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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@@ -177,6 +177,12 @@ func (c *Cache) shipGroupDismantle(ri int, groupIndex uuid.UUID) error {
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case game.CargoColonist:
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if p.OwnedBy(c.g.Race[ri].ID) {
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p = game.UnloadColonists(p, load)
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} else if !p.Owned() {
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// Over a neutral planet the colonists settle it: the planet
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// becomes the dismantling race's and the colonists join its
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// population. Over a foreign planet they are simply lost.
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p.Own(c.g.Race[ri].ID)
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p = game.UnloadColonists(p, load)
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}
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case game.CargoMaterial:
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p.Material = p.Material.Add(load)
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