f2111a376a
- Introduced `life_evolution.gd` to manage life evolution processes. - Implemented `manual_production.gd` for handling production mechanics, including resource management and production steps. - Created `object_batches.gd` to manage batches of objects, including scaling and appending batches. - Developed `object_ledger.gd` for tracking physical amounts, available resources, and binding ownerships. - Added `simulation_module.gd` as a base class for simulation modules, providing a weak reference to the world. - Established `stellar_rules.gd` for managing stellar evolution and destruction mechanics. - Introduced `universe_environment.gd` to calculate environmental parameters based on the current state of the universe.
165 lines
7.7 KiB
GDScript
165 lines
7.7 KiB
GDScript
extends SceneTree
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const Clock = preload("res://world/owniverse/simulation_time.gd")
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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(condition: bool, message: String) -> void:
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checks += 1
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if not condition:
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failures += 1
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push_error(message)
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func fixture():
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var world = load("res://world/owniverse/owniverse.gd").new()
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var global: Node = root.get_node("Global")
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for id in global.OwniverseEntities:
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var entity = load("res://world/owniverse/owniverse_entity.gd").new(global.OwniverseEntities[id])
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world.catalog.entities[id] = entity
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world.state.amount[id] = 0.0
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world.state.stats.total_amount[id] = 0.0
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if entity.group_as != "":
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world.state.amount[entity.group_as] = 0.0
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world.state.stats.total_amount[entity.group_as] = 0.0
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world.catalog.entities["N"].life_product = {}
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world.catalog.entities["N"].product_per_year_type = "H"
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world.catalog.entities["N"].product_per_year_amount = 10.0
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world.catalog.entities["N"].auto = 0.0
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world.state.amount.N = 1.0
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return world
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func dispose(world) -> void:
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for entity in world.catalog.entities.values():
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entity.free()
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world.free()
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func seed_population(world, id: String, count: float, time: float = 1.0) -> void:
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world.state.amount.N = 0.0
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world.state.amount[id] = count
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world.state.batches[id] = [{"amount": count, "start_year": time, "end_year": time}]
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world.evolution.initialize_life_batches()
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func sum_ethics(world, id: String) -> float:
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var result: float = 0.0
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for n in world.state.ethics.get(id, {}).values(): result += n
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return result
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func invariants(world) -> void:
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var physical: Dictionary = world.ledger.physical_amounts(world.state)
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for id in world.state.ethics:
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check(sum_ethics(world, id) == physical.get(id, 0.0), "Ethics equal physical population for " + id)
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for n in world.state.ethics[id].values():
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if n < 0.0 or n != floorf(n): check(false, "Invalid ethic amount")
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check(root.get_node("SaveManager").validate_data({"format_version": 2, "app_version": "", "ui": {"current_page": 0}, "state": world.state}) == "", "Civilization state validates")
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func run() -> void:
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var global: Node = root.get_node("Global")
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var baseline: Dictionary = global.CivilizationRules.duplicate(true)
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var world = fixture()
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seed_population(world, "C0.2", 60000.0)
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world.evolution.evolve_batches(world.state, 1.0)
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check(world.state.amount["C0.3"] > 0.0, "C0.2 actually progresses")
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check(world.state.amount["C0.1"] > 0.0, "C0.2 actually degrades")
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check(world.state.civilization_stats.get("wars", 0.0) == 0.0, "Table disables early wars")
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check(world.state.amount["C0.2"] + world.state.amount["C0.3"] + world.state.amount["C0.1"] == 60000.0, "Ordinary evolution conserves population")
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check(world.state.stats.total_amount["C0.2"] == 0.0, "Survivors do not count as new civilizations")
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check(world.state.civilization_stats.worship > 0.0, "Worship derived from surviving ethics")
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invariants(world)
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var restored = fixture()
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restored.state = bytes_to_var(var_to_bytes(world.state))
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world.evolution.evolve_batches(world.state, 2100.0)
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restored.evolution.evolve_batches(restored.state, 2100.0)
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check(world.state == restored.state, "Save resumes deterministic ethical evolution")
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invariants(world)
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dispose(restored)
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dispose(world)
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world = fixture()
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world.state.amount.RD = 1e8
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seed_population(world, "C2.0", 60000.0)
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world.state.amount["C1.9"] = 10000.0
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world.evolution.initialize_life_batches()
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world.evolution.evolve_batches(world.state, 1.0)
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check(world.state.civilization_stats.wars > 0.0, "Wars execute when enabled")
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check(world.state.civilization_stats.collateral > 0.0, "Wars affect previous-stage populations")
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check(world.state.amount["C2.1"] > 0.0, "Winners and peaceful progress reach next stage")
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invariants(world)
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dispose(world)
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world = fixture()
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world.state.amount.RD = 1.0
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world.state.binds.RD = {"HP": 5.0, "GG": 5.0, "AB": 5.0, "RP": 5.0}
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seed_population(world, "C1.6", 60000.0)
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for row: Dictionary in global.CivilizationRules["C1.6"].ethics.values(): row.degradation = "0"
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world.evolution.evolve_batches(world.state, 1.0)
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var after: Dictionary = world.ledger.physical_amounts(world.state)
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check(world.state.civilization_stats.colonies == 20.0, "Colonization limited to real targets")
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check(after.HP + after.GG + after.AB + after.RP == 0.0, "Colonized objects consumed once")
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check(world.state.binds.RD.get("C1.4", 0.0) == 20.0, "Colonies retain target host and use two-stages-earlier level")
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var totals: float = 0.0
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for id in after:
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if world.catalog.entities[id].group_as == "Planet": totals += after[id]
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check(totals == 60020.0, "Colonization replaces planets, does not create extra worlds")
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invariants(world)
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dispose(world)
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global.CivilizationRules = baseline.duplicate(true)
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world = fixture()
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world.state.amount.RD = 1e25
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world.state.amount.BG = 1e25
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world.state.amount.TWD = 1e25
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world.state.amount.SNS = 1e25
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world.state.amount.MGT = 1e25
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world.state.amount.BH25 = 1e25
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world.state.amount.SMBH = 1e26
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for id in world.catalog.entities:
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if world.catalog.entities[id].claim != "": world.state.amount[id] = 1e12
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# Accelerated deterministic fixture traverses every enabled stage, including Ct.
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for id in global.CivilizationRules:
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if id == "Ct": continue
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global.CivilizationRules[id].fights = false
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global.CivilizationRules[id].colonizes = false
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global.CivilizationRules[id].diplomacy = false
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for row: Dictionary in global.CivilizationRules[id].ethics.values():
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row.progress = "1"
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row.degradation = "0"
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world.catalog.entities[id].lifespan = 1.0
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world.catalog.entities[id].lifespan_delta = 1.0
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global.CivilizationRules[id].span = 1.0
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seed_population(world, "C0.2", 6.0)
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world.evolution.evolve_batches(world.state, 1000.0)
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check(world.state.amount.Ct == 6.0, "Complete C0.2 -> C4.4 -> Ct chain runs")
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check(not world.state.batches.has("Ct"), "Transcendence is terminal")
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invariants(world)
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dispose(world)
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global.CivilizationRules = baseline
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world = fixture()
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world.state.amount.RD = 10000.0
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world.state.amount.SCS = 1.0
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world.state.amount["C2.4"] = 1.0
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world.evolution.initialize_life_batches()
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var span: float = world.state.batches["C2.4"][0].start_year
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check(is_equal_approx(span, 20000.0 / 3.6), "Structure bonus shortens newly registered lifespan")
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dispose(world)
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var evolution = load("res://world/owniverse/civilization_evolution.gd")
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var balanced: Dictionary = {"m": 10000.0, "l": 10000.0, "w": 10000.0, "d": 10000.0, "c": 10000.0, "b": 10000.0}
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var neutral: Dictionary = evolution.drift({}, "test", balanced, global.CivilizationRules["C2.0"].ethics)
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var diplomatic: Dictionary = evolution.drift({}, "test", balanced, global.CivilizationRules["C2.0"].ethics, true)
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check(neutral == balanced, "Ordinary drift preserves balanced ethics")
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check(diplomatic.d > diplomatic.w, "Diplomacy uses per-ethic influence")
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check(evolution.total(diplomatic) == 60000.0, "Diplomacy conserves population")
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world = fixture()
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world.state.amount.RD = 1e15
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world.state.amount.BG = 1e15
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world.state.amount["C3.0"] = 6.0
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world.evolution.initialize_life_batches()
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check(world.state.amount["C3.0"] == 0.0 and world.state.amount["C2.9"] == 6.0, "Missing mandatory structures degrade existing civilizations")
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invariants(world)
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dispose(world)
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print("Civilization evolution: %d checks, %d failures" % [checks, failures])
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quit(0 if failures == 0 else 1)
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