fix(game): small reconciliation fixes (science, generation, dismantle, report)
Tests · Go / test (push) Successful in 1m58s
Tests · Integration / integration (pull_request) Successful in 1m47s
Tests · Go / test (pull_request) Successful in 2m1s

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++
}
}