437 lines
13 KiB
C#
437 lines
13 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
|
|
/// and hard FixedDwell beat cooldowns (same life beat / subject cannot reclaim immediately).
|
|
/// </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 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);
|
|
|
|
/// <summary>Whether the last <see cref="Pick"/> saw both pools non-empty (for mix metering).</summary>
|
|
public static bool LastPickHadBothPools { get; private set; }
|
|
|
|
public static void Clear()
|
|
{
|
|
RecentMix.Clear();
|
|
CooldownUntil.Clear();
|
|
LastPickHadBothPools = false;
|
|
}
|
|
|
|
/// <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;
|
|
}
|
|
|
|
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 beatUntil = Time.unscaledTime + FixedDwellBeatCooldownSeconds;
|
|
foreach (string beatKey in EnumerateBeatKeys(chosen))
|
|
{
|
|
StampCooldown(beatKey, beatUntil);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <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;
|
|
}
|
|
|
|
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);
|
|
|
|
int topN = Mathf.Min(3, Ranked.Count);
|
|
if (topN <= 0)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
// Probabilistic among top-N after penalties.
|
|
int pick = Rng.Next(topN);
|
|
return Ranked[pick];
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
private static IEnumerable<string> EnumerateBeatKeys(InterestCandidate c)
|
|
{
|
|
if (c == null)
|
|
{
|
|
yield break;
|
|
}
|
|
|
|
long subject = c.SubjectId;
|
|
if (!string.IsNullOrEmpty(c.HappinessEffectId))
|
|
{
|
|
yield return "beat:hap:" + c.HappinessEffectId + ":" + subject;
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(c.StatusId))
|
|
{
|
|
yield return "beat:status:" + c.StatusId + ":" + subject;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
string labelNorm = NormalizeBeatLabel(c.Label);
|
|
if (!string.IsNullOrEmpty(labelNorm))
|
|
{
|
|
yield return "beat:label:" + labelNorm + ":" + subject;
|
|
}
|
|
}
|
|
|
|
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))
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|