da03ba11c0
- Introduced `quantity_math.gd` for arithmetic operations including allocation, normalization, and accumulation of quantities without scene tree dependencies. - Created `entity_catalog.gd` to manage entity definitions, groups, and event indexes, ensuring separation from simulation state and UI. - Implemented `item_presentation.gd` for read-only projections of simulation state, handling amounts and unlock conditions for UI elements. - Updated `civilization_evolution.gd` and `civilization_state.gd` to utilize new quantity math functions, improving code clarity and maintainability. - Enhanced tests in `test_quantity_catalog.gd` to validate new functionality and ensure correctness of mathematical operations. - Revised documentation to reflect changes in module structure and functionality.
69 lines
3.6 KiB
GDScript
69 lines
3.6 KiB
GDScript
extends SceneTree
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var checks: int = 0
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var failures: int = 0
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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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push_error(message)
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func run() -> void:
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var scene = load("res://world/world.tscn").instantiate()
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var stage = scene.get_node("Stage")
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stage.owniverse.free()
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stage.set_script(load("res://tests/fixtures/ui_stage.gd"))
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root.add_child(scene)
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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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var before: Dictionary = world.state.duplicate(true)
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stage._refresh_universe_ui()
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var counts: Dictionary = world.get_item_amounts()
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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.get_item_amounts(true).EON1 == 12.0 and world.get_item_amounts(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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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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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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var snapshot: Dictionary = world.items_to_update.duplicate()
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world.defer_item_updates = true
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world.state.amount.EON1 += 1.0
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world.refresh_item_amounts()
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check(world.item_amounts_dirty and world.items_to_update == snapshot, "Deferred refresh retains pending snapshot")
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world.refresh_item_amounts(true)
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check(not world.item_amounts_dirty and world.items_to_update.EON1 == 13.0, "Forced refresh publishes latest amounts")
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world.state.amount.EON1 -= 1.0
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world.defer_item_updates = false
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world.refresh_item_amounts()
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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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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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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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for entity in world.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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