fix(game): resolve battles ship by ship, matching the combat rules
Tests · Go / test (push) Successful in 2m2s
Tests · Integration / integration (pull_request) Successful in 1m48s
Tests · Go / test (pull_request) Successful in 2m0s

The battle engine diverged from the documented combat model
(game/rules.txt "Сражения") in three ways:

- the destruction roll was inverted (rand >= p), so a near-certain hit
  destroyed its target only ~(1-p) of the time;
- a whole group fired as a single ship (Armament shots per round)
  regardless of its ship count, so fleet size never affected offence;
- the defending mass used the whole group's full mass instead of one
  target ship's, weakening grouped ships' shields by ~Number^(1/3).

SingleBattle now resolves ship by ship: every living ship fires once per
round in random order across all groups, each gun targets a random enemy
ship (weighted by group size), and the destruction roll matches the
documented probability. FilterBattleOpponents evaluates per-ship mass.

Also fixes opponent-map initialisation in ProduceBattles that kept only
an attacker's last opponent.

The rules already describe this model, so no documentation change is
needed. Tests: per-ship one-sided wipe, destruction-roll direction, and
the updated per-ship-mass probability expectation.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-30 23:57:27 +02:00
parent 97b5535c02
commit cc67364113
3 changed files with 160 additions and 62 deletions
+56 -1
View File
@@ -108,7 +108,11 @@ func TestFilterBattleOpponents(t *testing.T) {
assert.False(t, controller.FilterBattleOpponents(c, 0, 2, cacheProbability))
assert.Contains(t, cacheProbability, 0)
assert.Contains(t, cacheProbability[0], 2)
assert.InDelta(t, 0.396222, cacheProbability[0][2], 0.0000001)
// Group 2 holds 15 ships, but a shot targets a single ship, so the
// defending mass is the per-ship full mass (group mass / 15), which
// yields a far lower destruction probability than the pre-fix group-mass
// calculation (which read ~0.396).
assert.InDelta(t, 0.07064783, cacheProbability[0][2], 0.0000001)
assert.False(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
assert.Contains(t, cacheProbability, 2)
assert.Contains(t, cacheProbability[2], 0)
@@ -271,3 +275,54 @@ func TestTransformBattleAggregatesSameShipClass(t *testing.T) {
gunship1.Number, gunship1.NumberLeft)
}
}
// TestDestructionRollDirection guards the corrected probability application:
// a shot destroys its target with probability p, not 1-p. The pre-fix code
// compared rand >= p, which inverted the rate (a near-certain hit became a
// near-certain miss).
func TestDestructionRollDirection(t *testing.T) {
const trials = 100000
for _, p := range []float64{0.1, 0.5, 0.9} {
hits := 0
for range trials {
if controller.DestructionRoll(p) {
hits++
}
}
rate := float64(hits) / float64(trials)
assert.InDelta(t, p, rate, 0.02, "destruction rate must track p=%.2f, not 1-p", p)
}
assert.True(t, controller.DestructionRoll(1.0))
assert.True(t, controller.DestructionRoll(1.5))
assert.Panics(t, func() { controller.DestructionRoll(0) })
assert.Panics(t, func() { controller.DestructionRoll(-0.1) })
}
// TestSingleBattleOneSidedWipe checks the per-ship model end to end: a group
// of armed ships that always destroys its target wipes a larger group of
// unarmed transports that cannot fire back, while every shot in the protocol
// is accounted for and the attacker takes no losses.
func TestSingleBattleOneSidedWipe(t *testing.T) {
c, g := newCache()
assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
// Killer's effective attack overwhelms the freighter's shields, so every
// shot destroys (probability >= 1).
assert.NoError(t, c.ShipClassCreate(Race_0_idx, "Killer", 10, 1, 40, 10, 0))
assert.NoError(t, c.CreateShips(Race_0_idx, "Killer", R0_Planet_0_num, 3)) // group 0
c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Freighter).ID, R0_Planet_0_num, 5) // group 1
battles := controller.ProduceBattles(c)
assert.Len(t, battles, 1)
assert.Zero(t, c.ShipGroup(1).Number, "all unarmed transports must be destroyed")
assert.Equal(t, uint(3), c.ShipGroup(0).Number, "unarmed transports cannot retaliate")
kills := 0
for _, a := range battles[0].Protocol {
if a.Destroyed {
kills++
}
}
assert.Equal(t, 5, kills, "exactly the five transports are destroyed")
}