Add life rules and implement tests for civilization and life states
- Introduced a new file `life_rules.txt` to define life progression and degradation rules. - Created `test_civilization_state.gd` to validate the functionality of civilization rules and ethics. - Added `test_life.gd` to test life evolution, including initialization, batch processing, and state validation. - Implemented `civilization_state.gd` to manage civilization ethics and space civilization detachment logic. - Ensured all tests check for expected outcomes and validate state integrity after operations.
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@@ -0,0 +1,124 @@
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extends SceneTree
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const Clock = preload("res://world/owniverse/simulation_time.gd")
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var checks: int = 0
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var failures: int = 0
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func _initialize() -> void:
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call_deferred("run")
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func check(condition: bool, message: String) -> void:
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checks += 1
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if not condition:
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failures += 1
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push_error(message)
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func fixture():
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var world = load("res://world/owniverse/owniverse.gd").new()
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var global: Node = root.get_node("Global")
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for id in global.OwniverseEntities:
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var entity = load("res://world/owniverse/owniverse_entity.gd").new(global.OwniverseEntities[id])
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world.entities[id] = entity
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world.state.amount[id] = 0.0
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world.state.stats.total_amount[id] = 0.0
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if entity.group_as != "":
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world.state.amount[entity.group_as] = 0.0
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world.state.stats.total_amount[entity.group_as] = 0.0
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world.entities["N"].life_product = {}
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world.entities["N"].product_per_year_type = "H"
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world.entities["N"].product_per_year_amount = 10.0
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world.entities["N"].auto = 0.0
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world.state.amount.N = 1.0
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return world
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func dispose(world) -> void:
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for entity in world.entities.values():
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entity.free()
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world.free()
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func run() -> void:
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var world = fixture()
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world.state.amount.N = 0.0
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world.state.amount.HP = 40000.0
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world.initialize_life_batches()
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check(world.state.batches.HP.size() == 1, "Old HP receives life cohort")
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check(world.state.batches.HP[0].start_year == 5e6, "HP uses source span")
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var before: Dictionary = world.state.duplicate(true)
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world.initialize_life_batches()
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check(world.state == before, "Initialization is idempotent")
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world._evolve_batches(world.state, 5e6 + 5e6 / 40.0)
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check(world.state.amount.EON1 == 10.0, "HP abiogenesis follows source probability")
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check(world.state.amount.RP == 100.0, "HP degradation produces RP")
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check(world.state.amount.HP == 39890.0, "Unchanged planets retry, not disappear")
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check(world.state.stats.total_amount.HP == 0.0, "Retry does not inflate creation statistics")
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check(world.state.batches.HP.size() > 0, "Survivors get next attempt")
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var physical: Dictionary = world._physical_amounts(world.state)
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check(physical.HP + physical.EON1 + physical.RP == 40000.0, "Life conserves planets")
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check(root.get_node("SaveManager").validate_data({"state": world.state}) == "", "Life save validates")
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var restored = fixture()
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restored.state = bytes_to_var(var_to_bytes(world.state))
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world._evolve_batches(world.state, 11e6)
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restored._evolve_batches(restored.state, 11e6)
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check(world.state == restored.state, "Life continuation preserves cohorts and carries")
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dispose(restored)
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dispose(world)
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world = fixture()
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world.state.amount.RD = 1.0
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world.state.binds.RD = {"EON5": 40000.0}
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world.initialize_life_batches()
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world._evolve_batches(world.state, 5e5 + 5e5 / 40.0)
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check(world.state.binds.RD["C0.0"] == 10.0, "Intelligence emerges at the same host star")
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check(world.state.amount["C0.0"] == 0.0, "Life transition keeps planet bound")
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check(world.state.batches.has("C0.0"), "New C0.0 starts civilization evolution")
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dispose(world)
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world = fixture()
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var progress: float = 0.0
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var degraded: float = 0.0
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var valid_outcomes: bool = true
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for i in 4001:
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var products: Dictionary = world._life_products(world.state, world.entities.HP, 1.0)
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var total: float = 0.0
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for value in products.values():
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total += value
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valid_outcomes = valid_outcomes and value >= 0.0 and value == floorf(value)
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valid_outcomes = valid_outcomes and total == 1.0
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progress += products.get("EON1", 0.0)
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degraded += products.get("RP", 0.0)
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check(valid_outcomes, "Every single-planet attempt has whole outcomes and conserves population")
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check(progress == 1.0 and degraded == 10.0, "Rare outcomes accumulate deterministically")
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dispose(world)
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world = fixture()
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world.state.time = {"datetime": 123.4, "year": 123.4}
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world.state.binds.RD = {"HP": 2.0}
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world.initialize_life_batches()
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check(world.state.batches.HP[0].created_from == 123.4, "Old bound worlds begin life at load time")
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world._destroy_planets(world.state, "RD", 1.0, 1)
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world._evolve_batches(world.state, 1e7)
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check(world._physical_amounts(world.state).HP == 0.0 and world.state.binds.RD.RP == 2.0, "Destroyed life does not resurrect from cohort")
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dispose(world)
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world = fixture()
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world.state.time = {"datetime": 123.4, "year": 123.4}
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world.state.life_version = 1
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world.state.amount["C0.0"] = 40000.0
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world.initialize_life_batches()
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check(world.state.life_version == 2 and world.state.batches["C0.0"][0].created_from == 123.4, "Previous life saves receive missing civilization cohorts")
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before = world.state.duplicate(true)
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world.initialize_life_batches()
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check(world.state == before, "Second life migration is idempotent")
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world._evolve_batches(world.state, 2173.4)
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check(world.state.amount["C0.1"] == 700.0 and world.state.amount.EON5 == 1000.0, "C0.0 progresses and degrades by Unity rates")
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check(world.state.amount["C0.0"] == 38300.0, "C0.0 remainder stays alive")
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dispose(world)
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world = fixture()
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world.state.amount.RD = 1.0
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world.state.binds.RD = {"C0.1": 40000.0}
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world.initialize_life_batches()
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world._evolve_batches(world.state, 2050.0)
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check(world.state.binds.RD["C0.2"] == 700.0, "C0.1 reaches ethical civilization without losing host")
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check(world.state.binds.RD["C0.0"] == 1000.0, "C0.1 degradation follows Unity")
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check(root.get_node("SaveManager").validate_data({"state": world.state}) == "", "Extended life save validates")
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dispose(world)
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print("Life: %d checks, %d failures" % [checks, failures])
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quit(0 if failures == 0 else 1)
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