Merge phase/40-clock-tempo.
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@@ -6,8 +6,8 @@ namespace HSchool.Simulation;
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/// </summary>
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public static class ClockSpeed
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{
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/// <summary>×½, ×1, ×2, ×3, ×4.</summary>
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public static ReadOnlySpan<double> Multipliers => [0.5d, 1d, 2d, 3d, 4d];
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/// <summary>×½, ×1, ×2, ×5, ×10.</summary>
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public static ReadOnlySpan<double> Multipliers => [0.5d, 1d, 2d, 5d, 10d];
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/// <summary>Index of ×1, the speed a school starts at.</summary>
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public const int DefaultIndex = 1;
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@@ -18,4 +18,22 @@ public static class ClockSpeed
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/// <summary>Multiplier for a validated index; out-of-range values fall back to ×1.</summary>
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public static double MultiplierAt(int index) => IsValid(index) ? Multipliers[index] : Multipliers[DefaultIndex];
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/// <summary>
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/// Calendar impulses between heavy-system ticks. ×5 and ×10 stride so walking and needs keep
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/// one game minute per heavy step instead of twenty tiny ones per second.
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/// </summary>
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public static int HeavySystemsStride(int speedIndex) => speedIndex switch
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{
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3 => 4,
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4 => 2,
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_ => 1,
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};
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/// <summary>
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/// Game minutes passed into presence, needs and learning on a heavy tick. High speeds use a
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/// fixed one-minute quantum; lower speeds pass the impulse's own advance.
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/// </summary>
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public static double HeavyGameMinutes(int speedIndex, double impulseMinutes) =>
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speedIndex is 3 or 4 ? 1d : impulseMinutes;
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}
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@@ -116,6 +116,12 @@ public sealed class School : IDisposable
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internal int DecisionBudget { get; set; }
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internal int HeavySystemsInvocations { get; private set; }
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internal double LastHeavyGameMinutes { get; private set; }
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private int _impulseCounter;
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public int PendingDecisionCount => DecisionQueue.Count;
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/// <summary>
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@@ -303,24 +309,14 @@ public sealed class School : IDisposable
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LastDecisionSlot = null;
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}
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PresenceSystem.Apply(this, gameMinutes);
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foreach (var id in ActivitySystem.Apply(this, gameMinutes))
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{
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PresenceSystem.Enqueue(this, id);
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}
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SyncWeather(force: false);
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PersonDayLog.Sync(this);
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if (Catalog is not null)
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_impulseCounter++;
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var stride = ClockSpeed.HeavySystemsStride(Clock.SpeedIndex);
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if (_impulseCounter % stride == 0)
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{
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var below = PresenceSystem.BelowThreshold(this);
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SyncWeather(force: false);
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NeedDecay.Apply(World, Catalog, gameMinutes);
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WarmthDecay.Apply(this, gameMinutes);
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PresenceSystem.EnqueueNewlyUrgent(this, below);
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PresenceSystem.DrainDecisions(this);
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LessonLearningSystem.Apply(this, gameMinutes);
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peopleChanged |= ApparelWear.Apply(this, gameMinutes, before);
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var heavyMinutes = ClockSpeed.HeavyGameMinutes(Clock.SpeedIndex, gameMinutes);
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peopleChanged |= ApplyHeavySystems(heavyMinutes);
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}
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}
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else
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@@ -331,6 +327,34 @@ public sealed class School : IDisposable
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return peopleChanged;
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}
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private bool ApplyHeavySystems(double gameMinutes)
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{
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HeavySystemsInvocations++;
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LastHeavyGameMinutes = gameMinutes;
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var peopleChanged = false;
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PresenceSystem.Apply(this, gameMinutes);
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foreach (var id in ActivitySystem.Apply(this, gameMinutes))
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{
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PresenceSystem.Enqueue(this, id);
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}
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PersonDayLog.Sync(this);
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if (Catalog is not null)
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{
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var below = PresenceSystem.BelowThreshold(this);
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NeedDecay.Apply(World, Catalog, gameMinutes);
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WarmthDecay.Apply(this, gameMinutes);
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PresenceSystem.EnqueueNewlyUrgent(this, below);
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PresenceSystem.DrainDecisions(this);
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LessonLearningSystem.Apply(this, gameMinutes);
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peopleChanged |= ApparelWear.Apply(this, gameMinutes, Clock.Time.AddMinutes(-gameMinutes));
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}
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return peopleChanged;
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}
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/// <summary>
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/// Recomputes the street from the preset, seed and current time. Commits when the clock
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/// tenths or precipitation change, so warmth does not jitter every tick. A skip must force
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@@ -14,7 +14,7 @@ public sealed class SimulationOptions
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public int MaxSchools { get; set; } = 6;
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/// <summary>Base speed of the game clock: real seconds are multiplied by this many game minutes.</summary>
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public double GameMinutesPerRealSecond { get; set; } = 5d;
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public double GameMinutesPerRealSecond { get; set; } = 1d;
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/// <summary>Prefilled start of a new school; the client shows it in the creation form.</summary>
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public DateTime DefaultStartDate
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