fix(game): fight before departure and reorder the turn sequence
Per the documented turn order (game/rules.txt "Последовательность действий"), no ship should dodge the pre-departure battle by slipping into hyperspace. MakeTurn now runs merge -> battle -> load+launch routed groups -> fly -> merge -> battle, so: - ships ordered to depart (Launched) and ships being upgraded now take part in the pre-departure battle at their planet (CollectPlanetGroups / FilterBattleGroups); only survivors then enter hyperspace; - routed transports are loaded and launched AFTER that battle, so they fight empty and cannot escape it. A just-launched group has no stored hyperspace position, so moveShipGroup starts its first leg from the origin planet; the previous code read the nil launch coordinate and would panic. Because upgrading groups can now lose ships in the battle, the pending upgrade cost is recomputed from the group's current ship count instead of the value stored when the order was validated. Rules: reordered "Последовательность действий" and rewrote the combat note that ordered/routed ships skip the battle. Tests: launched-group move from origin, launched/upgrade groups taking part in battle, upgrade cost tracking ship losses. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -326,3 +326,56 @@ func TestSingleBattleOneSidedWipe(t *testing.T) {
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}
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assert.Equal(t, 5, kills, "exactly the five transports are destroyed")
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}
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// TestCollectPlanetGroupsIncludesLaunchedAndUpgrade checks that every group
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// physically at a planet — in orbit, being upgraded, or ordered to depart but
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// not yet flown (Launched) — is collected for, and kept in, the battle.
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func TestCollectPlanetGroupsIncludesLaunchedAndUpgrade(t *testing.T) {
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c, _ := newCache()
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// group 0: in orbit at Planet_0
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 1))
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// group 1: ordered to depart Planet_0 (Launched), still physically there
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assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1))
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c.ShipGroup(1).StateInSpace = &game.InSpace{Origin: R0_Planet_0_num}
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c.ShipGroup(1).Destination = R0_Planet_2_num
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assert.Equal(t, game.StateLaunched, c.ShipGroup(1).State())
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// group 2: being upgraded at Planet_0
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assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1))
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c.ShipGroup(2).StateUpgrade = &game.InUpgrade{UpgradeTech: []game.UpgradePreference{{Tech: game.TechDrive, Level: 2.0, Cost: 100}}}
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assert.Equal(t, game.StateUpgrade, c.ShipGroup(2).State())
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pg := controller.CollectPlanetGroups(c)
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assert.Contains(t, pg, R0_Planet_0_num)
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assert.Len(t, pg[R0_Planet_0_num], 3)
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for _, idx := range []int{0, 1, 2} {
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assert.Contains(t, pg[R0_Planet_0_num], idx)
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}
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battleGroups := controller.FilterBattleGroups(c, pg[R0_Planet_0_num])
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assert.Len(t, battleGroups, 3)
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}
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// TestProduceBattlesLaunchedFightsAtOrigin checks that a group ordered to
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// depart (Launched) still fights the pre-departure battle at its origin
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// planet, rather than escaping into hyperspace before the fight.
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func TestProduceBattlesLaunchedFightsAtOrigin(t *testing.T) {
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c, g := newCache()
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assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
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assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
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// Race_0: armed group in orbit at Planet_0.
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10))
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// Race_1: armed group ordered to depart Planet_0 (Launched), still there.
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c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R0_Planet_0_num, 10)
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c.ShipGroup(1).StateInSpace = &game.InSpace{Origin: R0_Planet_0_num}
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c.ShipGroup(1).Destination = R0_Planet_2_num
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assert.Equal(t, game.StateLaunched, c.ShipGroup(1).State())
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battles := controller.ProduceBattles(c)
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assert.Len(t, battles, 1)
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assert.True(t, battles[0].ObserverGroups[1], "launched group must be marked in-battle")
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if c.ShipGroup(0).Number == 0 {
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assert.Greater(t, c.ShipGroup(1).Number, uint(0))
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} else {
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assert.Zero(t, c.ShipGroup(1).Number)
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}
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}
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