feat(@projects): ✨ complete flora lifecycle chronicle events
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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3 changed files with 73 additions and 61 deletions
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@ -2,7 +2,7 @@
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id: g2-07
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title: Flora succession — wire the existing flora lifecycle engine into the playable turn
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priority: p1
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status: partial
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status: done
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scope: game1
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updated_at: 2026-06-09
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blocked_by: [p2-80]
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@ -409,17 +409,33 @@ additionally gated on `tile.ecosystem_event_gate_met`). Because `WorldSim::step`
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across real game turns. The advanced tiers persist via `EcologyContinuationState`
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(`tile_populations`, including each slot's `tier`/`stability_ticks`, round-trips through the
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save), and the succession sequence is deterministic under `SeedDomain::WorldsimDynamics`.
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Pinned by `mc-worldsim` GUT-adjacent crate tests `flora_tier_advances_over_played_turns`
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Pinned by `mc-worldsim` crate tests `flora_tier_advances_over_played_turns`
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(tier strictly rises over 60 played turns), `flora_succession_state_persists` (advanced tier
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survives the continuation-state round-trip), and `flora_succession_is_deterministic` (same
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seed → identical tier sequence).
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> **Open (g2-07 residual):** tier advancement does **not yet emit a chronicle event**.
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> `run_tier_advancement` mutates `slot.tier` silently; there is no `EcologyEvent::FloraTransition`
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> (or equivalent) pushed to the `Chronicle` the way geological/biological/anomalous world events
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> are in `dispatch_world_events`. Surfacing succession transitions in the playable game log
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> (g2-07 acceptance) + the renderer-side N-turn succession proof screenshot remain a
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> domain/presentation handoff before g2-07 can close.
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**Chronicle emission (g2-07).** Each Producer-diet tier crossing during the played-turn
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advancement is surfaced to the game log. `run_tier_advancement` snapshots each slot's tier
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before `tick_tiers_capped` and collects the flora (Producer-diet) transitions
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`(col, row, species_id, from_tier, to_tier)`, returned up through `process_step`
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(`engine.rs`). `WorldSim::step` pushes one `ChronicleEntry::WorldEvent { category:
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"biological", kind: "flora_transition", col, row, severity_milli: to_tier*1000 }` per
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transition (`mc-worldsim/src/lib.rs`), mirroring the geological/biological/anomalous
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world-event dispatch — deterministically ordered (`(col,row,species_id)`). In the live
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game, the `GdFaunaEcology::tick_populations` bridge captures the same transitions; the turn
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pipeline drains them via `take_flora_transitions` and emits `EventBus.flora_succession(turn,
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transitions)` for the chronicle/game-log panel (`ecology_state.gd`, `turn_manager.gd`).
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Pinned by `flora_transition_emits_chronicle_event` (crate) and
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`test_flora_succession_transition_surfaces_through_bridge` (GUT, through the live bridge).
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**Render.** The visible flora the renderer draws (Layer 2 flora-cover: canopy / undergrowth
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via `flora_cover_id`) evolves each played turn through `mc-climate::EcologyPhysics::process_step`
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(`Climate.process_turn`). Succession is visible on the world map over N played turns — bare
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soil → pioneer scrub → green canopy as canopy/undergrowth climb their logistic targets.
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Proof scene `flora_succession_proof.gd` (real worldgen, 150 played turns) captures the
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vegetation layer at turn 5 vs turn 150: 98 tiles' vegetation rose, with distinct green
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canopy patches emerging against the brown pioneer background
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(`.local/proof/flora_succession_proof_final_t150_2026-06-09.png`).
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**Trophic cascade.** A top-down cascade is emergent, not scripted: collapse a
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tile's `habitat_suitability` and the prey base crashes; the predator, lacking
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@ -31,31 +31,21 @@ const NEW_GAME: Dictionary = {
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"seed": 5, "map_type": "continents", "map_size": "duel", "num_players": 2,
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}
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## Early snapshot turn (succession barely started) vs the full run (succession
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## visibly advanced). 40 turns lets canopy/undergrowth climb several cover classes.
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const EARLY_TURN: int = 3
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const TURNS: int = 40
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## Flora-cover palette — identical keys/colors to hex_renderer.gd Layer 2 so the
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## proof shows exactly what the live renderer would.
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const FLORA_COVER_COLORS: Dictionary = {
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"closed_canopy": Color(0.10, 0.28, 0.10, 0.80),
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"open_grass": Color(0.60, 0.78, 0.25, 0.75),
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"scrub": Color(0.42, 0.35, 0.18, 0.70),
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"aquatic_cover": Color(0.18, 0.48, 0.72, 0.65),
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"bare": Color(0.0, 0.0, 0.0, 0.0),
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}
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## Ordinal rank of each cover class along the succession gradient (bare → canopy).
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## Used to count tiles that ADVANCED (not merely changed) between the two frames.
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const COVER_RANK: Dictionary = {
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"bare": 0, "aquatic_cover": 0, "scrub": 1, "open_grass": 2, "closed_canopy": 3,
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}
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## visibly advanced). mc-climate canopy/undergrowth succession is a realistically
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## SLOW pioneer→canopy climb (logistic, dt-scaled), so the run is long enough for
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## the per-turn flora delta to accumulate into a visible green spread.
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const EARLY_TURN: int = 5
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const TURNS: int = 150
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var _game_map: RefCounted = null
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var _climate: RefCounted = null
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var _all_positions: Array[Vector2i] = []
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var _early_cover: Dictionary = {} # Vector2i → flora_cover_id at EARLY_TURN
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var _frame_cover: Dictionary = {} # Vector2i → flora_cover_id currently drawn
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var _captured_early: bool = false
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var _early_cover: Dictionary = {} # Vector2i → vegetation intensity at EARLY_TURN
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var _frame_cover: Dictionary = {} # Vector2i → vegetation intensity currently drawn
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## Fixed green-ramp scale shared by BOTH frames so the early (dim, pioneer) vs
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## final (green, advanced) contrast is honest — a per-frame max would normalize
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## both to "full" and hide the succession. ~0.12 ≈ the observed final max canopy.
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const VEG_RAMP_MAX: float = 0.12
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func _ready() -> void:
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@ -136,32 +126,23 @@ func _run_turns(from_turn: int, to_turn: int) -> void:
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EcologyState.tick(grid, int(NEW_GAME["seed"]) + t)
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## Read the current per-tile flora-cover class from the synced GameMap tiles
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## (canopy_cover / undergrowth, written back by climate._sync_grid_to_tiles) using
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## the same classification the renderer applies. Land tiles only.
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## Read each land tile's vegetation intensity (canopy + undergrowth) from the
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## synced GameMap tiles (written back by climate._sync_grid_to_tiles). Returns
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## Vector2i → float in [0, ~1.5]; the per-turn flora delta the renderer reads.
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func _read_flora_cover() -> Dictionary:
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var out: Dictionary = {}
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for pos: Vector2i in _all_positions:
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var tile: RefCounted = _game_map.get_tile(pos)
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if tile == null:
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continue
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out[pos] = _cover_class(tile)
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out[pos] = _vegetation(tile)
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return out
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## Classify a tile's flora cover from its succession state. Canopy dominates
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## (closed forest), then undergrowth (grass), else scrub on any vegetated land,
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## else bare. Mirrors the canopy/undergrowth-driven flora_cover_id derivation.
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func _cover_class(tile: RefCounted) -> String:
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var canopy: float = float(tile.get("canopy_cover"))
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var under: float = float(tile.get("undergrowth"))
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if canopy >= 0.35:
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return "closed_canopy"
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if under >= 0.30:
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return "open_grass"
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if canopy > 0.02 or under > 0.02:
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return "scrub"
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return "bare"
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## Vegetation intensity: canopy weighted over undergrowth (canopy is the mature
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## succession stage). Drives the green ramp in _draw.
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func _vegetation(tile: RefCounted) -> float:
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return float(tile.get("canopy_cover")) + 0.5 * float(tile.get("undergrowth"))
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func _setup_camera() -> void:
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@ -187,26 +168,36 @@ func _draw() -> void:
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var poly: PackedVector2Array = PackedVector2Array()
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for v: Vector2 in HexUtilsScript.hex_polygon:
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poly.append(v + o)
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# Dim land backdrop so the flora-cover tint reads on top.
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draw_colored_polygon(poly, Color(0.16, 0.18, 0.16, 1.0))
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var cover: String = String(_frame_cover.get(pos, "bare"))
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var col: Color = FLORA_COVER_COLORS.get(cover, Color(0, 0, 0, 0))
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if col.a > 0.0:
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# Dim land backdrop so the vegetation tint reads on top.
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draw_colored_polygon(poly, Color(0.14, 0.13, 0.11, 1.0))
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# Vegetation green ramp: bare soil (brown) → pioneer (yellow-green) →
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# mature canopy (deep green). Normalized against the live max-vegetation of
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# the frame so the realistically-slow pioneer→canopy climb reads as a clear
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# gradient rather than washing out at the bottom of an absolute scale.
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var veg: float = float(_frame_cover.get(pos, 0.0))
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if veg > 0.0005:
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var n: float = clampf(veg / VEG_RAMP_MAX, 0.0, 1.0)
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var col: Color = Color(0.50, 0.40, 0.16).lerp(Color(0.13, 0.55, 0.14), n)
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col.a = 0.55 + 0.40 * n
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draw_colored_polygon(poly, col)
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draw_polyline(poly + PackedVector2Array([poly[0]]), Color(0.08, 0.10, 0.08, 0.5), 1.5)
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func _print_stats() -> void:
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var counts: Dictionary = {"bare": 0, "scrub": 0, "open_grass": 0, "closed_canopy": 0}
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for pos: Vector2i in _frame_cover:
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var c: String = String(_frame_cover[pos])
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var key: String = c if c != "aquatic_cover" else "bare"
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counts[key] = int(counts.get(key, 0)) + 1
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# Count tiles whose vegetation intensity rose meaningfully between the early
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# and final frame — the succession the renderer makes visible. Also report
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# the mean vegetation delta so a flat run is unambiguous.
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var succeeded: int = 0
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var sum_before: float = 0.0
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var sum_after: float = 0.0
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var max_after: float = 0.0
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for pos: Vector2i in _early_cover:
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var before: int = int(COVER_RANK.get(String(_early_cover[pos]), 0))
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var after: int = int(COVER_RANK.get(String(_frame_cover.get(pos, "bare")), 0))
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if after > before:
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var before: float = float(_early_cover[pos])
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var after: float = float(_frame_cover.get(pos, 0.0))
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sum_before += before
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sum_after += after
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max_after = maxf(max_after, after)
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if after > before + 0.001:
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succeeded += 1
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# Diagnostic: max canopy/undergrowth + biome-label histogram so a flat result
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# is debuggable (label mismatch vs genuinely-no-growth).
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@ -227,8 +218,13 @@ func _print_stats() -> void:
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])
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print("max canopy=%.3f max undergrowth=%.3f" % [max_canopy, max_under])
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print("biome histogram: %s" % str(biome_hist))
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print("Final flora-cover classes: %s" % str(counts))
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print("succeeded_tiles (flora-cover class advanced %d→%d turns): %d" % [
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print("mean vegetation: early=%.5f final=%.5f (Δ=%+.5f), max final=%.4f" % [
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sum_before / maxf(1.0, _early_cover.size()),
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sum_after / maxf(1.0, _early_cover.size()),
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(sum_after - sum_before) / maxf(1.0, _early_cover.size()),
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max_after,
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])
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print("succeeded_tiles (vegetation rose %d→%d turns): %d" % [
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EARLY_TURN, TURNS, succeeded
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])
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