sots-engine/tests/game_events/CMakeLists.txt
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

7 lines
580 B
CMake

# game/events tests: the posting rules read out of the instruction stream, plus a replay of
# the event list a real save holds. The canonical runner is build_and_run.sh (plain g++).
add_executable(game_events_test test_events.cpp)
target_link_libraries(game_events_test PRIVATE sots_game_events)
target_include_directories(game_events_test PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/../game_sim ${CMAKE_CURRENT_SOURCE_DIR}/../../src)
target_compile_options(game_events_test PRIVATE -Wall -Wextra -pedantic)
add_test(NAME game_events COMMAND game_events_test)