using System;
namespace WulaFallenEmpire.EventSystem.AI
{
///
/// Represents a single memory entry extracted from conversations.
/// Inspired by Mem0's memory structure.
///
public class AIMemoryEntry
{
/// Unique identifier for this memory
public string Id { get; set; }
/// The actual memory content/fact
public string Fact { get; set; }
///
/// Category of memory: preference, personal, plan, colony, misc
///
public string Category { get; set; }
/// Game ticks when this memory was created
public long CreatedTicks { get; set; }
/// Game ticks when this memory was last updated
public long UpdatedTicks { get; set; }
/// Number of times this memory has been accessed/retrieved
public int AccessCount { get; set; }
/// Hash of the fact for quick duplicate detection
public string Hash { get; set; }
public AIMemoryEntry()
{
Id = Guid.NewGuid().ToString("N").Substring(0, 12);
CreatedTicks = 0;
UpdatedTicks = 0;
AccessCount = 0;
Category = "misc";
}
public AIMemoryEntry(string fact, string category = "misc") : this()
{
Fact = fact;
Category = category ?? "misc";
Hash = ComputeHash(fact);
}
public static string ComputeHash(string text)
{
if (string.IsNullOrEmpty(text)) return "";
// Simple hash based on normalized text
string normalized = text.ToLowerInvariant().Trim();
return normalized.GetHashCode().ToString("X8");
}
public void UpdateFact(string newFact)
{
Fact = newFact;
Hash = ComputeHash(newFact);
}
public void MarkAccessed()
{
AccessCount++;
}
}
}