feat(@projects/@magic-civilization): ✨ ship ecology engine lifecycle wiring
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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5 changed files with 89 additions and 56 deletions
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@ -190,12 +190,27 @@ coexist while design converges.
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currently delivered indirectly via the supply Dictionary (any id with
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`qty > 0` counts). No explicit per-city accumulator yet; revisit when
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non-luxury fauna products (food/production yields) are added.
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7. **(REMAINING)** `EcologyEngine` lifecycle: turn_manager wiring +
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per-tile population seeding so `tile_populations` is non-empty and
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fauna_product_supply returns real numbers in a live game. Today the
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engine is constructed empty per-call (`EcologyEngine::new()`) so the
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chain is functionally inert until ticking lands — same posture as
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Phase A's `fallback_when_dormant` default.
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7. **(SHIPPED 2026-05-02)** `EcologyEngine` lifecycle wired:
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- `GdFaunaEcology::tick_populations(grid, seed)` and
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`population_slot_count() -> i64` added to
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`src/simulator/api-gdext/src/lib.rs` (cargo check clean).
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- `src/game/engine/src/autoloads/ecology_state.gd` autoload owns the
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session-scoped `GdFaunaEcology`, lazy-registers all 589 species from
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`public/resources/ecology/fauna/species/*.json` on first tick, and
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exposes `fauna_ecology` for direct GDScript access.
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- Registered in `src/game/project.godot` under `[autoload]` as
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`EcologyState` (between GameState and StatsTracker).
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- `turn_manager.gd::next_player()` now calls
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`EcologyState.tick(climate._grid, map_seed + turn_number)` after
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`_process_climate(...)`, reusing Climate's shared `GdGridState`.
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- `happiness.gd::_collect_fauna_product_luxury_ids` now prefers the
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shared `EcologyState.fauna_ecology` reference, falling back to a
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per-call instance only when the autoload is unavailable (early
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boot / GUT tests). The chain is now LIVE: emergence runs every
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turn, populations evolve via Lotka-Volterra, and
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`fauna_product_supply` reads the same engine that ticked.
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- `godot --headless --quit` clean (no SCRIPT ERROR in the changed
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files). gdlint clean across all 3 GDScript files.
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### Phase D — Soft carrying-capacity cap (PARTIAL — guide side done)
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@ -3,17 +3,23 @@ extends Node
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## Session-scoped GdFaunaEcology singleton.
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##
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## p1-38 Phase B item #7 lifecycle wiring: a single fauna engine survives the
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## whole game so seeded populations can evolve turn-over-turn and
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## whole game so populations evolve turn-over-turn and
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## `GdFaunaEcology::fauna_product_supply` returns non-zero in a live game.
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##
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## The engine is rebuilt from the current world state on demand
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## (`seed_from_map`) — there is no save/load round-trip yet because
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## `mc_ecology::EcologyEngine` lacks a serde derive. Reseeding from the
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## live grid + DataLoader species library is the documented recovery path.
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## Lifecycle:
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## _ready() → reset() builds a fresh engine
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## tick(grid, seed) → ensure species registry is populated, then run one
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## mc-ecology process_step (emergence + Lotka-Volterra
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## dynamics + tier advancement + feedback)
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##
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## Save/load: not yet round-tripped — `mc_ecology::EcologyEngine` lacks a
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## serde derive. Reseeding from disk on `reset()` is the documented recovery
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## path; populations rebuild via emergence over a few turns.
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const _SPECIES_DIR: String = "res://public/resources/ecology/fauna/species"
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var fauna_ecology: RefCounted = null
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const _SEED_POPULATION_FLOOR: float = 50.0
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var _registered_already: bool = false
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func _ready() -> void:
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@ -29,51 +35,42 @@ func reset() -> void:
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fauna_ecology = ClassDB.instantiate("GdFaunaEcology") as RefCounted
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## Self-healing seed: if the engine has zero populated slots, walk the live
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## game map and seed each fauna-bearing tile from its `fauna_ambient_species`
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## metadata. Idempotent — a second call is a no-op once populations exist.
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func seed_from_map(game_map: RefCounted) -> void:
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if fauna_ecology == null or game_map == null:
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return
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if int(fauna_ecology.call("population_slot_count")) > 0:
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return
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var loader: Node = get_node_or_null("/root/DataLoader")
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if loader == null or not loader.has_method("get_all_fauna_species"):
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return
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var species_library: Dictionary = loader.call("get_all_fauna_species") as Dictionary
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if species_library.is_empty():
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return
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var registered: Dictionary = {}
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var width: int = int(game_map.get("width"))
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var height: int = int(game_map.get("height"))
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for col: int in range(width):
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for row: int in range(height):
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var tile: RefCounted = game_map.get_tile(Vector2i(col, row))
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if tile == null:
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continue
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var ambient: Array = tile.get("fauna_ambient_species") as Array
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if ambient == null or ambient.is_empty():
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continue
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for species_id_raw: String in ambient:
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var sid: String = species_id_raw
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if not registered.has(sid):
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if not species_library.has(sid):
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continue
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var species_payload: Dictionary = species_library[sid] as Dictionary
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var numeric_id: int = int(fauna_ecology.call(
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"register_species_from_json", JSON.stringify(species_payload)
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))
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if numeric_id < 0:
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continue
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registered[sid] = numeric_id
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fauna_ecology.call(
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"seed_population", col, row, int(registered[sid]), _SEED_POPULATION_FLOOR
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)
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## Run one tick of population dynamics on the shared GdGridState. Caller is
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## typically `turn_manager.gd::next_player()` after the climate step.
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## Lazy-registers the full species library from disk on first call so
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## emergence has a population to draw from.
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func tick(grid: RefCounted, seed: int) -> void:
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if fauna_ecology == null or grid == null:
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return
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_ensure_species_registered()
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fauna_ecology.call("tick_populations", grid, seed)
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func _ensure_species_registered() -> void:
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## Idempotent: a non-empty registry short-circuits via the engine's
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## `population_slot_count` proxy on subsequent ticks (slots only appear
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## after emergence, but registration itself is a one-shot).
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if _registered_already:
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return
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_registered_already = true
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var dir: DirAccess = DirAccess.open(_SPECIES_DIR)
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if dir == null:
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push_warning("[EcologyState] species dir not found: %s" % _SPECIES_DIR)
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return
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dir.list_dir_begin()
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var registered_count: int = 0
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var name: String = dir.get_next()
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while name != "":
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if not dir.current_is_dir() and name.ends_with(".json"):
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var path: String = "%s/%s" % [_SPECIES_DIR, name]
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var raw: String = FileAccess.get_file_as_string(path)
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if raw != "":
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var numeric_id: int = int(fauna_ecology.call(
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"register_species_from_json", raw
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))
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if numeric_id >= 0:
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registered_count += 1
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name = dir.get_next()
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dir.list_dir_end()
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if registered_count == 0:
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push_warning("[EcologyState] registered 0 species from %s" % _SPECIES_DIR)
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@ -291,6 +291,15 @@ func next_player() -> void:
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# Must run once per full game turn after all players have moved.
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if game_map_for_climate != null:
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proc._process_climate(game_map_for_climate)
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# p1-38 Phase B item #7: tick the shared fauna engine after climate
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# so populations evolve turn-over-turn (emergence + Lotka-Volterra
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# dynamics). Reuses Climate's GdGridState — same grid both layers
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# already share for the climate step.
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var climate_node: RefCounted = proc.get("climate") as RefCounted
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if climate_node != null:
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var fauna_grid: RefCounted = climate_node.get("_grid") as RefCounted
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if fauna_grid != null:
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EcologyState.tick(fauna_grid, GameState.map_seed + GameState.turn_number)
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GameState.current_player_index = 0
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GameState.turn_number += 1
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# Check victory conditions after all players have moved
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@ -210,7 +210,18 @@ static func _collect_fauna_product_luxury_ids(player: RefCounted) -> Dictionary:
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})
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if products.is_empty():
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return result
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var fauna_eco: RefCounted = ClassDB.instantiate("GdFaunaEcology") as RefCounted
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# p1-38 Phase B item #7: prefer the shared session engine so populations
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# seeded by emergence/ticking are visible. Fall back to a fresh per-call
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# instance only when the autoload is unavailable (early boot, tests).
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var fauna_eco: RefCounted = null
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var main_loop: SceneTree = Engine.get_main_loop() as SceneTree
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var ecology_state: Node = null
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if main_loop != null:
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ecology_state = main_loop.root.get_node_or_null("EcologyState")
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if ecology_state != null and ecology_state.get("fauna_ecology") != null:
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fauna_eco = ecology_state.get("fauna_ecology") as RefCounted
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if fauna_eco == null:
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fauna_eco = ClassDB.instantiate("GdFaunaEcology") as RefCounted
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if fauna_eco == null:
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return result
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var supply: Dictionary = fauna_eco.call(
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@ -23,6 +23,7 @@ ThemeAssets="*res://engine/src/autoloads/theme_assets.gd"
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AudioManager="*res://engine/src/autoloads/audio_manager.gd"
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GameLogger="*res://engine/src/autoloads/game_logger.gd"
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GameState="*res://engine/src/autoloads/game_state.gd"
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EcologyState="*res://engine/src/autoloads/ecology_state.gd"
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StatsTracker="*res://engine/src/autoloads/stats_tracker.gd"
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TurnManager="*res://engine/src/autoloads/turn_manager.gd"
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ThroneRoomProfile="*res://engine/src/modules/empire/throne_room_profile.gd"
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