Implement civilization flow mechanics and profiling for resource allocation

- Added `civilization_flow.gd` to manage continuous expected flows and resource allocation within civilizations.
- Introduced `allocate_profiled` and `whole_quotas` functions in `quantity_math.gd` for precise stock allocation based on float shares.
- Enhanced `credit` logic in `object_ledger.gd` to handle production remainders more effectively.
- Updated `append_batch` in `object_batches.gd` to prevent batch creation for invalid IDs.
- Introduced `ratio_approx` function in `exact.gd` for better handling of float profiles.
- Added a benchmark script `benchmark_civilization_flows.gd` to evaluate the performance of civilization flow mechanics.
- Refactored various functions to improve clarity and efficiency in handling resource flows and allocations.
This commit is contained in:
Kirill
2026-10-07 22:51:55 +03:00
parent 6ee66a627d
commit 3fcc7211ce
41 changed files with 247959 additions and 817 deletions
+96 -124
View File
@@ -1,164 +1,136 @@
extends SceneTree
const E = preload("res://world/owniverse/math/exact.gd")
const Clock = preload("res://world/owniverse/simulation_time.gd")
const State = preload("res://world/owniverse/civilization_state.gd")
var checks: int = 0
var failures: int = 0
func _initialize() -> void:
call_deferred("run")
func check(condition: bool, message: String) -> void:
checks = E.add(checks, 1)
if (not condition):
failures = E.add(failures, 1)
func _initialize(): call_deferred("run")
func check(value: bool, message: String) -> void:
checks += 1
if not value:
failures += 1
push_error(message)
func fixture():
var world = load("res://world/owniverse/owniverse.gd").new()
var global: Node = root.get_node("Global")
for id in global.OwniverseEntities:
var entity = load("res://world/owniverse/owniverse_entity.gd").new(global.OwniverseEntities[id])
world.catalog.entities[id] = entity
world.catalog.load_definitions(root.get_node("Global").OwniverseEntities)
for id in world.catalog.entities:
world.state.amount[id] = 0
world.state.stats.total_amount[id] = 0
if E.ne(entity.group_as, ""):
world.state.amount[entity.group_as] = 0
world.state.stats.total_amount[entity.group_as] = 0
world.catalog.entities["N"].life_product = {}
world.catalog.entities["N"].product_per_year_type = "H"
world.catalog.entities["N"].product_per_year_amount = 10
world.catalog.entities["N"].auto = 0
world.state.amount.N = 1
for id in ["RD", "OD", "YD", "WYD", "BG", "TWD", "SNS", "MGT", "BH25", "SMBH", "SCD", "SCS", "SCM", "SCL", "SCG", "GED", "GES", "GEM", "GEL", "GEG", "LGG", "LSC", "LGF", "LGW", "LUB"]:
if world.state.amount.has(id): world.state.amount[id] = E.of("1e60")
return world
func dispose(world) -> void:
for entity in world.catalog.entities.values():
entity.free()
func dispose(world):
for entity in world.catalog.entities.values(): entity.free()
world.free()
func seed_population(world, id: String, count: Variant, time: Variant = 1.0) -> void:
world.state.amount.N = 0
world.state.amount[id] = count
world.state.batches[id] = [{"amount": count, "start_year": time, "end_year": time}]
world.evolution.initialize_life_batches()
func population(world) -> Variant:
var result: Variant = 0
for id in world.ledger.physical_amounts(world.state):
if root.get_node("Global").CivilizationRules.has(id) or world.catalog.entities[id].group_as == "Planet":
result = E.add(result, world.ledger.physical_amount(world.state, id))
return result
func invariants(world) -> void:
var physical: Dictionary = world.ledger.physical_amounts(world.state)
for id in physical:
check(E.ge(physical[id], 0) and E.eq(physical[id], E.floor_value(physical[id])), "Physical counts remain nonnegative whole: " + id)
for id in world.state.ethics:
var total: float = 0.0
for n in world.state.ethics[id].values():
var share: float = 0.0 + n
if not is_finite(share) or share < 0.0 or share > 1.0: check(false, "Invalid ethic share")
total += share
check(absf(total - 1.0) < 0.000001, E.add("Ethic shares sum to one for ", id))
check(E.ge(physical.get(id, 0), 0), E.add("Exact physical population remains available for ", id))
check(E.eq(root.get_node("SaveManager").validate_data({"format_version": 6, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), ""), "Civilization state validates")
for value in world.state.ethics[id].values():
check(is_finite(value) and value >= 0.0 and value <= 1.0, "Finite normalized ethic shares")
total += value
check(absf(total - 1.0) < 1e-12, "Ethic shares sum to one: " + id)
func run() -> void:
func configure(rules: Dictionary, progress: float, degradation: float, span: int = 100) -> void:
for id in rules:
if rules[id].ethics.is_empty(): continue
rules[id].span = span
rules[id].fights = false
rules[id].colonizes = false
rules[id].diplomacy = false
for row in rules[id].ethics.values():
row.progress = progress
row.degradation = degradation
row.war = 0
row.colonization = 0
row.fall = rules[id].previous + ":1"
func run():
var global: Node = root.get_node("Global")
var baseline: Dictionary = global.CivilizationRules.duplicate(true)
configure(global.CivilizationRules, 1.0, 0.0)
var world = fixture()
seed_population(world, "C0.2", 60000)
world.evolution.evolve_batches(world.state, 1)
check(E.gt(world.state.amount["C0.3"], 0), "C0.2 actually progresses")
check(E.gt(world.state.amount["C0.1"], 0), "C0.2 actually degrades")
check(E.eq(world.state.civilization_stats.get("wars", 0), 0), "Table disables early wars")
check(E.eq(E.add(E.add(world.state.amount["C0.2"], world.state.amount["C0.3"]), world.state.amount["C0.1"]), 60000), "Ordinary evolution conserves population")
check(E.eq(world.state.stats.total_amount["C0.2"], 0), "Survivors do not count as new civilizations")
check(E.gt(world.state.civilization_stats.worship, 0), "Worship derived from surviving ethics")
var count: Variant = E.of("10000000000000000000000000000000000000007")
world.state.amount["C0.2"] = count
world.state.ethics["C0.2"] = State.empty_profile()
world.civilization_flow.evolve(world.state, 0, 100)
check(E.eq(population(world), count), "Continuous chain conserves arbitrary-size whole population")
check(absf(E.approx(E.divide(world.state.amount["C0.2"], count)) - exp(-1.0)) < 1e-12, "Survival follows the exponential interval law")
check(E.gt(world.state.amount["C0.4"], 0), "One interval includes multiple successive stages")
check(not world.state.batches.has("C0.2") and not world.state.batches.has("C0.3"), "Civilizations do not create age batches")
invariants(world)
var restored = fixture()
restored.state = E.decode(bytes_to_var(var_to_bytes(E.encode(world.state))))
world.evolution.evolve_batches(world.state, 2100)
restored.evolution.evolve_batches(restored.state, 2100)
check(E.eq(world.state, restored.state), "Save resumes deterministic ethical evolution")
invariants(world)
dispose(restored)
var half = fixture()
half.state.amount["C0.2"] = count
half.state.ethics["C0.2"] = State.empty_profile()
half.civilization_flow.evolve(half.state, 0, 50)
half.civilization_flow.evolve(half.state, 50, 100)
for id in global.CivilizationRules:
check(E.approx(E.divide(E.absolute(E.subtract(world.state.amount.get(id, 0), half.state.amount.get(id, 0))), count)) < 1e-12, "Splitting the interval preserves continuous dynamics: " + id)
dispose(half)
dispose(world)
configure(global.CivilizationRules, 0.0, 0.0)
world = fixture()
world.state.amount.RD = 100000000
seed_population(world, "C2.0", 60000)
world.state.amount["C1.9"] = 10000
world.evolution.initialize_life_batches()
world.evolution.evolve_batches(world.state, 1)
check(E.gt(world.state.civilization_stats.wars, 0), "Wars execute when enabled")
check(E.gt(world.state.civilization_stats.collateral, 0), "Wars affect previous-stage populations")
check(E.gt(world.state.amount["C2.1"], 0), "Winners and peaceful progress reach next stage")
world.state.amount["C0.2"] = 10001
world.state.ethics["C0.2"] = {"m": 1.0, "l": 0.0, "w": 0.0, "d": 0.0, "c": 0.0, "b": 0.0}
world.civilization_flow.evolve(world.state, 0, 100)
check(E.eq(world.state.amount["C0.2"], 10001), "Disabled stage movement retains every individual")
check(world.state.ethics["C0.2"].m < 1.0 and world.state.ethics["C0.2"].m > 0.9, "Analytical drift changes shares without materializing populations")
invariants(world)
dispose(world)
configure(global.CivilizationRules, 1.0, 0.0)
world = fixture()
world.state.amount.RD = 1
world.state.binds.RD = {"HP": 5, "GG": 5, "AB": 5, "RP": 5}
seed_population(world, "C1.6", 60000)
for row : Dictionary in global.CivilizationRules["C1.6"].ethics.values(): row.degradation = "0"
world.evolution.evolve_batches(world.state, 1)
var after: Dictionary = world.ledger.physical_amounts(world.state)
check(E.eq(world.state.civilization_stats.colonies, 20), "Colonization limited to real targets")
check(E.eq(E.add(E.add(E.add(after.HP, after.GG), after.AB), after.RP), 0), "Colonized objects consumed once")
check(E.eq(world.state.binds.RD.get("C1.4", 0), 20), "Colonies retain target host and use two-stages-earlier level")
var totals: Variant = 0
for id in after:
if E.eq(world.catalog.entities[id].group_as, "Planet"): totals = E.add(totals, after[id])
check(E.eq(totals, 60020), "Colonization replaces planets, does not create extra worlds")
for id in ["RD", "OD", "YD", "WYD"]: world.state.amount[id] = 0
world.state.amount["C1.9"] = 101
world.civilization_flow.evolve(world.state, 0, 100)
check(E.eq(world.state.amount["C1.9"], 101), "Unfunded interstellar flows return to their source")
check(E.eq(population(world), 101), "Resource admission conserves exact population")
dispose(world)
configure(global.CivilizationRules, 0.0, 0.0, 1)
world = fixture()
world.state.amount["C1.6"] = 60000
world.state.binds.RD = {"HP": 5, "RP": 5, "GG": 5, "AB": 5}
global.CivilizationRules["C1.6"].colonizes = true
for row in global.CivilizationRules["C1.6"].ethics.values(): row.colonization = 1
world.civilization_flow.evolve(world.state, 0, 1)
check(E.eq(world.state.civilization_stats.colonies, 20), "Integrated colonization is limited by real planet stock")
check(E.eq(world.state.binds.RD.get("C1.4", 0), 20), "Colonies retain the target stellar owner")
check(E.eq(population(world), 60020), "Colonization creates precisely the consumed number of occupied worlds")
var physical: Dictionary = world.ledger.physical_amounts(world.state)
for resource in ["HP", "RP", "GG", "AB"]: check(E.eq(physical[resource], 0), "Planet stock consumed once: " + resource)
invariants(world)
dispose(world)
global.CivilizationRules = baseline.duplicate(true)
world = fixture()
world.state.amount.RD = E.of("1e25")
world.state.amount.BG = E.of("1e25")
world.state.amount.TWD = E.of("1e25")
world.state.amount.SNS = E.of("1e25")
world.state.amount.MGT = E.of("1e25")
world.state.amount.BH25 = E.of("1e25")
world.state.amount.SMBH = E.of("1e26")
for id in world.catalog.entities:
if E.ne(world.catalog.entities[id].claim, ""): world.state.amount[id] = E.of("1e12")
# Accelerated deterministic fixture traverses every enabled stage, including Ct.
for id in global.CivilizationRules:
if E.eq(id, "Ct"): continue
global.CivilizationRules[id].fights = false
global.CivilizationRules[id].colonizes = false
global.CivilizationRules[id].diplomacy = false
for row : Dictionary in global.CivilizationRules[id].ethics.values():
row.progress = "1"
row.degradation = "0"
world.catalog.entities[id].lifespan = 1
world.catalog.entities[id].lifespan_delta = 1
global.CivilizationRules[id].span = 1
seed_population(world, "C0.2", 6)
world.evolution.evolve_batches(world.state, 1000)
check(E.eq(world.state.amount.Ct, 6), "Complete C0.2 -> C4.4 -> Ct chain runs")
check((not world.state.batches.has("Ct")), "Transcendence is terminal")
world.state.amount["C2.0"] = 60000
world.state.amount["C1.9"] = 10000
world.civilization_flow.evolve(world.state, 0, 20000)
check(E.gt(world.state.civilization_stats.wars, 0), "War rewards integrate encounters during the interval")
check(E.gt(world.state.civilization_stats.collateral, 0), "Collateral damage reaches previous stages")
check(E.eq(population(world), 70000), "War outcomes and collateral conserve occupied-world counts")
invariants(world)
var restored = fixture()
restored.state = E.decode(E.encode(world.state))
world.civilization_flow.evolve(world.state, 20000, 30000)
restored.civilization_flow.evolve(restored.state, 20000, 30000)
check(E.eq(world.state, restored.state), "Save resume reproduces flow populations and carries")
dispose(restored)
dispose(world)
global.CivilizationRules = baseline
world = fixture()
world.state.amount.RD = 10000
world.state.amount.SCS = 1
world.state.amount["C2.4"] = 1
world.evolution.initialize_life_batches()
var span: Variant = world.state.batches["C2.4"][0].start_year
check(E.near(span, E.divide(20000, E.of("3.6"))), "Structure bonus shortens newly registered lifespan")
dispose(world)
var evolution = load("res://world/owniverse/civilization_evolution.gd")
var balanced: Dictionary = {"m": 10000, "l": 10000, "w": 10000, "d": 10000, "c": 10000, "b": 10000}
var neutral: Dictionary = evolution.drift({}, "test", balanced, global.CivilizationRules["C2.0"].ethics)
var diplomatic: Dictionary = evolution.drift({}, "test", balanced, global.CivilizationRules["C2.0"].ethics, true)
check(E.eq(neutral, balanced), "Ordinary drift preserves balanced ethics")
check(E.gt(diplomatic.d, diplomatic.w), "Diplomacy uses per-ethic influence")
check(E.eq(evolution.total(diplomatic), 60000), "Diplomacy conserves population")
world = fixture()
world.state.amount.RD = E.of("1e15")
world.state.amount.BG = E.of("1e15")
world.state.amount["C3.0"] = 6
world.evolution.initialize_life_batches()
check((E.eq(world.state.amount["C3.0"], 0) and E.eq(world.state.amount["C2.9"], 6)), "Missing mandatory structures degrade existing civilizations")
invariants(world)
dispose(world)
print(("Civilization evolution: %d checks, %d failures" % [checks, failures]))
quit((0 if E.eq(failures, 0) else 1))
print("Civilization flows: %d checks, %d failures" % [checks, failures])
quit(1 if failures else 0)