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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@@ -94,7 +94,7 @@ func run():
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check(str(world.state.auto_star_deficits).length() < 500, "true", "fraction storage stays bounded")
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print("100 changing-composition cycles: %d ms" % (Time.get_ticks_msec() - started))
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var saves = root.get_node("SaveManager")
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check(saves.validate_data({"format_version": 5, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), "", "long-running state saves")
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check(saves.validate_data({"format_version": 6, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), "", "long-running state saves")
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for entity in world.catalog.entities.values(): entity.free()
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world.free()
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print("Exact math: %d checks, %d failures" % [checks, failures])
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