- Route confirmed life events into evidence-based threads, consequences, and Legacy chapters - Schedule episode shots with critical interrupts, replay guards, and a combat budget - Admit emerging main characters through story momentum instead of spectacle - Remove causal heat, hard-arc memory writes, and synthetic epilogue continuity - Expand narrative harness coverage, soak auditing, and product documentation
162 lines
6.4 KiB
C#
162 lines
6.4 KiB
C#
using UnityEngine;
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namespace IdleSpectator;
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/// <summary>Thin adapters from confirmed game observations to semantic narrative developments.</summary>
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public static class NarrativeDevelopmentRouter
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{
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public static bool BondFormed(Actor subject, Actor partner, string source)
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{
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return Record(NarrativeDevelopmentKind.BondFormed, NarrativeFunction.ThreadOpener,
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subject, partner, "bond:" + Pair(subject, partner) + ":formed:" + TimeBucket(), source, magnitude: 72f);
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}
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public static bool BondBroken(Actor subject, Actor former, string source)
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{
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return Record(NarrativeDevelopmentKind.BondBroken, NarrativeFunction.TurningPoint,
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subject, former, "bond:" + Pair(subject, former) + ":broken:" + TimeBucket(), source, magnitude: 88f,
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outcome: "partnership ended");
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}
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public static bool ChildBorn(Actor parent, Actor child, string source)
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{
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string family = FamilyKey(parent);
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return Record(NarrativeDevelopmentKind.ChildBorn, NarrativeFunction.Consequence,
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parent, child, "child:" + EventFeedUtil.SafeId(parent) + ":" + EventFeedUtil.SafeId(child),
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source, familyKey: family, magnitude: 76f, outcome: "child born");
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}
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public static bool FriendFormed(Actor subject, Actor friend, string source)
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{
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return Record(NarrativeDevelopmentKind.FriendFormed, NarrativeFunction.ThreadOpener,
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subject, friend, "friend:" + Pair(subject, friend), source, magnitude: 55f);
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}
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public static bool Death(Actor victim, Actor killer, string attackType, string source)
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{
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return Record(NarrativeDevelopmentKind.Death, NarrativeFunction.Resolution,
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victim, killer, "death:" + EventFeedUtil.SafeId(victim), source,
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newState: "dead", outcome: attackType ?? "", magnitude: 100f);
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}
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public static bool Kill(Actor killer, Actor victim, string source)
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{
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return Record(NarrativeDevelopmentKind.Kill, NarrativeFunction.TurningPoint,
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killer, victim, "kill:" + EventFeedUtil.SafeId(killer) + ":" + EventFeedUtil.SafeId(victim),
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source, outcome: "victim died", magnitude: 82f);
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}
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public static bool Role(Actor subject, string role, bool gained, string source)
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{
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return Record(gained ? NarrativeDevelopmentKind.RoleGained : NarrativeDevelopmentKind.RoleLost,
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gained ? NarrativeFunction.TurningPoint : NarrativeFunction.Consequence,
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subject, null, "role:" + EventFeedUtil.SafeId(subject) + ":" + (role ?? ""), source,
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newState: role, magnitude: 78f);
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}
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public static bool Founding(Actor subject, string kind, string key, string source)
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{
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return Record(NarrativeDevelopmentKind.HomeFounded, NarrativeFunction.TurningPoint,
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subject, null, "founding:" + kind + ":" + key + ":" + EventFeedUtil.SafeId(subject), source,
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cityKey: kind == "city" ? key : "", kingdomKey: kind == "kingdom" ? key : "",
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newState: kind, magnitude: 82f);
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}
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public static bool War(Actor subject, Actor other, string warKey, bool ended, string source)
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{
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return Record(ended ? NarrativeDevelopmentKind.WarEnded : NarrativeDevelopmentKind.WarJoined,
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ended ? NarrativeFunction.Resolution : NarrativeFunction.Escalation,
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subject, other, "war:" + warKey + ":" + EventFeedUtil.SafeId(subject) + ":" + ended,
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source, warKey: warKey, magnitude: ended ? 86f : 68f,
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outcome: ended ? "war ended" : "");
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}
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public static bool Plot(Actor subject, Actor other, string plotKey, bool ended, string source)
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{
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return Record(ended ? NarrativeDevelopmentKind.PlotEnded : NarrativeDevelopmentKind.PlotJoined,
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ended ? NarrativeFunction.Resolution : NarrativeFunction.Escalation,
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subject, other, "plot:" + plotKey + ":" + EventFeedUtil.SafeId(subject) + ":" + ended,
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source, plotKey: plotKey, magnitude: ended ? 78f : 64f,
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outcome: ended ? "plot ended" : "");
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}
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private static bool Record(
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NarrativeDevelopmentKind kind,
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NarrativeFunction function,
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Actor subject,
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Actor other,
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string id,
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string source,
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string familyKey = "",
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string cityKey = "",
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string kingdomKey = "",
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string warKey = "",
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string plotKey = "",
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string newState = "",
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string outcome = "",
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float magnitude = 50f)
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{
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long subjectId = EventFeedUtil.SafeId(subject);
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if (subjectId == 0) return false;
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long otherId = EventFeedUtil.SafeId(other);
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return NarrativeStoryStore.Record(new NarrativeDevelopment
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{
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Id = id ?? "",
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Kind = kind,
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Function = function,
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SubjectId = subjectId,
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Subject = LifeSagaMemory.Snapshot(subject),
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OtherId = otherId,
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Other = LifeSagaMemory.Snapshot(other),
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CorrelationKey = id ?? "",
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FamilyKey = familyKey ?? "",
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CityKey = cityKey ?? "",
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KingdomKey = kingdomKey ?? "",
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WarKey = warKey ?? "",
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PlotKey = plotKey ?? "",
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NewState = newState ?? "",
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Outcome = outcome ?? "",
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EvidenceSource = source ?? "",
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DateLabel = LatestDate(subjectId),
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OccurredAt = Time.unscaledTime,
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Magnitude = magnitude,
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Confidence = 1f,
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Presentable = true,
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IsNewStateChange = true
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});
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}
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private static string LatestDate(long subjectId)
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{
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var facts = LifeSagaMemory.FactsFor(subjectId);
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if (facts != null && facts.Count > 0 && facts[0] != null) return facts[0].DateLabel ?? "";
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return "";
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}
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private static string Pair(Actor a, Actor b)
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{
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long ai = EventFeedUtil.SafeId(a);
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long bi = EventFeedUtil.SafeId(b);
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if (bi == 0) return ai.ToString();
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return ai <= bi ? ai + ":" + bi : bi + ":" + ai;
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}
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private static string FamilyKey(Actor actor)
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{
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try
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{
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if (actor != null && actor.hasFamily() && actor.family != null)
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{
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return actor.family.getID().ToString();
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}
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}
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catch
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{
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// Subject id remains a stable lineage fallback.
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}
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return EventFeedUtil.SafeId(actor).ToString();
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}
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private static int TimeBucket() => Mathf.FloorToInt(Time.unscaledTime * 10f);
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}
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