Implement gradual evolution mechanics and simulation time handling in Owniverse.GI
- Added `blastability` property to entities for vulnerability tracking. - Enhanced planet string parsing with validation and error handling. - Introduced `simulation_rules.md` to document evolution mechanics and rules. - Created tests for time progression and stellar evolution rules, ensuring correct handling of fractional years and resource production. - Implemented `simulation_time.gd` for managing accumulated time and year processing. - Updated tests to validate legacy save compatibility and migration to new time schema.
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extends SceneTree
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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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var rd = world.entities.RD
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check(rd.planets.HP.chance == 0.01, "Preserve fractional planet probability")
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check(rd.planets.GG.amount == 2.0 and rd.planets.GG.chance == 0.08, "Read count and chance separately")
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check(rd._parse_planet_string("HP:1:0.01") == {"HP": {"amount": 1.0, "chance": 0.01}}, "Accept a single planet term")
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check(rd._parse_planet_string("").is_empty(), "Empty planet definitions stay empty")
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for id in ["HP", "EON1", "C0.9", "C1.2"]:
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check(world.entities[id].blastability, "Blast vulnerable: " + id)
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for id in ["RP", "GG", "AB", "C1.3", "C1.4", "C1.5"]:
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check(not world.entities[id].blastability, "Blast protected: " + id)
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# Actual GI table: HRG -> SN, with 1% GRB; no random rounding.
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var totals: Dictionary = {}
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for i in 100:
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var products: Dictionary = world._evolution_products(world.state, world.entities.HRG, 1.0)
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for id in products:
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totals[id] = totals.get(id, 0.0) + products[id]
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check(totals.get("SN") == 99.0 and totals.get("GRB") == 1.0, "GI rare outcomes accumulate deterministically")
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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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check(world._evolution_products(world.state, world.entities.HRG, 37.0) == restored._evolution_products(restored.state, restored.entities.HRG, 37.0), "Evolution carry survives serialization")
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dispose(restored)
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# Real RD lifespan, four stars spread over the existing lifespan/40 window.
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world.state.amount.N = 0.0
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world.state.amount.RD = 4.0
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world._append_batch(world.state, "RD", 4.0, 0.0, 0.0)
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var lifespan: float = rd.lifespan
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var width: float = rd.lifespan_delta
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world._evolve_batches(world.state, lifespan)
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check(world.state.amount.RD == 4.0, "Window start does not kill the whole batch")
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world._evolve_batches(world.state, lifespan + width / 4.0)
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check(world.state.amount.RD == 3.0 and world.state.amount.TWD == 1.0, "One quarter of a batch evolves")
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world._evolve_batches(world.state, lifespan + width / 2.0)
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check(world.state.amount.RD == 2.0 and world.state.amount.TWD == 2.0, "Half the batch evolves")
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world._evolve_batches(world.state, lifespan + width)
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check(world.state.amount.RD == 0.0 and world.state.amount.TWD == 4.0, "Window end completes evolution")
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check(world.state.batches.RD.is_empty(), "Completed batch removed")
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dispose(world)
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# Creation accumulates independently for each star/planet pair.
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world = fixture()
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world.state.amount.RD = 100.0
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for i in 100:
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world._create_planets(world.state, "RD", 1.0, 0.0, 0.0, 1.0)
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check(world.state.binds.RD.HP == 1.0, "100 RD at metallicity 1 produce one HP")
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check(world.state.binds.RD.RP == 21.0, "Rocky planet probability retains fractions")
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check(world.state.binds.RD.GG == 16.0 and world.state.binds.RD.AB == 120.0, "Planet multiplicity applied")
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check(world.state.amount.HP == 0.0 and world.state.stats.total_amount.HP == 1.0, "Created planets are bound, counted once")
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var saves: Node = root.get_node("SaveManager")
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check(saves.validate_data({"state": world.state}) == "", "Planet carry save validates")
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restored = fixture()
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restored.state = bytes_to_var(var_to_bytes(world.state))
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world._create_planets(world.state, "RD", 37.0, 0.0, 0.0, 0.7)
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restored._create_planets(restored.state, "RD", 37.0, 0.0, 0.0, 0.7)
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check(world.state == restored.state, "Planet carry continues after save")
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dispose(restored)
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dispose(world)
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# A partially dying dwarf sterilizes HP; survivors and RP move to its heir.
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world = fixture()
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world.state.amount.RD = 4.0
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world.state.binds.RD = {"HP": 8.0, "RP": 4.0, "C1.2": 4.0, "C1.3": 4.0, "GG": 4.0}
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world._append_batch(world.state, "RD", 4.0, 0.0, 0.0)
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world._evolve_batches(world.state, lifespan + width / 2.0)
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check(world.state.amount.RD == 2.0 and world.state.amount.TWD == 2.0, "Partial star transition with planets")
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check(world.state.binds.RD.HP + world.state.binds.TWD.HP == 4.0, "Half of HP sterilized")
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check(world.state.binds.RD["C1.3"] == 2.0 and world.state.binds.TWD["C1.3"] == 2.0, "Protected civilization splits between parent and heir")
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check(world.state.binds.RD.RP + world.state.binds.TWD.RP == 10.0, "Sterilized planets become RP without loss")
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check(world.state.amount.RP == 0.0 and world.state.amount["C1.3"] == 0.0, "Inherited planets never become free")
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world._evolve_batches(world.state, lifespan + width)
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check(world.state.binds.RD["C1.3"] == 0.0 and world.state.binds.TWD["C1.3"] == 4.0, "No planets left at extinct parent type")
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check(saves.validate_data({"state": world.state}) == "", "Inherited state validates")
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dispose(world)
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world = fixture()
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world.state.amount.WS = 2.0
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world.state.binds.WS = {"HP": 4.0, "C1.3": 4.0, "RP": 4.0, "GG": 4.0}
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world._append_batch(world.state, "WS", 2.0, 0.0, 0.0)
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world._evolve_batches(world.state, world.entities.WS.lifespan + world.entities.WS.lifespan_delta)
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var physical: Dictionary = world._physical_amounts(world.state)
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check(physical.HP == 0.0 and physical["C1.3"] == 0.0 and physical.RP == 0.0 and physical.GG == 0.0, "Level 2 removes all planets, including protected civilization")
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check(world.state.amount.LRG == 2.0, "Giant evolves after local destruction")
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dispose(world)
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world = fixture()
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world.state.amount.RD = 10.0
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world.state.binds.RD = {"HP": 10.0, "C1.2": 10.0, "C1.3": 10.0, "RP": 0.0}
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world._apply_blast(world.state, 5.0, {"blast": 1.0, "density": 1.0})
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check(world.state.binds.RD.HP == 5.0 and world.state.binds.RD["C1.2"] == 5.0, "Blast damages vulnerable worlds proportionally")
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check(world.state.binds.RD["C1.3"] == 10.0 and world.state.binds.RD.RP == 10.0, "Blast protects C1.3 and creates RP")
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world._apply_blast(world.state, 1e6, {"blast": 1.0, "density": 1.0})
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check(world.state.binds.RD.HP == 0.0 and world.state.binds.RD.RP == 20.0, "Overwhelming blast is capped at available planets")
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check(not world.state.amount.has("blast"), "Blast is not a resource")
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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 = {"HP": 1.0}
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for i in 10:
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world._apply_blast(world.state, 1.0, {"blast": 1.0, "density": 0.1})
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check(world.state.binds.RD.HP == 0.0 and world.state.binds.RD.RP == 1.0, "Small blast effects accumulate across cycles")
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dispose(world)
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# Actual supernova output: one SN gives a neutron star, resources, and an event.
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world = fixture()
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world.state.amount.SN = 1.0
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world._append_batch(world.state, "SN", 1.0, 0.0, 0.0)
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world._evolve_batches(world.state, 2.0)
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check(world.state.amount.SN == 0.0 and world.state.amount.LNS == 1.0, "Supernova produces a remnant")
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check(world.state.amount.H == 8.0 and world.state.amount.He == 50.0 and world.state.amount.Met == 11.0, "Supernova returns table resources")
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check(not world.state.amount.has("blast"), "Supernova dispatches blast output")
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check(saves.validate_data({"state": world.state}) == "", "Blast state validates")
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dispose(world)
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world = fixture()
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world.state.amount.H = 1000.0
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world.state.amount.Met = 100.0
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check(world.produce("RD", 100.0) == 100.0, "Manual star creation succeeds")
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check(world.state.binds.RD.HP >= 1.0, "Manual creation dispatches planet formation")
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check(world.state.amount.H == 900.0, "Planet creation does not duplicate or spend stellar fuel")
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dispose(world)
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world = fixture()
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world.state.amount.N = 0.0
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world.state.amount.RD = 1.0
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world.state.amount.H = 100.0
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world.state.amount.Met = 100.0
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world.state.auto_resources.H = 100.0
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world.evolute(0.1)
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check(world.state.amount.RD == 101.0 and world.state.amount.H == 0.0, "Automatic formation uses its resource budget")
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check(world.state.binds.RD.HP >= 1.0, "Automatic formation also creates planets")
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dispose(world)
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# Two simultaneous successors share surviving planets in the same 99:1 ratio.
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world = fixture()
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world.entities.HRG.destroy_level = 0
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world.state.amount.HRG = 100.0
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world.state.binds.HRG = {"C1.3": 100.0}
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world.state.batches.HRG = [{"start_year": 0.1, "end_year": 0.1, "amount": 100.0}]
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world._evolve_batches(world.state, 0.1)
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check(world.state.binds.SN["C1.3"] == 99.0 and world.state.binds.GRB["C1.3"] == 1.0, "Planets split among actual alternative successors")
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check(world.state.binds.HRG["C1.3"] == 0.0, "Alternative evolution leaves no orphan bindings")
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dispose(world)
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world = fixture()
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world.state.amount.N = 0.0
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world.state.amount.HRG = 1.0
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world.state.batches.HRG = [{"start_year": 0.1, "end_year": 0.1, "amount": 1.0}]
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world.evolute(3.0)
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check(world.state.amount.LNS == 1.0 and world.state.amount.SN == 0.0, "Long step follows multiple stellar generations")
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check(world.state.amount.S >= 99.0, "Short-lived newborn supernova emits S before disappearing")
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dispose(world)
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print("Stellar rules: %d checks, %d failures" % [checks, failures])
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quit(0 if failures == 0 else 1)
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