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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@@ -136,3 +136,14 @@ func TestResearchTech(t *testing.T) {
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assert.Equal(t, 1.35, rr.Tech.Value(game.TechShields))
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assert.Equal(t, 1.45, rr.Tech.Value(game.TechCargo))
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}
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// TestScienceCreateFloatTolerance checks that proportions which sum to 1 only
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// up to float rounding (0.1+0.2+0.3+0.4 == 1.0000000000000002) are accepted,
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// while a sum clearly off one is still rejected.
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func TestScienceCreateFloatTolerance(t *testing.T) {
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_, g := newCache()
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assert.NoError(t, g.ScienceCreate(Race_0.Name, "FloatSum", 0.1, 0.2, 0.3, 0.4))
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assert.ErrorContains(t,
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g.ScienceCreate(Race_0.Name, "NotOne", 0.1, 0.2, 0.3, 0.3),
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e.GenericErrorText(e.ErrInputScienceSumValues))
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}
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