befb377774
- Added cosmic_unicorns.ogg - Added funky_eldritch.ogg - Added meditative_beings.ogg - Added owniverse_main_theme.ogg These tracks enhance the audio experience of the project.
235 lines
13 KiB
GDScript
235 lines
13 KiB
GDScript
extends RefCounted
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const E = preload("res://world/owniverse/math/exact.gd")
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const QuantityMath = preload("res://world/owniverse/quantity_math.gd")
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const ETHICS = ["m", "l", "w", "d", "c", "b"]
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static func is_space_civilization(id: String, rules: Dictionary) -> bool:
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return (rules.has(id) and E.ne(str(rules[id].home), ""))
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# Preserve any existing ethics. New populations start equally distributed;
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# reductions (including blasts) are proportional and never leave negative counts.
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static func reconcile(world, target: Dictionary, rules: Dictionary) -> void:
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if (not target.has("ethics")):
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target.ethics = {}
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var physical: Dictionary = world.ledger.physical_amounts(target)
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for id in rules:
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var count: Variant = physical.get(id, 0)
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var current: Dictionary = target.ethics.get(id, {})
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var total: Variant = 0
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for ethic in ETHICS:
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current[ethic] = E.maximum(0, current.get(ethic, 0))
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total = E.add(total, current[ethic])
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if E.gt(total, count):
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current = QuantityMath.allocate_whole(current, count)
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elif E.lt(total, count):
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var missing: Variant = E.subtract(count, total)
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var base: Variant = E.floor_value(E.divide(missing, ETHICS.size()))
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var rest: int = E.integer(E.subtract(missing, E.multiply(base, ETHICS.size())))
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for i in ETHICS.size():
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current[ETHICS[i]] = E.add(current[ETHICS[i]], E.add(base, ((1 if E.lt(i, rest) else 0))))
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target.ethics[id] = current
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static func detach_space_civilizations(target: Dictionary, rules: Dictionary) -> void:
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for held : Dictionary in target.binds.values():
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for id in held:
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if is_space_civilization(id, rules):
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target.amount[id] = E.add(target.amount.get(id, 0), held[id])
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held[id] = 0
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# A shared budget per stellar family, including stars bound into structures.
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# Reservations affect capacity, not the physical stock or its production.
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static func stellar_budget(world, target: Dictionary, rules: Dictionary) -> Dictionary:
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var physical: Dictionary = world.ledger.physical_amounts(target)
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var capacity: Dictionary = {}
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for id in physical:
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var entity = world.catalog.entities[id]
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for home in ["DwStar", "GiStar", "WD", "NS", "MGT", "BH"]:
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if ((E.eq(entity.event_group, home) or E.eq(entity.count_as, home)) or E.eq(id, home)):
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capacity[home] = E.add(capacity.get(home, 0), physical[id])
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capacity["SMBH"] = E.maximum(0, target.amount.get("SMBH", 0))
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for held : Dictionary in target.binds.values():
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capacity["SMBH"] = E.add(capacity["SMBH"], E.maximum(0, held.get("SMBH", 0)))
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var populations: Dictionary = {}
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var requested: Dictionary = {}
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for id in rules:
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if (not is_space_civilization(id, rules)):
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continue
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populations[id] = physical.get(id, 0)
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var home: String = rules[id].home
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requested[home] = E.add(requested.get(home, 0), E.multiply(populations[id], E.maximum(1, rules[id].stars)))
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var free: Dictionary = {}
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for home in capacity:
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free[home] = E.maximum(0, E.subtract(capacity[home], requested.get(home, 0)))
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return {"capacity": capacity, "requested": requested, "free": free, "populations": populations, "habitats": habitat_budget(world, target, rules)}
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# Account for the source's existing reservation when changing stages. A failed
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# transition retains its population at the source, rather than losing objects.
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static func admit_transition(budget: Dictionary, rules: Dictionary, source: String, destination: String, requested: Variant) -> Variant:
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if (E.eq(source, destination) or (not is_space_civilization(destination, rules))):
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return requested
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var home: String = rules[destination].home
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var cost: Variant = E.maximum(1, rules[destination].stars)
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var old_home: String = ""
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var old_cost: Variant = 0
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if is_space_civilization(source, rules):
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old_home = rules[source].home
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old_cost = E.maximum(1, rules[source].stars)
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# Existing overcapacity is handled by the separate population policy.
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if E.gt(budget.requested.get(home, 0), budget.capacity.get(home, 0)):
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return 0
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var net_cost: Variant = (E.subtract(cost, old_cost) if E.eq(old_home, home) else cost)
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var admitted: Variant = E.floor_value(E.maximum(0, requested))
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if E.gt(net_cost, 0):
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admitted = E.minimum(admitted, E.floor_value(E.divide(budget.free.get(home, 0), net_cost)))
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if budget.has("habitats"):
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var housing: Dictionary = budget.habitats
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var new_req: Dictionary = housing.requirements.get(destination, {})
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var old_req: Dictionary = housing.requirements.get(source, {})
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if (not new_req.is_empty()):
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var net_units: Variant = E.subtract(new_req.units, ((old_req.units if E.eq(old_req.get("id", ""), new_req.id) else 0)))
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if E.gt(net_units, 0):
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var free_units: Variant = E.maximum(0, E.subtract(housing.capacity.get(new_req.id, 0), housing.requested.get(new_req.id, 0)))
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admitted = E.minimum(admitted, E.floor_value(E.divide(free_units, net_units)))
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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)))
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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))
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if E.ne(old_home, ""):
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budget.requested[old_home] = E.maximum(0, E.subtract(budget.requested.get(old_home, 0), E.multiply(admitted, old_cost)))
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budget.free[old_home] = E.maximum(0, E.subtract(budget.capacity.get(old_home, 0), budget.requested[old_home]))
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budget.requested[home] = E.add(budget.requested.get(home, 0), E.multiply(admitted, cost))
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budget.free[home] = E.maximum(0, E.subtract(budget.capacity.get(home, 0), budget.requested[home]))
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return admitted
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# Resolve shortages from the most advanced stages downwards. This gives existing
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# advanced populations priority and lets a demotion cascade in the same cycle.
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static func enforce_capacity(world, target: Dictionary, rules: Dictionary, year: Variant) -> void:
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detach_space_civilizations(target, rules)
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reconcile(world, target, rules)
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var budget: Dictionary = stellar_budget(world, target, rules)
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var remaining: Dictionary = budget.capacity.duplicate()
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var remaining_homes: Dictionary = budget.habitats.capacity.duplicate()
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var stages: Array = []
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for id in rules:
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if is_space_civilization(id, rules):
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stages.append(id)
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stages.sort()
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for index in range(E.subtract(stages.size(), 1), E.neg(1), E.neg(1)):
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var id: String = stages[index]
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var home: String = rules[id].home
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var cost: Variant = E.maximum(1, rules[id].stars)
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var count: Variant = target.amount.get(id, 0)
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var supported: Variant = E.minimum(count, E.floor_value(E.divide(remaining.get(home, 0), cost)))
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var requirement: Dictionary = budget.habitats.requirements.get(id, {})
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if (not requirement.is_empty()):
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supported = E.minimum(supported, E.floor_value(E.divide(remaining_homes.get(requirement.id, 0), requirement.units)))
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remaining_homes[requirement.id] = E.maximum(0, E.subtract(remaining_homes.get(requirement.id, 0), E.multiply(supported, requirement.units)))
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remaining[home] = E.maximum(0, E.subtract(remaining.get(home, 0), E.multiply(supported, cost)))
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var excess: Variant = E.subtract(count, supported)
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if E.le(excess, 0):
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continue
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var previous: String = (stages[E.subtract(index, 1)] if E.gt(index, 0) else "C1.9")
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world.batches.scale_batches(target, id, E.divide(supported, count))
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target.amount[id] = supported
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world.ledger.credit(target, previous, excess)
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world.batches.append_batch(target, previous, excess, year, year)
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var removed: Dictionary = QuantityMath.allocate_whole(target.ethics[id], excess)
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if (not target.ethics.has(previous)):
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target.ethics[previous] = {}
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for ethic in ETHICS:
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target.ethics[id][ethic] = E.subtract(target.ethics[id][ethic], removed[ethic])
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target.ethics[previous][ethic] = E.add(target.ethics[previous].get(ethic, 0), removed[ethic])
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if E.eq(previous, "C1.9"):
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var stars: Dictionary = {}
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var physical: Dictionary = world.ledger.physical_amounts(target)
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for star in physical:
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if (E.eq(world.catalog.entities[star].event_group, "DwStar") and E.gt(physical[star], 0)):
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stars[star] = physical[star]
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var weights: Dictionary = QuantityMath.normalize_distribution(stars)
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# Worlds are aggregates: a star may host several inhabited planets.
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var assigned: Variant = 0
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var owners: Array = weights.keys()
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owners.sort()
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for i in owners.size():
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var owner: String = owners[i]
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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))
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assigned = E.add(assigned, amount)
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if (not target.binds.has(owner)):
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target.binds[owner] = {}
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target.binds[owner][previous] = E.add(target.binds[owner].get(previous, 0), amount)
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target.amount[previous] = E.subtract(target.amount[previous], amount)
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reconcile(world, target, rules)
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assign_homes(world, target, rules)
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# Unity's structure chain: direct Claim resets the required structure count;
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# intervening stages require ten times more units of the preceding structure.
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static func habitat_budget(world, target: Dictionary, rules: Dictionary) -> Dictionary:
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var physical: Dictionary = world.ledger.physical_amounts(target)
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var structures: Array = []
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var capacity: Dictionary = {}
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for id in world.catalog.entities:
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if E.ne(world.catalog.entities[id].claim, ""):
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structures.append(id)
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capacity[id] = physical.get(id, 0)
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structures.sort_custom(func ( a , b ) : return (E.gt(world.catalog.entities[a].civ_bonus, world.catalog.entities[b].civ_bonus) if E.ne(world.catalog.entities[a].civ_bonus, world.catalog.entities[b].civ_bonus) else E.lt(str(a), str(b))))
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var stages: Array = []
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for id in rules:
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if is_space_civilization(id, rules): stages.append(id)
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stages.sort()
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var requirements: Dictionary = {}
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var anchors: Dictionary = {}
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var anchor: String = ""
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var units: Variant = 1
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for id in stages:
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var direct: String = ""
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for structure in structures:
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if E.eq(world.catalog.entities[structure].claim, id): direct = structure
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if E.ne(direct, ""):
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anchor = direct
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units = 1
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else:
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units = E.multiply(units, 10)
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anchors[id] = anchor
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if (id.begins_with("C3.") or id.begins_with("C4.")):
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requirements[id] = {"id": anchor, "units": units}
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var requested: Dictionary = {}
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for id in requirements:
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var req: Dictionary = requirements[id]
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requested[req.id] = E.add(requested.get(req.id, 0), E.multiply(physical.get(id, 0), req.units))
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return {"capacity": capacity, "requested": requested, "requirements": requirements, "structures": structures, "anchors": anchors}
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static func assign_homes(world, target: Dictionary, rules: Dictionary) -> void:
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var budget: Dictionary = habitat_budget(world, target, rules)
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var used: Dictionary = {}
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target.civilization_homes = {}
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var stages: Array = budget.anchors.keys()
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stages.sort()
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stages.reverse()
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for id in stages:
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var left: Variant = target.amount.get(id, 0)
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var homes: Dictionary = {}
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var allowed: bool = E.eq(budget.anchors[id], "")
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for structure in budget.structures:
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if E.eq(structure, budget.anchors[id]): allowed = true
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if ((not allowed) or E.le(budget.capacity[structure], 0)): continue
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var amount: Variant = left
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if E.eq(world.catalog.entities[structure].claim, id):
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amount = E.minimum(amount, E.maximum(0, E.subtract(budget.capacity[structure], used.get(structure, 0))))
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used[structure] = E.add(used.get(structure, 0), amount)
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if E.gt(amount, 0): homes[structure] = amount
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left = E.subtract(left, amount)
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if E.le(left, 0): break
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target.civilization_homes[id] = homes
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static func effective_span(world, target: Dictionary, id: String, rules: Dictionary) -> Variant:
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if (not rules.has(id)): return world.catalog.entities[id].lifespan
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var base: Variant = rules[id].span
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if (not is_space_civilization(id, rules)): return base
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assign_homes(world, target, rules)
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var population: Variant = target.amount.get(id, 0)
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if E.le(population, 0): return base
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var weighted: Variant = population
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for home in target.civilization_homes.get(id, {}):
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weighted = E.add(weighted, E.multiply(target.civilization_homes[id][home], (E.subtract(E.maximum(0, world.catalog.entities[home].civ_bonus), 1))))
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return (E.mul_div(base, population, weighted) if E.gt(weighted, 0) else base)
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