fix(game): small reconciliation fixes (science, generation, dismantle, report)
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.
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@@ -165,3 +165,34 @@ func TestReportOtherShipClassFromBattle(t *testing.T) {
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assert.Equal(t, report.F(0.), g.Cargo)
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assert.Equal(t, report.F(220.), g.Mass)
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}
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// TestReportShipProductionIndex guards the report index: when the only
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// ship-producing planet is not the first planet in the map, its entry must
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// land at the compacted report index, not the planet's map index (which would
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// write out of the grown slice and panic).
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func TestReportShipProductionIndex(t *testing.T) {
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c, _ := newCache()
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assert.NoError(t, c.PlanetProduce(Race_0_idx, int(R0_Planet_2_num), game.ProductionShip, ShipType_Cruiser))
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rep := c.InitReport(1)
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c.ReportShipProduction(Race_0_idx, rep)
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assert.Len(t, rep.ShipProduction, 1)
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assert.Equal(t, R0_Planet_2_num, rep.ShipProduction[0].Planet)
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}
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// TestReportIncomingGroupRemainingDistance checks the reported distance is the
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// remaining distance from the group's current hyperspace position to the
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// destination, not the full origin-to-destination route.
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func TestReportIncomingGroupRemainingDistance(t *testing.T) {
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c, _ := newCache()
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gi := c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R1_Planet_1_num, 1)
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c.ShipGroup(gi).Destination = R0_Planet_0_num // Planet_0 at (1,1)
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c.ShipGroup(gi).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(5), Y: floatRef(5)}
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rep := c.InitReport(1)
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c.ReportIncomingGroup(Race_0_idx, rep)
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assert.Len(t, rep.IncomingGroup, 1)
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// current (5,5) -> dest (1,1) = sqrt(32) ≈ 5.657; the origin (2,2) -> dest
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// route would be sqrt(2) ≈ 1.414.
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assert.InDelta(t, 5.657, rep.IncomingGroup[0].Distance.F(), 0.01)
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}
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