worldbox-observer-mod/IdleSpectator/InterestVariety.cs
DazedAnon ba58a9ff38 feat(saga): deepen session cast stakes and cut idle hitch spikes
- Keep LifeSagaSession across Clear; wipe on map load/clear with bind key
- Soft-bias Prefer/cross-MC/cast and prefer roster MCs in aftermath/recover/park
- Resolve war/plot principals plus discrete/WorldLog labels from live libraries
- Amortize roster world scans, gate Relayout, and add hitch probe/save-slot helpers
2026-07-22 14:37:36 -05:00

1863 lines
62 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace IdleSpectator;
/// <summary>
/// Soft ~70/30 event-led vs character-led mix with decaying novelty penalties,
/// hard FixedDwell beat cooldowns, consecutive arc drop-off, and a rolling
/// rarity window (common arcs lose score; rare/absent arcs gain score).
/// </summary>
public static class InterestVariety
{
public static float EventLedTarget => InterestScoringConfig.W.eventLedTarget;
public static int MixWindow => Mathf.Max(1, InterestScoringConfig.W.mixWindow);
public static float HardCooldownSeconds => InterestScoringConfig.W.hardCooldownSeconds;
public static float FixedDwellBeatCooldownSeconds =>
Mathf.Max(HardCooldownSeconds, InterestScoringConfig.W.fixedDwellBeatCooldownSeconds);
private static readonly List<InterestLeadKind> RecentMix = new List<InterestLeadKind>(32);
private static readonly List<string> RecentArcs = new List<string>(32);
private static readonly Dictionary<string, float> CooldownUntil = new Dictionary<string, float>(64);
private static readonly System.Random Rng = new System.Random();
private static readonly List<InterestCandidate> EventPool = new List<InterestCandidate>(64);
private static readonly List<InterestCandidate> CharPool = new List<InterestCandidate>(64);
private static readonly List<InterestCandidate> Ranked = new List<InterestCandidate>(16);
private static string _lastArcKey = "";
private static int _arcStreak;
/// <summary>Whether the last <see cref="Pick"/> saw both pools non-empty (for mix metering).</summary>
public static bool LastPickHadBothPools { get; private set; }
/// <summary>Harness/debug: last shown variety arc key.</summary>
public static string LastArcKey => _lastArcKey ?? "";
/// <summary>Harness/debug: consecutive shows of <see cref="LastArcKey"/>.</summary>
public static int ArcStreak => _arcStreak;
/// <summary>Harness/debug: tips recorded in the rarity window.</summary>
public static int ArcWindowCount => RecentArcs.Count;
public static void Clear()
{
RecentMix.Clear();
RecentArcs.Clear();
CooldownUntil.Clear();
LastPickHadBothPools = false;
_lastArcKey = "";
_arcStreak = 0;
}
/// <summary>Harness: push an arc into the rarity window without a full selection.</summary>
public static void HarnessPushArc(string arcKey, int times = 1)
{
if (string.IsNullOrEmpty(arcKey))
{
return;
}
int n = Mathf.Max(1, times);
for (int i = 0; i < n; i++)
{
PushArc(arcKey);
}
}
/// <summary>Harness: seed the rolling mix meter without touching cooldowns.</summary>
public static void HarnessSeedMix(int eventLedCount, int characterLedCount)
{
RecentMix.Clear();
int e = Mathf.Max(0, eventLedCount);
int c = Mathf.Max(0, characterLedCount);
for (int i = 0; i < e; i++)
{
RecentMix.Add(InterestLeadKind.EventLed);
}
for (int i = 0; i < c; i++)
{
RecentMix.Add(InterestLeadKind.CharacterLed);
}
while (RecentMix.Count > MixWindow)
{
RecentMix.RemoveAt(0);
}
}
public static void NoteSelection(InterestCandidate chosen)
{
NoteSelection(chosen, updateMix: LastPickHadBothPools);
}
public static void NoteSelection(InterestCandidate chosen, bool updateMix)
{
if (chosen == null)
{
return;
}
NoteVarietyArc(chosen);
if (updateMix)
{
RecentMix.Add(chosen.LeadKind);
while (RecentMix.Count > MixWindow)
{
RecentMix.RemoveAt(0);
}
}
float until = Time.unscaledTime + (updateMix ? HardCooldownSeconds : HardCooldownSeconds * 0.5f);
StampCooldown("unit:" + chosen.SubjectId, until);
if (!string.IsNullOrEmpty(chosen.SpeciesId))
{
StampCooldown("species:" + chosen.SpeciesId, until * 0.7f);
}
if (!string.IsNullOrEmpty(chosen.Category))
{
StampCooldown("cat:" + chosen.Category, until * 0.5f);
}
if (!string.IsNullOrEmpty(chosen.CityKey))
{
StampCooldown("city:" + chosen.CityKey, until * 0.6f);
}
if (!string.IsNullOrEmpty(chosen.KingdomKey))
{
StampCooldown("kingdom:" + chosen.KingdomKey, until * 0.6f);
}
if (!string.IsNullOrEmpty(chosen.RegionKey))
{
StampCooldown("region:" + chosen.RegionKey, until * 0.5f);
}
if (!string.IsNullOrEmpty(chosen.Verb))
{
StampCooldown("verb:" + chosen.Verb, until * 0.4f);
}
// Moment beats: hard suppress the same story on the same subject.
if (IsMomentBeat(chosen))
{
float beatSeconds = FixedDwellBeatCooldownSeconds;
if (IsSoftLifeChapter(chosen))
{
float softCool = InterestScoringConfig.Story.familyLifeBeatCooldownSeconds;
if (softCool > beatSeconds)
{
beatSeconds = softCool;
}
}
float beatUntil = Time.unscaledTime + beatSeconds;
foreach (string beatKey in EnumerateBeatKeys(chosen))
{
StampCooldown(beatKey, beatUntil);
}
}
// Soft life chapters cool ledger heat so the same villagers do not monopolize.
// Soft-life cool no longer demotes saga MCs (CharacterLedger removed).
}
/// <summary>
/// Score to subtract when this candidate matches the last shown variety arc.
/// After one duel show, the next duel pays <c>repeatArcPenaltyPer</c>; a lover resets the streak.
/// </summary>
public static float RepeatArcPenalty(InterestCandidate c)
{
if (c == null || _arcStreak <= 0 || string.IsNullOrEmpty(_lastArcKey))
{
return 0f;
}
string arc = VarietyArcKey(c);
if (string.IsNullOrEmpty(arc)
|| !string.Equals(arc, _lastArcKey, StringComparison.OrdinalIgnoreCase))
{
return 0f;
}
ScoringWeights w = InterestScoringConfig.W;
float per = w.repeatArcPenaltyPer > 0f ? w.repeatArcPenaltyPer : 24f;
float cap = w.repeatArcPenaltyCap > 0f ? w.repeatArcPenaltyCap : 72f;
return Mathf.Min(cap, _arcStreak * per);
}
/// <summary>
/// Rolling rarity: arcs over-represented in the recent tip window lose score;
/// absent/rare arcs gain score. Combat as a family gets an extra monopoly penalty.
/// </summary>
public static float FrequencyAdjust(InterestCandidate c)
{
if (c == null || RecentArcs.Count == 0)
{
return 0f;
}
string arc = VarietyArcKey(c);
if (string.IsNullOrEmpty(arc))
{
return 0f;
}
ScoringWeights w = InterestScoringConfig.W;
int window = Mathf.Max(4, w.arcFrequencyWindow > 0 ? w.arcFrequencyWindow : 16);
int sample = Mathf.Min(RecentArcs.Count, window);
if (sample <= 0)
{
return 0f;
}
int arcCount = 0;
int combatCount = 0;
int start = RecentArcs.Count - sample;
for (int i = start; i < RecentArcs.Count; i++)
{
string a = RecentArcs[i];
if (string.Equals(a, arc, StringComparison.OrdinalIgnoreCase))
{
arcCount++;
}
if (IsCombatArc(a))
{
combatCount++;
}
}
float share = arcCount / (float)sample;
float fair = w.arcFairShare > 0.02f ? w.arcFairShare : 0.12f;
float overMax = w.arcOverSharePenaltyMax > 0f ? w.arcOverSharePenaltyMax : 48f;
float underMax = w.arcUnderShareBoostMax > 0f ? w.arcUnderShareBoostMax : 22f;
float adjust = 0f;
if (share > fair)
{
float t = Mathf.Clamp01((share - fair) / Mathf.Max(0.05f, 1f - fair));
adjust -= t * overMax;
}
else
{
float t = Mathf.Clamp01((fair - share) / fair);
adjust += t * underMax;
}
if (IsCombatArc(arc))
{
float combatShare = combatCount / (float)sample;
float combatTarget = w.arcCombatShareTarget > 0.05f ? w.arcCombatShareTarget : 0.35f;
float combatPen = w.arcCombatOverSharePenaltyMax > 0f ? w.arcCombatOverSharePenaltyMax : 36f;
if (combatShare > combatTarget)
{
float t = Mathf.Clamp01((combatShare - combatTarget) / Mathf.Max(0.05f, 1f - combatTarget));
adjust -= t * combatPen;
}
}
return adjust;
}
private static bool IsCombatArc(string arc) =>
!string.IsNullOrEmpty(arc)
&& (arc.StartsWith("arc:combat:", StringComparison.OrdinalIgnoreCase)
|| string.Equals(arc, "arc:war", StringComparison.OrdinalIgnoreCase));
/// <summary>
/// Class-level arc for repeat drop-off (not per unit / pair id).
/// Duels share one arc so back-to-back scraps lose score; Mass/Battle share another.
/// </summary>
public static string VarietyArcKey(InterestCandidate c)
{
if (c == null)
{
return "";
}
if (c.Completion == InterestCompletionKind.WarFront
|| string.Equals(c.AssetId, "live_war", StringComparison.OrdinalIgnoreCase))
{
return "arc:war";
}
if (string.Equals(c.Category, "Forage", StringComparison.OrdinalIgnoreCase)
|| string.Equals(c.AssetId, "building_consume_fruit", StringComparison.OrdinalIgnoreCase)
|| (!string.IsNullOrEmpty(c.Label)
&& c.Label.IndexOf("foraging", StringComparison.OrdinalIgnoreCase) >= 0))
{
return "arc:forage";
}
if (c.Completion == InterestCompletionKind.PlotActive
|| string.Equals(c.Category, "Plot", StringComparison.OrdinalIgnoreCase))
{
return "arc:plot";
}
if (c.Completion == InterestCompletionKind.StatusOutbreak
|| string.Equals(c.AssetId, "live_outbreak", StringComparison.OrdinalIgnoreCase))
{
return "arc:outbreak";
}
if (c.Completion == InterestCompletionKind.CombatActive
|| string.Equals(c.Category, "Combat", StringComparison.OrdinalIgnoreCase)
|| string.Equals(c.AssetId, "live_battle", StringComparison.OrdinalIgnoreCase)
|| string.Equals(c.AssetId, "live_combat", StringComparison.OrdinalIgnoreCase)
|| string.Equals(c.Verb, "fighting", StringComparison.OrdinalIgnoreCase))
{
if (string.Equals(c.AssetId, "live_battle", StringComparison.OrdinalIgnoreCase))
{
return "arc:combat:multi";
}
ScoringWeights w = InterestScoringConfig.W;
int sideSum = Mathf.Max(0, c.CombatSideACount) + Mathf.Max(0, c.CombatSideBCount);
int size = Mathf.Max(Mathf.Max(0, c.ParticipantCount), sideSum);
int duelMax = Mathf.Max(1, w.duelMaxFighters);
if (size > 0 && size <= duelMax)
{
return "arc:combat:duel";
}
return "arc:combat:multi";
}
if (StoryReason.IsStoryAsset(c.AssetId)
|| string.Equals(c.Source, "story_planner", StringComparison.OrdinalIgnoreCase)
|| string.Equals(c.Category, "Story", StringComparison.OrdinalIgnoreCase))
{
if (!string.IsNullOrEmpty(c.AssetId)
&& c.AssetId.StartsWith("epilogue_", StringComparison.OrdinalIgnoreCase))
{
return "arc:life:epilogue";
}
return "arc:life:aftermath";
}
if (!string.IsNullOrEmpty(c.HappinessEffectId))
{
string h = c.HappinessEffectId.Trim().ToLowerInvariant();
if (h.IndexOf("death_", StringComparison.Ordinal) >= 0
|| h.IndexOf("mourn", StringComparison.Ordinal) >= 0
|| h.IndexOf("despair", StringComparison.Ordinal) >= 0
|| h.IndexOf("grief", StringComparison.Ordinal) >= 0)
{
return "arc:life:grief";
}
if (IsKillLifeHappinessId(h))
{
return "arc:life:kill";
}
if (h == "just_got_out_of_egg")
{
return "arc:life:hatch";
}
if (IsIntimacyHappinessId(h))
{
return "arc:life:intimacy";
}
if (IsCourtshipHappinessId(h)
|| h.IndexOf("lover", StringComparison.Ordinal) >= 0
|| h.IndexOf("love", StringComparison.Ordinal) >= 0
|| h.IndexOf("married", StringComparison.Ordinal) >= 0
|| h.IndexOf("wedding", StringComparison.Ordinal) >= 0)
{
return "arc:life:love";
}
if (IsFamilyLifeHappinessId(h))
{
return "arc:life:family";
}
if (IsSettlementHappinessId(h))
{
return "arc:life:home";
}
if (IsRestLifeId(h))
{
return "arc:life:rest";
}
return "arc:hap:" + h;
}
if (!string.IsNullOrEmpty(c.StatusId))
{
if (IsFamilyLifeHappinessId(c.StatusId))
{
return "arc:life:family";
}
if (IsSettlementHappinessId(c.StatusId))
{
return "arc:life:home";
}
if (IsCourtshipHappinessId(c.StatusId))
{
return "arc:life:love";
}
if (IsRestLifeId(c.StatusId))
{
return "arc:life:rest";
}
if (IsSoftStatusFxId(c.StatusId))
{
return "arc:status:fx";
}
return "arc:status:" + c.StatusId.Trim().ToLowerInvariant();
}
string asset = (c.AssetId ?? "").Trim().ToLowerInvariant();
if (!string.IsNullOrEmpty(asset) && !asset.StartsWith("live_", StringComparison.Ordinal))
{
if (IsKillLifeAssetId(asset))
{
return "arc:life:kill";
}
if (IsCourtshipAssetId(asset))
{
return "arc:life:love";
}
if (string.Equals(c.Category, "Spectacle", StringComparison.OrdinalIgnoreCase)
|| asset.StartsWith("cast_", StringComparison.Ordinal)
|| asset.StartsWith("summon_", StringComparison.Ordinal))
{
return "arc:spectacle";
}
if (EventCatalog.Decision.IsLifeIntentDecision(asset)
|| IsLifeIntentDecisionChapter(c))
{
return "arc:decision:intent";
}
if (IsRestLifeId(asset) || IsRestLifeChapter(c))
{
return "arc:life:rest";
}
if (IsWorldLogMetaAssetId(asset) || IsWorldLogMetaChapter(c))
{
return "arc:worldlog:meta";
}
if (IsConstructionChapter(c))
{
return "arc:construction";
}
if (string.Equals(c.Category, "Politics", StringComparison.OrdinalIgnoreCase)
|| (c.Label != null
&& c.Label.IndexOf("decides to", StringComparison.OrdinalIgnoreCase) >= 0))
{
return "arc:decision";
}
return "arc:asset:" + asset;
}
if (IsLifeIntentDecisionChapter(c))
{
return "arc:decision:intent";
}
if (IsRestLifeChapter(c))
{
return "arc:life:rest";
}
if (IsWorldLogMetaChapter(c))
{
return "arc:worldlog:meta";
}
if (IsConstructionChapter(c))
{
return "arc:construction";
}
if (IsSoftStatusFxChapter(c))
{
return "arc:status:fx";
}
if (IsHatchLifeChapter(c))
{
return "arc:life:hatch";
}
if (IsKillLifeChapter(c))
{
return "arc:life:kill";
}
if (IsCourtshipLifeChapter(c))
{
return "arc:life:love";
}
if (!string.IsNullOrEmpty(c.Category))
{
return "arc:cat:" + c.Category.Trim().ToLowerInvariant();
}
if (!string.IsNullOrEmpty(c.Verb))
{
return "arc:verb:" + c.Verb.Trim().ToLowerInvariant();
}
return "";
}
private static void NoteVarietyArc(InterestCandidate chosen)
{
string arc = VarietyArcKey(chosen);
if (string.IsNullOrEmpty(arc))
{
return;
}
if (string.Equals(arc, _lastArcKey, StringComparison.OrdinalIgnoreCase))
{
_arcStreak = Mathf.Max(1, _arcStreak + 1);
}
else
{
_lastArcKey = arc;
_arcStreak = 1;
}
PushArc(arc);
}
private static void PushArc(string arc)
{
if (string.IsNullOrEmpty(arc))
{
return;
}
RecentArcs.Add(arc);
int window = Mathf.Max(4, InterestScoringConfig.W.arcFrequencyWindow > 0
? InterestScoringConfig.W.arcFrequencyWindow
: 16);
while (RecentArcs.Count > window)
{
RecentArcs.RemoveAt(0);
}
}
/// <summary>
/// True when a FixedDwell / moment beat for this candidate is still hard-cooled.
/// Sticky combat / war / plot / pack / outbreak scenes are never beat-blocked.
/// </summary>
public static bool IsBeatCooled(InterestCandidate c, float now = -1f)
{
if (c == null || !IsMomentBeat(c))
{
return false;
}
// Synthetic story beats finish the active arc - never hard-skip them for FixedDwell cool.
// Soft novelty / repeat-arc penalties still apply via RecalcTotal.
if (StoryReason.IsStoryAsset(c.AssetId)
|| string.Equals(c.Source, "story_planner", StringComparison.OrdinalIgnoreCase))
{
return false;
}
if (now < 0f)
{
now = Time.unscaledTime;
}
foreach (string beatKey in EnumerateBeatKeys(c))
{
if (CooldownUntil.TryGetValue(beatKey, out float until) && now < until)
{
return true;
}
}
return false;
}
/// <summary>
/// Pick next candidate. Soft 70/30: prefer event-led when below target and pool non-empty.
/// Empty event pool → character-led without inventing events (mix meter not updated for empty-side windows).
/// </summary>
public static InterestCandidate Pick(List<InterestCandidate> pending, InterestCandidate current)
{
if (pending == null || pending.Count == 0)
{
return null;
}
EventPool.Clear();
CharPool.Clear();
float now = Time.unscaledTime;
for (int i = 0; i < pending.Count; i++)
{
InterestCandidate c = pending[i];
if (c == null || !c.HasValidPosition)
{
continue;
}
if (current != null && c.Key == current.Key)
{
continue;
}
// Same life beat on the same subject already watched - hard skip.
if (IsBeatCooled(c, now))
{
InterestDropLog.Record("beat_cooldown", BeatDropDetail(c));
continue;
}
if (c.LeadKind == InterestLeadKind.CharacterLed)
{
CharPool.Add(c);
}
else
{
EventPool.Add(c);
}
}
bool bothHadCandidates = EventPool.Count > 0 && CharPool.Count > 0;
bool preferEvent = EventPool.Count > 0;
if (bothHadCandidates)
{
// Empty mix biases event-led; otherwise prefer event until share reaches target.
preferEvent = MixSampleCount == 0 || EventShare() < EventLedTarget;
}
else if (EventPool.Count == 0)
{
preferEvent = false;
}
// Soft mix: empty event pool → character-led without inventing events.
// Mix meter is updated in NoteSelection only when both pools were non-empty at pick time.
LastPickHadBothPools = bothHadCandidates;
List<InterestCandidate> pool = preferEvent
? (EventPool.Count > 0 ? EventPool : CharPool)
: (CharPool.Count > 0 ? CharPool : EventPool);
if (pool.Count == 0)
{
return null;
}
Ranked.Clear();
for (int i = 0; i < pool.Count; i++)
{
InterestCandidate c = pool[i];
float penalty = NoveltyPenalty(c, now);
// Epic / favorites bypass most soft novelty - never FixedDwell beat cooldowns
// (those already hard-skipped above).
if (InterestScoring.IsHotScore(c.TotalScore) || InterestScoring.IsNotable(c.FollowUnit))
{
penalty *= 0.15f;
}
c.Novelty = Mathf.Clamp01(1f - penalty);
InterestScoring.RecalcTotal(c);
Ranked.Add(c);
}
Ranked.Sort(InterestScoring.CompareByUrgencyThenScore);
InterestScoring.EnrichTopK(Ranked);
// Prefer active story-owned beats when present.
for (int i = 1; i < Ranked.Count; i++)
{
if (StoryPlanner.PreferOver(Ranked[i], Ranked[0]))
{
InterestCandidate owned = Ranked[i];
Ranked.RemoveAt(i);
Ranked.Insert(0, owned);
break;
}
}
int topN = Mathf.Min(3, Ranked.Count);
if (topN <= 0)
{
return null;
}
// Deterministic #1 unless near-tie among top scores.
if (topN == 1)
{
return Ranked[0];
}
float epsilon = InterestScoringConfig.Story.nearTieEpsilon;
if (epsilon <= 0f)
{
epsilon = 8f;
}
float sagaEpsilon = InterestScoringConfig.Story.sagaNearTieEpsilon;
if (sagaEpsilon <= 0f)
{
sagaEpsilon = 20f;
}
sagaEpsilon = Mathf.Max(sagaEpsilon, epsilon);
// Large gap: take #1 unless a Prefer/MC/cast tip sits within the wider saga band.
if (Ranked[0].TotalScore - Ranked[1].TotalScore >= epsilon)
{
InterestCandidate sagaCut = PickBestSagaInBand(Ranked, Ranked.Count, sagaEpsilon);
if (sagaCut != null)
{
return sagaCut;
}
return Ranked[0];
}
// Near-tie: Prefer'd MC, then any MC, then MC cast, else random among top-N.
InterestCandidate bestSaga = PickBestSagaInBand(Ranked, topN, epsilon);
if (bestSaga != null)
{
return bestSaga;
}
int pick = Rng.Next(topN);
return Ranked[pick];
}
/// <summary>
/// Prefer (4) > CrossMC (3) > MC (2) > MC cast (1) among candidates within <paramref name="band"/> of #1.
/// </summary>
private static InterestCandidate PickBestSagaInBand(
List<InterestCandidate> ranked,
int limit,
float band)
{
if (ranked == null || ranked.Count == 0 || band < 0f)
{
return null;
}
int n = Mathf.Min(limit, ranked.Count);
float top = ranked[0].TotalScore;
InterestCandidate bestSaga = null;
int bestRank = 0;
for (int i = 0; i < n; i++)
{
InterestCandidate c = ranked[i];
if (c == null)
{
continue;
}
if (top - c.TotalScore >= band)
{
break;
}
int rank = LifeSagaRoster.SoftBiasRank(c);
if (rank > bestRank)
{
bestRank = rank;
bestSaga = c;
}
}
return bestRank > 0 ? bestSaga : null;
}
public static float EventShare()
{
if (RecentMix.Count == 0)
{
return EventLedTarget;
}
int events = 0;
for (int i = 0; i < RecentMix.Count; i++)
{
if (RecentMix[i] == InterestLeadKind.EventLed)
{
events++;
}
}
return events / (float)RecentMix.Count;
}
public static int MixSampleCount => RecentMix.Count;
private static bool IsMomentBeat(InterestCandidate c)
{
if (c == null)
{
return false;
}
switch (c.Completion)
{
case InterestCompletionKind.FixedDwell:
case InterestCompletionKind.Manual:
case InterestCompletionKind.HappinessGrief:
// Discrete life / emotion beats (parenthood, grief, catalog moments).
return true;
case InterestCompletionKind.StatusPhase:
// Unit status tips cool by status id; sticky outbreaks are excluded below.
return string.IsNullOrEmpty(c.AssetId)
|| !c.AssetId.Equals("live_outbreak", System.StringComparison.OrdinalIgnoreCase);
default:
return false;
}
}
/// <summary>
/// Parenthood / pregnancy / newborn family chapter - variety + ledger cool as a class.
/// </summary>
public static bool IsFamilyLifeChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
if (!string.IsNullOrEmpty(c.HappinessEffectId)
&& IsFamilyLifeHappinessId(c.HappinessEffectId))
{
return true;
}
if (!string.IsNullOrEmpty(c.StatusId)
&& IsFamilyLifeHappinessId(c.StatusId))
{
return true;
}
string asset = (c.AssetId ?? "").Trim().ToLowerInvariant();
return asset.IndexOf("child", StringComparison.Ordinal) >= 0
|| asset.IndexOf("pregnant", StringComparison.Ordinal) >= 0
|| asset.IndexOf("birth", StringComparison.Ordinal) >= 0
|| asset.IndexOf("baby", StringComparison.Ordinal) >= 0
|| asset.IndexOf("newborn", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// Kiss / mate / intimacy chapter - same soft-life cool class as family (pair + world).
/// </summary>
public static bool IsIntimacyLifeChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
if (!string.IsNullOrEmpty(c.HappinessEffectId)
&& IsIntimacyHappinessId(c.HappinessEffectId))
{
return true;
}
if (!string.IsNullOrEmpty(c.StatusId)
&& IsIntimacyHappinessId(c.StatusId))
{
return true;
}
string asset = (c.AssetId ?? "").Trim().ToLowerInvariant();
if (IsIntimacyHappinessId(asset))
{
return true;
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.IndexOf("shares intimacy", StringComparison.Ordinal) >= 0
|| label.IndexOf("mates with", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// House-found settlement chapter - repeats easily and steals between combat beats.
/// (House-lost stays camera-worthy without the same soft cool.)
/// </summary>
public static bool IsSettlementLifeChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
if (!string.IsNullOrEmpty(c.HappinessEffectId)
&& IsSettlementHappinessId(c.HappinessEffectId))
{
return true;
}
if (!string.IsNullOrEmpty(c.StatusId)
&& IsSettlementHappinessId(c.StatusId))
{
return true;
}
string asset = (c.AssetId ?? "").Trim().ToLowerInvariant();
if (IsSettlementHappinessId(asset))
{
return true;
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.IndexOf("finds a home", StringComparison.Ordinal) >= 0
|| label.IndexOf("settles into a house", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// Chronicle / happiness kill crumbs - repeat easily for hunters between combat tips.
/// </summary>
public static bool IsKillLifeChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
if (!string.IsNullOrEmpty(c.HappinessEffectId)
&& IsKillLifeHappinessId(c.HappinessEffectId))
{
return true;
}
string asset = (c.AssetId ?? "").Trim().ToLowerInvariant();
if (IsKillLifeAssetId(asset))
{
return true;
}
if (!string.IsNullOrEmpty(c.Key)
&& c.Key.IndexOf("milestone_kill", StringComparison.OrdinalIgnoreCase) >= 0)
{
return true;
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.StartsWith("killed ", StringComparison.Ordinal);
}
/// <summary>
/// Smitten / seeking-lover courtship crumbs (not bond outcomes like set_lover).
/// </summary>
public static bool IsCourtshipLifeChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
if (!string.IsNullOrEmpty(c.HappinessEffectId)
&& IsCourtshipHappinessId(c.HappinessEffectId))
{
return true;
}
if (!string.IsNullOrEmpty(c.StatusId)
&& IsCourtshipHappinessId(c.StatusId))
{
return true;
}
string asset = (c.AssetId ?? "").Trim().ToLowerInvariant();
if (IsCourtshipAssetId(asset))
{
return true;
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.IndexOf("is smitten", StringComparison.Ordinal) >= 0
|| label.IndexOf("falls in love", StringComparison.Ordinal) >= 0
|| label.IndexOf("seeking a lover", StringComparison.Ordinal) >= 0
|| label.IndexOf("is seeking a lover", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// Decision intent crumbs (reproduce / find lover) - outcomes own the real story.
/// </summary>
public static bool IsLifeIntentDecisionChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
string asset = (c.AssetId ?? "").Trim();
if (EventCatalog.Decision.IsLifeIntentDecision(asset))
{
return true;
}
// Live decision feed: Source is authoritative even when AssetId was species-clobbered.
if (string.Equals(c.Source, "decision", StringComparison.OrdinalIgnoreCase)
&& (EventCatalog.Decision.IsLifeIntentDecision(asset)
|| asset.IndexOf("reproduction", StringComparison.OrdinalIgnoreCase) >= 0
|| asset.IndexOf("find_lover", StringComparison.OrdinalIgnoreCase) >= 0
|| asset.IndexOf("baby_make", StringComparison.OrdinalIgnoreCase) >= 0
|| asset.IndexOf("have_child", StringComparison.OrdinalIgnoreCase) >= 0))
{
return true;
}
// Label-only rebuilds still cool when AssetId was lost.
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.IndexOf("decides to try to reproduce", StringComparison.Ordinal) >= 0
|| label.IndexOf("decides to find a lover", StringComparison.Ordinal) >= 0
|| label.IndexOf("decides to reproduce", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// Ordinary civ construction finishes (tents/houses). Spectacle wonders stay hotter.
/// </summary>
public static bool IsConstructionChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
string asset = c.AssetId ?? "";
bool buildingSource = string.Equals(c.Source, "building", StringComparison.OrdinalIgnoreCase)
|| (!string.IsNullOrEmpty(c.Key)
&& c.Key.StartsWith(
"building:complete:",
StringComparison.OrdinalIgnoreCase));
if (buildingSource)
{
return !LibraryAssetNames.IsSpectacleBuilding(asset, null);
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
if (label.IndexOf(" finishes ", StringComparison.Ordinal) < 0
&& !label.StartsWith("building finished", StringComparison.Ordinal))
{
return false;
}
// Spectacle prose uses "wonder".
return label.IndexOf("wonder", StringComparison.Ordinal) < 0;
}
/// <summary>
/// Brief personal status FX (singing, rooting, moods) - not danger/combat statuses.
/// </summary>
public static bool IsSoftStatusFxChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
string status = !string.IsNullOrEmpty(c.StatusId) ? c.StatusId : c.AssetId;
if (string.IsNullOrEmpty(status))
{
return false;
}
if (c.Completion != InterestCompletionKind.StatusPhase
&& c.Completion != InterestCompletionKind.FixedDwell
&& string.IsNullOrEmpty(c.StatusId))
{
return false;
}
return IsSoftStatusFxId(status);
}
/// <summary>Egg hatch crumbs - common and steals between richer beats.</summary>
public static bool IsHatchLifeChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
if (!string.IsNullOrEmpty(c.HappinessEffectId)
&& string.Equals(c.HappinessEffectId, "just_got_out_of_egg", StringComparison.OrdinalIgnoreCase))
{
return true;
}
string asset = (c.AssetId ?? "").Trim().ToLowerInvariant();
if (asset == "just_got_out_of_egg")
{
return true;
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.IndexOf("hatches from an egg", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// WorldLog politics meta crumbs (king death, city destroyed, favorite fell).
/// Sticky and re-fire easily; outcomes stay in Chronicle.
/// </summary>
public static bool IsWorldLogMetaChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
bool worldLog = string.Equals(c.Source, "worldlog", StringComparison.OrdinalIgnoreCase)
|| (!string.IsNullOrEmpty(c.Key)
&& c.Key.StartsWith("worldlog:", StringComparison.OrdinalIgnoreCase));
if (!worldLog && string.IsNullOrEmpty(c.AssetId))
{
return false;
}
if (IsWorldLogMetaAssetId(c.AssetId))
{
return true;
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.StartsWith("king died:", StringComparison.Ordinal)
|| label.StartsWith("king killed:", StringComparison.Ordinal)
|| label.StartsWith("favorite fell:", StringComparison.Ordinal)
|| label.StartsWith("city destroyed:", StringComparison.Ordinal);
}
/// <summary>
/// Family + intimacy + settlement + kill + courtship + intent/construction/status/hatch/meta/rest.
/// </summary>
public static bool IsSoftLifeChapter(InterestCandidate c) =>
IsFamilyLifeChapter(c)
|| IsIntimacyLifeChapter(c)
|| IsSettlementLifeChapter(c)
|| IsKillLifeChapter(c)
|| IsCourtshipLifeChapter(c)
|| IsLifeIntentDecisionChapter(c)
|| IsWorldLogMetaChapter(c)
|| IsConstructionChapter(c)
|| IsSoftStatusFxChapter(c)
|| IsHatchLifeChapter(c)
|| IsRestLifeChapter(c);
/// <summary>
/// Sleep / wake / dream cycle crumbs from live status + happiness inventory shape.
/// One show cools the whole rest class so Falls asleep → ends a rest → dream cannot monopolize.
/// </summary>
public static bool IsRestLifeChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
if (IsRestLifeId(c.HappinessEffectId)
|| IsRestLifeId(c.StatusId)
|| IsRestLifeId(c.AssetId))
{
return true;
}
string label = (c.Label ?? "").Trim().ToLowerInvariant();
return label.IndexOf("falls asleep", StringComparison.Ordinal) >= 0
|| label.IndexOf("wakes up", StringComparison.Ordinal) >= 0
|| label.IndexOf("ends a rest", StringComparison.Ordinal) >= 0
|| label.IndexOf("finishes sleeping", StringComparison.Ordinal) >= 0
|| label.IndexOf("dreams pleasantly", StringComparison.Ordinal) >= 0
|| label.IndexOf("good dream", StringComparison.Ordinal) >= 0
|| label.IndexOf("bad dream", StringComparison.Ordinal) >= 0
|| label.IndexOf("nightmare", StringComparison.Ordinal) >= 0
|| label.IndexOf("sleep without a house", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// Rest-cycle ids: <c>sleeping</c>, <c>just_slept</c>, <c>had_*dream</c>, <c>had_nightmare</c>,
/// <c>slept_outside</c> - token shape from live libraries, not tip strings alone.
/// </summary>
public static bool IsRestLifeId(string id)
{
if (string.IsNullOrEmpty(id))
{
return false;
}
string s = id.Trim().ToLowerInvariant();
return s.IndexOf("sleep", StringComparison.Ordinal) >= 0
|| s.IndexOf("slept", StringComparison.Ordinal) >= 0
|| s.IndexOf("dream", StringComparison.Ordinal) >= 0
|| s.IndexOf("nightmare", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// Death / destruction WorldLog ids from the live library shape
/// (king_*, favorite_*, city_destroyed, …) - not crowning / founding.
/// </summary>
public static bool IsWorldLogMetaAssetId(string assetId)
{
if (string.IsNullOrEmpty(assetId))
{
return false;
}
string s = assetId.Trim().ToLowerInvariant();
if (s.IndexOf("destroyed", StringComparison.Ordinal) >= 0)
{
return true;
}
bool deathLike = s.IndexOf("dead", StringComparison.Ordinal) >= 0
|| s.IndexOf("killed", StringComparison.Ordinal) >= 0
|| s.IndexOf("_fell", StringComparison.Ordinal) >= 0;
if (!deathLike)
{
return false;
}
return s.IndexOf("king", StringComparison.Ordinal) >= 0
|| s.IndexOf("leader", StringComparison.Ordinal) >= 0
|| s.IndexOf("favorite", StringComparison.Ordinal) >= 0;
}
/// <summary>
/// Soft-fill quiet crumbs: soft life chapters, short interrupt FX, and ambient Pack fill.
/// Pack must not own the camera during quiet (and no longer breaks quiet).
/// </summary>
public static bool IsSoftFillQuietCrumb(InterestCandidate c) =>
c != null
&& (c.Completion == InterestCompletionKind.FamilyPack
|| IsSoftLifeChapter(c)
|| IsShortInterruptFxChapter(c));
/// <summary>
/// Brief interrupt FX that should not own AFK during soft-fill quiet.
/// Kept non-outbreak; real danger statuses stay hot.
/// </summary>
public static bool IsShortInterruptFxChapter(InterestCandidate c)
{
if (c == null)
{
return false;
}
string status = !string.IsNullOrEmpty(c.StatusId) ? c.StatusId : c.AssetId;
if (string.IsNullOrEmpty(status))
{
return false;
}
if (c.Completion != InterestCompletionKind.StatusPhase
&& c.Completion != InterestCompletionKind.FixedDwell
&& string.IsNullOrEmpty(c.StatusId))
{
return false;
}
return IsShortInterruptFxId(status);
}
public static bool IsShortInterruptFxId(string statusId)
{
if (string.IsNullOrEmpty(statusId))
{
return false;
}
string s = statusId.Trim().ToLowerInvariant();
return s.IndexOf("stun", StringComparison.Ordinal) >= 0
|| s.IndexOf("invincible", StringComparison.Ordinal) >= 0
|| s == "surprised"
|| s == "confused";
}
/// <summary>
/// Soft personal status FX ids from the live status inventory shape:
/// mood / life-cycle / brief FX. Danger and combat statuses stay hotter.
/// </summary>
public static bool IsSoftStatusFxId(string statusId)
{
if (string.IsNullOrEmpty(statusId))
{
return false;
}
// Short interrupt FX count as soft crumbs for quiet + variety cooling.
if (IsShortInterruptFxId(statusId))
{
return true;
}
string s = statusId.Trim().ToLowerInvariant();
// Danger / combat / possession stay camera-sticky for repeats.
if (s.IndexOf("burn", StringComparison.Ordinal) >= 0
|| s.IndexOf("poison", StringComparison.Ordinal) >= 0
|| s.IndexOf("drown", StringComparison.Ordinal) >= 0
|| s.IndexOf("starv", StringComparison.Ordinal) >= 0
|| s.IndexOf("possess", StringComparison.Ordinal) >= 0
|| s.IndexOf("soul", StringComparison.Ordinal) >= 0
|| s.IndexOf("curse", StringComparison.Ordinal) >= 0
|| s.IndexOf("rage", StringComparison.Ordinal) >= 0
|| s.IndexOf("frozen", StringComparison.Ordinal) >= 0
|| s.IndexOf("shield", StringComparison.Ordinal) >= 0
|| s.IndexOf("combat", StringComparison.Ordinal) >= 0
|| s == "on_guard"
|| s == "angry"
|| s == "egg")
{
return false;
}
// Family / courtship / settlement already have dedicated soft chapters.
if (IsFamilyLifeHappinessId(s) || IsCourtshipHappinessId(s) || IsSettlementHappinessId(s)
|| IsIntimacyHappinessId(s))
{
return false;
}
// Mood / life-cycle / brief FX tokens (covers unauthored live ids of the same shape).
return s.IndexOf("sing", StringComparison.Ordinal) >= 0
|| s.IndexOf("laugh", StringComparison.Ordinal) >= 0
|| s.IndexOf("swear", StringComparison.Ordinal) >= 0
|| s.IndexOf("cry", StringComparison.Ordinal) >= 0
|| s.IndexOf("root", StringComparison.Ordinal) >= 0
|| s.IndexOf("budding", StringComparison.Ordinal) >= 0
|| s.IndexOf("dream", StringComparison.Ordinal) >= 0
|| s.IndexOf("nightmare", StringComparison.Ordinal) >= 0
|| s.IndexOf("festive", StringComparison.Ordinal) >= 0
|| s.IndexOf("afterglow", StringComparison.Ordinal) >= 0
|| s.IndexOf("surprised", StringComparison.Ordinal) >= 0
|| s.IndexOf("confused", StringComparison.Ordinal) >= 0
|| s.IndexOf("just_ate", StringComparison.Ordinal) >= 0
|| s.IndexOf("caffeine", StringComparison.Ordinal) >= 0
|| s.IndexOf("cough", StringComparison.Ordinal) >= 0
|| s.IndexOf("tantrum", StringComparison.Ordinal) >= 0
|| s.IndexOf("strange_urge", StringComparison.Ordinal) >= 0
|| s.IndexOf("voices", StringComparison.Ordinal) >= 0
|| s.IndexOf("handsome", StringComparison.Ordinal) >= 0
|| s.IndexOf("flick", StringComparison.Ordinal) >= 0
|| s.IndexOf("ash_fever", StringComparison.Ordinal) >= 0
|| s.IndexOf("motivated", StringComparison.Ordinal) >= 0
|| s.IndexOf("inspired", StringComparison.Ordinal) >= 0
|| s.IndexOf("enchant", StringComparison.Ordinal) >= 0
|| s.IndexOf("powerup", StringComparison.Ordinal) >= 0
|| s.IndexOf("slowness", StringComparison.Ordinal) >= 0
|| s.IndexOf("magnet", StringComparison.Ordinal) >= 0
|| s.IndexOf("dodge", StringComparison.Ordinal) >= 0
|| s.IndexOf("dash", StringComparison.Ordinal) >= 0
|| s.IndexOf("silence", StringComparison.Ordinal) >= 0
|| s.IndexOf("boost", StringComparison.Ordinal) >= 0
|| s.IndexOf("recovery_", StringComparison.Ordinal) >= 0;
}
private static bool IsFamilyLifeHappinessId(string happinessId)
{
if (string.IsNullOrEmpty(happinessId))
{
return false;
}
string h = happinessId.Trim().ToLowerInvariant();
return h == "just_had_child"
|| h.IndexOf("pregnant", StringComparison.Ordinal) >= 0
|| h.IndexOf("newborn", StringComparison.Ordinal) >= 0
|| h.IndexOf("birth", StringComparison.Ordinal) >= 0
|| h.IndexOf("had_child", StringComparison.Ordinal) >= 0
|| h.IndexOf("had_baby", StringComparison.Ordinal) >= 0
|| h.IndexOf("parenthood", StringComparison.Ordinal) >= 0;
}
private static bool IsIntimacyHappinessId(string happinessId)
{
if (string.IsNullOrEmpty(happinessId))
{
return false;
}
string h = happinessId.Trim().ToLowerInvariant();
return h == "just_kissed"
|| h.IndexOf("kissed", StringComparison.Ordinal) >= 0
|| h.IndexOf("intimacy", StringComparison.Ordinal) >= 0
|| h == "mates"
|| h.StartsWith("mate_", StringComparison.Ordinal);
}
private static bool IsSettlementHappinessId(string happinessId)
{
if (string.IsNullOrEmpty(happinessId))
{
return false;
}
string h = happinessId.Trim().ToLowerInvariant();
return h == "just_found_house"
|| h.IndexOf("found_house", StringComparison.Ordinal) >= 0
|| h.IndexOf("find_house", StringComparison.Ordinal) >= 0
|| h.IndexOf("found_home", StringComparison.Ordinal) >= 0;
}
private static bool IsKillLifeHappinessId(string happinessId)
{
if (string.IsNullOrEmpty(happinessId))
{
return false;
}
string h = happinessId.Trim().ToLowerInvariant();
return h == "just_killed"
|| h == "milestone_kill"
|| h.IndexOf("just_killed", StringComparison.Ordinal) >= 0;
}
private static bool IsKillLifeAssetId(string assetId)
{
if (string.IsNullOrEmpty(assetId))
{
return false;
}
string a = assetId.Trim().ToLowerInvariant();
return a == "milestone_kill"
|| a == "just_killed";
}
private static bool IsCourtshipHappinessId(string happinessId)
{
if (string.IsNullOrEmpty(happinessId))
{
return false;
}
string h = happinessId.Trim().ToLowerInvariant();
// Bond outcomes (set_lover / milestone_lover) stay hotter; cool intent + smitten only.
return h == "fallen_in_love"
|| h == "find_lover"
|| h == "fell_in_love"
|| h.IndexOf("fallen_in_love", StringComparison.Ordinal) >= 0
|| h.IndexOf("find_lover", StringComparison.Ordinal) >= 0;
}
private static bool IsCourtshipAssetId(string assetId)
{
if (string.IsNullOrEmpty(assetId))
{
return false;
}
string a = assetId.Trim().ToLowerInvariant();
return a == "fallen_in_love"
|| a == "find_lover"
|| a == "fell_in_love";
}
private static IEnumerable<string> EnumerateBeatKeys(InterestCandidate c)
{
if (c == null)
{
yield break;
}
long subject = c.SubjectId;
long related = c.RelatedId != 0
? c.RelatedId
: EventFeedUtil.SafeId(c.RelatedUnit);
if (!string.IsNullOrEmpty(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":" + subject;
// Family chapters cool the happiness id world-wide so parent A then parent B
// cannot chain the same parenthood tip across the village cast.
if (IsFamilyLifeHappinessId(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":world";
yield return "beat:life:family:" + subject;
}
// Intimacy: cool the pair and the happiness id world-wide so one couple
// cannot keep cutting back in between combat tips.
if (IsIntimacyHappinessId(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":world";
yield return "beat:life:intimacy:" + subject;
if (related != 0)
{
yield return "beat:life:intimacy:" + related;
yield return "beat:life:intimacy:pair:"
+ EventCatalog.Combat.PairKey(subject, related);
}
}
if (IsSettlementHappinessId(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":world";
yield return "beat:life:home:" + subject;
}
if (IsKillLifeHappinessId(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":world";
yield return "beat:life:kill:" + subject;
yield return "beat:life:kill:world";
}
if (IsCourtshipHappinessId(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":world";
yield return "beat:life:love:" + subject;
yield return "beat:life:love:world";
if (related != 0)
{
yield return "beat:life:love:" + related;
yield return "beat:life:love:pair:"
+ EventCatalog.Combat.PairKey(subject, related);
}
}
if (string.Equals(
c.HappinessEffectId,
"just_got_out_of_egg",
StringComparison.OrdinalIgnoreCase))
{
yield return "beat:hap:just_got_out_of_egg:world";
yield return "beat:life:hatch:" + subject;
yield return "beat:life:hatch:world";
}
if (IsRestLifeId(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":world";
yield return "beat:life:rest:" + subject;
yield return "beat:life:rest:world";
}
// Happiness-path soft FX (dreams without StatusId bind) still cool as a class.
if (IsSoftStatusFxId(c.HappinessEffectId) && !IsRestLifeId(c.HappinessEffectId))
{
yield return "beat:hap:" + c.HappinessEffectId + ":world";
yield return "beat:status:fx:" + subject;
yield return "beat:status:fx:world";
}
}
if (!string.IsNullOrEmpty(c.StatusId))
{
yield return "beat:status:" + c.StatusId + ":" + subject;
if (IsFamilyLifeHappinessId(c.StatusId))
{
yield return "beat:status:" + c.StatusId + ":world";
}
if (IsIntimacyHappinessId(c.StatusId))
{
yield return "beat:status:" + c.StatusId + ":world";
yield return "beat:life:intimacy:" + subject;
}
if (IsCourtshipHappinessId(c.StatusId))
{
yield return "beat:status:" + c.StatusId + ":world";
yield return "beat:life:love:" + subject;
yield return "beat:life:love:world";
}
if (IsRestLifeId(c.StatusId))
{
yield return "beat:status:" + c.StatusId + ":world";
yield return "beat:life:rest:" + subject;
yield return "beat:life:rest:world";
}
if (IsSoftStatusFxId(c.StatusId) && !IsRestLifeId(c.StatusId))
{
yield return "beat:status:" + c.StatusId + ":world";
yield return "beat:status:fx:" + subject;
yield return "beat:status:fx:world";
}
}
// Discrete catalog asset ids (not species / not sticky live_* frames).
string asset = c.AssetId ?? "";
if (!string.IsNullOrEmpty(asset)
&& !asset.StartsWith("live_", StringComparison.OrdinalIgnoreCase)
&& !string.Equals(asset, c.SpeciesId, StringComparison.OrdinalIgnoreCase)
&& !string.Equals(asset, "scored_unit", StringComparison.OrdinalIgnoreCase)
&& !string.Equals(asset, "harness", StringComparison.OrdinalIgnoreCase))
{
yield return "beat:asset:" + asset + ":" + subject;
if (IsKillLifeAssetId(asset))
{
yield return "beat:asset:" + asset + ":world";
yield return "beat:life:kill:" + subject;
yield return "beat:life:kill:world";
}
if (IsCourtshipAssetId(asset))
{
yield return "beat:asset:" + asset + ":world";
yield return "beat:life:love:" + subject;
yield return "beat:life:love:world";
}
if (EventCatalog.Decision.IsLifeIntentDecision(asset))
{
yield return "beat:asset:" + asset + ":world";
yield return "beat:decision:intent:" + subject;
yield return "beat:decision:intent:world";
}
if (IsRestLifeId(asset))
{
yield return "beat:asset:" + asset + ":world";
yield return "beat:life:rest:" + subject;
yield return "beat:life:rest:world";
}
if (IsWorldLogMetaAssetId(asset))
{
yield return "beat:asset:" + asset + ":world";
yield return "beat:worldlog:meta:" + subject;
yield return "beat:worldlog:meta:world";
}
if (string.Equals(asset, "just_got_out_of_egg", StringComparison.OrdinalIgnoreCase))
{
yield return "beat:asset:" + asset + ":world";
yield return "beat:life:hatch:" + subject;
yield return "beat:life:hatch:world";
}
}
// Chapter-level world keys (ungated): survive species AssetId / missing StatusId / label rebuilds.
if (IsLifeIntentDecisionChapter(c))
{
yield return "beat:decision:intent:" + subject;
yield return "beat:decision:intent:world";
}
if (IsRestLifeChapter(c))
{
yield return "beat:life:rest:" + subject;
yield return "beat:life:rest:world";
}
if (IsConstructionChapter(c))
{
yield return "beat:construction:" + subject;
yield return "beat:construction:world";
}
if (IsWorldLogMetaChapter(c) && string.IsNullOrEmpty(asset))
{
yield return "beat:worldlog:meta:" + subject;
yield return "beat:worldlog:meta:world";
}
string labelNorm = NormalizeBeatLabel(c.Label);
if (!string.IsNullOrEmpty(labelNorm))
{
yield return "beat:label:" + labelNorm + ":" + subject;
// Label-only soft chapters (missing HappinessEffectId) still cool as a class.
if (string.IsNullOrEmpty(c.HappinessEffectId))
{
if (IsIntimacyLifeChapter(c)
&& (labelNorm.IndexOf("intimacy", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("mates with", StringComparison.Ordinal) >= 0))
{
yield return "beat:life:intimacy:" + subject;
yield return "beat:life:intimacy:world";
if (related != 0)
{
yield return "beat:life:intimacy:pair:"
+ EventCatalog.Combat.PairKey(subject, related);
}
}
if (IsSettlementLifeChapter(c)
&& (labelNorm.IndexOf("finds a home", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("settles into", StringComparison.Ordinal) >= 0))
{
yield return "beat:life:home:" + subject;
yield return "beat:life:home:world";
}
if (IsKillLifeChapter(c)
&& labelNorm.StartsWith("killed ", StringComparison.Ordinal))
{
yield return "beat:life:kill:" + subject;
yield return "beat:life:kill:world";
}
if (IsCourtshipLifeChapter(c)
&& (labelNorm.IndexOf("smitten", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("falls in love", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("seeking a lover", StringComparison.Ordinal) >= 0))
{
yield return "beat:life:love:" + subject;
yield return "beat:life:love:world";
if (related != 0)
{
yield return "beat:life:love:pair:"
+ EventCatalog.Combat.PairKey(subject, related);
}
}
if (IsHatchLifeChapter(c)
&& labelNorm.IndexOf("hatches", StringComparison.Ordinal) >= 0)
{
yield return "beat:life:hatch:" + subject;
yield return "beat:life:hatch:world";
}
if (IsWorldLogMetaChapter(c))
{
yield return "beat:worldlog:meta:" + subject;
yield return "beat:worldlog:meta:world";
}
if (IsRestLifeChapter(c)
&& (labelNorm.IndexOf("asleep", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("rest", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("dream", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("nightmare", StringComparison.Ordinal) >= 0
|| labelNorm.IndexOf("sleep", StringComparison.Ordinal) >= 0))
{
yield return "beat:life:rest:" + subject;
yield return "beat:life:rest:world";
}
}
}
}
private static string NormalizeBeatLabel(string label)
{
if (string.IsNullOrEmpty(label))
{
return "";
}
string t = label.Trim().ToLowerInvariant();
// Drop leading proper name so "Ukalo feels the joy…" and rebuilds share a beat.
int space = t.IndexOf(' ');
if (space > 0 && space < t.Length - 1)
{
string rest = t.Substring(space + 1).Trim();
if (rest.StartsWith("feels ", StringComparison.Ordinal)
|| rest.StartsWith("has ", StringComparison.Ordinal)
|| rest.StartsWith("is ", StringComparison.Ordinal)
|| rest.StartsWith("becomes ", StringComparison.Ordinal)
|| rest.StartsWith("gains ", StringComparison.Ordinal)
|| rest.StartsWith("decides ", StringComparison.Ordinal)
|| rest.StartsWith("shares ", StringComparison.Ordinal)
|| rest.StartsWith("mates ", StringComparison.Ordinal)
|| rest.StartsWith("mourns ", StringComparison.Ordinal))
{
t = rest;
}
}
return t.Length > 64 ? t.Substring(0, 64) : t;
}
private static string BeatDropDetail(InterestCandidate c)
{
if (c == null)
{
return "beat";
}
if (!string.IsNullOrEmpty(c.HappinessEffectId))
{
return c.HappinessEffectId;
}
if (!string.IsNullOrEmpty(c.StatusId))
{
return c.StatusId;
}
return c.AssetId ?? c.Key ?? "beat";
}
private static float NoveltyPenalty(InterestCandidate c, float now)
{
float p = 0f;
p += CooldownWeight("unit:" + c.SubjectId, now, 0.55f);
if (!string.IsNullOrEmpty(c.SpeciesId))
{
p += CooldownWeight("species:" + c.SpeciesId, now, 0.25f);
}
if (!string.IsNullOrEmpty(c.Category))
{
p += CooldownWeight("cat:" + c.Category, now, 0.2f);
}
if (!string.IsNullOrEmpty(c.CityKey))
{
p += CooldownWeight("city:" + c.CityKey, now, 0.2f);
}
if (!string.IsNullOrEmpty(c.KingdomKey))
{
p += CooldownWeight("kingdom:" + c.KingdomKey, now, 0.2f);
}
if (!string.IsNullOrEmpty(c.Verb))
{
p += CooldownWeight("verb:" + c.Verb, now, 0.15f);
}
return Mathf.Clamp01(p);
}
private static float CooldownWeight(string key, float now, float weight)
{
if (!CooldownUntil.TryGetValue(key, out float until) || now >= until)
{
return 0f;
}
float remain = until - now;
float frac = Mathf.Clamp01(remain / HardCooldownSeconds);
return weight * frac;
}
private static void StampCooldown(string key, float until)
{
if (string.IsNullOrEmpty(key))
{
return;
}
if (CooldownUntil.TryGetValue(key, out float existing))
{
CooldownUntil[key] = Mathf.Max(existing, until);
}
else
{
CooldownUntil[key] = until;
}
}
}