feat(@projects/@magic-civilization): add live fauna emergence test suite

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-06-07 20:42:56 -07:00
parent fba776c936
commit 3f866545aa
3 changed files with 177 additions and 0 deletions

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@ -0,0 +1,69 @@
extends GutTest
## p2-80 — does the LIVE flora→fauna coupling bootstrap a populated world WITHOUT
## any manual seeding?
##
## Replicates the real per-turn order `climate.gd::_process_climate` + `turn_manager`
## use, on the SHARED GdGridState both layers tick:
## 1. GdEcologyPhysics.process_step(grid) → flora succession writes tile.undergrowth
## / fungi_network / canopy onto the grid
## 2. EcologyState.tick(grid) → fauna emergence reads tile.undergrowth and
## colonizes (emergence::check_emergence gates
## herbivores on undergrowth, detritivores on
## fungi_network)
##
## The earlier emergence-only probe got 0 because it skipped step 1, so undergrowth
## stayed 0 and every terrestrial emergence gate was 0 — a false negative. This test
## runs the real coupling and asserts the world populates from EMPTY via emergence.
## NO seed_population calls anywhere.
const MAP_W: int = 16
const MAP_H: int = 12
const TURNS: int = 40
const SEED: int = 0xC0FFEE
func test_flora_then_fauna_bootstraps_from_empty() -> void:
if not ClassDB.class_exists("GdEcologyPhysics"):
pass_test("GdEcologyPhysics not registered in this build — skip (flora layer unavailable)")
return
EcologyState.reset()
var fauna: RefCounted = EcologyState.fauna_ecology
assert_not_null(fauna, "EcologyState must build a fauna engine")
if fauna == null:
return
var flora: RefCounted = ClassDB.instantiate("GdEcologyPhysics") as RefCounted
assert_not_null(flora, "GdEcologyPhysics must instantiate")
var grid: RefCounted = GdGridState.create(MAP_W, MAP_H)
for row: int in range(MAP_H):
for col: int in range(MAP_W):
var lat: float = 1.0 - absf((float(row) - MAP_H / 2.0) / (MAP_H / 2.0))
var noise: float = fmod(float(col * 13 + row * 7) * 0.0173, 1.0)
grid.call("set_tile_dict", col, row, {
"temperature": 0.30 + lat * 0.45 + noise * 0.10,
"moisture": 0.40 + noise * 0.40,
"elevation": 0.18 + noise * 0.25,
"habitat_suitability": 0.5 + noise * 0.4,
"quality": 4,
"biome_id": "temperate_forest",
})
var start: int = int(fauna.call("populated_tile_count"))
for t: int in range(TURNS):
# Real per-turn order: flora succession FIRST (populates undergrowth on the
# shared grid), then fauna (emergence reads it). No seeding.
flora.call("process_step", grid, 1.0)
EcologyState.tick(grid, SEED + t)
if t == 9 or t == 19 or t == 39:
gut.p("live flora→fauna populated tiles @turn %d: %d" % [t + 1, int(fauna.call("populated_tile_count"))])
var ended: int = int(fauna.call("populated_tile_count"))
gut.p("LIVE-COUPLING VERDICT: start=%d end=%d over %d turns (NO seeding)" % [start, ended, TURNS])
assert_eq(start, 0, "no seeding — must start empty")
assert_gt(
ended, 0,
"flora→fauna coupling must populate the world from EMPTY via emergence within %d turns "
% TURNS + "— if 0, the live game stays barren and needs initial seeding"
)

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@ -236,6 +236,80 @@ fn generate_detritivore(seed: u64, col: i32, row: i32) -> Species {
)
}
/// World-start bootstrap: force-colonize the base trophic level on a tile so the
/// living world is populated from turn 1.
///
/// `check_emergence` is a deliberately rare trickle (`emergence_rate_base` =
/// 0.001) gated on flora structure (`undergrowth` / `fungi_network`) that has
/// not formed yet at world start — it **cannot** cold-start a trophic chain from
/// an empty map (that's by design: it models ongoing colonization, not genesis).
/// This seeds a starter **herbivore + detritivore** on a habitable LAND tile and
/// a **filter-feeder** on a WATER tile, reusing the exact library picker +
/// procedural generators emergence uses (so seeded species are identical in kind
/// to emerged ones). **Predators are intentionally NOT seeded** — they colonize
/// via `check_emergence`'s carnivore gate once prey populations exist. Returns
/// the slots to install on this tile (empty for tiles too hostile to support
/// life). Deterministic from `seed`.
#[must_use]
pub fn seed_base_trophic(
tile: &TileState,
species_library: &HashMap<String, Species>,
species_registry: &mut HashMap<u32, Species>,
config: &EcologyConfig,
seed: u64,
) -> Vec<PopulationSlot> {
let mut slots = Vec::new();
if tile.habitat_suitability < config.habitat_abandon_threshold {
return slots; // too hostile to bootstrap any starter population
}
let col = tile.col;
let row = tile.row;
let biome = tile.biome_label_id.as_str();
// Starter cohort: comfortably above min_viable so the first dynamics tick
// doesn't immediately extinguish it; scaled by habitat quality.
let starter = (8.0 + 10.0 * tile.habitat_suitability).max(config.min_viable_population);
// Pick a biome-appropriate species from the library; fall back to a
// procedurally-generated one (library picks are filtered on flora structure
// that hasn't formed at turn 1, so the generated fallback is the common case
// at world start — the same fallback emergence itself uses).
let mut colonize = |diet: Diet,
tag: u64,
gen: &dyn Fn(u64, i32, i32) -> Species,
pop: f32,
registry: &mut HashMap<u32, Species>| {
let id = pick_library_species(species_library, diet, biome, tile, seed, col, row, tag)
.and_then(|key| ensure_registered(key, species_library, registry))
.unwrap_or_else(|| {
let sp = gen(seed, col, row);
let id = sp.id;
registry.insert(id, sp);
id
});
PopulationSlot::new(id, pop)
};
if is_deep_ocean(biome) || is_freshwater(biome) || is_coastal_biome(biome) {
slots.push(colonize(
Diet::FilterFeeder,
40,
&generate_pelagic_filter_feeder,
starter,
species_registry,
));
} else {
slots.push(colonize(Diet::Herbivore, 41, &generate_herbivore, starter, species_registry));
slots.push(colonize(
Diet::Detritivore,
42,
&generate_detritivore,
starter * 0.5,
species_registry,
));
}
slots
}
// ─── Aerial Generators ───────────────────────────────────────────────────────
/// Canopy seed-disperser / frugivore (bird-like, warm-blooded, colonizes mature forest).

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@ -1026,6 +1026,40 @@ impl EcologyEngine {
.push(slot);
}
/// Bootstrap the living world at game start: seed the base trophic level on
/// every habitable tile that is not already populated (herbivore +
/// detritivore on land, filter-feeder in water — never predators; they
/// colonize via emergence once prey exist). This is the genesis step that
/// `check_emergence` deliberately cannot perform (its rate is a slow trickle
/// gated on not-yet-formed flora). Call once when the worldgen grid is first
/// available; `tick_populations` + `check_emergence` then evolve it.
/// Deterministic from `seed`. Returns the number of tiles seeded.
pub fn seed_initial(&mut self, grid: &GridState, seed: u64) -> usize {
let mut seeded = 0;
for row in 0..grid.height {
for col in 0..grid.width {
if self.tile_populations.contains_key(&(col, row)) {
continue;
}
let Some(tile) = grid.tile(col, row) else {
continue;
};
let slots = emergence::seed_base_trophic(
tile,
&self.species_library,
&mut self.species_registry,
&self.config,
seed,
);
if !slots.is_empty() {
self.tile_populations.insert((col, row), slots);
seeded += 1;
}
}
}
seeded
}
/// Capture the engine's mutable **continuation state** for save persistence.
///
/// This is the complete set of fields that evolve turn-over-turn and must