Update export presets, project version, and enhance civilization simulation rules

- Updated export path and version code in export_presets.cfg
- Changed project version in project.godot to 0.7.0
- Expanded simulation rules in simulation_rules.md to clarify resource management
- Improved testing framework in tests/README.md to include new civilization budget checks
- Added new tests for batch boundaries and civilization state transitions
- Enhanced civilization_state.gd with shared budget and transition logic
- Refactored owniverse.gd to enforce capacity during life batch initialization
This commit is contained in:
Kirill
2026-09-16 07:58:19 +03:00
parent 5f3875bc14
commit 5ea65a7e9b
9 changed files with 250 additions and 8 deletions
+2 -2
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@@ -11,7 +11,7 @@ custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="" include_filter=""
exclude_filter="" exclude_filter=""
export_path="../../../Documents/Owad/Owniverse.I/Builds/owniverse.0.6.29-145.console.exe" export_path="../../../Documents/Owad/Owniverse.I/Builds/owniverse.0.7.0-146.console.exe"
patches=PackedStringArray() patches=PackedStringArray()
patch_delta_encoding=false patch_delta_encoding=false
patch_delta_compression_level_zstd=19 patch_delta_compression_level_zstd=19
@@ -112,7 +112,7 @@ architectures/armeabi-v7a=false
architectures/arm64-v8a=true architectures/arm64-v8a=true
architectures/x86=false architectures/x86=false
architectures/x86_64=false architectures/x86_64=false
version/code=145 version/code=146
version/name="" version/name=""
package/unique_name="com.KIDGameProduction.Owniverse" package/unique_name="com.KIDGameProduction.Owniverse"
package/name="Owniverse" package/name="Owniverse"
+1 -1
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@@ -15,7 +15,7 @@ general/updates_per_second=10
[application] [application]
config/name="Owniverse" config/name="Owniverse"
config/version="0.6.29" config/version="0.7.0"
run/main_scene="uid://bv384dpmvjv8o" run/main_scene="uid://bv384dpmvjv8o"
config/features=PackedStringArray("4.7", "Mobile") config/features=PackedStringArray("4.7", "Mobile")
boot_splash/show_image=false boot_splash/show_image=false
+7 -1
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@@ -94,4 +94,10 @@ HP деградирует в RP. У эонов возможен откат к п
Цивилизации с непустым `home` (C2.0–C4.4) освобождаются от прежних привязок без изменения общего количества. Общий механизм переходов больше не переносит планетную привязку на такого преемника. Назначение структур и обратное размещение при деградации ещё не подключены. Цивилизации с непустым `home` (C2.0–C4.4) освобождаются от прежних привязок без изменения общего количества. Общий механизм переходов больше не переносит планетную привязку на такого преемника. Назначение структур и обратное размещение при деградации ещё не подключены.
Открытое правило среды: Unity читает `Stars`, но не использует эту норму в ограничении количества цивилизаций. Требуется выбор между фактическим поведением Unity и количественным ограничением доступными звёздами. Правило среды согласовано: число космических цивилизаций ограничено звёздным ресурсом. Для стадии `i` расход ёмкости — `population[i] * max(1, Stars[i])`. Каждое семейство `Home` имеет общий бюджет для всех использующих его стадий; звёзды внутри структур также учитываются, но повторно не суммируются. SMBH учитывается по суммарной массе в эквиваленте звёзд, согласно решению пользователя.
Переход переиспользует резерв исходной стадии. При нехватке ёмкости неподдержанные переходы остаются на исходной стадии. Лимит применяется к общему механизму выходов партий и ручному созданию; это само по себе не включает пока отсутствующий расчёт прогресса C0.2+.
При загрузке и после эволюционных поколений избыток деградирует последовательно до поддерживаемой стадии. Приоритет получают существующие более развитые цивилизации; остаток бюджета достаётся младшим. Деградация переносит количество и этики, сокращает старые партии и регистрирует новые, не уничтожая цивилизации. C2.0 при избытке становится C1.9 и распределяется по имеющимся звёздам-карликам. Если карликов нет, C1.9 остаётся свободной — отсутствующая звезда не создаётся. Планетные стадии до C2.0 не расходуют отдельную звёздную ёмкость: у одной звезды могут быть несколько планет.
Резерв ёмкости логический: звёзды не расходуются и продолжают производить ресурсы. Общий бюджет пересчитывается из физических количеств, отдельная копия бронирований в сохранении не хранится.
+2
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@@ -60,3 +60,5 @@ godot --headless --path Owniverse.GI --script res://tests/test_life.gd
```sh ```sh
godot --headless --path Owniverse.GI --script res://tests/test_civilization_state.gd godot --headless --path Owniverse.GI --script res://tests/test_civilization_state.gd
``` ```
Тест цивилизаций дополнительно проверяет общий звёздный бюджет, повторное использование резерва при переходе, звёзды в структурах, массовый эквивалент SMBH, блокировку неподдержанного прогресса, каскад деградации и повторное применение ограничений без потерь.
+57
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@@ -0,0 +1,57 @@
extends SceneTree
const Clock = preload("res://world/owniverse/simulation_time.gd")
var checks: int = 0
var failures: int = 0
func _initialize() -> void:
call_deferred("run")
func check(condition: bool, message: String) -> void:
checks += 1
if not condition:
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.entities[id] = entity
world.state.amount[id] = 0.0
world.state.stats.total_amount[id] = 0.0
if entity.group_as != "":
world.state.amount[entity.group_as] = 0.0
world.state.stats.total_amount[entity.group_as] = 0.0
world.entities["N"].life_product = {}
world.entities["N"].product_per_year_type = "H"
world.entities["N"].product_per_year_amount = 10.0
world.entities["N"].auto = 0.0
world.state.amount.N = 1.0
return world
func dispose(world) -> void:
for entity in world.entities.values():
entity.free()
world.free()
func run() -> void:
var world = fixture()
world.state.batch_origins.LGRB = 10357034.80000000074505806
var boundary: float = 41215289.79999999701976776
for interval in [[boundary - 2.5, boundary + 2.25], [boundary, boundary + 2.0]]:
world.state.batches.LGRB = []
world._append_batch(world.state, "LGRB", 100.0, interval[0], interval[1])
var total: float = 0.0
var last: float = -INF
for batch: Dictionary in world.state.batches.LGRB:
total += batch.amount
check(batch.created_from > last, "Batch windows advance monotonically")
check(batch.created_to > batch.created_from, "Positive window duration")
check(batch.amount >= 0.0, "No negative batch amounts")
last = batch.created_from
check(total == 100.0, "Boundary correction preserves all objects")
check(world.state.batches.LGRB.size() <= 7, "Finite number of windows")
dispose(world)
print("Batch boundaries: %d checks, %d failures" % [checks, failures])
quit(0 if failures == 0 else 1)
+1
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@@ -0,0 +1 @@
uid://dq86k8bto42xl
+52
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@@ -41,6 +41,7 @@ func run() -> void:
check(global.CivilizationRules.size() == 43, "Load all ethical civilization stages") check(global.CivilizationRules.size() == 43, "Load all ethical civilization stages")
for row: Dictionary in global.CivilizationRules.values(): for row: Dictionary in global.CivilizationRules.values():
check(row.ethics.size() == 6, "Every ethical stage has six rules") check(row.ethics.size() == 6, "Every ethical stage has six rules")
world.state.amount.RD = 12.0
world.state.amount["C0.2"] = 8.0 world.state.amount["C0.2"] = 8.0
world.state.binds.RD = {"C2.0": 12.0, "C1.9": 3.0} world.state.binds.RD = {"C2.0": 12.0, "C1.9": 3.0}
world.initialize_life_batches() world.initialize_life_batches()
@@ -65,11 +66,62 @@ func run() -> void:
dispose(restored) dispose(restored)
dispose(world) dispose(world)
world = fixture() world = fixture()
world.state.amount.RD = 10.0
world.entities["C1.9"].output_and = {"C2.0": 1.0} world.entities["C1.9"].output_and = {"C2.0": 1.0}
world.state.binds.RD = {"C1.9": 10.0} world.state.binds.RD = {"C1.9": 10.0}
world.state.batches["C1.9"] = [{"amount": 10.0, "start_year": 1.0, "end_year": 1.0}] world.state.batches["C1.9"] = [{"amount": 10.0, "start_year": 1.0, "end_year": 1.0}]
world._evolve_batches(world.state, 1.0) world._evolve_batches(world.state, 1.0)
check(world.state.amount["C2.0"] == 10.0 and world.state.binds.RD.get("C2.0", 0.0) == 0.0, "Space successor does not inherit planetary binding") check(world.state.amount["C2.0"] == 10.0 and world.state.binds.RD.get("C2.0", 0.0) == 0.0, "Space successor does not inherit planetary binding")
dispose(world) dispose(world)
var capacity = load("res://world/owniverse/civilization_state.gd")
world = fixture()
world.state.amount.RD = 10.0
world.state.amount["C2.0"] = 8.0
var budget: Dictionary = capacity.stellar_budget(world, world.state, global.CivilizationRules)
check(capacity.admit_transition(budget, global.CivilizationRules, "C1.9", "C2.0", 5.0) == 2.0, "Growth consumes only remaining stellar capacity")
check(capacity.admit_transition(budget, global.CivilizationRules, "C1.9", "C2.0", 5.0) == 0.0, "A reservation cannot be spent twice")
world.state.amount["C2.0"] = 1.0
budget = capacity.stellar_budget(world, world.state, global.CivilizationRules)
check(capacity.admit_transition(budget, global.CivilizationRules, "C2.0", "C2.1", 1.0) == 1.0, "A transition reuses the source reservation")
check(budget.free.DwStar == 0.0, "C2.1 reserves ten dwarf stars")
world.state.amount["C2.0"] = 0.0
world.state.binds.SC = {"RD": 10.0}
budget = capacity.stellar_budget(world, world.state, global.CivilizationRules)
check(budget.capacity.DwStar == 20.0, "Stars inside structures are counted once")
dispose(world)
world = fixture()
world.state.amount.RD = 12.0
world.state.amount["C2.1"] = 2.0
world.state.amount["C2.0"] = 5.0
world.initialize_life_batches()
check(world.state.amount["C2.1"] == 1.0 and world.state.amount["C2.0"] == 2.0, "Shared budget supports advanced civilizations first")
check(world.state.binds.RD["C1.9"] == 4.0, "Excess cascades to supported planetary stage")
var snapshot: Dictionary = world.state.duplicate(true)
world.initialize_life_batches()
check(world.state == snapshot, "Capacity enforcement is idempotent")
world.state.amount.RD = 0.0
world.initialize_life_batches()
check(world.state.amount["C2.1"] == 0.0 and world.state.amount["C2.0"] == 0.0, "Vanished stars force all unsupported space civilizations down")
check(world._physical_amounts(world.state)["C1.9"] == 7.0, "Forced degradation conserves civilizations")
dispose(world)
world = fixture()
world.state.amount.SMBH = 2.0e22
world.state.amount["C4.2"] = 3.0
world.initialize_life_batches()
check(world.state.amount["C4.2"] == 2.0, "SMBH capacity uses stellar mass equivalent")
check(world._physical_amounts(world.state)["C1.9"] == 1.0, "Unsupported civilization degrades through missing habitat families")
check(root.get_node("SaveManager").validate_data({"state": world.state}) == "", "Capacity-limited state validates")
dispose(world)
world = fixture()
world.state.amount.RD = 2.0
world.entities["C1.9"].output_and = {"C2.0": 1.0}
world.state.binds.RD = {"C1.9": 5.0}
world.state.batches["C1.9"] = [{"amount": 5.0, "start_year": 1.0, "end_year": 1.0}]
world._evolve_batches(world.state, 1.0)
check(world.state.amount["C2.0"] == 2.0 and world.state.binds.RD["C1.9"] == 3.0, "Unfunded transition retains the original planetary civilization")
dispose(world)
print("Civilization state: %d checks, %d failures" % [checks, failures]) print("Civilization state: %d checks, %d failures" % [checks, failures])
quit(0 if failures == 0 else 1) quit(0 if failures == 0 else 1)
+107
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@@ -34,3 +34,110 @@ static func detach_space_civilizations(target: Dictionary, rules: Dictionary) ->
if is_space_civilization(id, rules): if is_space_civilization(id, rules):
target.amount[id] = target.amount.get(id, 0.0) + held[id] target.amount[id] = target.amount.get(id, 0.0) + held[id]
held[id] = 0.0 held[id] = 0.0
# A shared budget per stellar family, including stars bound into structures.
# Reservations affect capacity, not the physical stock or its production.
static func stellar_budget(world, target: Dictionary, rules: Dictionary) -> Dictionary:
var physical: Dictionary = world._physical_amounts(target)
var capacity: Dictionary = {}
for id in physical:
var entity = world.entities[id]
for home in ["DwStar", "GiStar", "WD", "NS", "MGT", "BH"]:
if entity.event_group == home or entity.count_as == home or id == home:
capacity[home] = capacity.get(home, 0.0) + physical[id]
capacity["SMBH"] = maxf(0.0, target.amount.get("SMBH", 0.0))
for held: Dictionary in target.binds.values():
capacity["SMBH"] += maxf(0.0, held.get("SMBH", 0.0))
var populations: Dictionary = {}
var requested: Dictionary = {}
for id in rules:
if not is_space_civilization(id, rules):
continue
populations[id] = physical.get(id, 0.0)
var home: String = rules[id].home
requested[home] = requested.get(home, 0.0) + populations[id] * maxf(1.0, rules[id].stars)
var free: Dictionary = {}
for home in capacity:
free[home] = maxf(0.0, capacity[home] - requested.get(home, 0.0))
return {"capacity": capacity, "requested": requested, "free": free, "populations": populations}
# Account for the source's existing reservation when changing stages. A failed
# transition retains its population at the source, rather than losing objects.
static func admit_transition(budget: Dictionary, rules: Dictionary, source: String,
destination: String, requested: float) -> float:
if source == destination or not is_space_civilization(destination, rules):
return requested
var home: String = rules[destination].home
var cost: float = maxf(1.0, rules[destination].stars)
var old_home: String = ""
var old_cost: float = 0.0
if is_space_civilization(source, rules):
old_home = rules[source].home
old_cost = maxf(1.0, rules[source].stars)
# Existing overcapacity is handled by the separate population policy.
if budget.requested.get(home, 0.0) > budget.capacity.get(home, 0.0):
return 0.0
var net_cost: float = cost - old_cost if old_home == home else cost
var admitted: float = floorf(maxf(0.0, requested))
if net_cost > 0.0:
admitted = minf(admitted, floorf(budget.free.get(home, 0.0) / net_cost))
if old_home != "":
budget.requested[old_home] = maxf(0.0, budget.requested.get(old_home, 0.0) - admitted * old_cost)
budget.free[old_home] = maxf(0.0, budget.capacity.get(old_home, 0.0) - budget.requested[old_home])
budget.requested[home] = budget.requested.get(home, 0.0) + admitted * cost
budget.free[home] = maxf(0.0, budget.capacity.get(home, 0.0) - budget.requested[home])
return admitted
# Resolve shortages from the most advanced stages downwards. This gives existing
# advanced populations priority and lets a demotion cascade in the same cycle.
static func enforce_capacity(world, target: Dictionary, rules: Dictionary, year: float) -> void:
detach_space_civilizations(target, rules)
reconcile(world, target, rules)
var budget: Dictionary = stellar_budget(world, target, rules)
var remaining: Dictionary = budget.capacity.duplicate()
var stages: Array = []
for id in rules:
if is_space_civilization(id, rules):
stages.append(id)
stages.sort()
for index in range(stages.size() - 1, -1, -1):
var id: String = stages[index]
var home: String = rules[id].home
var cost: float = maxf(1.0, rules[id].stars)
var count: float = target.amount.get(id, 0.0)
var supported: float = minf(count, floorf(remaining.get(home, 0.0) / cost))
remaining[home] = maxf(0.0, remaining.get(home, 0.0) - supported * cost)
var excess: float = count - supported
if excess <= 0.0:
continue
var previous: String = stages[index - 1] if index > 0 else "C1.9"
world._scale_batches(target, id, supported / count)
target.amount[id] = supported
world._credit(target, previous, excess)
world._append_batch(target, previous, excess, year, year)
var removed: Dictionary = world._allocate_whole(target.ethics[id], excess)
if not target.ethics.has(previous):
target.ethics[previous] = {}
for ethic in ETHICS:
target.ethics[id][ethic] -= removed[ethic]
target.ethics[previous][ethic] = target.ethics[previous].get(ethic, 0.0) + removed[ethic]
if previous == "C1.9":
var stars: Dictionary = {}
var physical: Dictionary = world._physical_amounts(target)
for star in physical:
if world.entities[star].event_group == "DwStar" and physical[star] > 0.0:
stars[star] = physical[star]
var weights: Dictionary = world._normalize_distribution(stars)
# Worlds are aggregates: a star may host several inhabited planets.
var assigned: float = 0.0
var owners: Array = weights.keys()
owners.sort()
for i in owners.size():
var owner: String = owners[i]
var amount: float = floorf(excess * weights[owner]) if i + 1 < owners.size() else excess - assigned
assigned += amount
if not target.binds.has(owner):
target.binds[owner] = {}
target.binds[owner][previous] = target.binds[owner].get(previous, 0.0) + amount
target.amount[previous] -= amount
reconcile(world, target, rules)
+21 -4
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@@ -66,7 +66,7 @@ func migrate_time_precision() -> void:
# Old saves have counts but no life ages. Start only missing cohorts at load time. # Old saves have counts but no life ages. Start only missing cohorts at load time.
func initialize_life_batches() -> void: func initialize_life_batches() -> void:
CivilizationState.detach_space_civilizations(state, Global.CivilizationRules) CivilizationState.detach_space_civilizations(state, Global.CivilizationRules)
CivilizationState.reconcile(self, state, Global.CivilizationRules) CivilizationState.enforce_capacity(self, state, Global.CivilizationRules, state.time.datetime)
if state.get("life_version", 0) >= 2: if state.get("life_version", 0) >= 2:
return return
var physical: Dictionary = _physical_amounts(state) var physical: Dictionary = _physical_amounts(state)
@@ -327,10 +327,17 @@ func _append_batch(target: Dictionary, id: String, amount: float,
var cursor: float = created_from var cursor: float = created_from
var duration: float = created_to - created_from var duration: float = created_to - created_from
var remaining_amount: float = amount var remaining_amount: float = amount
while true: # Compute the index once. Recomputing floor from a rounded boundary can
# select the preceding window forever (e.g. fractional origins at large ages).
var window_index: float = floorf((cursor - origin) / batch_duration) var window_index: float = floorf((cursor - origin) / batch_duration)
if origin + (window_index + 1.0) * batch_duration <= cursor:
window_index += 1.0
while true:
var window_start: float = origin + window_index * batch_duration var window_start: float = origin + window_index * batch_duration
var window_end: float = origin + (window_index + 1.0) * batch_duration var window_end: float = origin + (window_index + 1.0) * batch_duration
if window_end <= cursor:
push_error("Batch window exceeds floating-point time precision: " + id)
return
var part_end: float = minf(created_to, window_end) var part_end: float = minf(created_to, window_end)
var part_amount: float = remaining_amount var part_amount: float = remaining_amount
if duration > 0.0 and part_end < created_to: if duration > 0.0 and part_end < created_to:
@@ -354,6 +361,7 @@ func _append_batch(target: Dictionary, id: String, amount: float,
if duration == 0.0 or part_end >= created_to: if duration == 0.0 or part_end >= created_to:
break break
cursor = window_end cursor = window_end
window_index += 1.0
batches.sort_custom(func(a: Dictionary, b: Dictionary) -> bool: batches.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
return a.created_from < b.created_from) return a.created_from < b.created_from)
@@ -628,6 +636,7 @@ func _evolve_batch_generation(target: Dictionary, to_year: float) -> bool:
return false return false
var fractions: Dictionary = {} var fractions: Dictionary = {}
var outputs: Dictionary = {} var outputs: Dictionary = {}
var star_budget: Dictionary = CivilizationState.stellar_budget(self, target, Global.CivilizationRules)
for id in expired: for id in expired:
var total: float = 0.0 var total: float = 0.0
for part: Dictionary in expired[id]: for part: Dictionary in expired[id]:
@@ -636,6 +645,12 @@ func _evolve_batch_generation(target: Dictionary, to_year: float) -> bool:
var combined: Dictionary = {} var combined: Dictionary = {}
for part: Dictionary in expired[id]: for part: Dictionary in expired[id]:
part.products = _evolution_products(target, entities[id], part.amount) part.products = _evolution_products(target, entities[id], part.amount)
for successor in part.products.keys():
var requested: float = part.products[successor]
var admitted: float = CivilizationState.admit_transition(star_budget, Global.CivilizationRules, id, successor, requested)
part.products[successor] = admitted
if admitted < requested:
part.products[id] = part.products.get(id, 0.0) + requested - admitted
for successor in part.products: for successor in part.products:
combined[successor] = combined.get(successor, 0.0) + part.products[successor] combined[successor] = combined.get(successor, 0.0) + part.products[successor]
outputs[id] = {} outputs[id] = {}
@@ -687,7 +702,7 @@ func _evolve_batch_generation(target: Dictionary, to_year: float) -> bool:
continue continue
if not entities.has(successor): if not entities.has(successor):
continue continue
if successor == id and not entities[id].life_rule.is_empty(): if successor == id and (not entities[id].life_rule.is_empty() or Global.CivilizationRules.has(id)):
target.amount[id] = target.amount.get(id, 0.0) + amount target.amount[id] = target.amount.get(id, 0.0) + amount
else: else:
amount = _credit(target, successor, amount) amount = _credit(target, successor, amount)
@@ -705,7 +720,7 @@ func _evolve_batch_generation(target: Dictionary, to_year: float) -> bool:
_bind_new_owners(target, new_owners) _bind_new_owners(target, new_owners)
_round_object_allocations(target) _round_object_allocations(target)
_apply_blast(target, blast_power, environment) _apply_blast(target, blast_power, environment)
CivilizationState.reconcile(self, target, Global.CivilizationRules) CivilizationState.enforce_capacity(self, target, Global.CivilizationRules, to_year)
return true return true
@@ -1116,6 +1131,8 @@ func produce(item_id: String, desired_amount: float) -> float:
return 0.0 return 0.0
var max_producible = floorf(calculate_max_producible(entity, desired_amount)) var max_producible = floorf(calculate_max_producible(entity, desired_amount))
var budget: Dictionary = CivilizationState.stellar_budget(self, state, Global.CivilizationRules)
max_producible = CivilizationState.admit_transition(budget, Global.CivilizationRules, "", item_id, max_producible)
if max_producible <= 0: if max_producible <= 0:
return 0.0 return 0.0