Add exact arithmetic implementation and tests
- Introduced exact arithmetic with support for large integers and fractions in `exact.gd`, `big_integer.gd`, and `exact_value.gd`. - Implemented a comprehensive test suite in `test_exact_math.gd` to validate arithmetic operations against expected results. - Added a README in `math` directory to document the exact arithmetic system and its usage. - Ensured that all arithmetic operations maintain precision without floating-point errors, using a custom representation for large numbers. - Included methods for encoding and decoding exact values for serialization.
This commit is contained in:
+28
-27
@@ -1,4 +1,5 @@
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extends SceneTree
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const E = preload("res://world/owniverse/math/exact.gd")
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var checks: int = 0
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var failures: int = 0
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@@ -7,9 +8,9 @@ func _initialize() -> void:
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call_deferred("run")
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func check(value: bool, message: String) -> void:
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checks += 1
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if not value:
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failures += 1
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checks = E.add(checks, 1)
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if (not value):
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failures = E.add(failures, 1)
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push_error(message)
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func run() -> void:
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@@ -21,48 +22,48 @@ func run() -> void:
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await process_frame
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await process_frame
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var world = stage.owniverse
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world.state.binds.RD = {"EON1": 10.0, "EON2": 4.0, "C0.0": 3.0}
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world.state.amount.EON1 = 2.0
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world.state.stats.total_amount.EON1 = 12.0
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world.state.stats.total_amount.EON2 = 4.0
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world.state.stats.total_amount["C0.0"] = 3.0
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world.state.binds.RD = {"EON1": 10, "EON2": 4, "C0.0": 3}
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world.state.amount.EON1 = 2
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world.state.stats.total_amount.EON1 = 12
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world.state.stats.total_amount.EON2 = 4
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world.state.stats.total_amount["C0.0"] = 3
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var before: Dictionary = world.state.duplicate(true)
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stage._refresh_universe_ui()
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var counts: Dictionary = world.presentation.amounts(world.state, world.catalog)
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check(counts.EON1 == 12.0 and counts.EON2 == 4.0 and counts.LP == 16.0, "Individual eons and their total include bound planets")
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check(counts["C0.0"] == 3.0 and counts.C0 == 3.0 and counts.Planet == 19.0, "Civilization detail does not double the planetary total")
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check(world.presentation.amounts(world.state, world.catalog, true).EON1 == 12.0 and world.presentation.amounts(world.state, world.catalog, true).LP == 16.0, "Historical counts retain individual and aggregate values")
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check(world.state == before, "Presentation does not modify simulation state")
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check(((E.eq(counts.EON1, 12) and E.eq(counts.EON2, 4)) and E.eq(counts.LP, 16)), "Individual eons and their total include bound planets")
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check(((E.eq(counts["C0.0"], 3) and E.eq(counts.C0, 3)) and E.eq(counts.Planet, 19)), "Civilization detail does not double the planetary total")
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check((E.eq(world.presentation.amounts(world.state, world.catalog, true).EON1, 12) and E.eq(world.presentation.amounts(world.state, world.catalog, true).LP, 16)), "Historical counts retain individual and aggregate values")
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check(E.eq(world.state, before), "Presentation does not modify simulation state")
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var pending: Array = ["EON1", "EON2", "EON3", "C0.0"]
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var pending_before: Array = pending.duplicate()
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var decision: Dictionary = world.presentation.unlocks(world.state, world.catalog, pending)
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check(decision.remaining == ["EON3"], "Only unmet requirements remain pending")
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check(E.eq(decision.remaining, ["EON3"]), "Only unmet requirements remain pending")
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for id in ["EON1", "EON2", "LP", "C0.0", "C0"]:
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check(decision.visible.has(id), "Unlock projection includes detail and alias: " + id)
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check(pending == pending_before and world.state == before, "Unlock evaluation leaves inputs untouched")
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check(decision.visible.has(id), E.add("Unlock projection includes detail and alias: ", id))
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check((E.eq(pending, pending_before) and E.eq(world.state, before)), "Unlock evaluation leaves inputs untouched")
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var snapshot: Dictionary = world.presentation.pending_amounts.duplicate()
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world.presentation.deferred_updates = true
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world.state.amount.EON1 += 1.0
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world.state.amount.EON1 = E.add(world.state.amount.EON1, 1)
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world.presentation.refresh(world.state, world.catalog)
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check(world.presentation.dirty and world.presentation.pending_amounts == snapshot, "Deferred refresh retains pending snapshot")
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check((world.presentation.dirty and E.eq(world.presentation.pending_amounts, snapshot)), "Deferred refresh retains pending snapshot")
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world.presentation.refresh(world.state, world.catalog, true)
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check(not world.presentation.dirty and world.presentation.pending_amounts.EON1 == 13.0, "Forced refresh publishes latest amounts")
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world.state.amount.EON1 -= 1.0
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check(((not world.presentation.dirty) and E.eq(world.presentation.pending_amounts.EON1, 13)), "Forced refresh publishes latest amounts")
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world.state.amount.EON1 = E.subtract(world.state.amount.EON1, 1)
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world.presentation.deferred_updates = false
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world.presentation.refresh(world.state, world.catalog)
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for id in ["EON1", "EON2", "LP", "C0.0", "C0"]:
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check(stage.owniverse_items[id].visible, "Unlock both levels: " + id)
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check(stage.owniverse_items[id].description.text != "", "Populate the icon counter: " + id)
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check(not stage.owniverse_items.EON3.visible, "Unreached eon remains locked")
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check(stage.owniverse_items[id].visible, E.add("Unlock both levels: ", id))
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check(E.ne(stage.owniverse_items[id].description.text, ""), E.add("Populate the icon counter: ", id))
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check((not stage.owniverse_items.EON3.visible), "Unreached eon remains locked")
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stage.item_activated(stage.owniverse_items.LP)
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check(stage.owniverse_items.EON1.is_visible_in_tree(), "Selecting LP shows its unlocked eons")
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stage.item_activated(stage.owniverse_items.C0)
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check(stage.owniverse_items["C0.0"].is_visible_in_tree() and not stage.owniverse_items.EON1.is_visible_in_tree(), "Selecting C0 switches the detail panel")
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world.state.binds.RD.EON2 = 0.0
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check((stage.owniverse_items["C0.0"].is_visible_in_tree() and (not stage.owniverse_items.EON1.is_visible_in_tree())), "Selecting C0 switches the detail panel")
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world.state.binds.RD.EON2 = 0
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stage._refresh_universe_ui()
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check(stage.owniverse_items.EON2.visible and stage.owniverse_items.EON2.description.text == "", "Previously reached stage stays unlocked after extinction with no stale count")
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check((stage.owniverse_items.EON2.visible and E.eq(stage.owniverse_items.EON2.description.text, "")), "Previously reached stage stays unlocked after extinction with no stale count")
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for entity in world.catalog.entities.values(): entity.free()
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world.free()
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scene.free()
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print("Life icons: %d checks, %d failures" % [checks, failures])
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quit(0 if failures == 0 else 1)
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print(("Life icons: %d checks, %d failures" % [checks, failures]))
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quit((0 if E.eq(failures, 0) else 1))
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