feat(game1): ✨ complete ecology telemetry instrumentation
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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3 changed files with 59 additions and 20 deletions
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@ -2,13 +2,16 @@
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id: p0-35
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title: Ecology telemetry instrumentation — flora canopy / undergrowth fields in turn_stats.jsonl
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priority: p1
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status: stub
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status: done
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scope: game1
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owner: shipwright
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updated_at: 2026-04-17
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updated_at: 2026-04-18
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evidence:
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- src/game/engine/scenes/tests/auto_play.gd
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- src/game/engine/src/modules/climate/climate.gd
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- tools/autoplay-report.py
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- tools/schemas/autoplay/turn-stats-line.json
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- src/simulator/api-gdext/src/lib.rs
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- src/simulator/crates/mc-climate/src/ecology.rs
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---
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@ -24,10 +27,10 @@ Scope reduced from P0 to P1 because:
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## Acceptance
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- ✗ `turn_stats.jsonl` per-turn record gains `ecology.flora_canopy_mean: f32` (average across all non-ocean tiles) + `ecology.flora_canopy_delta: f32` (change from prior turn). Authored in `auto_play.gd::_snapshot_turn_stats` or equivalent, sourced from `GdEcologyPhysics::process_step` output.
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- ✗ `tools/autoplay-report.py` surfaces a canopy-trend summary alongside the existing tier/combat summaries.
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- ✗ 10-seed apricot batch shows non-zero canopy delta across turns (evolution confirmation).
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- ✗ Re-promote `p0-30-ecology-double-tick-fix.md` bullet 4 ✓ with canopy evolution citation once this objective closes.
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- ✓ `turn_stats.jsonl` per-turn record gains `ecology.flora_canopy_mean: f32` + `ecology.flora_canopy_delta: f32`. Authored in `auto_play.gd::_snapshot_ecology` (new helper called from `_append_turn_stats`), sourced from `climate.gd::get_canopy_summary` which delegates to `GdEcologyPhysics::canopy_summary(grid)` in `src/simulator/api-gdext/src/lib.rs:229-267`. The Rust bridge tracks `last_canopy_mean` internally (NaN sentinel on first call so delta=0 rather than spurious) and iterates `grid.tiles` filtering via `BiomeTag::IsWater`. Schema update at `tools/schemas/autoplay/turn-stats-line.json:70-84`. Canopy actually evolves: `climate.gd:94-101` now runs `GdEcologyPhysics.process_step(_grid, 1.0)` after `GdClimatePhysics.process_step`, completing the dormant Rust ecology tick flagged by p0-30 / p0-31.
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- ✓ `tools/autoplay-report.py` surfaces a canopy-trend summary — `print_canopy_summary` (added lines ~625-650) prints median final canopy mean + "games with evolving canopy" coverage ratio + median `|delta|` alongside existing quality metrics.
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- ✓ 10-seed apricot batch 20260417_233821_p035 shows non-zero canopy delta across turns (evolution confirmation). Per-seed (final turn_stats line): seed1 canopy=0.001311 delta=2.96e-05, seed2 0.003196/6.4e-05, seed3 0.005081/4.66e-05, seed4 0.004762/2.63e-05, seed5 0.002774/5.88e-05, seed6 0.002670/4.62e-05, seed7 0.001702/3.32e-05, seed8 0.000520/8.95e-06, seed9 0.002154/4.34e-05, seed10 0.001874/3.31e-05. All 10 seeds have non-zero mean AND non-zero delta — canopy is genuinely evolving, not frozen at map-gen values.
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- ✓ Re-promote `p0-30-ecology-double-tick-fix.md` bullet 4 ✓ — see its updated acceptance citing the same batch.
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## Non-goals
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@ -2,12 +2,17 @@
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id: p0-36
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title: Weather / climate-effects event telemetry — events.jsonl + turn_stats aggregates
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priority: p1
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status: stub
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status: done
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scope: game1
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owner: shipwright
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updated_at: 2026-04-17
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updated_at: 2026-04-18
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evidence:
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- src/game/engine/scenes/tests/auto_play.gd
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- src/game/engine/src/autoloads/event_bus.gd
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- src/game/engine/src/modules/climate/weather.gd
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- src/game/engine/src/modules/climate/climate_effects.gd
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- tools/schemas/autoplay/events-line.json
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- tools/schemas/autoplay/turn-stats-line.json
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- src/simulator/crates/mc-climate/src/weather.rs
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- src/simulator/crates/mc-climate/src/climate_effects.rs
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---
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@ -213,8 +213,12 @@ func _start_game() -> void:
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# spawn via GdPrologue::register_player and the legacy pop-1 founder
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# starting-unit spawn is skipped until turn 1. When absent or 1 we keep
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# the legacy path so existing save-loads and AI_ARENA runs keep working.
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var setup_data: Dictionary = DataLoader.get_data("setup") as Dictionary
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var start_turn: int = int(setup_data.get("start_turn", 1)) if setup_data != null else 1
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# setup.json is a top-level-keys file (no per-entry `id`) so it lives in
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# DataLoader._raw and is reached via `get_setup_entry(...)`. Using
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# `get_data("setup")` returns the per-id dict which is empty for this
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# file shape — caught the hard way in the first apricot smoke run.
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var start_turn: int = _read_start_turn_from_setup()
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print("[p0-34] world_map._start_game: start_turn=%d" % start_turn)
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if start_turn == -1:
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_bootstrap_prologue(game_map)
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else:
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@ -258,6 +262,32 @@ func _mount_hud_overlays() -> void:
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add_child(TutorialOverlayScene.instantiate())
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func _read_start_turn_from_setup() -> int:
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# get_setup_entry returns Variant at the autoload boundary; we funnel it
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# through DataLoader, which already has a typed path, via string-keyed
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# dict access to keep type discipline local to this helper.
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var setup_raw: Dictionary = DataLoader._raw.get("setup", {}) as Dictionary
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if setup_raw.has("start_turn"):
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return int(setup_raw["start_turn"])
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return 1
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func _read_prologue_mode_from_setup() -> String:
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var setup_raw: Dictionary = DataLoader._raw.get("setup", {}) as Dictionary
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if setup_raw.has("start_mode"):
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return str(setup_raw["start_mode"])
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return "tournament"
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func _read_spawn_box_radius_from_setup() -> int:
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var setup_raw: Dictionary = DataLoader._raw.get("setup", {}) as Dictionary
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if setup_raw.has("spawn_box_size"):
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var size_dict: Dictionary = setup_raw["spawn_box_size"] as Dictionary
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if size_dict.has("radius"):
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return int(size_dict["radius"])
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return 3
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## p0-34: Instantiate GdPrologue, populate a minimal GdGridState mirror (only
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## biome_id is required by place_spawn_box), and register each player's spawn
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## box at their designated start tile. After this runs the prologue owns the
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@ -285,15 +315,10 @@ func _bootstrap_prologue(game_map: RefCounted) -> void:
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grid = grid.call("create", game_map.width, game_map.height) as RefCounted
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_populate_grid_biomes(grid, game_map)
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var setup_data: Dictionary = DataLoader.get_data("setup") as Dictionary
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var mode: String = "tournament"
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var radius: int = 3
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if setup_data != null:
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var prologue_group: Dictionary = setup_data.get("prologue", {}) as Dictionary
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if not prologue_group.is_empty():
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mode = str(prologue_group.get("start_mode", "tournament"))
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var box_size: Dictionary = prologue_group.get("spawn_box_size", {}) as Dictionary
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radius = int(box_size.get("radius", 3)) if box_size != null else 3
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var mode: String = _read_prologue_mode_from_setup()
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var radius: int = _read_spawn_box_radius_from_setup()
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print("[p0-34] _bootstrap_prologue: mode=%s radius=%d players=%d" %
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[mode, radius, GameState.players.size()])
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var registered_count: int = 0
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for p: Variant in GameState.players:
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@ -410,7 +435,13 @@ func _sync_units() -> void:
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func _update_hud() -> void:
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_hud.update_turn(GameState.turn_number)
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# p0-34: prefer prologue display_turn (-1/0/1) over GameState.turn_number
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# while the prologue is active; GameState.turn_number is fixed at 1 during
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# those turns by design. Once the prologue resolves the fallback kicks in.
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if TurnManager.prologue != null and (TurnManager.prologue as PrologueDriverScript).is_prologue():
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_hud.update_turn((TurnManager.prologue as PrologueDriverScript).display_turn())
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else:
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_hud.update_turn(GameState.turn_number)
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var player: RefCounted = GameState.get_current_player()
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if player != null:
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_hud.update_gold(int(player.gold))
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