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.
This commit is contained in:
Kirill
2026-10-06 23:02:42 +03:00
parent e48d4bbe88
commit 6ee66a627d
23 changed files with 751 additions and 3009 deletions
+2 -2
View File
@@ -54,7 +54,7 @@ func run() -> void:
check(E.gt(world.state.batches.HP.size(), 0), "Survivors get next attempt")
var physical: Dictionary = world.ledger.physical_amounts(world.state)
check(E.eq(E.add(E.add(physical.HP, physical.EON1), physical.RP), 40000), "Life conserves planets")
check(E.eq(root.get_node("SaveManager").validate_data({"format_version": 5, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), ""), "Life save validates")
check(E.eq(root.get_node("SaveManager").validate_data({"format_version": 6, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), ""), "Life save validates")
var restored = fixture()
restored.state = E.decode(bytes_to_var(var_to_bytes(E.encode(world.state))))
world.evolution.evolve_batches(world.state, 11000000)
@@ -120,7 +120,7 @@ func run() -> void:
world.evolution.evolve_batches(world.state, 2050)
check(E.eq(world.state.binds.RD["C0.2"], 700), "C0.1 reaches ethical civilization without losing host")
check(E.eq(world.state.binds.RD["C0.0"], 1000), "C0.1 degradation follows Unity")
check(E.eq(root.get_node("SaveManager").validate_data({"format_version": 5, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), ""), "Extended life save validates")
check(E.eq(root.get_node("SaveManager").validate_data({"format_version": 6, "app_version": "", "ui": {"current_page": 0}, "state": world.state}), ""), "Extended life save validates")
dispose(world)
print(("Life: %d checks, %d failures" % [checks, failures]))
quit((0 if E.eq(failures, 0) else 1))