fix(game): small reconciliation fixes (science, generation, dismantle, report)
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A bundle of small rules-vs-engine corrections:

- Science proportions: accept a sum that equals 1 only up to float
  rounding (was an exact != 1 comparison); the rules example is reworded
  so it is unambiguous that proportions are fractions summing to 1.
- Generation: super-big planets get a resource strictly above 0 (minimum
  0.001, was a hard 0.1); the rules table is fixed for big planets (1-10,
  not 0.1-10) and the false "0.1-20 / average 1.5" resource claim removed.
- Dismantle over a neutral planet now unloads the colonists and settles
  it (the planet becomes the race's); over a foreign planet they are
  still lost. The rules clause is clarified for own / neutral / foreign.
- Report: ship-production entries are written at the compacted report
  index (was the planet's map index, which could write past the grown
  slice and panic); the incoming-group "remaining distance" is measured
  from the group's current hyperspace position, not its origin planet
  (matching OtherGroup).
- validator: the cargo-value error now carries the cargo value, not the
  shields value.

Tests added for each behavioural fix; rules.txt updated in the same patch.
This commit is contained in:
Ilia Denisov
2026-05-31 09:29:07 +02:00
parent bef6c46a1c
commit dc621cc715
9 changed files with 100 additions and 28 deletions
+9 -8
View File
@@ -412,7 +412,6 @@ func (c *Cache) ReportIncomingGroup(ri int, rep *mr.Report) {
if sg.OwnerID == r.ID || sg.State() != game.StateInSpace {
continue
}
p1 := c.MustPlanet(sg.StateInSpace.Origin)
p2 := c.MustPlanet(sg.Destination)
if !p2.OwnedBy(r.ID) {
continue
@@ -434,7 +433,9 @@ func (c *Cache) ReportIncomingGroup(ri int, rep *mr.Report) {
continue
}
distance := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X.F(), p1.Y.F(), p2.X.F(), p2.Y.F())
// Remaining distance is measured from the group's current position in
// hyperspace to the destination, not from its origin planet.
distance := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F())
var speed, mass float64
if sg.FleetID != nil {
speed, mass = c.FleetSpeedAndMass(c.MustFleetIndex(*sg.FleetID))
@@ -577,12 +578,12 @@ func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
st := c.MustShipType(ri, *p.Production.SubjectID)
sliceIndexValidate(&rep.ShipProduction, i)
rep.ShipProduction[pi].Planet = p.Number
rep.ShipProduction[pi].Class = st.Name
rep.ShipProduction[pi].Cost = mr.F(calc.ShipProductionCost(st.EmptyMass()))
rep.ShipProduction[pi].Free = mr.F(c.PlanetProductionCapacity(p.Number))
rep.ShipProduction[pi].ProdUsed = mr.F((*p.Production.ProdUsed).F())
rep.ShipProduction[pi].Percent = mr.F((*p.Production.Progress).F())
rep.ShipProduction[i].Planet = p.Number
rep.ShipProduction[i].Class = st.Name
rep.ShipProduction[i].Cost = mr.F(calc.ShipProductionCost(st.EmptyMass()))
rep.ShipProduction[i].Free = mr.F(c.PlanetProductionCapacity(p.Number))
rep.ShipProduction[i].ProdUsed = mr.F((*p.Production.ProdUsed).F())
rep.ShipProduction[i].Percent = mr.F((*p.Production.Progress).F())
i++
}
}
+31
View File
@@ -165,3 +165,34 @@ func TestReportOtherShipClassFromBattle(t *testing.T) {
assert.Equal(t, report.F(0.), g.Cargo)
assert.Equal(t, report.F(220.), g.Mass)
}
// TestReportShipProductionIndex guards the report index: when the only
// ship-producing planet is not the first planet in the map, its entry must
// land at the compacted report index, not the planet's map index (which would
// write out of the grown slice and panic).
func TestReportShipProductionIndex(t *testing.T) {
c, _ := newCache()
assert.NoError(t, c.PlanetProduce(Race_0_idx, int(R0_Planet_2_num), game.ProductionShip, ShipType_Cruiser))
rep := c.InitReport(1)
c.ReportShipProduction(Race_0_idx, rep)
assert.Len(t, rep.ShipProduction, 1)
assert.Equal(t, R0_Planet_2_num, rep.ShipProduction[0].Planet)
}
// TestReportIncomingGroupRemainingDistance checks the reported distance is the
// remaining distance from the group's current hyperspace position to the
// destination, not the full origin-to-destination route.
func TestReportIncomingGroupRemainingDistance(t *testing.T) {
c, _ := newCache()
gi := c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R1_Planet_1_num, 1)
c.ShipGroup(gi).Destination = R0_Planet_0_num // Planet_0 at (1,1)
c.ShipGroup(gi).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(5), Y: floatRef(5)}
rep := c.InitReport(1)
c.ReportIncomingGroup(Race_0_idx, rep)
assert.Len(t, rep.IncomingGroup, 1)
// current (5,5) -> dest (1,1) = sqrt(32) ≈ 5.657; the origin (2,2) -> dest
// route would be sqrt(2) ≈ 1.414.
assert.InDelta(t, 5.657, rep.IncomingGroup[0].Distance.F(), 0.01)
}
+4 -1
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@@ -2,6 +2,7 @@ package controller
import (
"fmt"
"math"
"slices"
"galaxy/util"
@@ -36,7 +37,9 @@ func (c *Cache) ScienceCreate(ri int, name string, drive, weapons, shileds, carg
return e.NewCargoValueError(cargo)
}
sum := drive + weapons + shileds + cargo
if sum != 1 {
// The proportions must add up to one; a small tolerance keeps inputs like
// 0.1+0.2+0.3+0.4 (which is 1 only up to float rounding) from being rejected.
if math.Abs(sum-1) > 1e-9 {
return e.NewScienceSumValuesError("D=%f W=%f S=%f C=%f sum=%f", drive, weapons, shileds, cargo, sum)
}
c.g.Race[ri].Sciences = append(c.g.Race[ri].Sciences, game.Science{
+11
View File
@@ -136,3 +136,14 @@ func TestResearchTech(t *testing.T) {
assert.Equal(t, 1.35, rr.Tech.Value(game.TechShields))
assert.Equal(t, 1.45, rr.Tech.Value(game.TechCargo))
}
// TestScienceCreateFloatTolerance checks that proportions which sum to 1 only
// up to float rounding (0.1+0.2+0.3+0.4 == 1.0000000000000002) are accepted,
// while a sum clearly off one is still rejected.
func TestScienceCreateFloatTolerance(t *testing.T) {
_, g := newCache()
assert.NoError(t, g.ScienceCreate(Race_0.Name, "FloatSum", 0.1, 0.2, 0.3, 0.4))
assert.ErrorContains(t,
g.ScienceCreate(Race_0.Name, "NotOne", 0.1, 0.2, 0.3, 0.3),
e.GenericErrorText(e.ErrInputScienceSumValues))
}
+6
View File
@@ -177,6 +177,12 @@ func (c *Cache) shipGroupDismantle(ri int, groupIndex uuid.UUID) error {
case game.CargoColonist:
if p.OwnedBy(c.g.Race[ri].ID) {
p = game.UnloadColonists(p, load)
} else if !p.Owned() {
// Over a neutral planet the colonists settle it: the planet
// becomes the dismantling race's and the colonists join its
// population. Over a foreign planet they are simply lost.
p.Own(c.g.Race[ri].ID)
p = game.UnloadColonists(p, load)
}
case game.CargoMaterial:
p.Material = p.Material.Add(load)
@@ -567,3 +567,20 @@ func TestUnsafeDeleteShipGroup(t *testing.T) {
assert.Equal(t, uint(3), c.ShipGroup(0).Number)
assert.Equal(t, uint(7), c.ShipGroup(1).Number)
}
// TestShipGroupDismantleColonizesNeutralPlanet checks that dismantling a
// colonist-laden group over an uninhabited planet settles it: the planet
// becomes the race's and the colonists join its population.
func TestShipGroupDismantleColonizesNeutralPlanet(t *testing.T) {
c, g := newCache()
gi := c.CreateShipsUnsafe_T(Race_0_idx, c.MustShipClass(Race_0_idx, Race_0_Freighter).ID, Uninhabited_Planet_4_num, 10)
c.ShipGroup(gi).CargoType = game.CargoColonist.Ref()
c.ShipGroup(gi).Load = 10.0
assert.False(t, c.MustPlanet(Uninhabited_Planet_4_num).Owned())
assert.NoError(t, g.ShipGroupDismantle(Race_0.Name, c.ShipGroup(gi).ID))
p := c.MustPlanet(Uninhabited_Planet_4_num)
assert.True(t, p.OwnedBy(Race_0_ID))
assert.Equal(t, 80., p.Population.F()) // 10 colonists * 8
}