Metabolism M2.9: flora islands, gardens, walls, farmer strain, aimed work (VM AIM actions), food-limited ecology rebalance

This commit is contained in:
Dejvino
2026-10-28 12:49:17 +01:00
parent 1d497e556e
commit 476fa1833a
11 changed files with 675 additions and 120 deletions
+142 -29
View File
@@ -29,7 +29,8 @@ export const S_TOTAL = 9;
export const S_WELL = 10; // nearest living well's pull
export const S_PEACE = 11; // section's peace operator (war ↔ truce)
export const S_ROCK = 12; // rock under this block: the quarriable ground
export const SENSE_COUNT = 13;
export const S_GARDEN = 13; // cultivated ground here: is this stone worked yet?
export const SENSE_COUNT = 14;
// Gradient fields, two slots each (x, y): food, own strain, kin, foe, well.
export const G_FOOD = 0;
@@ -37,7 +38,9 @@ export const G_SELF = 1;
export const G_KIN = 2;
export const G_FOE = 3;
export const G_WELL = 4;
export const G_FIELDS = 5;
export const G_ROCK = 5;
export const G_GARDEN = 6;
export const G_FIELDS = 7;
export const GRAD_COUNT = G_FIELDS * 2;
export const A_MOVE_X = 0;
@@ -50,11 +53,15 @@ export const A_DRIFT = 6; // gradual direction change following a gradien
export const A_ACCELERATE = 7; // speed up / slow down
export const A_DIG = 8; // quarry rock here (rock → carried → soil)
export const A_BUILD = 9; // deposit carried rock as a wall
export const ACTION_COUNT = 10;
export const A_TILL = 10; // work stone into a garden (a food generator)
export const A_TEND = 11; // tend a garden: it yields far more while tended
export const A_AIM_X = 12; // aim the work: act ahead along x (set, not add)
export const A_AIM_Y = 13; // aim the work: act ahead along y
export const ACTION_COUNT = 14;
export const REGS = 6;
export const MAX_INSTR = 32;
export const MAX_STEPS = 48;
export const MAX_INSTR = 56;
export const MAX_STEPS = 64;
export const OP = {
SET: 0, ADD: 1, MUL: 2, SUB: 3, CLAMP: 4, LERP: 5,
@@ -93,23 +100,27 @@ class Asm {
const ROLES = {
builder: {
base: { speed: 0.038, deposit: 1.50, cap: 1.25, growth: 0.90, eat: 0.032 },
hungryAt: 0.50, spawnW: 0.30,
hungryAt: 0.70, spawnW: 0.30,
},
grazer: {
base: { speed: 0.095, deposit: 0.75, cap: 1.00, growth: 1.00, eat: 0.042 },
hungryAt: 0.42, spawnW: 0.45,
hungryAt: 0.60, spawnW: 0.45,
},
scout: {
base: { speed: 0.155, deposit: 0.18, cap: 0.80, growth: 1.05, eat: 0.046 },
hungryAt: 0.62, spawnW: 0.60,
hungryAt: 0.75, spawnW: 0.60,
},
sentinel: {
base: { speed: 0.070, deposit: 0.55, cap: 1.00, growth: 0.85, eat: 0.040 },
hungryAt: 0.50, spawnW: 0.25, foeAt: 0.10,
hungryAt: 0.70, spawnW: 0.25, foeAt: 0.10,
},
breeder: {
base: { speed: 0.062, deposit: 0.50, cap: 0.90, growth: 1.25, eat: 0.036 },
hungryAt: 0.55, spawnW: 0.85, kinAt: 0.12,
hungryAt: 0.70, spawnW: 0.85, kinAt: 0.12,
},
farmer: {
base: { speed: 0.055, deposit: 0.40, cap: 0.95, growth: 1.05, eat: 0.038 },
hungryAt: 0.65, spawnW: 0.45, gardenAt: 0.15,
},
};
@@ -178,38 +189,99 @@ export function compileStrains(summary, genome, rng) {
kinPatch = asm.ifgt(4, spec.kinAt * (0.8 + 0.4 * rng.next()));
}
// ---- hungry: follow the smell of food. A starving district trusts
// the gradient; the world's well anchor blends in on top.
const hungryPatch = asm.iflt(0, spec.hungryAt * (0.85 + 0.3 * noise));
// ---- hungry: follow the smell of food — and WORK on the way,
// because for a mason or a husbandman work IS foraging: the aimed
// ground pays wages in food.
const hungryPatch = asm.iflt(0, spec.hungryAt);
asm.grad(4, G_FOOD, 0, 1);
asm.grad(5, G_FOOD, 1, 1);
asm.act(A_MOVE_X, 4, 1);
asm.act(A_MOVE_Y, 5, 1);
asm.act(A_AIM_X, 4, 1);
asm.act(A_AIM_Y, 5, 1);
asm.act(A_EAT, 0, 1);
asm.halt();
if (role === 'builder' || role === 'farmer') {
// The husbandman tends first (a tended bed pays best), the
// mason breaks stone first; both eat their wages.
if (role === 'farmer') {
asm.sense(5, S_GARDEN, 1);
const bedH = asm.ifgt(5, 0.05);
asm.sense(5, S_ROCK, 1);
const seamH = asm.ifgt(5, 0.06);
asm.halt();
const tendH = asm.label();
asm.jump(bedH, tendH);
asm.act(A_TEND, 5, 1);
asm.act(A_EAT, 0, 1);
asm.halt();
const tillH = asm.label();
asm.jump(seamH, tillH);
asm.act(A_TILL, 5, 1.2);
asm.act(A_EAT, 0, 1);
asm.halt();
} else {
asm.sense(5, S_ROCK, 1);
const seamH = asm.ifgt(5, 0.06);
asm.sense(5, S_GARDEN, 1);
const spentH = asm.ifgt(5, 0.15);
asm.halt();
const tillH = asm.label();
asm.jump(seamH, tillH);
asm.act(A_TILL, 5, 1.2);
asm.act(A_EAT, 0, 1);
asm.halt();
const digH = asm.label();
asm.jump(spentH, digH);
asm.act(A_DIG, 5, 1.2);
asm.act(A_EAT, 0, 1);
asm.halt();
}
} else {
asm.halt();
}
// ---- fed: the role's own work.
const fed = asm.label();
asm.jump(hungryPatch, fed);
if (role === 'builder') {
// The mason: where rock lies underfoot it quarries (rock becomes
// carried burden and, ground down, soil); where the ground is
// clear it walls — the carried rock rises as the colony's
// structure. It never quite stops orbiting its ground.
// The mason: it smells stone and walks to it; its WORK lands
// AHEAD of it, along its aim — it carves the face of the wall,
// not the ground beneath its feet. On fresh stone ahead it
// tills (a garden: food for a while, then stone again); on
// spent ground it quarries (burden for the walls); on clear
// ground it builds what the burden brought.
asm.sense(4, S_ROCK, 1);
const quarry = asm.ifgt(4, 0.12);
asm.act(A_BUILD, 1, 1.2);
asm.act(A_EXCRETE, 3, 1.1);
asm.grad(4, G_SELF, 0, 0.4);
asm.grad(5, G_SELF, 1, 0.4);
asm.act(A_DRIFT, 4, 0.8);
const quarry = asm.ifgt(4, 0.06);
// Clear ground: toward the stone.
asm.grad(4, G_ROCK, 0, 1);
asm.grad(5, G_ROCK, 1, 1);
asm.act(A_MOVE_X, 4, 0.6);
asm.act(A_MOVE_Y, 5, 0.6);
asm.act(A_AIM_X, 4, 1);
asm.act(A_AIM_Y, 5, 1);
asm.sense(5, S_FOOD, 1);
asm.act(A_BUILD, 5, 1.5);
asm.act(A_EXCRETE, 3, 1.0);
asm.act(A_SPAWN, 1, spec.spawnW);
asm.halt();
const onRock = asm.label();
asm.jump(quarry, onRock);
// Aim INTO the stone face ahead.
asm.grad(4, G_ROCK, 0, 1);
asm.grad(5, G_ROCK, 1, 1);
asm.act(A_AIM_X, 4, 1);
asm.act(A_AIM_Y, 5, 1);
// Fresh stone becomes a garden: worked, it will feed the body
// for a while — and then petrify back to rock.
asm.sense(5, S_GARDEN, 1);
const spent = asm.ifgt(5, 0.15);
asm.act(A_TILL, 4, 1.6);
asm.halt();
const dig = asm.label();
asm.jump(quarry, dig);
asm.act(A_DIG, 4, 1);
asm.grad(4, G_FOOD, 0, 0.3);
asm.act(A_MOVE_X, 4, 0.3);
asm.jump(spent, dig);
// Worked-out ground: quarry what is left for the walls.
asm.act(A_DIG, 4, 1.6);
asm.act(A_EXCRETE, 3, 0.3);
asm.halt();
} else if (role === 'grazer') {
// Commutes: follows the food edge, leaves a road behind.
@@ -238,6 +310,42 @@ export function compileStrains(summary, genome, rng) {
asm.act(A_EXCRETE, 3, 0.5);
asm.act(A_SPAWN, 1, spec.spawnW);
asm.halt();
} else if (role === 'farmer') {
// The husbandman: walks the field row, its work ahead of it —
// tending the bed it is walking toward (a tended bed yields
// far more), opening new beds into fresh stone.
asm.sense(4, S_GARDEN, 1);
const field = asm.ifgt(4, spec.gardenAt * (0.8 + 0.4 * rng.next()));
asm.sense(5, S_ROCK, 1);
const seam = asm.ifgt(5, 0.06);
// roam toward the fields, aiming where we walk
asm.grad(4, G_GARDEN, 0, 1);
asm.grad(5, G_GARDEN, 1, 1);
asm.act(A_MOVE_X, 4, 0.8);
asm.act(A_MOVE_Y, 5, 0.8);
asm.act(A_AIM_X, 4, 1);
asm.act(A_AIM_Y, 5, 1);
asm.act(A_TEND, 4, 1);
asm.act(A_SPAWN, 1, spec.spawnW * 0.5);
asm.halt();
const tillNew = asm.label();
asm.jump(seam, tillNew);
asm.grad(4, G_ROCK, 0, 1);
asm.grad(5, G_ROCK, 1, 1);
asm.act(A_AIM_X, 4, 1);
asm.act(A_AIM_Y, 5, 1);
asm.act(A_TILL, 5, 1);
asm.halt();
const tend = asm.label();
asm.jump(field, tend);
asm.grad(4, G_GARDEN, 0, 1);
asm.grad(5, G_GARDEN, 1, 1);
asm.act(A_AIM_X, 4, 1);
asm.act(A_AIM_Y, 5, 1);
asm.act(A_TEND, 4, 1);
asm.act(A_EXCRETE, 3, 0.4);
asm.act(A_SPAWN, 1, spec.spawnW);
asm.halt();
} else { // breeder
// Follows the crowd it feeds on; spawns when the law allows.
asm.grad(4, G_KIN, 0, 1);
@@ -311,7 +419,8 @@ export function runProgram(memBuf, off, senses, grads, act, code) {
let steps = 0;
const n = code.length;
act[0] = 0; act[1] = 0; act[2] = 0; act[3] = 1; act[4] = 0; act[5] = 0;
act[6] = 0; act[7] = 0;
act[6] = 0; act[7] = 0; act[8] = 0; act[9] = 0;
act[12] = 0; act[13] = 0;
const mem = memBuf;
while (steps++ < MAX_STEPS && pc < n) {
const ins = code[pc];
@@ -351,6 +460,10 @@ export function runProgram(memBuf, off, senses, grads, act, code) {
case A_ACCELERATE: act[3] *= drive * w + 1; break;
case A_DIG: act[6] += Math.max(0, drive) * w; break;
case A_BUILD: act[7] += Math.max(0, drive) * w; break;
case A_TILL: act[8] += Math.max(0, drive) * w; break;
case A_TEND: act[9] += Math.max(0, drive) * w; break;
case A_AIM_X: act[12] = drive; break; // aim is SET, not summed
case A_AIM_Y: act[13] = drive; break;
default: break;
}
break;