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48 commits

Author SHA1 Message Date
alex
fe8ed45de4 merge lane SV: script-object event bus (CMake lists merged into their constructs, rule 22) 2026-09-08 16:48:49 -04:00
alex
2d93404c67 SV: the script-object event bus, and what it writes in a turn
`SvSctOb` is not written by direct calls. Every update goes through an event bus: a
driver notifies the root object with an integer id, the root fans the delivery out to
every child, and each delivery is two steps -- a generic handler that takes the id, then
one event-specific vtable slot that does not. The id -> slot map is a 33-entry jump table
in the image, so which class reacts to which event is recovered and exhaustive rather than
inferred from what the saves happen to show. Five of the 33 rows are not in slot order,
including two the tail sends.

Three handlers write the eight leaves that diverged:

  * the slavers' difficulty tier, on the tail's end-of-turn delivery -- a three-record
    stack table scanned against the frame, boundaries 1/50/100, stored only on a change,
    and at frame 100 and above the scan runs off the end and stores nothing, so the tier
    can never reach 2;
  * the refugees' one-shot latch, on the turn-begin delivery, with a design instantiation
    behind the same latch that nothing here can do;
  * the swarm queen's hives, also at turn begin, registered on the systems carrying the
    SWARM's scenario tag (the queen's constructor stores 3 for that and 10 for its own
    encounter id) and then ticked -- and the tick is the whole explanation of a target
    turn that reads 31 after one turn and 32 after the next. It is not re-rolled; it slips
    forward by one every turn the spawn gates stay shut.

New host phase H03 for the turn-begin delivery, run right after the frame counter where
the original sends it, and tail phase T20 implemented. Rules are pure in game/sim.

Measured on CT111, closed and regressed stated separately:

  default                 turn1->turn2  209 -> 126 (was 128)  closed 83, regressed 0
                          turn2->turn3  108 ->  67 (was  69)  closed 41, regressed 0
  --commit-blocked=H03    turn1->turn2  209 -> 124            closed 87, regressed 2
                          turn2->turn3  108 ->  67            closed 41, regressed 0

Registering a hive closes the four leaves that say which systems have hives and that they
have no queens, and opens two carrying a target turn known to be wrong: the original draws
it from the strategic generator inside the turn-begin step, outside both turn drivers, and
neither the two data-file constants nor the generator's position there is settled. That
trade is a flag, not a default.

The prediction in docs/SV-script-objects.md was committed before the build, and P5 was
wrong: it called the second pair a null control, and the second pair is where the slip
rule is tested EXACTLY -- two hives, two target turns, both landing on the oracle with no
draw and no fitting.

Gates run separately: clean-room OK, host ctest 51/51, CT111 shim cross-build clean.
2026-09-08 16:46:25 -04:00
alex
005e8f500f merge lane PL: /Sim/players decomposed - 53 of 54 leaves are unmodelled not mismodelled; PvSav, BnkEl column recovery 2026-09-08 16:39:24 -04:00
alex
26b041106f PL: decompose the /Sim/players residual; S00 PvSav snapshot; T31 recovers its difficulty column from the save; the bankruptcy protection factor is a widened float
Closed 2 on the reference pair and 4 on pair 2, regressed 0, with no operator
input. Measured, both pairs, never netted.

- S00 stamps PvSav from Sav on every live player, before any phase can move it.
  0 closed on pair 1 (a no-op there), 2 on pair 2.
- T31 recovers the per-player difficulty column by recomputing BnkEl from the
  colony state the input save was written from and comparing against the BnkEl
  the save carries. That removes the --ai-player flag as a blocker and turns the
  phase's self-check into a real one: it used to compare its POST-turn result
  against the PRE-turn stored value, so its 6-of-8 only ever covered the six
  players whose limit does not move. The load-time check passes for every live
  player of all eleven corpus saves. T31 Blocked -> Partial; BnkPr still needs
  the tuning constant.
- BANKRUPTCY_PROTECTION_LIMIT_FACTOR is multiplied in as fmul dword ptr, so it
  is a float32 in the image; the engine narrows it now. Zero leaves move on this
  corpus -- all seven of its BnkPr records land where the two constants agree --
  and three hand-written test expectations moved (rule 23).

docs/PL-players-residual.md carries the decomposition, the predictions written
before the build, where they were wrong, and the ranked remainder.
2026-09-08 16:34:40 -04:00
alex
3ca010978c game/ai: the order block, the turn's phase spine, and what a command costs
Adds the half of the AI's turn that is arithmetic rather than judgement: what an
order looks like in the command block, which orders advance the save's
modification counter and by how much, and the phase/pass skeleton the decisions
hang in.

The counter's per-command cost turns out to have a sharp boundary. Applying an
element of command lists 1..16 advances it; applying an element of lists 17..27
does not, and one of the six flag-gated single commands is free as well. So a
uniform per-element cost model is wrong on any turn that touches the free half.

Two behaviours here are not conveniences and change the output:

  * every submitted block costs at least one, because the send-buffer build sets
    the research-rate gate unconditionally whatever the player did. On a quiet
    board that is the largest term in the turn's delta -- four of the ten command
    bumps on the reference turn are exactly this, and one of the four is the
    human's;
  * an AI fleet order costs three where the interface's costs two, because the
    AI's bridge issues the fleet-task command twice, mode 0 then mode 1, and the
    adder keys on (fleet, mode).

The phase spine records the one thing a literal port gets wrong: the turn submits
at phase 28 of 34, the submit latches the client closed before it builds the send
buffer, and every order the last five phases issue -- one of which is a colonize
order -- is refused. Tested through the client rather than by asserting a flag.

The task walk reproduces the two passes: rank once, walk twice, and refuse every
write in the first pass at the client rather than trusting the caller to check.

Nothing here decides anything. Which tasks exist and what each one wants are
questions about the board, and no part of this models the board; the module
supplies the order API, the pass gate and the cost function, and a caller
supplies the decisions.

game/ai tests 233 -> 423 checks; ctest 51/51 -> 53/53. Not linked into the
standalone driver, whose divergence on the reference pair is unchanged at 128.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ARBgSooAfokKUy6wKUKEyZ
2026-09-08 16:27:38 -04:00
alex
aabd8a3506 merge lane G3: civilian growth; app CMake list and includes union-resolved into their constructs (rule 22) 2026-09-08 15:54:32 -04:00
alex
ed6602e9ed S11 civilian growth; fix ComputeBudget's interest literals
Reference pair turn1->turn2: 81 leaves closed, 0 regressed (was 78/0).
Pair turn2->turn3: 39 closed, 0 regressed (was 36/0). With
--commit-blocked=T31 --ai-player 1: 83/0 and 41/0.

game/sim/colony: GrowCivilianPopulations models ServerSystem's civilian
growth sub-pass. The whole system's delta is clamped to 20,000,000 -- an
int64 column of the population-type table, built in the executable from
its own literals -- and on both reference pairs that clamp, not the growth
curve and not any carrying capacity, is what decides the value: the
uncapped delta is 7.5x it and the capacity headroom 25x it. So the pass
commits with no tuning table loaded, and says by how much each unmodelled
input would have to be wrong before it mattered.

The one input genuinely off the wire is the per-species civilian capacity
factor. It is handled by running the pass twice, once with the modelled
capacity and once with the system's own wire-known dcs limit, and
committing only when the two agree. Imperial growth is deliberately NOT
committed: it is a no-op on this corpus and would need a capacity the
corpus can bound from below but not from above.

game/sim/economy: both interest rates in ComputeBudget are WIDENED FLOAT
literals, (double)0.01f and (double)0.15f, and are then truncated -- so a
treasury of exactly 50,000 earns 499, not 500. This module used the exact
decimals, which left the human's savings one money high on the first
reference pair and exact on the second. Sixteen hand-computed test
expectations moved by one; they were derived from the model, not measured.
The live ComputeBudget compare (4,437 calls, 0 divergences) did not catch
this because it presented only 20 distinct states and none sat on a
rounding boundary.

game/sim/colony: ShipRepairCost, the last unmodelled input of the output
turn path. The demand is still 0 -- its two design fields are cached stats
the save does not carry -- but the zero is now evidenced rather than
silent: S13 reports the candidate set, and the independent colony keeps a
ten-ship fleet over a colony whose savings close exactly at zero demand.

Gates run as separate commands: clean-room OK, host ctest 49/49, and the
CT111 shim cross-build exit 0 (required: game/sim is compiled into the
shim). The host build and report were also re-run on CT111 and produced
identical numbers.

docs/G3-civilian-growth.md; notes repo
findings/subsystems/population-growth.md.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ARBgSooAfokKUy6wKUKEyZ
2026-09-08 15:52:38 -04:00
alex
cc77de3429 merge lane W2: watchpoints + multiplayer Tier 0 (CMake list and main.cpp union-resolved to keep both instruments; header regenerated) 2026-09-08 15:28:28 -04:00
alex
2fd08522ec merge lane B6: build-queue completion pass; shpt[0] cannot close from a save with no orders - blocker moves to game/ai 2026-09-08 14:56:16 -04:00
lane-b6
db3909bcd4 docs: B6 measured -- prediction held, closed 0 regressed 0 on both reference pairs
209 -> 158 (closed 51, regressed 0) and 108 -> 87 (closed 21, regressed 0), identical to the
pre-lane baseline, measured on CT111. Falsification hypotheses 1 and 2 refuted by measurement
(three empty BQ frames per reference save, every hbq false, the one command block empty);
hypothesis 3 refuted by the corpus oracle; hypothesis 4 stands as a labelled hypothesis.

construction.h also carries the ship/fleet birth shape as read but NOT implemented, with the
reason stated: the newborn hull copies four cached stat words the engine does not yet compute.
2026-09-08 14:54:21 -04:00
alex
493ec71817 merge lane C3: ComputeOutput turn path; unspent construction cascades to money; +1 leaf, 0 regressed 2026-09-08 14:52:40 -04:00
alex
d3ee45364b game/sim + app: ComputeOutput on the turn path, and P01/P02 committed
`ComputeBudget` takes a system's money from two different functions. Projected mode
calls `ComputeMaxIncome`, which lane E1 closed 25/25 against the BnkEl oracle. The
TURN calls `ComputeOutput` with the system's own rate sliders, where the build queue,
the ship-repair pass and the infrastructure -> terraform -> money cascade are all
live and E1's proof that the cascades are zero does not apply.

Read from the instruction stream, both ranges disassembled to the next function start:

* `sim::ComputeSystemOutput` -- the channel algebra of `ComputeOutputFromRates`, with
  every rounding site (round-half-even per channel, truncating for the construction
  and money slots) and the association of every x87 sum as the original has them.
* `sim::IdealSuitability` -- the owner's own field, the server's species baseline for
  an independent colony, and the per-system `dsu` override.
* `sim::RepairShipsInOrbit` -- the round robin, which is provably equivalent to
  `points - min(points, demand)`: the per-pass share is at least 1, so the only early
  exit needs every remaining cost to be zero.
* two corrections to `ConstructionPoints` and `SplitLeftover`: the station bonus is
  ignored unless strictly positive and its association is `k x (b x cons) + cons`, and
  the leftover weights sum as `wi + (wf + wt)`.

The load-bearing fact: the leftover construction points come back to the TRADE
channel, so a colony with an empty build queue earns the same money whichever way its
sliders point. The engine now runs both paths on every load and reports the
difference; on the 11-save corpus every delta decomposes to the unit into the build
queue's points priced through the money chain.

P01/P02 move from blocked to partial and are committed:

    turn1-state -> turn2-state    209 -> 157   closed 52  regressed 0   (was 51 / 0)
    turn2-state -> turn3-state    108 ->  86   closed 22  regressed 0   (was 21 / 0)

One leaf per pair, and it is the easy one: the independent colony, whose population
does not grow and whose orders the turn does not change. The human's savings are
still short by the civilian growth `S11` does not commit, and the AI's by its own
orders. The ship-repair demand is taken as 0 because `Ship::RepairCost` is unread.

sots-re: findings/subsystems/output-turn-path.md, ghidra/addresses.d/lane-c3.json
2026-09-08 14:50:18 -04:00
alex
29ea2b65fa game/ai: the strategic AI's task vocabulary and its ordering policy
First module of game/ai, and the first piece of Rung B that is not scaffolding. It is the two
halves of the AI's task selection that are pure: the 33-value task type enumeration and the
ranking that decides which goal the AI acts on first.

  * the priority table, verbatim -- higher runs first, and it is the entire default policy;
  * the five overrides, kept out of the table on purpose. The two artifact tasks ignore their
    table entries (1 and 2) and return 1260/1261; a port that only copied the table would rank
    them last instead of fourth and fifth. The two tuned invade priorities are INPUTS
    (TaskPriorityPolicy), not constants, because their loader is not yet identified;
  * Rank() as a stable descending sort. The original sorts a std::list, so stability is the
    behaviour, not a choice -- ties keep creation order;
  * CreationOrder(species, policyNonZero), because that is what breaks the ties. Four arms: the
    NPC species builds nothing, Hiver is the only arm with the gate families, Zuul the only one
    with NodeBore, everyone else shares a fourth. Both defensive families are gated on the
    player's policy value and DefendGateIncoming is Hiver-only on top of that.

193 checks in tests/game_ai, every expected value read off the original's tables rather than
produced by running this code. ctest 46/46 -> 47/47; clean-room check OK.

Derivation: sots-re findings/subsystems/ai-task-system.md (lane AI2), sections 1-3.
2026-09-08 14:43:51 -04:00
lane-b6
0fcbb69ba5 game/sim + app: ship construction -- the build-queue completion bookkeeping, and S11's sub-pass wired in
game/sim/construction.{h,cpp}: Game::ShipRecords (four per-hull-class arrays plus the
per-design vector, sized by ENUMERATION against the wire, not by what the code touches)
and the completion bookkeeping BuildQueue::ProcessTurn performs -- the per-class built
counter, whose indexed increment has EXACTLY ONE writer in the whole image, and the
find-or-append per-design record keyed by the design's object id. RunSystemConstruction
wraps the point pass and keeps each completion's design id, which the point pass alone
does not report.

game/sim/colony: corrected from the instruction stream -- with points <= 0 the entry test
branches to the epilogue, so the REMOVAL SWEEP IS SKIPPED TOO. Carried as a labelled
hypothesis: no corpus save can reach the state that shows it.

app/construction_phase.{h,cpp}: S11's build-queue sub-pass, reported on its own line
because what blocks it is not what blocks the rest of the colony turn. It is blocked on
the per-system output term for points; it is NOT what the archived ship census waits on.

tests/game_sim/test_construction.cpp: 65 checks, including a corpus oracle the campaign
already owned and had not noticed -- zuul-turn16-noderoute -> zuul-turn17-rollpending is a
real consecutive-turn pair in which six orders complete and one is partially advanced.
The test SOLVES for the point total rather than assuming it, so a non-FIFO order, a
per-order budget or skip-instead-of-stop each falsify it.
2026-09-08 14:39:20 -04:00
alex
0f1c007f00 merge lane E1: income chain 25/25 on the BnkEl oracle; difficulty multiplier resolved (turn.cpp union-resolved: tail phases 17, 21, 31) 2026-09-08 13:55:49 -04:00
alex
7c29700ab0 game/sim + app: the output -> money chain, the difficulty multiplier's source, T31
The second chain ComputeBudget needs. The output term (lane N) is a system's
OUTPUT; what the budget and the bankruptcy limits sum is its MONEY, which runs
that total through TradePointsToMoney. Read instruction by instruction, every
range disassembled to the next function start.

The income law is not the output law with a different constant: money per head
is typeIncomeMod / 14000 -- no 1.8, no 500000 -- and it truncates TWICE per
(group, species) row, once inside the per-row term and once after the morale and
addiction factors. Summing the species first and truncating once is wrong on any
colony with more than one species.

The multiplier that was "not on the wire" (formula-gaps.md Q3) resolves to a
three-row table the executable BUILDS IN CODE from .rdata float literals, exactly
like lane N's pop-type table: {int id; float ai[3]; float other[3]}, selected per
player by is-AI && !NPC. Every corpus save carries aidf == 1, whose AI income
column is 1.1f -- the x1.1 the BnkEl oracle measured. Its other two columns are a
fleet-maintenance divisor and a research multiplier, both of which already had a
home in BudgetInputs and no source.

Verified against the 25-record BnkEl oracle, which inverts the stored limit to
the true sum and therefore needs no VM: 6/25 before, 25/25 after. Falsified three
ways -- moving the AI flag off the AI players costs 11 records, moving it onto the
humans costs the other 11, and forcing one species' resource pair on all of them
costs every Zuul record.

app: T31 UpdateBankruptcyLimits now runs the whole roll-up and self-checks it
every run against the BnkEl the input save already carries -- 8 of 8 players on
turn1-state with --ai-player 1. It stays blocked on two things that are not the
formula: ServerPlayer+0xf9 (is this player AI?) is a game-setup input the save
does not carry, and BnkPr needs BANKRUPTCY_PROTECTION_LIMIT_FACTOR from the data
files. Committing it closes nothing on the reference pair -- the limits move
because the CIVILIAN POPULATION grows and that growth is not committed -- so
measured with --commit-blocked=T31 --ai-player 1: 0 closed, 0 REGRESSED, i.e.
209 -> 204 and 108 -> 103 unchanged.

P01 is NOT unblocked, and the roadmap's item 1 was wrong about that: ComputeBudget
takes its per-system money from ComputeOutput with the system's OWN rate sliders,
not from ComputeMaxIncome. Only its projected mode uses the max-income form. On
the turn path the repair pass runs and the unspent-industry and
unspent-terraforming cascades into the money channel are live, so the proof that
both are zero does not apply. The catalog text says so now.

Two things the 25/25 does NOT cover, and they are labelled in the code: the
suitability money cost is multiplied by zero on every corpus colony (all sit at
their species' ideal), and the slave, addiction, morale, station and
capacity-surplus branches are unexercised.
2026-09-08 13:49:28 -04:00
alex
a1910becb0 lane E3: the per-system visibility record, the explored sweep and the system observed-stamp
Three phases, one input. A star system carries four per-player masks and three of
them agree on nearly every system of every save the corpus holds, so a model built
on the wrong one looks right until it does not. The gate is the DERIVED
active-presence mask -- fleet-here OR gate-here OR owner, recomputed on every
arrival and departure -- not the sticky one and not the explored one.

  S29 SystemObservedStamp   the system's own last-observed turn (whole function)
  T17 RebuildPlayerViewTree the per-(system, player) observation record: who saw
                            the system, on what turn, and what encounter was there
  T21 UpdateSurveyAndStats  the explored sweep: seen this turn implies surveyed

game/sim/visibility is pure and knows nothing about save shapes; app/visibility_phase
wires it to them. The mask is READ FROM THE SAVE and never rebuilt: neither reference
pair moves a mask leaf, so the loaded value is the value these phases would see, and
rebuilding it from an unmodelled movement pass would be a change with no evidence.

Measured, closed and regressed reported separately and never netted:

  turn1-state -> turn2-state    209 -> 158   closed 51, regressed 0
  turn2-state -> turn3-state    108 ->  87   closed 21, regressed 0

of which this lane closed 46 and 16 (the rest were already closed at main). The 46
are the brief's 32-leaf target in full -- 8 record counts, 8 player ids, 8 turn
stamps, 8 encounter ids -- plus 8 system stamps and 6 explored masks.

Three further pairs the model was never fitted to, all zero regressions:

  human-turn2 -> human-turn3    353 -> 311   closed 42   (a different game, 21 systems)
  zuul15 -> zuul16              276 -> 264   closed 12
  zuul16 -> zuul17              341 -> 329   closed 12

The corpus's one discriminating row is a host test rather than a comment: a system
whose last visiting fleet has gone carries the sticky and explored bits set, the
active bit clear, and a stamp frozen a turn behind. The test asserts the freeze AND
asserts what the wrong gate would have produced, so a future edit that swaps the
mask fails loudly instead of quietly agreeing with five saves.

Labelled hypothesis, with the workload named in the header: the encounter id is
recovered from the encounter fleet at the system, because the field the original
reads is set once at map generation and is not on the wire. It agrees on all six
encounter fleets in the corpus and no save can separate it -- none kills an
encounter while leaving its system visible.

Not written, deliberately: the colony-ownership stamp that moves beside these.
Its gate is demonstrably NOT the active mask (one system in the corpus has a zero
mask and moves it anyway), the formula is not held, so it is reported, not written.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ARBgSooAfokKUy6wKUKEyZ
2026-09-08 13:38:12 -04:00
alex
5a6a3155dc merge lane D2: ship-design persistence, hull class and defence-platform flag; census verified 480 leaves 2026-09-08 12:48:44 -04:00
alex
8180792462 lane D2: aggregate hull size in the record's MEMORY slot order, not its wire order
The design record's section array is [mission, command, engine]; the wire is
[command, mission, engine]. Hull size is an assignment inside the original's
per-section loop, and that loop runs over the array, so the last resolved
section in MEMORY order wins -- engine, else command, else mission.

The first cut of this walked the wire order, which gives a different answer for
a design with an empty engine slot and both other slots filled. Rule A3 makes
that shape invalid, so no design in the corpus can tell the two apart and the
480/480 census result is unchanged either way -- which is exactly why the order
is now a named constant with the reasoning attached instead of whichever loop
was already to hand.

derive_stats takes hull_size after its loop for the same reason; the
defence-platform flag is an OR and stays in the loop.

52 design unit tests (the mixed-class case now pins memory order and adds an
engine-slot case), census still 480/480 on 11 saves, realdata still 127/127 and
197/197. host ctest 43/43, clean-room OK.
2026-09-08 12:47:14 -04:00
alex
f177a5fdd0 lane D2: hull size + the defence-platform flag; the ship census reproduces 480/480
The two derived words the per-player turn record's ship census counts by, and
the design serializers that three lanes had been told did not exist.

HOW DESIGNS PERSIST. Game::ShipDesign derives from Game::ShipDesignDef and
reaches IStreamable through adjustor thunks, so a design is written by TWO
serializers: the base emits FAIDes/DHide/DWep/DName and exactly three section
frames (command, mission, engine on the wire), the derived one appends Dtc, the
Dwgv flag and, only when that flag is set, a weapon-group frame. The earlier
"the writer makes no stream call at all" note named an address that is in no
vftable at all. Corrected in shapes.h.

THREE sections, not five. The "two reserved slots" were Dtc and Dwgv swept into
the section list by the reference reader's catch-all tail; the constructor
builds a three-element array. design.h's comment is corrected and the fixture
loader now accepts 3-5 raw_slots so old fixtures still load; the array keeps
five inert entries deliberately, since touching the slot enum reaches rules.cpp
and another lane's tests for no behavioural gain.

DWep and Dwgv are bools, not ints -- both writers call the bool primitive. With
four-character tags a bool item and an int item are the same size on the wire
and 0/1 the same bytes, so no save can tell them apart. Byte-neutral: the typed
round trip is still byte-identical on all 11 saves at 100% named coverage.

HULL SIZE is the section_class of the last resolved section in memory slot
order, mapped Destroyer/Cruiser/Dreadnought -> 0/1/2 case-insensitively, with
absent or unrecognised meaning 0 rather than an error. The DEFENCE-PLATFORM
flag is one bit of a 64-bit role-flag word OR-ed across the design's sections.
Neither is on the wire; both are rebuilt from the section catalog.

MEASURED, not assumed: the new game_design_census test rebuilds the six census
counters per player and compares them against the record the game archived for
each save's own frame. 11 saves, 503 designs, 480 leaves, 0 mismatched, 0 ships
with an unresolvable design, 0 designs where first- and last-resolved section
disagree on hull size. COVERAGE IS THIN AND THE TEST SAYS SO: only 32 of the
480 leaves are nonzero, and three of the six census leaves (both cruiser rows
and dreadnought platforms) are never exercised by any save in the corpus -- the
test prints the per-leaf nonzero counts and names them unexercised rather than
verified.

Nothing is wired into the turn record: src/app is another lane's this cycle, so
this is evaluated and reported, not written.

host ctest 43/43 (was 42/42; +1, skips cleanly without the env). With a data
root set, game_data_realdata and mars_text_realdata fail identically on main --
both are the absent Locale/EN/Strings.csv, not this change. clean-room OK.
Reference readers fixed openly in the RE repo: save_reader 49/49,
design rules 32/32, stock_designs.json regenerated (raw_slots 5->3 and dWep
int->bool are the only field changes across all 127 designs).
2026-09-08 12:44:41 -04:00
alex
89f5d2f34f lane P2: fleet path planning (game/nav)
The strategic layer does not search for a route: the player or the AI picks the
destinations and the engine classifies each consecutive pair, deciding the waypoint
kind and whether the order is legal. This models that classifier as pure functions.

The waypoint kind of any leg that is neither a gate transit nor a node route is a
pure function of the owning species -- which is the whole answer to why kind 2 has
never been observed. Kind 2 is the Liir drive; the two node-drive races are Human
and Zuul, both of which map to kind 3, and every observation so far was taken on
one of those two.

Also modelled: the three refusal bits versus the nine advisory ones, the gate
transit that waives the grounded-fleet refusal, the projection radius that splits
gate-to-gate from gate-to-gateless, the single-hop node line lookup and bore, and
the fuel check whose range is squared at full precision while the distance is
narrowed -- the one floating-point asymmetry here that flips a decision.

The leading-destination drop is reproduced with its original off-by-one behind an
explicit flag rather than silently fixed.

120 hand-computed checks. Host ctest 43/43; clean-room check OK.
2026-09-08 12:43:11 -04:00
alex
0ebc222f45 lane N: the population -> base-output term, live-verified
Reads the whole colony output chain off the instruction stream (every range
disassembled to the next function start) and compares two of its functions
against the running game.

The population -> output law is linear and is carried by the executable:
output points per head are typeOutputModifier x 1.8 / 500000, and the
three-row population-type table is built in code rather than loaded, so the
imperial (1.0) and civilian (0.33f) modifiers are facts about the binary.

A system's total output is a SUM of three terms, not one multiplicative
chain. The station bonus scales only the imperial term and morale only the
civilian one, so OutputModifiers no longer carries either; they belong to
GroupOutputInputs. The function previously described as the base-output term
is the over-harvest RESOURCE demand, and it is corrected in place.

Live on VM140, both hooks in compare mode over two species and two workloads:
GroupOutput 13,105 calls / 0 divergences; ComputeTotalOutput 11,252 calls /
1 divergence of one ulp, in a value its caller rounds to an integer. Both
functions declare a whole-object Guard: 0 undeclared writes in 24,357 calls,
which is what makes the side-effect-free claim a measurement.

sim::Narrow forces the double rounding a 32-bit x87 build otherwise skips;
without it every civilian row came out one ulp low.

Also fixes ComputeBankruptcyLimits' elimination divisor, which was the
decimal -0.15 rather than the image's widened float -0.15000000596046448.
The two disagree for every maximum income divisible by 3 and for essentially
every empire above ~3,000,000.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ARBgSooAfokKUy6wKUKEyZ
2026-09-08 12:11:36 -04:00
alex
ae170ecdfe B5: the post-battle retreat rules as a pure planner (game/combat)
The strategic half of a battle: where beaten fleets go, which fleets split,
which are left empty, and who learns the system they were beaten at. Draw-free
end to end -- the whole sub-tree contains no random draw -- so this is a pure
function of its inputs and needs no generator.

What is modelled:
  * the destination search: three independent nearest-system passes (owned /
    no hostile presence / anything), each with its own best-so-far, over
    squared float32 distances with a strict comparison. The independence is
    load-bearing: a nearer system rejected by one predicate must not spoil
    that pass's best, and a single-loop version gets it wrong.
  * the hostility mask, including the rule that a system captured on the
    current turn loses its owner's ceasefire cover.
  * per-ship eligibility: already-departed, encounter-faction exclusions (one
    hard-coded id plus a data-driven bitmask), and the dead-drive gate, which
    tests against a single-precision epsilon rather than zero and which the
    gate species skips because it does not fly out.
  * grouping on all four key words (owner, destination, mode, variant).
  * whole-versus-partial: a fleet runs whole only when every one of its ships
    is in the group; otherwise the group gets one new fleet and the leftover
    ships move into it, while ships of a wholly-retreating fleet stay put.
  * the emptied-fleet list, which matters because destroying a fleet aborts
    every intercept aimed at it.

Deliberately NOT modelled: applying the plan. Creating a fleet mints an object
id from a monotonic counter and appends to the master fleet list, and both of
those are saved state; that belongs above this layer, where the object store
lives. Keeping the decision separate is what makes it host-testable.

53 hand-computed checks. ctest 42/42, clean-room check OK.
2026-09-08 11:52:57 -04:00
Alex
405ba41a1e U: the SetResearched unlock cascade, and the prediction for the run that checks it
Pure module game/sim/techgraph: PrereqsMet (AND of ORs, empty group fails),
SetResearched (stamps, child-cost sweep, sticky turnAvailable, zero-cost
recursion) and the newly-available collector, all read out of 0x00581e10,
0x0057d8e0 and 0x00587cc3.

Wired into the B3 hook in compare mode only, over the scratch node copies:
four more node write-backs, the EVENT_TECHS_UNLOCKED list (still an input,
still nullptr when it could not be computed), the de-duplicating observed-tech
append and the one RNG word RollResearchEvent draws.

docs/U-unlock.md section 4 is the prediction, written before the build was staged.
2026-09-08 06:26:00 -04:00
alex
6293ce44ac Merge branch 'main' into wip/post-events
# Conflicts:
#	include/generated/sots_addresses.h
2026-09-08 04:17:35 -04:00
lane P
f3c6d551de lane P: post the research events from ours (count-only), declare ObservedTech
TechTree::ProcessResearch's events region now compares a modelled value instead of
reporting a known defect. ours posts the pass's events into its own
sots::events::EventStorage, seeded from a scan of the owner's list taken BEFORE the
original runs, and writes only the counts into the region's scratch copy. The game's
PostEvent is never called and no live byte moves; replace mode still posts nothing,
because a bumped EvNxID with no record behind it would corrupt the oracle's save.

- game/events: PostResearchPassEvents (the decision half, pure) + KeylessEventText
- shim/hooks/event_inputs (new lib shim_events, host-tested): the live<->model adapter,
  carrying game pointers as explicit uint32 so a 64-bit host build cannot alias them
- research hook: the wiring, a new observed_techs region for ServerPlayer+0x274, and
  turn / events_next_id_in / events_dedup_risk in the args so the count model's own
  assumption is measured rather than assumed
- EVENT_TECHS_UNLOCKED is NOT posted: its trigger is pinned but needs SetResearched's
  unlock cascade, which ours does not run. The driver takes the unlock list as an input
  and is handed 'no list', so a missing input cannot look like a modelled negative.
  Predicted residual: next_id short by exactly 1 on a completion call.

ctest 33/33 (shim_events_unit is new), clean_room_check OK. The shim TU is
syntax-checked only: no MinGW cross toolchain on this box.

See docs/P-events-wiring.md for the exact prediction for the next VM run.
2026-09-08 04:16:22 -04:00
alex
2aa8cba614 movefleet: reproduce the original's float32 normalise; 8 of 45 live divergences -> 0
The behavioural compare found 8 of 45 StrategyServer::MoveFleet calls diverging by
one ULP on a position component. Read off the instruction stream, the cause is that
the engine's vector normalise narrows to float32 four separate times and we kept
everything in double:

  delta.c = f32(dest.c - pos.c)     stored back to a float32 slot before normalising
  sumsq   = f32(x*x + y*y + z*z)    products/adds in 53-bit regs, only the SUM stored
  len     = f32(sqrt(sumsq))
  inv     = f32(1.0 / len)          a reciprocal, MULTIPLIED through, not three divides
  dir.c   = f32(delta.c * inv)

and the same call returns the leg distance, so it is never recomputed in a wider
precision either. The position tail was already right, which is why the error was a
constant absolute ~1.2e-7 (half an ULP of the inputs) rather than a formula error.

Adds NormalizeVec3 / StraightLeg / StraightLegDistance / AdvanceAlongUnitDirection
and rebuilds AdvanceAlongDirection on them; the movement hook now takes both the
direction and the distance from one StraightLeg call, as the original does. The
arrival test is an exact float compare, so the distance has to be that same float32.

Tests pin float32 BIT PATTERNS, not tolerances: one case per narrowing plus four
independent legs component by component. A CHECK_NEAR would pass against the old
arithmetic.

sim::Distance is left in double on purpose and flagged at its declaration: it now
serves only the node-line/stutter geometry, which very likely needs the same
treatment but has zero behavioural coverage to correct it against.

Live, same VM/save/workload, run twice by this lane:
  control recap-7584bad-20260908T0615Z  45 calls, 45 compared, 8 diverged, exit 1
  fixed   mf-45bdf7d-dirty-20260908T0721Z 45 calls, 45 compared, 0 diverged, exit 0
with identical arguments, identical pos.before and identical ORIGINAL pos.after on
all 45 calls. The control reproduced the eight divergent call_ids exactly.

Coverage unchanged and still thin: all 15 moving calls are the same straight-run
waypoint type; types 2-5 were attempted and could not be reached (the only player
that would travel a node line has no ships on this save). See docs/M-movefleet.md.

ctest 32/32; tools/clean_room_check.sh OK.
2026-09-08 03:50:04 -04:00
alex
a7348be72c game/events: the player event log and the five research events
Recovers the game's event-posting API so the engine can post events and the
compare harness can see them. Until now the owner's event list was invisible to
every layer: B3's replace-mode oracle failed by exactly one item across 40,300
(an unposted EVENT_RESEARCH_OVERBUDGET) while its compare read clean, and B2's
clean compare bounds the economy fields only.

New pure module src/game/events:
  * EventStorage / TurnEvents / PlayerEvent -- the list is bucketed by TURN, not
    flat, which the save-editor struct notes had wrong.
  * EventStorage::Post reproducing the original's rules, including the four that
    change save bytes: the FLT_MAX (not infinity) default position; action 0 with
    no subject and no position storing as 2; per-bucket dedup that compares
    message/image/location/position/action but NOT summary; and EvNxID starting
    at 0 and being promoted to 1 on the first post.
  * PruneOldTurns reproduced with its off-by-one: of a leading run of buckets
    older than turn-50 it erases n-1, so one stale bucket always survives. The
    survivor is serialized, so correcting it would diverge.
  * research_events: the five events the research path raises, their EvImg
    identifiers and string-table keys, and the 0.8 completion split evaluated
    against (double)0.8f rather than the decimal 0.8.

Localized text is deliberately absent: only the EVENTSUM_/EVENTMSG_ keys are
here and the text resolves through a caller-supplied lookup, as the game does.

The four event offsets the B3 hook carried as local literals now come from the
generated header; they are read off instructions rather than inferred from the
save schema.

tests/game_events: 112 checks including a replay of the event list
turn3-state.sav actually holds. ctest 31/31 -> 32/32.

docs/E-events.md carries the proposed region and Coverage wording for the next
B3 recapture.
2026-09-08 02:45:57 -04:00
alex
4abf654983 b4: colony + movement hooks; 22 formula corrections (growth curve has no capacity term, range margin +0.05f, ties-to-even rounding); 3 verified signatures 2026-09-08 00:57:55 -04:00
alex
646e4e8bb2 merge b3 live verification; regenerate header 2026-09-08 00:30:07 -04:00
alex
8a58862707 b3 live results: 13/15 zero-divergence, RNG post-state 14/15; research target is state 3 (no decay); oracle gap = unposted overbudget event 2026-09-08 00:29:44 -04:00
alex
4a6e11d1ce b2: OnTechResearched hook + 10 effects-table corrections (float32, xenotech block size, no already-researched guard, sticky mask, AI bonus values) 2026-09-08 00:01:04 -04:00
alex
9cd997da93 merge b1 (ComputeBudget verified: 4437 compares, 0 divergences, oracle byte-identical); union shim hooks; regenerate header 2026-09-07 23:24:59 -04:00
alex
16f3aa90e5 b1: ComputeBudget hook + adapter; fix researchMoneyKept to be charged only with a research target; budget out-param is int[22] 2026-09-07 23:24:10 -04:00
alex
dd97137fb0 b3: research hook + RNG-snapshot compare design; fix draw mapping to y/(2^32-1), NextInt inclusive, float32 odds, spend floor, decay constants 2026-09-07 23:14:08 -04:00
alex
da679cd79f m2: manifest/id dictionary hooks + manifest_loader; thiscall support in Hook template; struct sizes pinned (+0x14 word) 2026-09-07 22:41:42 -04:00
alex
16ce9ab6ee merge sim-pin (pinned formulas + tech effects) 2026-09-07 22:32:16 -04:00
alex
f83f6af62d game/sim: pin all five low-confidence formulas; game/effects: TechId table + 44 typed strategic effects 2026-09-07 22:32:16 -04:00
alex
8b231c0a86 merge m1 config loader (cmake union) 2026-09-07 22:16:55 -04:00
alex
16e9d927af m1: GlobalConsts::LoadFile hook + game/config loader; trace 19 calls, compare 0 div, replace passes End-Turn oracle 2026-09-07 22:16:55 -04:00
alex
b404f89e16 tests: restore remaining 'requires' data-key text in fixtures 2026-09-07 22:14:37 -04:00
alex
4dc323f674 tests: restore 'requires' data key in sample fixtures (rename touched string text) 2026-09-07 22:13:11 -04:00
alex
587e4ab9fb game/data+design: rename member 'requires' -> requires_tech (C++20 keyword, -Werror under design tests) 2026-09-07 22:12:26 -04:00
alex
ab2f58ed63 game/design: assembly/fit/gating rules + derived stats on game/data; 127/127 designs, 197/197 DOpts, oracle-identical 2026-09-07 22:10:35 -04:00
alex
4f0a9dbd82 game/data: adapt to engine-parity parse API (items->key_quoted pairs; lenient unterminated quote) 2026-09-07 22:01:25 -04:00
alex
7e0b446a96 merge game/data 2026-09-07 17:55:08 -04:00
alex
9065c26829 game/data: typed catalogs (weapons, sections, turrets, ids, tech tree, strings), cross_check; oracle 229k values 0 diffs 2026-09-07 17:55:08 -04:00
alex
72ecc74684 game/sim: strategic formulas as pure functions (economy, research, colony, movement), 356 checks 2026-09-07 17:28:45 -04:00