? nodeId)
{
var outdoor = school.Weather.TemperatureC;
var catalog = school.Catalog;
if (catalog is null || IsOutdoor(catalog, school.Map, nodeId))
{
return outdoor;
}
var offset = 8f;
if (school.ClimatePresetId is { } presetId
&& catalog.ClimatePresets.TryGetValue(presetId, out var preset)
&& !preset.Abstract)
{
offset = preset.IndoorOffset;
}
return outdoor + offset;
}
}
+26 -5
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@@ -1,6 +1,7 @@
using Arch.Core;
using HSchool.People;
using HSchool.Ai;
using HSchool.Content;
using HSchool.People;
namespace HSchool.Simulation;
@@ -10,7 +11,7 @@ public static class RosterSpawner
private static readonly QueryDescription People = new QueryDescription().WithAll<PersonIdentity>();
private static readonly QueryDescription Classes = new QueryDescription().WithAll<ClassIdentity>();
public static void Spawn(World world, Roster roster)
public static void Spawn(World world, Roster roster, DefCatalog? catalog = null)
{
foreach (var schoolClass in roster.Classes)
{
@@ -30,7 +31,8 @@ public static class RosterSpawner
new PersonBody(person.Numbers, person.Choices),
new PersonSkills(person.Skills.ToDictionary(pair => pair.Key, pair => (float)pair.Value, StringComparer.Ordinal)),
new PersonTraits(person.Traits),
new PersonNeeds(new Dictionary<string, float>(person.Needs, StringComparer.Ordinal)),
new PersonNeeds(NeedsOf(person, catalog)),
PersonInsulation.FromPerson(person, catalog),
new PersonRoles(
person.IsStudent,
person.IsStaff,
@@ -45,11 +47,30 @@ public static class RosterSpawner
}
/// <summary>Drops the previous composition and spawns <paramref name="roster"/>. Called on yearly intake.</summary>
public static void Replace(World world, Roster roster)
public static void Replace(World world, Roster roster, DefCatalog? catalog = null)
{
DestroyAll(world, People);
DestroyAll(world, Classes);
Spawn(world, roster);
Spawn(world, roster, catalog);
}
private static Dictionary<string, float> NeedsOf(Person person, DefCatalog? catalog)
{
var values = new Dictionary<string, float>(person.Needs, StringComparer.Ordinal);
if (catalog is null)
{
return values;
}
foreach (var need in catalog.Needs.Values)
{
if (!need.Abstract && !values.ContainsKey(need.DefName))
{
values[need.DefName] = need.Initial;
}
}
return values;
}
private static void DestroyAll(World world, QueryDescription query)
+43 -4
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@@ -78,9 +78,12 @@ public sealed class School : IDisposable
/// <summary>Country used to generate this school's people. Needed again on 1 September.</summary>
public string? CountryId { get; private set; }
/// <summary>Climate preset rolled at birth. Phase 32 reads it; it cannot change on a live school.</summary>
/// <summary>Climate preset rolled at birth. Weather reads it; it cannot change on a live school.</summary>
public string? ClimatePresetId { get; private set; }
/// <summary>Street temperature and precipitation last committed for the clock and warmth.</summary>
public OutdoorWeather Weather { get; private set; } = OutdoorWeather.None;
/// <summary>Skill everyone generated for this school speaks natively.</summary>
public string? NativeLanguage { get; private set; }
@@ -132,11 +135,12 @@ public sealed class School : IDisposable
ClimatePresetId = climatePresetId;
NativeLanguage = nativeLanguage;
Applicants = applicants;
RosterSpawner.Spawn(World, roster);
RosterSpawner.Spawn(World, roster, Catalog);
PlanDay = null;
LastDecisionSlot = null;
Plans.Clear();
DecisionQueue.Clear();
SyncWeather(force: true);
}
public bool TryStartAction(string personId, string actionId)
@@ -208,6 +212,7 @@ public sealed class School : IDisposable
PlanDay = null;
LastDecisionSlot = null;
NeedDecay.Apply(World, Catalog, (next.Value - before).TotalMinutes);
SyncWeather(force: true);
return new SkipEmptyResult(SkipEmptyError.None, next.Value, peopleChanged);
}
@@ -224,7 +229,7 @@ public sealed class School : IDisposable
Roster = roster;
Applicants = applicants;
var snapshot = PresenceSystem.Capture(this);
RosterSpawner.Replace(World, roster);
RosterSpawner.Replace(World, roster, Catalog);
PresenceSystem.Restore(this, snapshot);
TimetableDirty = true;
}
@@ -274,16 +279,50 @@ public sealed class School : IDisposable
if (Catalog is not null)
{
var below = PresenceSystem.BelowThreshold(this);
SyncWeather(force: false);
NeedDecay.Apply(World, Catalog, gameMinutes);
WarmthDecay.Apply(this, gameMinutes);
PresenceSystem.EnqueueNewlyUrgent(this, below);
PresenceSystem.DrainDecisions(this);
LessonLearningSystem.Apply(this, gameMinutes);
}
}
else
{
SyncWeather(force: false);
}
return peopleChanged;
}
/// <summary>
/// Recomputes the street from the preset, seed and current time. Commits when the clock
/// tenths or precipitation change, so warmth does not jitter every tick. A skip must force
/// the morning sample — yesterday's evening must not stick.
/// </summary>
public void SyncWeather(bool force)
{
ObjectDisposedException.ThrowIf(_disposed, this);
var next = EvaluateWeather();
if (force || next.Tenths != Weather.Tenths || next.Precipitation != Weather.Precipitation)
{
Weather = next;
}
}
private OutdoorWeather EvaluateWeather()
{
if (Catalog is null
|| ClimatePresetId is null
|| !Catalog.ClimatePresets.TryGetValue(ClimatePresetId, out var preset)
|| preset.Abstract)
{
return OutdoorWeather.None;
}
return WeatherSampler.Sample(preset, PeopleSeed, Clock.Time);
}
private bool TryYearlyIntake(DateTime before, DateTime after)
{
if (Roster is null || Catalog is null || CountryId is null)
@@ -301,7 +340,7 @@ public sealed class School : IDisposable
if (changed)
{
var snapshot = PresenceSystem.Capture(this);
RosterSpawner.Replace(World, Roster);
RosterSpawner.Replace(World, Roster, Catalog);
PresenceSystem.Restore(this, snapshot);
TimetableDirty = true;
}
+81
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@@ -0,0 +1,81 @@
using Arch.Core;
using HSchool.Ai;
using HSchool.Content;
namespace HSchool.Simulation;
/// <summary>
/// Drains <c>Warmth</c> from the gap between clothing insulation and the temperature of the
/// place the person is in. Off campus the generic need restore already snaps it to max.
/// </summary>
public static class WarmthDecay
{
private static readonly QueryDescription People =
new QueryDescription().WithAll<PersonNeeds, PersonTraits, PersonInsulation, Presence>();
public static void Apply(School school, double gameMinutes)
{
if (gameMinutes <= 0)
{
return;
}
var catalog = school.Catalog;
if (catalog is null || !catalog.Needs.TryGetValue("Warmth", out var warmth) || warmth.Abstract)
{
return;
}
var preset = Preset(school, catalog);
var hours = gameMinutes / 60d;
var world = school.World;
world.Query(
in People,
(ref PersonNeeds needs, ref PersonTraits traits, ref PersonInsulation insulation, ref Presence presence) =>
{
if (!presence.IsOnCampus || !needs.Values.ContainsKey(warmth.DefName))
{
return;
}
var place = PlaceClimate.TemperatureC(school, presence.NodeId);
var felt = place + insulation.Value * (preset?.InsulationPerC ?? 1f);
var center = (preset?.ComfortC ?? 21f) + TraitOffset(catalog, traits);
var halfWidth = preset?.ComfortHalfWidthC ?? 3f;
var mismatch = Math.Abs(felt - center) - halfWidth;
if (mismatch <= 0)
{
return;
}
var next = needs.Values[warmth.DefName] - (float)(mismatch * warmth.DecayPerHour * hours);
needs.Values[warmth.DefName] = Math.Clamp(next, warmth.Min, warmth.Max);
});
}
private static ClimatePresetDef? Preset(School school, DefCatalog catalog)
{
if (school.ClimatePresetId is { } id
&& catalog.ClimatePresets.TryGetValue(id, out var preset)
&& !preset.Abstract)
{
return preset;
}
return null;
}
private static float TraitOffset(DefCatalog catalog, PersonTraits traits)
{
var offset = 0f;
foreach (var id in traits.Ids)
{
if (catalog.Traits.TryGetValue(id, out var trait))
{
offset += trait.ComfortTemperatureOffset;
}
}
return offset;
}
}
+53
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@@ -0,0 +1,53 @@
using HSchool.Content;
using HSchool.People;
namespace HSchool.Simulation;
/// <summary>
/// Outdoor temperature and precipitation from a climate preset, the school seed, and the
/// calendar. Same inputs always produce the same street. Not a tick accumulator — sample it
/// when the clock label or warmth would move.
/// </summary>
public static class WeatherSampler
{
private const int DaySalt = 0x57EA11;
private const int HourSalt = 0x57EA12;
public static OutdoorWeather Sample(ClimatePresetDef preset, int schoolSeed, DateTime time)
{
ArgumentNullException.ThrowIfNull(preset);
var utc = DateTime.SpecifyKind(time, DateTimeKind.Utc);
var month = utc.Month;
var norm = MonthNorm(preset, month);
var dayNumber = DateOnly.FromDateTime(utc).DayNumber;
var dayNoise = SignedUnit(Seed.Mix(schoolSeed, dayNumber, DaySalt)) * preset.DaySpread;
var hour = utc.Hour + utc.Minute / 60d + utc.Second / 3600d;
var diurnal = -Math.Cos((hour - 3d) / 24d * 2d * Math.PI) * preset.HourSpread;
var temperature = (float)(norm + dayNoise + diurnal);
var wet = Unit(Seed.Mix(schoolSeed, dayNumber * 24 + utc.Hour, HourSalt)) < preset.PrecipitationChance;
var precipitation = !wet
? Precipitation.None
: temperature < 0f ? Precipitation.Snow : Precipitation.Rain;
return new OutdoorWeather(temperature, precipitation);
}
private static float MonthNorm(ClimatePresetDef preset, int month)
{
if (preset.MonthlyNorms.Count != 12)
{
return 0f;
}
return preset.MonthlyNorms[month - 1];
}
private static double Unit(int mixed)
{
return (uint)mixed / (double)uint.MaxValue;
}
private static double SignedUnit(int mixed) => Unit(mixed) * 2d - 1d;
}