Refactor civilization evolution and state management
- Enhanced the `civilization_evolution.gd` script to improve population handling and resource allocation during civilization transitions. - Introduced new functions in `civilization_state.gd` for profile normalization and merging, ensuring consistent population representation across stages. - Updated `evolution_coordinator.gd` to incorporate budget phases for better tracking of simulation performance. - Improved `frame_budget.gd` to monitor maximum slice durations and phases during processing. - Added a new benchmarking tool in `android_benchmark.gd` to measure performance metrics during simulation runs, including frame processing times and throughput. - Created associated scene and resource files for the benchmarking tool to facilitate testing and performance evaluation.
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@@ -57,7 +57,7 @@ func run():
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var before: Dictionary = world.state.duplicate(true)
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world.evolution.evolute_to_datetime(10000)
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check(E.eq(world.state, before), "Repeating completed clock does not repeat transitions")
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var validation: String = root.get_node("SaveManager").validate_data({"format_version": 5, "app_version": "", "ui": {"current_page": 0}, "state": world.state})
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var validation: String = root.get_node("SaveManager").validate_data({"format_version": 6, "app_version": "", "ui": {"current_page": 0}, "state": world.state})
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check(validation.is_empty(), "Coarse state validates: " + validation)
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world.evolution.evolute_to_datetime(20000)
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if id in ["C0.0", "C0.1"]:
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