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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@@ -2,6 +2,7 @@ package controller
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import (
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"fmt"
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"math"
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"slices"
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"galaxy/util"
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@@ -36,7 +37,9 @@ func (c *Cache) ScienceCreate(ri int, name string, drive, weapons, shileds, carg
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return e.NewCargoValueError(cargo)
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}
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sum := drive + weapons + shileds + cargo
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if sum != 1 {
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// The proportions must add up to one; a small tolerance keeps inputs like
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// 0.1+0.2+0.3+0.4 (which is 1 only up to float rounding) from being rejected.
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if math.Abs(sum-1) > 1e-9 {
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return e.NewScienceSumValuesError("D=%f W=%f S=%f C=%f sum=%f", drive, weapons, shileds, cargo, sum)
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}
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c.g.Race[ri].Sciences = append(c.g.Race[ri].Sciences, game.Science{
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