Surface the inactivity-removal countdown the rules promise but the
engine never reported. A race within five turns of being auto-removed
for inactivity gets a personal warning in its own report; every race
within three turns is listed publicly to all participants.
- model: Report.PersonalExitWarning + RacesLeavingSoon ([]RaceExitNotice)
- fbs: RaceExitNotice table + Report.personal_exit_warning /
races_leaving_soon (regenerated Go + TS bindings)
- transcoder: encode/decode both fields
- engine: ReportExitWarnings fills the recipient's TTL (1..5) and lists
other non-extinct races with TTL 1..3, excluding the recipient itself
- ui: danger-styled personal banner + "races leaving soon" section
(hidden when empty), wired into the report view, EN/RU i18n
- docs: rules.txt report-section list, FUNCTIONAL.md 6.4 + RU mirror
Voluntary quit and idle timeout share the TTL countdown and are not
distinguished, per the agreed scope.
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.
Per the documented turn order (game/rules.txt "Последовательность
действий"), no ship should dodge the pre-departure battle by slipping
into hyperspace. MakeTurn now runs merge -> battle -> load+launch routed
groups -> fly -> merge -> battle, so:
- ships ordered to depart (Launched) and ships being upgraded now take
part in the pre-departure battle at their planet (CollectPlanetGroups /
FilterBattleGroups); only survivors then enter hyperspace;
- routed transports are loaded and launched AFTER that battle, so they
fight empty and cannot escape it.
A just-launched group has no stored hyperspace position, so moveShipGroup
starts its first leg from the origin planet; the previous code read the
nil launch coordinate and would panic.
Because upgrading groups can now lose ships in the battle, the pending
upgrade cost is recomputed from the group's current ship count instead of
the value stored when the order was validated.
Rules: reordered "Последовательность действий" and rewrote the combat
note that ordered/routed ships skip the battle.
Tests: launched-group move from origin, launched/upgrade groups taking
part in battle, upgrade cost tracking ship losses.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>