Files
owniverse/world/owniverse/item_description.gd
T
Kirill da03ba11c0 Refactor Owniverse modules for quantity mathematics and entity catalog
- 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.
2026-09-29 19:55:20 +03:00

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GDScript
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extends RefCounted
const GREEN = "#40cc40"
const RED = "#ff6060"
const GREY = "#888888"
const Parameters = preload("res://world/owniverse/world_parameters.gd")
static func number(value: float, digits: int = 0) -> String:
if not is_finite(value):
return "—"
if absf(value) >= 1e5:
var exponent: int = int(floor(log(absf(value)) / log(10.0)))
return "%.4fE%+d" % [value / pow(10.0, exponent), exponent]
return "%.*f" % [digits, value]
static func colored(text: String, color: String) -> String:
return "[color=" + color + "]" + text + "[/color]"
static func matches(world, id: String) -> Array:
var result: Array = []
for key in world.entities:
var entity = world.entities[key]
if key == id or entity.count_as == id or entity.group_as == id:
if not world.catalog.is_group(key):
result.append(key)
return result
static func quantities(world, id: String) -> Dictionary:
var free: float = 0.0
var total: float = 0.0
var physical: Dictionary = world._physical_amounts(world.state)
for key in matches(world, id):
free += world.state.amount.get(key, 0.0)
total += physical.get(key, 0.0)
if id == "SMBH":
free = world.state.amount.get(id, 0.0)
total = free
return {"free": free, "total": total}
static func costs(world, global: Node, id: String) -> String:
if not world.entities.has(id):
return ""
var lines: PackedStringArray = []
for requirements in [world.entities[id].cost, world.entities[id].bind]:
for resource in requirements:
var required: float = requirements[resource]
if required < 0.0:
continue
var available: float = floorf(world._available(world.state, resource))
var name: String = str(global.get_template(resource, "Entity", "Name").get("text", resource))
lines.append(colored(name + ": " + number(required) + " (" + number(available) + ")", GREEN if available >= required else RED))
return "\n".join(lines)
static func variables(world, global: Node, id: String, rate: float = 0.0) -> Dictionary:
var counts: Dictionary = quantities(world, id)
var show_total: bool = false
for key in matches(world, id):
show_total = show_total or world.entities[key].group_as == "Planet"
var amount: String = number(counts.total if show_total else counts.free) if world.entities.has(id) else "—"
if not show_total and counts.total > counts.free:
amount += " " + colored("(" + number(counts.total) + ")", GREY)
if rate != 0.0:
amount += " | " + colored(("−" if rate < 0.0 else "+") + number(absf(rate), 1), RED if rate < 0.0 else GREEN)
var physical: Dictionary = world._physical_amounts(world.state)
var voids: float = 0.0
for key in physical:
voids += physical[key] * world.entities[key].voids
var he: float = world.state.amount.get("He", 0.0)
var h: float = world.state.amount.get("H", 0.0)
var mixture: String = "—"
if he + h > 0.0:
mixture = "He: " + number(100.0 * he / (he + h), 2) + "% / H: " + number(100.0 * h / (he + h), 2) + "%"
var environment: Dictionary = world.stellar_environment(world.state)
return {
"amount": amount, "colored costs": costs(world, global, id),
"lifespan": number(world.entities[id].lifespan) if world.entities.has(id) else "—",
"voids": number(voids), "he / h": "\n" + mixture,
"metallicity": number(environment.metallicity * 100.0, 2) + "%",
"энергия": number(world.state.energy), "плотность": number(environment.density, 6),
"лет в секунду": number(world.state.speed_in_year),
"amount1": "—", "amount2": "—", "amount3": "—", "amount4": "—",
}
static func render(world, global: Node, id: String, category: String = "Entity", rate: float = 0.0) -> String:
var values: Dictionary = variables(world, global, id, rate)
if category == "Indicator":
if id == "Density":
id = Parameters.density_display(world.stellar_environment(world.state).density).mode
var scales: Dictionary = {"Burnability": "Bur", "Explosiveness": "Exp", "Aggression": "Agg"}
if scales.has(id):
var level: float = Parameters.value(world.state, scales[id])
values.amount = number(level, 1 if level != floorf(level) else 0)
values.scale = global.render_template(global.get_template("Scale" + str(clampi(roundi(level), 1, 19)), "Indicator", "Scale"), {})
if id == "Trends":
for trend in Parameters.TRENDS:
values[trend.to_lower()] = number(world.state.get("trends", {}).get(trend, 0.0) * 100.0, 2) + "%"
if id == "Energy":
values["энергия"] = number(world.state.energy) + " (" + number(clampf(world.state.energy / Parameters.INITIAL_ENERGY, 0.0, 1.0) * 100.0, 2) + "%)"
var title: String = global.render_template(global.get_template(id, category, "Name"), values)
var body: String = global.render_template(global.get_template(id, category, "Description"), values)
return "[b]" + (title if title != "" else id) + "[/b]\n" + body