e48d4bbe88
- Introduced a new benchmark save script to create a stress test scenario with extreme values for simulation performance. - Added a full UI benchmark script to measure frame rates and performance metrics during UI interactions. - Implemented tests for coarse generations to ensure population transitions are handled correctly. - Created tests for extra parameters to validate the loading and application of configuration settings. - Developed simulation optimization tests to verify the efficiency of population drift and rounding mechanisms. - Added split optimization tests to ensure accurate allocation and rounding behavior in population management. - Included startup parameter tests to confirm the correct initialization of global parameters before scene readiness. - Enhanced the audit rounding ledger to compare selective and full rounding results for consistency.
82 lines
3.0 KiB
GDScript
82 lines
3.0 KiB
GDScript
extends VBoxContainer
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const MIN_VOLUME_DB := -50.0
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const SILENT_VOLUME_DB := -80.0
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@onready var sound_button: TextureButton = $Media/Sound
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@onready var music_button: TextureButton = $Media/Music
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@onready var sound_volume: HSlider = $Volume/SoundVolume
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@onready var music_volume: HSlider = $Volume/MusicVolume
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@onready var english_button: TextureButton = $Language/English
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@onready var russian_button: TextureButton = $Language/Russian
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@onready var effects_player: OwniverseEffectsPlayer = $"../../FXPlayer"
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@onready var music_player: OwniverseMusicPlayer = $"../../MusicPlayer"
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func _ready() -> void:
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SaveManager.load_settings()
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sound_button.set_pressed_no_signal(bool(Global.Settings.sound_enabled))
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music_button.set_pressed_no_signal(bool(Global.Settings.music_enabled))
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sound_volume.set_value_no_signal(float(Global.Settings.sound_volume) * sound_volume.max_value)
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music_volume.set_value_no_signal(float(Global.Settings.music_volume) * music_volume.max_value)
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_update_locale_buttons()
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_apply_sound_settings()
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_apply_music_settings()
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func _on_sound_pressed() -> void:
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Global.Settings.sound_enabled = sound_button.button_pressed
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_apply_sound_settings()
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SaveManager.save_settings()
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func _on_music_pressed() -> void:
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Global.Settings.music_enabled = music_button.button_pressed
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_apply_music_settings()
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SaveManager.save_settings()
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func _on_sound_volume_value_changed(value: float) -> void:
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Global.Settings.sound_volume = value / sound_volume.max_value
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_apply_bus_volume("FX", float(Global.Settings.sound_volume))
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SaveManager.save_settings()
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func _on_music_volume_value_changed(value: float) -> void:
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Global.Settings.music_volume = value / music_volume.max_value
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_apply_bus_volume("Music", float(Global.Settings.music_volume))
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SaveManager.save_settings()
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func _apply_sound_settings() -> void:
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var bus_index: int = AudioServer.get_bus_index("FX")
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AudioServer.set_bus_mute(bus_index, not bool(Global.Settings.sound_enabled))
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effects_player.set_enabled(bool(Global.Settings.sound_enabled))
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_apply_bus_volume("FX", float(Global.Settings.sound_volume))
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func _apply_music_settings() -> void:
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music_player.set_enabled(bool(Global.Settings.music_enabled))
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_apply_bus_volume("Music", float(Global.Settings.music_volume))
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func _apply_bus_volume(bus_name: String, value: float) -> void:
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var bus_index: int = AudioServer.get_bus_index(bus_name)
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if bus_index < 0:
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push_warning("Missing audio bus: " + bus_name)
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return
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var normalized: float = clampf(value, 0.0, 1.0)
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var volume_db: float = SILENT_VOLUME_DB if is_zero_approx(normalized) else lerpf(MIN_VOLUME_DB, 0.0, normalized)
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AudioServer.set_bus_volume_db(bus_index, volume_db)
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func _on_change_locale_pressed(locale: String) -> void:
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Global.set_locale(locale)
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_update_locale_buttons()
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SaveManager.save_settings()
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func _update_locale_buttons() -> void:
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english_button.set_pressed_no_signal(Global.Locale == "en")
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russian_button.set_pressed_no_signal(Global.Locale == "ru")
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