sots-engine/tests/game_events/build_and_run.sh
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

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#!/usr/bin/env bash
# Build and run the game/events unit tests with plain g++ (no CMake needed).
# tests/game_events/build_and_run.sh
# BUILD_DIR=/some/dir tests/game_events/build_and_run.sh
set -euo pipefail
here="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
root="$(cd "$here/../.." && pwd)"
build="${BUILD_DIR:-$(mktemp -d "${TMPDIR:-/tmp}/sots-game-events.XXXXXX")}"
mkdir -p "$build"
CXX="${CXX:-g++}"
CXXFLAGS="${CXXFLAGS:--std=c++17 -O1 -g -Wall -Wextra -Werror -pedantic}"
srcs=("$root"/src/game/events/event_log.cpp "$root"/src/game/events/research_events.cpp)
objs=()
for s in "${srcs[@]}"; do
o="$build/$(basename "${s%.cpp}").o"
$CXX $CXXFLAGS -I"$root/src" -c "$s" -o "$o"
objs+=("$o")
done
exe="$build/test_events"
$CXX $CXXFLAGS -I"$root/src" -I"$here" -I"$root/tests/game_sim" "$here/test_events.cpp" "${objs[@]}" -o "$exe"
if "$exe"; then echo "game_events: all tests passed (build dir $build)"; else echo "game_events: FAILURES (build dir $build)"; exit 1; fi