Files
fallout-venice/src/config/sim_001.json
T
Corback 8b32ea370a feat: système de config externe + multi-instance + modes simulation
sim_config.py (NOUVEAU):
  - Chargeur config JSON avec deep-merge des modes (sim_001/002.json)
  - sim_config.get('survival'), get('encounter'), get('world') depuis n'importe quel module
  - SIM_CONFIG env var ou --config CLI arg

run.py:
  - --config/-c arg, SIM_CONFIG env var, SESSION_ID env var
  - _init_world_state() initialise pop_count depuis config au démarrage
  - Mode actif depuis sim_config (prime sur la DB)

survival.py:
  - drain_speed: multiplicateur sur HUNGER/THIRST/SLEEP_TICKS (2.0=2x plus vite)
  - fatigue_hp_per_2pts: dégâts fatigue depuis config
  - survival.enabled: peut désactiver la survie entièrement

tick.py / encounter.py:
  - world params (water/food drain, security delta, pop counts) depuis sim_config
  - encounter.global_rate_multiplier appliqué sur chance_per_tick
  - encounter.enabled: peut désactiver les rencontres

character_creator.py — Caps réalistes (divise par ~4-5):
  pillard 0-60, garde 15-100, marchand 60-400, eclaireur 10-80
  docteur 40-200, technicien 20-150, lieutenant 60-300
  raider_boss 30-200, chasseur_primes 80-350, passeur 30-180
  scavenger 5-70, chef_faction 300-1500, survivant_generique 5-60

sim_001.json: mode=pacifiste (rencontres x0.4, drain x0.7, sécurité stable)
sim_002.json: mode=guerre_commerciale (rencontres x1.2, drain x1.5, caps x1.5)
Modes disponibles: pacifiste, politique, guerre_commerciale, guerre, survie_extreme

init_pnj.py: SESSION_ID depuis os.getenv (était hardcodé à 1)

Multi-instance: SESSION_ID=1 sim_001.json + SESSION_ID=2 sim_002.json en parallèle
2026-06-16 00:16:17 +00:00

134 lines
4.9 KiB
JSON

{
"_comment": "Config session 1 — Venice of Wasteland. Sections 'modes.<mode>' font un deep-merge sur les valeurs de base.",
"session": {
"session_id": 1,
"name": "Session 001 — Louisiane post-apo",
"seed_global": 42
},
"mode": "pacifiste",
"tick": {
"tick_sleep_sec": 60,
"ticks_per_day": 24,
"day_start_tick": 6,
"night_start_tick": 20,
"llm_tick_interval": 6
},
"survival": {
"_comment": "drain_speed : diviseur sur HUNGER/THIRST/SLEEP_TICKS (2.0 = 2x plus vite, 0.5 = 2x plus lent)",
"drain_speed": 1.0,
"fatigue_hp_per_2pts": 2,
"enabled": true
},
"economy": {
"_comment": "Multiplicateur global caps (appliqué à tous les caps_range des rôles)",
"caps_global_multiplier": 1.0,
"loot_caps_min": 3,
"loot_caps_max": 25,
"trade_price_variance": 0.2
},
"encounter": {
"_comment": "global_rate_multiplier : appliqué sur chance_per_tick de chaque zone",
"global_rate_multiplier": 1.0,
"combat_lethality": 1.0,
"enabled": true
},
"world": {
"_comment": "Populations réalistes pour un wasteland post-apo. 500 habitants c'est une grande cité en zone sûre.",
"pop_count_by_zone": {
"independance": 120,
"nola_vieux_carre": 90,
"baton_rouge": 70,
"laplace": 60,
"nola_fleuve": 40,
"la_paroisse": 35,
"nola_cbd": 25,
"oak_plantation": 20,
"donaldsonville": 15,
"pearl_river": 10
},
"water_drain_per_pop": 0.004,
"food_drain_per_pop": 0.003,
"security_day_regen": 0.2,
"security_night_drain": 0.3,
"conflict_security_range": [-0.5, 0.2]
},
"faction_relations": {
"initial_volatility": 0.05,
"drift_per_llm_tick": 1
},
"llm": {
"enabled": false,
"model_mj": "qwen2.5:14b",
"model_pnj": "qwen2.5:7b",
"ollama_url": "http://localhost:11434",
"chroma_url": "http://localhost:8000",
"chroma_collection": "fallout_vst"
},
"modes": {
"pacifiste": {
"_comment": "Monde presque sûr, idéal pour tester la sim sans mort en cascade",
"encounter": { "global_rate_multiplier": 0.4, "combat_lethality": 0.5 },
"survival": { "drain_speed": 0.7 },
"world": { "security_day_regen": 0.4, "security_night_drain": 0.1, "conflict_security_range": [-0.1, 0.3] },
"faction_relations": { "initial_volatility": 0.02, "drift_per_llm_tick": 1 }
},
"politique": {
"_comment": "Intrigues factions, peu de violence directe, mais relations volatiles",
"encounter": { "global_rate_multiplier": 0.6, "combat_lethality": 0.7 },
"survival": { "drain_speed": 1.0 },
"world": { "security_day_regen": 0.2, "security_night_drain": 0.3, "conflict_security_range": [-0.8, 0.1] },
"faction_relations": { "initial_volatility": 0.3, "drift_per_llm_tick": 5 }
},
"guerre_commerciale": {
"_comment": "Blocus, routes coupées, prix instables. Survie difficile mais pas de front de guerre.",
"encounter": { "global_rate_multiplier": 1.2, "combat_lethality": 0.9 },
"survival": { "drain_speed": 1.5 },
"economy": { "caps_global_multiplier": 1.5, "trade_price_variance": 0.5 },
"world": {
"pop_count_by_zone": { "nola_cbd": 15, "pearl_river": 6, "donaldsonville": 8 },
"security_day_regen": 0.1, "security_night_drain": 0.5, "conflict_security_range": [-1.5, 0.0]
},
"faction_relations": { "initial_volatility": 0.4, "drift_per_llm_tick": 8 }
},
"guerre": {
"_comment": "Front de guerre actif. Rencontres fréquentes, ressources rares, morts quotidiennes.",
"encounter": { "global_rate_multiplier": 2.0, "combat_lethality": 1.5 },
"survival": { "drain_speed": 1.8, "fatigue_hp_per_2pts": 3 },
"economy": { "caps_global_multiplier": 0.5, "loot_caps_max": 40, "trade_price_variance": 0.8 },
"world": {
"pop_count_by_zone": {
"independance": 80, "nola_vieux_carre": 50, "baton_rouge": 40,
"laplace": 30, "nola_fleuve": 20, "la_paroisse": 15,
"nola_cbd": 8, "oak_plantation": 10, "donaldsonville": 6, "pearl_river": 4
},
"security_day_regen": 0.05, "security_night_drain": 0.8, "conflict_security_range": [-2.0, -0.3]
},
"faction_relations": { "initial_volatility": 0.8, "drift_per_llm_tick": 15 }
},
"survie_extreme": {
"_comment": "Pas de mode narration. Purement sim de survie hostile. Test de résistance.",
"encounter": { "global_rate_multiplier": 1.8, "combat_lethality": 2.0 },
"survival": { "drain_speed": 2.5, "fatigue_hp_per_2pts": 4 },
"economy": { "caps_global_multiplier": 0.3, "loot_caps_max": 15 },
"world": {
"security_day_regen": 0.05, "security_night_drain": 1.0, "conflict_security_range": [-3.0, -0.5]
},
"faction_relations": { "initial_volatility": 0.5, "drift_per_llm_tick": 10 }
}
}
}