Add core simulation modules for owniverse mechanics

- Introduced `life_evolution.gd` to manage life evolution processes.
- Implemented `manual_production.gd` for handling production mechanics, including resource management and production steps.
- Created `object_batches.gd` to manage batches of objects, including scaling and appending batches.
- Developed `object_ledger.gd` for tracking physical amounts, available resources, and binding ownerships.
- Added `simulation_module.gd` as a base class for simulation modules, providing a weak reference to the world.
- Established `stellar_rules.gd` for managing stellar evolution and destruction mechanics.
- Introduced `universe_environment.gd` to calculate environmental parameters based on the current state of the universe.
This commit is contained in:
Kirill
2026-09-29 20:23:20 +03:00
parent da03ba11c0
commit f2111a376a
42 changed files with 1681 additions and 1704 deletions
+9 -9
View File
@@ -14,16 +14,16 @@ func check(condition: bool, message: String) -> void:
func fixture(legacy: bool):
var world = load("res://tests/fixtures/legacy_stellar_events.gd" if legacy else "res://world/owniverse/owniverse.gd").new()
for id in root.get_node("Global").OwniverseEntities:
world.entities[id] = load("res://world/owniverse/owniverse_entity.gd").new(root.get_node("Global").OwniverseEntities[id])
world.catalog.entities[id] = load("res://world/owniverse/owniverse_entity.gd").new(root.get_node("Global").OwniverseEntities[id])
world.state.amount[id] = 0.0
world.state.stats.total_amount[id] = 0.0
if world.entities[id].group_as != "":
world.state.amount[world.entities[id].group_as] = 0.0
world.state.stats.total_amount[world.entities[id].group_as] = 0.0
if world.catalog.entities[id].group_as != "":
world.state.amount[world.catalog.entities[id].group_as] = 0.0
world.state.stats.total_amount[world.catalog.entities[id].group_as] = 0.0
return world
func dispose(world) -> void:
for entity in world.entities.values(): entity.free()
for entity in world.catalog.entities.values(): entity.free()
world.free()
func equivalent(a: Variant, b: Variant) -> bool:
@@ -55,11 +55,11 @@ func run() -> void:
fast.state.batches[parent] = [{"amount": 20000.0, "start_year": 100.3, "end_year": 3000.7}]
# Existing short-lived populations test integration with new arrivals.
fast.state.amount.SN = 3.0
fast._append_batch(fast.state, "SN", 3.0, 100.5, 100.5)
fast.batches.append_batch(fast.state, "SN", 3.0, 100.5, 100.5)
if year == 104.75: fast.state.energy = 7.0
legacy.state = fast.state.duplicate(true)
fast._evolve_batches(fast.state, year)
legacy._evolve_batches(legacy.state, year)
fast.evolution.evolve_batches(fast.state, year)
legacy.evolution.evolve_batches(legacy.state, year)
for field in fast.state:
check(equivalent(fast.state[field], legacy.state[field]), "%s at %s: %s matches materialized events" % [parent, year, field])
for id in ["SN", "DSN", "BSN", "HN", "GRB", "SGRB", "LGRB", "HGRB"]:
@@ -68,7 +68,7 @@ func run() -> void:
dispose(legacy)
var fast = fixture(false)
var pending: Dictionary = {}
fast._append_batch(fast.state, "SN", 10000.0, 0.25, 1667.25, pending, 1667.25)
fast.batches.append_batch(fast.state, "SN", 10000.0, 0.25, 1667.25, pending, 1667.25)
check(fast.state.batches.SN.size() <= 2 and pending.SN.size() == 1, "Completed windows aggregate without transient batch allocation")
var total: float = pending.SN[0].amount
for batch in fast.state.batches.SN: total += batch.amount