bd11cd80da
Legacy reports list the same `(race, className)` pair across several roster rows; the engine likewise creates one ShipGroup per arrival. Both the legacy parser and `TransformBattle` were keyed on shipClass without summing — only the last row / group's counts survived, so a protocol's destroy count appeared to exceed the recorded initial roster. The UI worked around this with phantom-frame logic. Both parser and engine now SUM `Number`/`NumberLeft` across rows / groups sharing the same class; the phantom-frame workaround is gone. KNNTS041 turn 41 planet #7 reconciles: `Nails:pup` 1168 initial − 86 survivors = 1082 destroys. The engine's previously latent nil-map write on `bg.Tech` (would have paniced on any group with non-empty Tech) is fixed in the same patch — it blocked the aggregation regression test. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
274 lines
11 KiB
Go
274 lines
11 KiB
Go
package controller_test
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import (
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"maps"
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"slices"
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"testing"
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"galaxy/calc"
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"galaxy/game/internal/controller"
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"galaxy/game/internal/model/game"
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"galaxy/model/report"
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"github.com/stretchr/testify/assert"
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)
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var (
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attacker = game.ShipType{
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Name: "Attacker",
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Drive: 8,
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Armament: 1,
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Weapons: 8,
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Shields: 8,
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Cargo: 0,
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}
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defender = game.ShipType{
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Name: "Defender",
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Drive: 1,
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Armament: 1,
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Weapons: 1,
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Shields: 1,
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Cargo: 0,
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}
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ship = game.ShipType{
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Name: "Ship",
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Drive: 10,
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Armament: 1,
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Weapons: 10,
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Shields: 10,
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Cargo: 0,
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}
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)
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func TestDestructionProbability(t *testing.T) {
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probability := calc.DestructionProbability(ship.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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assert.Equal(t, .5, probability)
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undefeatedShip := ship
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undefeatedShip.Shields = 55
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probability = calc.DestructionProbability(ship.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass())
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assert.LessOrEqual(t, probability, 0.)
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disruptiveShip := ship
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disruptiveShip.Weapons = 40
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probability = calc.DestructionProbability(disruptiveShip.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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assert.GreaterOrEqual(t, probability, 1.)
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}
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func TestEffectiveDefence(t *testing.T) {
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assert.Equal(t, 10., calc.EffectiveDefence(ship.Shields.F(), 1, ship.EmptyMass()))
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attackerEffectiveDefence := calc.EffectiveDefence(attacker.Shields.F(), 1, attacker.EmptyMass())
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defenderEffectiveDefence := calc.EffectiveDefence(defender.Shields.F(), 1, defender.EmptyMass())
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// attacker's effective shields must be 'just' 4 times greater than defender's
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assert.InDelta(t, defenderEffectiveDefence*4, attackerEffectiveDefence, 0)
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}
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func TestCollectPlanetGroups(t *testing.T) {
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c, _ := newCache()
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10)) // 1 #0
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assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 3)) // 2 #1
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 3)) // 3 #2
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c.ShipGroup(2).StateInSpace = &InSpace // 3 #2 -> In_Space
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assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1)) // 4 #3
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c.ShipGroup(3).Destination = R1_Planet_1_num // 4 #3 -> Planet_1
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assert.NoError(t, c.CreateShips(Race_1_idx, Race_1_Gunship, R1_Planet_1_num, 15)) // 5 #4
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c.ShipGroup(4).Destination = R0_Planet_0_num // 5 #4 -> Planet_0
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planetGroups := controller.CollectPlanetGroups(c)
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for pl := range planetGroups {
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switch pl {
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case R0_Planet_0_num:
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assert.Equal(t, 3, len(planetGroups[pl]))
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assert.Contains(t, planetGroups[pl], 0)
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assert.Contains(t, planetGroups[pl], 1)
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assert.Contains(t, planetGroups[pl], 4)
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default:
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assert.Fail(t, "planet #%d should not contain groups for battle", pl)
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}
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}
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}
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func TestFilterBattleOpponents(t *testing.T) {
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c, _ := newCache()
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 1)) // 0
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assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1)) // 1
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assert.NoError(t, c.CreateShips(Race_1_idx, Race_1_Gunship, R1_Planet_1_num, 15)) // 2
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undefeatedShip := ship
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undefeatedShip.Shields = 100
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assert.NoError(t, c.ShipClassCreate(Race_1_idx, undefeatedShip.Name, undefeatedShip.Drive.F(), int(undefeatedShip.Armament), undefeatedShip.Weapons.F(), undefeatedShip.Shields.F(), undefeatedShip.Cargo.F()))
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assert.NoError(t, c.CreateShips(Race_1_idx, undefeatedShip.Name, R1_Planet_1_num, 1)) // 3
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cacheProbability := make(map[int]map[int]float64)
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assert.False(t, controller.FilterBattleOpponents(c, 0, 2, cacheProbability))
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assert.Contains(t, cacheProbability, 0)
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assert.Contains(t, cacheProbability[0], 2)
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assert.InDelta(t, 0.396222, cacheProbability[0][2], 0.0000001)
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assert.False(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
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assert.Contains(t, cacheProbability, 2)
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assert.Contains(t, cacheProbability[2], 0)
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assert.InDelta(t, 0.495, cacheProbability[2][0], 0.0001)
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// Test: same owner
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assert.True(t, controller.FilterBattleOpponents(c, 0, 0, cacheProbability))
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assert.True(t, controller.FilterBattleOpponents(c, 0, 1, cacheProbability))
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assert.True(t, controller.FilterBattleOpponents(c, 1, 0, cacheProbability))
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// Test: reace reations
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assert.NoError(t, c.UpdateRelation(Race_0_idx, Race_1_idx, game.RelationPeace))
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assert.True(t, controller.FilterBattleOpponents(c, 0, 2, cacheProbability))
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assert.True(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
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assert.NoError(t, c.UpdateRelation(Race_0_idx, Race_1_idx, game.RelationWar))
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assert.LessOrEqual(t, calc.DestructionProbability(Cruiser.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass()), 0.)
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assert.True(t, controller.FilterBattleOpponents(c, 1, 3, cacheProbability))
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assert.NotContains(t, cacheProbability[1], 3)
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}
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func TestProduceBattles(t *testing.T) {
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c, g := newCache()
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race_C_name, race_D_name := "Race_C", "Race_D"
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race_C_idx, _ := c.AddRace(race_C_name)
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race_D_idx, _ := c.AddRace(race_D_name)
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assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
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assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
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assert.NoError(t, g.RaceRelation(race_C_name, race_D_name, game.RelationWar.String()))
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assert.NoError(t, g.RaceRelation(race_D_name, race_C_name, game.RelationWar.String()))
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assert.Equal(t, game.RelationPeace, c.Relation(Race_0_idx, race_C_idx))
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assert.Equal(t, game.RelationPeace, c.Relation(Race_1_idx, race_C_idx))
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assert.Equal(t, game.RelationPeace, c.Relation(Race_0_idx, race_D_idx))
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assert.Equal(t, game.RelationPeace, c.Relation(Race_1_idx, race_D_idx))
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// Race_0
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10))
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// Race_1
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c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R0_Planet_0_num, 11)
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// Race_C
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assert.NoError(t, c.ShipClassCreate(race_C_idx, Cruiser.Name, Cruiser.Drive.F(), int(Cruiser.Armament), Cruiser.Weapons.F(), Cruiser.Shields.F(), Cruiser.Cargo.F()))
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c.CreateShipsUnsafe_T(race_C_idx, c.MustShipClass(race_C_idx, Cruiser.Name).ID, R0_Planet_0_num, 12)
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// Race_D
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assert.NoError(t, c.ShipClassCreate(race_D_idx, Cruiser.Name, Cruiser.Drive.F(), int(Cruiser.Armament), Cruiser.Weapons.F(), Cruiser.Shields.F(), Cruiser.Cargo.F()))
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c.CreateShipsUnsafe_T(race_D_idx, c.MustShipClass(race_D_idx, Cruiser.Name).ID, R0_Planet_0_num, 13)
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battle := controller.ProduceBattles(c)
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assert.Len(t, battle, 1)
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b := battle[0]
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assert.Equal(t, R0_Planet_0_num, b.Planet)
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assert.Len(t, b.ObserverGroups, 4)
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assert.Len(t, b.InitialNumbers, 4)
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assert.ElementsMatch(t, slices.Collect(maps.Keys(b.ObserverGroups)), slices.Collect(maps.Keys(b.InitialNumbers)))
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assert.Equal(t, 10, int(b.InitialNumbers[0]))
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assert.Equal(t, 11, int(b.InitialNumbers[1]))
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assert.Equal(t, 12, int(b.InitialNumbers[2]))
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assert.Equal(t, 13, int(b.InitialNumbers[3]))
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if c.ShipGroup(0).Number == 0 {
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assert.Greater(t, c.ShipGroup(1).Number, uint(0))
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} else {
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assert.Zero(t, c.ShipGroup(1).Number)
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}
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if c.ShipGroup(2).Number == 0 {
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assert.Greater(t, c.ShipGroup(3).Number, uint(0))
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} else {
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assert.Zero(t, c.ShipGroup(3).Number)
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}
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}
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// TestTransformBattleAggregatesSameShipClass guards against the
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// engine-side variant of the duplicate-class bug. Several ShipGroups
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// of the same ShipClass.ID can take part in the same battle (arrivals
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// from different planets, tech splits, etc.); they must collapse into
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// a single BattleReportGroup with summed Number and NumberLeft. The
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// pre-fix engine cached the first group's index and silently dropped
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// every subsequent group's initial / survivor counts, which manifested
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// downstream as more Destroyed shots in the protocol than the
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// recorded initial roster could account for.
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func TestTransformBattleAggregatesSameShipClass(t *testing.T) {
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c, g := newCache()
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assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
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assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
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// Two Race_0 groups of the SAME ship class (Race_0_Gunship) plus
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// one Race_1 group of Race_1_Gunship — all parked on Planet_0
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// (owned by Race_0; the Race_1 group lands there via the Unsafe
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// helper that bypasses the ownership check). Group indices land
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// at 0, 1, 2 in creation order.
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10))
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10))
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c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R0_Planet_0_num, 5)
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// Simulate post-battle survivor counts: Group 0 ended the battle
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// with 8 ships, Group 1 with 6. The aggregated BattleReportGroup
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// must report NumberLeft = 8 + 6 = 14 (not just the last cached
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// group's 6 — that's the regression).
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c.ShipGroup(0).Number = 8
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c.ShipGroup(1).Number = 6
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b := &controller.Battle{
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Planet: R0_Planet_0_num,
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ObserverGroups: map[int]bool{0: true, 1: true, 2: true},
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InitialNumbers: map[int]uint{0: 10, 1: 10, 2: 5},
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// Protocol must reference every in-battle group at least once
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// (otherwise TransformBattle won't register it through the
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// `ship()` path). Two shots from Race_1 against each Race_0
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// group hits both groupIds.
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Protocol: []controller.BattleAction{
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{Attacker: 2, Defender: 0, Destroyed: true},
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{Attacker: 2, Defender: 1, Destroyed: true},
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},
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}
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r := controller.TransformBattle(c, b)
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// Two BattleReportGroup entries total: one merged Race_0_Gunship
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// (groups 0 + 1) and one Race_1_Gunship. NOT three.
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if got, want := len(r.Ships), 2; got != want {
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t.Fatalf("len(r.Ships) = %d, want %d (duplicate ShipClass.ID must merge)", got, want)
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}
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var gunship0, gunship1 *report.BattleReportGroup
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for i := range r.Ships {
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grp := r.Ships[i]
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switch grp.Race {
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case Race_0.Name:
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gunship0 = &grp
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case Race_1.Name:
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gunship1 = &grp
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}
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}
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if gunship0 == nil || gunship1 == nil {
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t.Fatalf("missing race entry: race0=%v race1=%v", gunship0, gunship1)
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}
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if gunship0.ClassName != Race_0_Gunship {
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t.Errorf("race0.ClassName = %q, want %q", gunship0.ClassName, Race_0_Gunship)
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}
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if gunship0.Number != 20 {
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t.Errorf("race0.Number = %d, want 20 (10+10)", gunship0.Number)
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}
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if gunship0.NumberLeft != 14 {
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t.Errorf("race0.NumberLeft = %d, want 14 (8+6)", gunship0.NumberLeft)
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}
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if !gunship0.InBattle {
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t.Errorf("race0.InBattle = false, want true (both source groups were in-battle)")
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}
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if gunship1.Number != 5 || gunship1.NumberLeft != 5 {
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t.Errorf("race1 = (Number=%d, NumberLeft=%d), want (5, 5)",
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gunship1.Number, gunship1.NumberLeft)
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}
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}
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