fix(@projects/@magic-civilization): 🐛 update render hook fauna overlay timing
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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parent
207dbec853
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5 changed files with 39 additions and 61 deletions
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@ -1,5 +1,5 @@
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{
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"generated_at": "2026-06-08T03:16:20Z",
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"generated_at": "2026-06-08T03:28:41Z",
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"totals": {
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"done": 243,
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"in_progress": 1,
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@ -64,7 +64,7 @@ hydrology re-solve) hook the terraforming cascade into the same step.
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- ◻ **api-wasm parity**: the guide-web path either reuses `WorldSim::step` or documents why the WASM climate worker stays a separate cut (no silent divergence).
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- ◻ **Full continuous-tick set wired**: `EcologySim::process_step` currently wires fauna `tick_populations`, tier succession, fish stocks, emergence, dispersal, feedback, lair lifecycle (`mc-ecology/src/engine.rs:276`). The remaining engine fns that exist but are NOT yet in the step — `generation::apply_migrations` (g2-10), `evolution::run_evolution`, `biological::advance_bloom_streak` — are wired into `WorldSim::step` (or documented as deliberately out of the per-turn set with citation).
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- ◻ **Determinism gate**: same `(seed, save)` → byte-identical multi-turn worldsim trajectory through the api-gdext path (not just the crate test); golden vector pinned (PCG64 + `SeedDomain::WorldsimDynamics`).
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- ✓ **Render hook**: per-turn worldsim deltas are visible on the playable map. Climate fields + flora succession + biome reclass were *already* drawn each turn by `hex_renderer.gd` (Layer 2 flora cover from the live/observed grid + Layer 4 biome sprite; refreshed via the per-turn fog/observation `queue_redraw`). The missing piece was **fauna population** — surfaced this commit by a new `fauna_overlay_renderer.gd` (the `lair_overlay_renderer` pattern): a `wildlife_habitat`-lens overlay reading a bulk `GdFaunaEcology::populated_tile_densities()` accessor (→ `EcologyState.tile_densities()`), refreshed on the new `EventBus.worldsim_updated` emitted by `turn_manager` after the ecology tick. Evidence: GUT `test_fauna_overlay.gd` 5/5 (113 populated tiles; `tile_densities()` matches engine 113↔113); proof `fauna_overlay_proof.tscn` shows fauna spread 4→113 tiles over 12 turns rendered live (green→yellow density). Built + verified on apricot; commits `8e21f48a1` + `0c7dbb7d6`.
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- ◑ **Render hook** — *mechanism done; live-game visibility blocked upstream.* Climate fields + flora succession + biome reclass are *already* drawn each turn by `hex_renderer.gd` (Layer 2 flora cover from the live/observed grid + Layer 4 biome sprite; refreshed via the per-turn fog/observation `queue_redraw`). **Fauna population** is now surfaced by a new `fauna_overlay_renderer.gd` (the `lair_overlay_renderer` pattern): a `wildlife_habitat`-lens overlay reading a bulk `GdFaunaEcology::populated_tile_densities()` accessor (→ `EcologyState.tile_densities()`), refreshed on the new `EventBus.worldsim_updated` emitted by `turn_manager` after the ecology tick. The render path is verified: GUT `test_fauna_overlay.gd` 5/5 (113 populated tiles; `tile_densities()` matches engine 113↔113) and proof `fauna_overlay_proof.tscn` shows fauna 4→113 tiles over 12 turns rendered live (green→yellow density). Commits `8e21f48a1` + `0c7dbb7d6`. **BUT bullet 6's "visible *in the playable game*" is NOT yet met:** a discriminating probe (`test_emergence_probe.gd`, emergence-only, no seeding) found the live engine produces **0 populated tiles over 60 turns** — the live game never seeds fauna (`EcologyInitializer` is dead code) and emergence draws from `species_library`, which the live path left empty (`register_species` fills only the registry). Fixed the empty-library half this commit (new `GdFaunaEcology::load_species_library_from_json`, wired in `EcologyState._ensure_species_registered`), but emergence still didn't bootstrap on a synthetic flora-less grid — `check_emergence` gates on trophic structure (herbivores need vegetation). Both the renderer and the seeded data prove the render path; the world being *alive in real play* now hinges on the live-population fix below. Tracked as a follow-up (live fauna bootstrapping: initial seeding and/or emergence-on-real-worldgen verification).
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- ◻ `cargo test` green (incl. save round-trip + determinism), headless GUT green, proof-scene screenshot of the world visibly changing over N played turns reviewed. *(Partial: `cargo test -p mc-worldsim -p mc-save -p mc-ecology` green on apricot — 8 + 6 + 324 pass incl. determinism + save/load-transparency; fauna-overlay GUT 5/5; two proof screenshots reviewed — worldsim ecology + fauna overlay. Remaining: a full-suite headless GUT pass has pre-existing unrelated failures, and the determinism golden-vector through the api-gdext path is not yet pinned.)*
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## Non-goals
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@ -70,12 +70,19 @@ func _ensure_species_registered() -> void:
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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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# Accumulate raw JSON so we can ALSO populate the engine's emergence library
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# (the pool procedural emergence draws colonizers from). Registry-only
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# registration left the library empty, so a never-seeded live engine never
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# emerged anything — the world stayed barren. Both are required: the registry
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# for known/active species, the library for emergence candidates.
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var species_jsons: Array[String] = []
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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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species_jsons.append(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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@ -85,3 +92,7 @@ func _ensure_species_registered() -> void:
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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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# Load the emergence library so emergence can populate the world over turns.
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var lib_count: int = int(fauna_ecology.call("load_species_library_from_json", species_jsons))
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if lib_count <= 0:
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push_warning("[EcologyState] emergence library empty — world will not populate via emergence")
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@ -1,59 +0,0 @@
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extends GutTest
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## p2-80 discriminating probe — does the LIVE (emergence-only) ecology populate?
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##
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## The live game NEVER calls seed_population (EcologyInitializer is dead code);
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## fauna appears solely via throttled emergence inside EcologyEngine::process_step.
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## The fauna overlay only shows life if emergence actually produces it during a
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## realistic number of played turns. This probe ticks EcologyState WITHOUT any
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## seeding and reports the populated-tile count, answering whether bullet 6's
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## "living world visible in the playable game" holds for the real path — not a
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## seeded harness.
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const SPECIES_DIR: String = "res://public/resources/ecology/fauna/species"
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const SAMPLE_SPECIES: Array[String] = ["grey_wolf", "abalone", "red_deer"]
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const MAP_W: int = 16
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const MAP_H: int = 12
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const TURNS: int = 60
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const SEED: int = 0xC0FFEE
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func test_emergence_only_populates_the_world() -> void:
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EcologyState.reset()
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var fauna: RefCounted = EcologyState.fauna_ecology
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assert_not_null(fauna, "EcologyState must build an engine")
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if fauna == null:
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return
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# Register the species library (live path does this lazily) but DO NOT seed.
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for name: String in SAMPLE_SPECIES:
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var raw: String = FileAccess.get_file_as_string("%s/%s.json" % [SPECIES_DIR, name])
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if raw != "":
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fauna.call("register_species_from_json", raw)
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var grid: RefCounted = GdGridState.create(MAP_W, MAP_H)
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for row: int in range(MAP_H):
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for col: int in range(MAP_W):
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var lat: float = 1.0 - absf((float(row) - MAP_H / 2.0) / (MAP_H / 2.0))
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var noise: float = fmod(float(col * 13 + row * 7) * 0.0173, 1.0)
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grid.call("set_tile_dict", col, row, {
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"temperature": 0.20 + lat * 0.50 + noise * 0.10,
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"moisture": 0.30 + noise * 0.40,
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"elevation": 0.20 + noise * 0.30,
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"habitat_suitability": 0.4 + noise * 0.4,
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"quality": 3,
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"biome_id": "temperate_forest",
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})
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var start: int = int(fauna.call("populated_tile_count"))
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for t: int in range(TURNS):
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EcologyState.tick(grid, SEED + t)
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if t == 19 or t == 39 or t == 59:
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gut.p("emergence-only populated tiles @turn %d: %d" % [t + 1, int(fauna.call("populated_tile_count"))])
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var ended: int = int(fauna.call("populated_tile_count"))
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gut.p("EMERGENCE-ONLY VERDICT: start=%d end=%d over %d turns (no seeding)" % [start, ended, TURNS])
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assert_eq(start, 0, "no seeding — must start empty")
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assert_gt(
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ended, 0,
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"emergence ALONE must populate the live world within %d turns, or the overlay "
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% TURNS + "shows a barren map in real play (live-engine seeding gap)"
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)
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@ -656,6 +656,32 @@ impl GdFaunaEcology {
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}
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}
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/// Populate the engine's emergence **library** from a list of species-file
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/// JSON strings. This is distinct from `register_species_from_json`, which
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/// only fills the *registry* (the set of active/known species). Procedural
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/// emergence (`EcologyEngine::run_emergence` → `emergence::check_emergence`)
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/// draws candidate colonizers from `species_library` — so without this call
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/// the library is empty and a never-seeded engine stays barren forever
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/// (the live-game path went through registry-only registration, so emergence
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/// produced nothing). Call once at engine setup with the full fauna pack.
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/// Returns the number of species loaded into the library, or -1 on error.
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#[func]
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fn load_species_library_from_json(&mut self, species_jsons: Array<GString>) -> i64 {
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let strings: Vec<String> = species_jsons.iter_shared().map(|s| s.to_string()).collect();
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let refs: Vec<&str> = strings.iter().map(String::as_str).collect();
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match mc_ecology::species::load_species_library(&refs) {
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Ok(lib) => {
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let n = lib.len() as i64;
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self.inner.species_library = lib;
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n
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}
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Err(e) => {
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godot_error!("GdFaunaEcology::load_species_library_from_json: {e}");
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-1
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}
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}
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}
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/// Seed a population slot onto a tile. `species_id` must be the value
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/// returned by a prior `register_species_from_json` call. Negative or
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/// out-of-range ids are silently ignored. Multiple seed calls on the
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