Files
owniverse/world/owniverse/civilization_state.gd
T
Kirill 6ee66a627d 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.
2026-10-06 23:02:42 +03:00

284 lines
16 KiB
GDScript

extends RefCounted
const E = preload("res://world/owniverse/math/exact.gd")
const QuantityMath = preload("res://world/owniverse/quantity_math.gd")
const ETHICS = ["m", "l", "w", "d", "c", "b"]
static func empty_profile() -> Dictionary:
var result: Dictionary = {}
for ethic in ETHICS: result[ethic] = 1.0 / ETHICS.size()
return result
static func normalize_profile(profile: Dictionary) -> Dictionary:
var result: Dictionary = {}
var total: float = 0.0
for ethic in ETHICS:
var value: float = maxf(0.0, E.approx(profile.get(ethic, 0.0)))
result[ethic] = value
total += value
if not is_finite(total) or total <= 0.0: return empty_profile()
if profile.size() == ETHICS.size() and absf(total - 1.0) <= 0.000000000001:
return result
var assigned: float = 0.0
for i in ETHICS.size() - 1:
var ethic: String = ETHICS[i]
result[ethic] = (0.0 + result[ethic]) / total
assigned += result[ethic]
result[ETHICS.back()] = maxf(0.0, 1.0 - assigned)
return result
static func profile_from_counts(population: Dictionary) -> Dictionary:
var total: Variant = QuantityMath.sum(population)
if E.le(total, 0): return empty_profile()
var profile: Dictionary = {}
for ethic in ETHICS:
profile[ethic] = E.approx(E.divide(population.get(ethic, 0), total))
return normalize_profile(profile)
static func materialize_profile(target: Dictionary, id: String, profile: Dictionary, count: Variant) -> Dictionary:
var normalized: Dictionary = normalize_profile(profile)
if not target.has("civilization_remainders"): target.civilization_remainders = {}
var shares: Array = []
for ethic in ETHICS: shares.append(normalized[ethic])
var result: Dictionary = QuantityMath.split_profile(target.civilization_remainders, "profile:" + id, count, ETHICS, shares)
for ethic in ETHICS:
if not result.has(ethic): result[ethic] = 0
return result
static func merge_profile(base: Dictionary, base_count: Variant, incoming: Dictionary) -> Dictionary:
var incoming_count: Variant = QuantityMath.sum(incoming)
return merge_profiles(base, base_count, profile_from_counts(incoming), incoming_count)
static func merge_profiles(base: Dictionary, base_count: Variant, incoming_profile: Dictionary, incoming_count: Variant) -> Dictionary:
var total: Variant = E.add(base_count, incoming_count)
if E.le(total, 0): return empty_profile()
var base_ratio: float = E.approx(E.divide(base_count, total)) if E.gt(base_count, 0) else 0.0
var incoming_ratio: float = E.approx(E.divide(incoming_count, total)) if E.gt(incoming_count, 0) else 0.0
var normalized_base: Dictionary = normalize_profile(base)
var result: Dictionary = {}
for ethic in ETHICS:
var incoming_share: float = E.approx(incoming_profile.get(ethic, 0.0)) if E.gt(incoming_count, 0) else 0.0
result[ethic] = (0.0 + normalized_base[ethic]) * base_ratio + incoming_share * incoming_ratio
return normalize_profile(result)
static func is_space_civilization(id: String, rules: Dictionary) -> bool:
return (rules.has(id) and E.ne(str(rules[id].home), ""))
# Keep one six-value float profile per stage. Absolute population remains in
# the exact physical object ledger and is materialized only when a transition needs it.
static func reconcile(world, target: Dictionary, rules: Dictionary, physical: Dictionary = {}, only_ids: Array = []) -> void:
if (not target.has("ethics")):
target.ethics = {}
if physical.is_empty():
physical = world.ledger.physical_amounts(target)
var ids: Variant = rules if only_ids.is_empty() else only_ids
for id in ids:
if not rules.has(id): continue
var count: Variant = physical.get(id, 0)
var current: Dictionary = normalize_profile(target.ethics.get(id, {}))
var cached: Dictionary = world.ledger.reconciled_ethics.get(id, {})
if not cached.is_empty() and E.eq(cached.count, count) and E.eq(cached.population, current):
continue
target.ethics[id] = current
world.ledger.reconciled_ethics[id] = {"count": count, "population": current.duplicate()}
static func detach_space_civilizations(target: Dictionary, rules: Dictionary) -> void:
for held : Dictionary in target.binds.values():
for id in held:
if is_space_civilization(id, rules):
target.amount[id] = E.add(target.amount.get(id, 0), held[id])
held[id] = 0
# A shared budget per stellar family, including stars bound into structures.
# Reservations affect capacity, not the physical stock or its production.
static func stellar_budget(world, target: Dictionary, rules: Dictionary, physical: Dictionary = {}) -> Dictionary:
if physical.is_empty():
physical = world.ledger.physical_amounts(target)
var layout: Dictionary = world.catalog.civilization_layout(rules)
var capacity: Dictionary = {}
for id in layout.star_homes:
for home in layout.star_homes[id]:
capacity[home] = E.add(capacity.get(home, 0), physical.get(id, 0))
capacity["SMBH"] = E.maximum(0, target.amount.get("SMBH", 0))
for held : Dictionary in target.binds.values():
capacity["SMBH"] = E.add(capacity["SMBH"], E.maximum(0, held.get("SMBH", 0)))
var populations: Dictionary = {}
var requested: Dictionary = {}
for id in rules:
if (not is_space_civilization(id, rules)):
continue
populations[id] = physical.get(id, 0)
var home: String = rules[id].home
requested[home] = E.add(requested.get(home, 0), E.multiply(populations[id], E.maximum(1, rules[id].stars)))
var free: Dictionary = {}
for home in capacity:
free[home] = E.maximum(0, E.subtract(capacity[home], requested.get(home, 0)))
return {"capacity": capacity, "requested": requested, "free": free, "populations": populations, "habitats": habitat_budget(world, target, rules, physical)}
# Account for the source's existing reservation when changing stages. A failed
# transition retains its population at the source, rather than losing objects.
static func admit_transition(budget: Dictionary, rules: Dictionary, source: String, destination: String, requested: Variant) -> Variant:
if (E.eq(source, destination) or (not is_space_civilization(destination, rules))):
return requested
var home: String = rules[destination].home
var cost: Variant = E.maximum(1, rules[destination].stars)
var old_home: String = ""
var old_cost: Variant = 0
if is_space_civilization(source, rules):
old_home = rules[source].home
old_cost = E.maximum(1, rules[source].stars)
# Existing overcapacity is handled by the separate population policy.
if E.gt(budget.requested.get(home, 0), budget.capacity.get(home, 0)):
return 0
var net_cost: Variant = (E.subtract(cost, old_cost) if E.eq(old_home, home) else cost)
var admitted: Variant = E.floor_value(E.maximum(0, requested))
if E.gt(net_cost, 0):
admitted = E.minimum(admitted, E.floor_value(E.divide(budget.free.get(home, 0), net_cost)))
if budget.has("habitats"):
var housing: Dictionary = budget.habitats
var new_req: Dictionary = housing.requirements.get(destination, {})
var old_req: Dictionary = housing.requirements.get(source, {})
if (not new_req.is_empty()):
var net_units: Variant = E.subtract(new_req.units, ((old_req.units if E.eq(old_req.get("id", ""), new_req.id) else 0)))
if E.gt(net_units, 0):
var free_units: Variant = E.maximum(0, E.subtract(housing.capacity.get(new_req.id, 0), housing.requested.get(new_req.id, 0)))
admitted = E.minimum(admitted, E.floor_value(E.divide(free_units, net_units)))
if (not old_req.is_empty()): housing.requested[old_req.id] = E.maximum(0, E.subtract(housing.requested.get(old_req.id, 0), E.multiply(admitted, old_req.units)))
if (not new_req.is_empty()): housing.requested[new_req.id] = E.add(housing.requested.get(new_req.id, 0), E.multiply(admitted, new_req.units))
if E.ne(old_home, ""):
budget.requested[old_home] = E.maximum(0, E.subtract(budget.requested.get(old_home, 0), E.multiply(admitted, old_cost)))
budget.free[old_home] = E.maximum(0, E.subtract(budget.capacity.get(old_home, 0), budget.requested[old_home]))
budget.requested[home] = E.add(budget.requested.get(home, 0), E.multiply(admitted, cost))
budget.free[home] = E.maximum(0, E.subtract(budget.capacity.get(home, 0), budget.requested[home]))
return admitted
# Resolve shortages from the most advanced stages downwards. This gives existing
# advanced populations priority and lets a demotion cascade in the same cycle.
static func enforce_capacity(world, target: Dictionary, rules: Dictionary, year: Variant) -> void:
var profile_started: int = world.profile_start()
detach_space_civilizations(target, rules)
var physical: Dictionary = world.ledger.physical_amounts(target)
reconcile(world, target, rules, physical)
var ethical_totals: Dictionary = physical.duplicate()
var budget: Dictionary = stellar_budget(world, target, rules, physical)
var remaining: Dictionary = budget.capacity.duplicate()
var remaining_homes: Dictionary = budget.habitats.capacity.duplicate()
var stages: Array = world.catalog.civilization_layout(rules).stages
var changed: bool = false
for index in range(E.subtract(stages.size(), 1), E.neg(1), E.neg(1)):
var id: String = stages[index]
var count: Variant = target.amount.get(id, 0)
if E.le(count, 0): continue
var home: String = rules[id].home
var cost: Variant = E.maximum(1, rules[id].stars)
var supported: Variant = E.minimum(count, E.floor_value(E.divide(remaining.get(home, 0), cost)))
var requirement: Dictionary = budget.habitats.requirements.get(id, {})
if (not requirement.is_empty()):
supported = E.minimum(supported, E.floor_value(E.divide(remaining_homes.get(requirement.id, 0), requirement.units)))
remaining_homes[requirement.id] = E.maximum(0, E.subtract(remaining_homes.get(requirement.id, 0), E.multiply(supported, requirement.units)))
remaining[home] = E.maximum(0, E.subtract(remaining.get(home, 0), E.multiply(supported, cost)))
var excess: Variant = E.subtract(count, supported)
if E.le(excess, 0):
continue
changed = true
var previous: String = (stages[E.subtract(index, 1)] if E.gt(index, 0) else "C1.9")
world.batches.scale_batches(target, id, E.divide(supported, count))
target.amount[id] = supported
world.ledger.credit(target, previous, excess)
world.batches.append_batch(target, previous, excess, year, year)
var previous_count: Variant = ethical_totals.get(previous, physical.get(previous, target.amount.get(previous, 0)))
var previous_profile: Dictionary = target.ethics.get(previous, empty_profile())
var source_profile: Dictionary = target.ethics.get(id, empty_profile())
target.ethics[previous] = merge_profiles(previous_profile, previous_count, source_profile, excess)
ethical_totals[id] = supported
ethical_totals[previous] = E.add(previous_count, excess)
# Capacity losses are proportional, so the surviving source keeps its profile.
if E.eq(previous, "C1.9"):
var stars: Dictionary = {}
var current_physical: Dictionary = world.ledger.physical_amounts(target)
for star in current_physical:
if (E.eq(world.catalog.entities[star].event_group, "DwStar") and E.gt(current_physical[star], 0)):
stars[star] = current_physical[star]
var weights: Dictionary = QuantityMath.normalize_distribution(stars)
# Worlds are aggregates: a star may host several inhabited planets.
var assigned: Variant = 0
var owners: Array = weights.keys()
owners.sort()
for i in owners.size():
var owner: String = owners[i]
var amount: Variant = (E.floor_value(E.multiply(excess, weights[owner])) if E.lt(E.add(i, 1), owners.size()) else E.subtract(excess, assigned))
assigned = E.add(assigned, amount)
if (not target.binds.has(owner)):
target.binds[owner] = {}
target.binds[owner][previous] = E.add(target.binds[owner].get(previous, 0), amount)
target.amount[previous] = E.subtract(target.amount[previous], amount)
if changed:
physical = world.ledger.physical_amounts(target)
reconcile(world, target, rules, physical)
assign_homes(world, target, rules, physical)
world.profile_end("enforce_capacity", profile_started)
# Unity's structure chain: direct Claim resets the required structure count;
# intervening stages require ten times more units of the preceding structure.
static func habitat_budget(world, target: Dictionary, rules: Dictionary, physical: Dictionary = {}) -> Dictionary:
if physical.is_empty():
physical = world.ledger.physical_amounts(target)
var layout: Dictionary = world.catalog.civilization_layout(rules)
var structures: Array = layout.structures
var capacity: Dictionary = {}
for id in structures: capacity[id] = physical.get(id, 0)
var requirements: Dictionary = layout.requirements
var anchors: Dictionary = layout.anchors
var requested: Dictionary = {}
for id in requirements:
var req: Dictionary = requirements[id]
requested[req.id] = E.add(requested.get(req.id, 0), E.multiply(physical.get(id, 0), req.units))
return {"capacity": capacity, "requested": requested, "requirements": requirements, "structures": structures, "anchors": anchors}
# A structure's direct reservation belongs only to its Claim stage. Other
# stages do not debit it, so each stage's placement can be calculated alone.
static func stage_homes(world, target: Dictionary, id: String, layout: Dictionary, capacity: Dictionary = {}) -> Dictionary:
var left: Variant = target.amount.get(id, 0)
var homes: Dictionary = {}
if E.le(left, 0): return homes
var allowed: bool = layout.anchors[id] == ""
for structure in layout.structures:
if structure == layout.anchors[id]: allowed = true
if not allowed: continue
var stock: Variant = capacity.get(structure, 0) if not capacity.is_empty() else world.ledger.physical_amount(target, structure)
if E.le(stock, 0): continue
var amount: Variant = left
if world.catalog.entities[structure].claim == id:
amount = E.minimum(amount, stock)
if E.gt(amount, 0): homes[structure] = amount
left = E.subtract(left, amount)
if E.le(left, 0): break
return homes
static func assign_homes(world, target: Dictionary, rules: Dictionary, physical: Dictionary = {}) -> void:
var profile_started: int = world.profile_start()
var layout: Dictionary = world.catalog.civilization_layout(rules)
var capacity: Dictionary = {}
for structure in layout.structures:
capacity[structure] = world.ledger.physical_amount(target, structure) if physical.is_empty() else physical.get(structure, 0)
target.civilization_homes = {}
for index in range(layout.stages.size() - 1, -1, -1):
var id: String = layout.stages[index]
target.civilization_homes[id] = stage_homes(world, target, id, layout, capacity)
world.profile_end("assign_homes", profile_started)
static func effective_span(world, target: Dictionary, id: String, rules: Dictionary) -> Variant:
if (not rules.has(id)): return world.catalog.entities[id].lifespan
var base: Variant = rules[id].span
if (not is_space_civilization(id, rules)): return base
var population: Variant = target.amount.get(id, 0)
if E.le(population, 0): return base
var homes: Dictionary = stage_homes(world, target, id, world.catalog.civilization_layout(rules))
target.civilization_homes[id] = homes
var weighted: Variant = population
for home in homes:
weighted = E.add(weighted, E.multiply(homes[home], (E.subtract(E.maximum(0, world.catalog.entities[home].civ_bonus), 1))))
return (E.mul_div(base, population, weighted) if E.gt(weighted, 0) else base)