sots-engine/tests/game_sim/test_colony.cpp
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

1033 lines
47 KiB
C++

#include "game/sim/colony.h"
#include <cmath>
#include "check.h"
#include "game/sim/economy.h"
#include "game/sim/numeric.h"
using namespace sots::sim;
static TuningTable tuning() {
TuningTable t;
t.POPULATION_GROWTH_MOD = 1.2;
t.POPULATION_GROWTH_EXP = 2.0;
t.INDSYS_IMPERIAL_POPULATION_MOD = 0.1;
t.SLAVES_DEATH_RATE = 0.05;
t.SLAVES_DEATH_RATE_BYHAZARD = 0.5;
t.SLAVES_DEATH_RATE_BYOUTPUT = 0.1;
t.SLAVES_MIN_DEATHS = 0;
t.SLAVES_MAX_DEATHS = -1;
t.MORALE_INCREASE_OUTPUT = 75;
t.MORALE_INCREASE_OUTPUT_MOD = 1.1;
t.MORALE_DECREASE_OUTPUT = 25;
t.MORALE_DECREASE_OUTPUT_MOD = 0.9;
t.STATION_BONUS_IMPERIAL_OUTPUT = 0.1;
t.STATION_BONUS_SHIPCON = 0.25;
t.ADDICTION_OUTPUT_MOD = 0.5;
t.ADDICTION_INCOME_MOD = 0.9;
t.SLAVES_INCOME_MOD = 3.0;
t.SYSTEMBONUS_MINTURNS = 10;
t.SYSTEMBONUS_POPBONUS = 0.1;
t.SYSTEMBONUS_POPBONUS_HOME = 0.2;
t.SYSTEMBONUS_POPBONUS_INC = 0.01;
t.SYSTEMBONUS_INFRABONUS = 0.2;
t.SYSTEMBONUS_INFRABONUS_HOME = 0.5;
t.SYSTEMBONUS_INFRABONUS_INC = 0.05;
return t;
}
static void test_capacity() {
TuningTable t = tuning();
CapacityInputs c;
c.planetSize = 5;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{500000000});
c.hazardMod = 0.5;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{250000000});
c.arcologyTech = true;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{350000000});
c.group = PopGroup::Civilian;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{450000000});
c.group = PopGroup::Slaves;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{250000000}); // no arcology bonus for slaves
c.group = PopGroup::Imperial;
c.groupMaxEnabled = true;
c.groupMax = 300000000;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{300000000});
c.ownerIsNpc = true;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{30000000});
c.ownerIsNpc = false;
c.ownerIsDifferentSpecies = true;
c.crossSpeciesMod = 0.5;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{225000000}); // 5e8 x 0.5 x 0.5 + 1e8
c.species = Species::NPC;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{0});
c.species = Species::Liir;
c.speciesCanLive = false;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{0});
c.speciesCanLive = true;
c.planetSize = 0;
CHECK_EQ(CarryingCapacity(c, t), std::int64_t{100000000}); // arcology alone
// hazard = clamp01(1 - |suit - ideal| / (tol + 0.1))
CHECK_NEAR(HazardModifier(0.5, 0.5, 0.2), 1.0, 0.0);
CHECK_NEAR(HazardModifier(0.6, 0.5, 0.2), 1.0 - 0.1 / 0.3, 1e-12);
CHECK_NEAR(HazardModifier(0.5, 0.65, 0.2), 0.5, 1e-12); // symmetric
CHECK_NEAR(HazardModifier(0.8, 0.5, 0.2), 0.0, 0.0); // at the band edge
CHECK_NEAR(HazardModifier(0.9, 0.5, 0.2), 0.0, 0.0);
CHECK_NEAR(HazardModifier(0.55, 0.5, 0.0), 0.5, 1e-12); // zero tolerance keeps a 0.1 band
CHECK_NEAR(HazardModifier(0.7, 0.5, 0.0), 0.0, 0.0);
// both adaptation techs: 0.2 + 0.75 + 1.5 -> band 2.55
CHECK_NEAR(HazardModifier(0.8, 0.5, 2.45), 1.0 - 0.3 / 2.55, 1e-12);
}
static void test_growth() {
TuningTable t = tuning();
// B4: the curve is driven by suitability, not by how full the colony is. `tol` is the
// owner's SuitTol and doubles as the divisor, so d/tol is the fraction of the habitable
// band the planet is off by.
GrowthInputs g;
g.suitTolerance = 1.0;
g.idealSuitability = 1.0;
g.suitability = 0.5; // half a band off: base 0.5, ^2 = 0.25, x1.2 = 0.3
g.pop = 500000;
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{150000});
g.playerPopMod = 0.5; // 75000
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{75000});
g.playerPopMod = 1.0;
g.groupGrowthMult = 2.0; // 300000
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{300000});
g.groupGrowthMult = 0.0; // a zero column is ignored, not applied
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{150000});
g.extraFactor = 0.0; // so is a zero extra factor
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{150000});
g.extraFactor = 1.0;
g.pop = 0; // an empty group does not grow at all
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{0});
g.pop = 1; // trunc(1 x 0.3) == 0 -> forced to 1
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{1});
g.pop = 500000;
g.suitability = 1.0; // exactly at the ideal: base 1
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{600000}); // 1 x 1.2 x 5e5
g.suitability = 0.0; // a whole band off: base 0 -> no growth
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{0});
g.suitability = -5.0; // clamped up to 0 first, so still a full band
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{0});
g.suitability = 0.5;
g.accommodated = true; // suitability ignored entirely: base 1
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{600000});
g.accommodated = false;
g.blockaded = true;
CHECK_EQ(PopulationGrowthDelta(g, t), std::int64_t{0});
g.blockaded = false;
// the suitability distance clamps the planet's own value into [0, 20] before the
// difference, and is itself capped by the tolerance
CHECK_NEAR(GrowthSuitabilityDistance(25.0, 0.0, 100.0, false), 20.0, 1e-6);
CHECK_NEAR(GrowthSuitabilityDistance(-3.0, 5.0, 100.0, false), 5.0, 1e-6);
CHECK_NEAR(GrowthSuitabilityDistance(0.0, 5.0, 2.0, false), 2.0, 1e-6);
CHECK_NEAR(GrowthSuitabilityDistance(0.0, 5.0, 2.0, true), 0.0, 0.0);
// the exponent is clamped into [0.01f, 1000] before pow()
TuningTable big = t;
big.POPULATION_GROWTH_EXP = 100000.0;
TuningTable capped = t;
capped.POPULATION_GROWTH_EXP = 1000.0;
CHECK_NEAR(PopulationGrowthFraction(g, big), PopulationGrowthFraction(g, capped), 0.0);
TuningTable tiny = t;
tiny.POPULATION_GROWTH_EXP = 1e-9;
TuningTable floored = t;
floored.POPULATION_GROWTH_EXP = kGrowthExponentMin;
CHECK_NEAR(PopulationGrowthFraction(g, tiny), PopulationGrowthFraction(g, floored), 0.0);
CHECK_EQ(ApplyImperialGrowth(500000, 1000000, 150000), std::int64_t{650000});
CHECK_EQ(ApplyImperialGrowth(999999, 1000000, 5), std::int64_t{1000000}); // lands on the cap
CHECK_EQ(ApplyImperialGrowth(2000000, 1000000, 0), std::int64_t{1000000});
CHECK_EQ(ApplyImperialGrowth(1000000000, 100000000, 0), std::int64_t{950000000}); // shrink capped
CHECK_EQ(ApplyImperialGrowth(50, 10, 0), std::int64_t{50}); // floor min(pop, 100)
CHECK_EQ(ApplyImperialGrowth(500, 10, 0), std::int64_t{100});
// the 50,000,000 cap is on the delta, and it lives in the apply, not in the fraction
CHECK_EQ(ApplyImperialGrowth(1000, 2000000000, 100000000), std::int64_t{50001000});
CHECK_EQ(ApplyImperialGrowth(1000, 2000000000, -100), std::int64_t{900});
}
static void test_infra_terraform() {
CHECK_NEAR(InfrastructurePointsNeeded(0.0), 30304.0, 0.0); // ceil(30303.03)
CHECK_NEAR(InfrastructurePointsNeeded(1.0), 0.0, 0.0);
CHECK_NEAR(InfrastructureGain(500), 0.0165, 1e-7);
CHECK_NEAR(InfrastructureGain(1000), 0.033, 1e-7);
CHECK_NEAR(InfrastructureGain(-100), 0.0, 0.0); // clamped at zero
double unused = -1;
double delta = ApplyInfrastructurePoints(0.5, 100000, &unused);
CHECK_NEAR(unused, 100000.0 - 15152.0, 0.0); // ceil(0.5 / 3.3e-5)
CHECK_NEAR(ApplyInfrastructureDelta(0.5, delta), 1.0, 0.0); // clamped to exactly 1
delta = ApplyInfrastructurePoints(0.5, 1000, &unused);
CHECK_NEAR(unused, 0.0, 0.0);
CHECK_NEAR(ApplyInfrastructureDelta(0.5, delta), 0.533, 1e-7);
CHECK_NEAR(ApplyInfrastructureDelta(1.0, 0.5), 1.0, 0.0); // already built out: no-op
CHECK_NEAR(DecayUnownedInfrastructure(0.5), 0.48, 1e-7);
CHECK_NEAR(DecayUnownedInfrastructure(0.01), 0.0, 0.0);
// the decay constant is the widened float literal, not the decimal 0.02
CHECK(DecayUnownedInfrastructure(0.5) != 0.5 - 0.02);
// the terraforming modifier is inside the point count, and the result is a ceil
CHECK_NEAR(TerraformPointsNeeded(0.5, 0.8, 1.0), 3334.0, 0.0);
CHECK_NEAR(TerraformPointsNeeded(0.8, 0.5, 1.0), 3334.0, 0.0);
CHECK_NEAR(TerraformPointsNeeded(0.5, 0.8, 2.0), 1667.0, 0.0); // twice the modifier, half the points
CHECK_NEAR(TerraformPointsNeeded(0.5, 0.5, 1.0), 0.0, 0.0);
CHECK_NEAR(TerraformDelta(1000, 1.0, 0.5, 0.8), 0.09, 1e-7);
CHECK_NEAR(TerraformDelta(1000, 1.0, 0.8, 0.5), -0.09, 1e-7);
CHECK_NEAR(TerraformDelta(1000, 1.0, 0.5, 0.5), 0.09, 1e-7); // at the ideal the sign is +1
CHECK_NEAR(TerraformDelta(1000, 2.0, 0.5, 0.8), 0.18, 1e-7);
CHECK_NEAR(TerraformDelta(0, 2.0, 0.5, 0.8), 0.0, 0.0);
// suitability stops at the ideal from whichever side it came
CHECK_NEAR(ApplyTerraformDelta(0.5, 0.09, 0.8), 0.59, 1e-7);
CHECK_NEAR(ApplyTerraformDelta(0.75, 0.09, 0.8), 0.8, 1e-7);
CHECK_NEAR(ApplyTerraformDelta(0.85, -0.09, 0.8), 0.8, 1e-7);
CHECK_NEAR(ApplyTerraformDelta(0.8, 0.09, 0.8), 0.8, 0.0);
}
static void test_slaves() {
TuningTable t = tuning();
SpeciesTechFlags f;
// 0.5 x 0.1 + 0.2 x 0.5 + 0.05 = 0.2
CHECK_NEAR(SlaveDeathRate(0.5, 0.3, 0.5, f, t), 0.2, 1e-6);
f.translation1 = true;
CHECK_NEAR(SlaveDeathRate(0.5, 0.3, 0.5, f, t), 0.16, 1e-6);
f.translation2 = f.translation3 = true;
CHECK_NEAR(SlaveDeathRate(0.5, 0.3, 0.5, f, t), 0.08, 1e-6);
SpeciesTechFlags none;
CHECK_NEAR(SlaveDeathRate(0.0, 0.5, 0.5, none, t), 0.05, 1e-6); // base rate only
// an unowned system short-circuits to a rate of 1, not 0
CHECK_NEAR(SlaveDeathRate(0.5, 0.3, 0.5, none, t, false), 1.0, 0.0);
SpeciesTechFlags bits = SpeciesTechFlags::FromBits(0x087); // bits 0,1,2,7
CHECK(bits.translation1 && bits.translation2 && bits.translation3 && bits.accommodate);
CHECK(!bits.incorporate && !bits.addict && !bits.temperance && !bits.subjugate && !bits.proliferate);
CHECK_NEAR(SlaveDeathRate(0.5, 0.3, 0.5, bits, t), 0.08, 1e-6);
CHECK(SpeciesTechFlags::FromBits(0x100).proliferate);
CHECK(SpeciesTechFlags::FromBits(0x020).temperance);
CHECK_EQ(SlaveDeaths(1000, 0.2, 0.0, t), std::int64_t{200});
CHECK_EQ(SlaveDeaths(0, 0.2, 0.0, t), std::int64_t{0});
CHECK_EQ(SlaveDeaths(1000, 0.2, 0.1, t), std::int64_t{300}); // the plague rate ADDS
t.SLAVES_MIN_DEATHS = 300;
CHECK_EQ(SlaveDeaths(1000, 0.2, 0.0, t), std::int64_t{300});
CHECK_EQ(SlaveDeaths(100, 0.2, 0.0, t), std::int64_t{100}); // never more than present
t.SLAVES_MAX_DEATHS = 150;
CHECK_EQ(SlaveDeaths(1000, 0.2, 0.0, t), std::int64_t{150});
t.SLAVES_MIN_DEATHS = -1; // any negative disables it
t.SLAVES_MAX_DEATHS = -7;
CHECK_EQ(SlaveDeaths(1000, 0.2, 0.0, t), std::int64_t{200});
t.SLAVES_MIN_DEATHS = 0;
t.SLAVES_MAX_DEATHS = -1;
CHECK_EQ(SlaveDeaths(7, 0.2, 0.0, t), std::int64_t{1}); // 1.4 truncates
}
static void test_output() {
TuningTable t = tuning();
// B4: the trade slider is PINNED. Everything else is rescaled to what is left of 1.
OutputRates r = NormaliseOutputRates({1, 1, 1, 1}, false, false);
CHECK_NEAR(r.trade, 1.0, 0.0);
CHECK_NEAR(r.construction, 0.0, 0.0); // nothing left over for the other three
CHECK_NEAR(r.terraform, 0.0, 0.0);
CHECK_NEAR(r.infra, 0.0, 0.0);
r = NormaliseOutputRates({0.25, 0.25, 0.25, 0.25}, false, false);
CHECK_NEAR(r.trade, 0.25, 0.0); // untouched
CHECK_NEAR(r.construction, 0.25, 1e-7);
CHECK_NEAR(r.terraform, 0.25, 1e-7);
CHECK_NEAR(r.infra, 0.25, 1e-7);
r = NormaliseOutputRates({0, 1, 1, 1}, true, false);
CHECK_NEAR(r.terraform, 0.0, 0.0);
CHECK_NEAR(r.construction, 0.5, 1e-7);
CHECK_NEAR(r.infra, 0.5, 1e-7);
// all-zero: the three unpinned channels split evenly, trade stays at zero
r = NormaliseOutputRates({0, 0, 0, 0}, false, false);
CHECK_NEAR(r.trade, 0.0, 0.0);
CHECK_NEAR(r.construction, 1.0 / 3.0, 1e-6);
CHECK_NEAR(r.terraform, 1.0 / 3.0, 1e-6);
CHECK_NEAR(r.infra, 1.0 / 3.0, 1e-6);
// ... and the suppressions still apply inside the fallback
r = NormaliseOutputRates({0, 0, 0, 0}, true, true);
CHECK_NEAR(r.construction, 1.0, 1e-7);
CHECK_NEAR(r.terraform, 0.0, 0.0);
CHECK_NEAR(r.infra, 0.0, 0.0);
// a slider at or below the threshold counts as off
r = NormaliseOutputRates({kOutputRateThreshold, 1, 0, 0}, false, false);
CHECK_NEAR(r.trade, 0.0, 0.0);
CHECK_NEAR(r.construction, 1.0, 1e-7);
r = NormaliseOutputRates({-1, 3, 0, 1}, false, true);
CHECK_NEAR(r.trade, 0.0, 0.0);
CHECK_NEAR(r.construction, 1.0, 1e-7);
CHECK_NEAR(r.infra, 0.0, 0.0);
CHECK_NEAR(MoraleOutputMultiplier(80, t), 1.1, 0.0);
CHECK_NEAR(MoraleOutputMultiplier(75, t), 1.1, 0.0);
CHECK_NEAR(MoraleOutputMultiplier(50, t), 1.0, 0.0);
CHECK_NEAR(MoraleOutputMultiplier(25, t), 0.9, 0.0);
// A morale entry of exactly 0 means "no record": the thresholds are not consulted,
// which matters because 0 <= MORALE_DECREASE_OUTPUT would otherwise apply the penalty.
CHECK_NEAR(MoraleOutputMultiplier(0, t), 1.0, 0.0);
// A modifier that is not strictly positive is ignored (an unloaded tuning table has
// every field at zero, and a zero multiplier would silently wipe the term).
TuningTable zero;
zero.MORALE_INCREASE_OUTPUT = 60;
CHECK_NEAR(MoraleOutputMultiplier(80, zero), 1.0, 0.0);
OutputModifiers m;
m.baseOutput = 1000;
CHECK_NEAR(TotalSystemOutput(m, t), 1000.0, 0.0);
m.addictionPhase3 = true;
CHECK_NEAR(TotalSystemOutput(m, t), 500.0, 0.0);
m.addictionPhase3 = false;
m.playerOutMod = 0.5;
m.systemOutMod = 0.5;
CHECK_NEAR(TotalSystemOutput(m, t), 250.0, 0.0);
// B4: the engine's round is ties-to-EVEN, so 302.5 goes DOWN to 302 (it used to be 303)
m.baseOutput = 1210;
CHECK_NEAR(TotalSystemOutput(m, t), 302.0, 0.0);
m.baseOutput = 0;
CHECK_NEAR(TotalSystemOutput(m, t), 0.0, 0.0);
// No owner and a rebelling system both return zero before any multiplier runs.
m.baseOutput = 1000;
m.playerOutMod = 1.0;
m.systemOutMod = 1.0;
m.owned = false;
CHECK_NEAR(TotalSystemOutput(m, t), 0.0, 0.0);
m.owned = true;
m.rebelling = true;
CHECK_NEAR(TotalSystemOutput(m, t), 0.0, 0.0);
m.rebelling = false;
// ---- the population -> output term (lane N) ----------------------------------------
// Output per head is typeOutputMod x 1.8 / 500000; the imperial row's modifier is 1.
GroupOutputInputs g;
g.group = PopGroup::Imperial;
g.count = 2000000000LL;
CHECK_NEAR(GroupOutput(g, t), 7200.0, 1e-9); // 2e9 / 5e5 x 1.8
g.stations = 2; // 1 + 2 x 0.1
CHECK_NEAR(GroupOutput(g, t), 8640.0, 1e-9);
g.stations = 0;
g.count = 0;
CHECK_NEAR(GroupOutput(g, t), 0.0, 0.0);
g.count = -5;
CHECK_NEAR(GroupOutput(g, t), 0.0, 0.0);
// The station bonus is imperial-only, and civilians carry the morale multiplier.
g.group = PopGroup::Civilian;
g.count = 500000000LL;
g.stations = 4;
g.morale = 0;
CHECK_NEAR(GroupOutput(g, t), 500000000.0 / 500000.0 * F32(0.33) * 1.8, 1e-9);
g.morale = 80; // above MORALE_INCREASE_OUTPUT
CHECK_NEAR(GroupOutput(g, t), 500000000.0 / 500000.0 * F32(0.33) * 1.8 * 1.1, 1e-9);
g.independent = true; // an independent colony has no morale
CHECK_NEAR(GroupOutput(g, t), 500000000.0 / 500000.0 * F32(0.33) * 1.8, 1e-9);
// The whole base-output sum on the reference save's human homeworld, with the two
// data-file species fields left at zero so only the terms the executable carries move.
BaseOutputInputs b;
b.imperialPopulation = 2000000000LL; // Pop 1e9 + pbon 1e9
b.civilianPopulation = 500000000LL;
b.civilianMorale = 75;
b.transitResources = 0;
b.resourcesAvailable = 5000;
b.infra = 1.0f;
b.infraBonus = 1.0f;
b.overHarvestRate = 0.0;
// cbrt(2e9/100) x 0.01 = 2.71 -> clamps to 1, and a clamped value at or above 1 - 1e-4
// is *substituted* by the infrastructure term rather than capping it. Infra + ibon = 2
// here, so the fraction is 2, not 1 -- the branch is a substitution, not a min, and a
// pending infrastructure bonus can push a colony's extraction above unity.
CHECK_NEAR(StripMineFraction({b.imperialPopulation, b.infra, b.infraBonus}), 2.0f, 0.0);
// ... and a colony whose population term has not saturated is capped by it as usual.
CHECK_NEAR(StripMineFraction({1000000, 0.4f, 0.0f}), 0.21544346f, 1e-6f);
CHECK_NEAR(StripMineFraction({100000000LL, 0.4f, 0.0f}), 0.4f, 0.0);
const double expected = 7200.0 + 500000000.0 / 500000.0 * F32(0.33) * 1.8 * 1.1 + 9000.0;
CHECK_NEAR(SystemBaseOutput(b, t), expected, 1e-6);
// Linear in population: a tenth of the imperial pop is a tenth of that term.
b.imperialPopulation = 200000000LL;
b.civilianPopulation = 0;
b.resourcesAvailable = 0;
CHECK_NEAR(SystemBaseOutput(b, t), 720.0, 1e-9);
// With SRoh = 0 the over-harvest demand degenerates to min(available, speciesBaseDemand).
OverHarvestInputs oh;
oh.resourcesAvailable = 5000;
oh.population = 2000000000LL;
oh.speciesBaseDemand = 120;
CHECK_NEAR(OverHarvestDemand(oh), 120.0, 0.0);
oh.speciesBaseDemand = 9000;
CHECK_NEAR(OverHarvestDemand(oh), 5000.0, 0.0);
// ... and with SRoh > 0 it adds rate x available x clamp01(pop x 1e-5), floored at 1.
oh.speciesBaseDemand = 0;
oh.overHarvestRate = 0.5;
CHECK_NEAR(OverHarvestDemand(oh), 2500.0, 1e-9); // clamp01(2e9 x 1e-5) = 1
oh.population = 10000; // clamp01(0.1)
CHECK_NEAR(OverHarvestDemand(oh), 250.0, 1e-9);
oh.population = 0; // the floor of 1, not 0
CHECK_NEAR(OverHarvestDemand(oh), 1.0, 0.0);
// The population-type table the executable builds in code.
CHECK_NEAR(PopTypeOf(PopGroup::Imperial, t).outputMod, 1.0, 0.0);
CHECK_NEAR(PopTypeOf(PopGroup::Civilian, t).outputMod, F32(0.33), 0.0);
CHECK_EQ(static_cast<int>(PopTypeOf(PopGroup::Imperial, t).maxPopulation), 50000000);
CHECK_EQ(static_cast<int>(PopTypeOf(PopGroup::Civilian, t).maxPopulation), 20000000);
CHECK_NEAR(RoundHalfEven(0.5), 0.0, 0.0);
CHECK_NEAR(RoundHalfEven(1.5), 2.0, 0.0);
CHECK_NEAR(RoundHalfEven(-2.5), -2.0, 0.0);
OutputSplit s = SplitOutput(1000, {0.5, 0.25, 0.125, 0.125});
CHECK_NEAR(s.trade, 500.0, 0.0);
CHECK_NEAR(s.construction, 250.0, 0.0);
CHECK_NEAR(s.terraform, 125.0, 0.0);
CHECK_NEAR(s.infra, 125.0, 0.0);
CHECK_EQ(ConstructionPoints(250, 2, t), 375);
CHECK_EQ(ConstructionPoints(250, 0, t), 250);
CHECK_EQ(ConstructionPoints(3, 1, t), 3); // 3.75 TRUNCATES, it does not round
OutputSplit l = SplitLeftover(100, {0.5, 0.25, 0.125, 0.125}, false, false);
CHECK_NEAR(l.trade, 67.0, 0.0);
CHECK_NEAR(l.terraform, 17.0, 0.0);
CHECK_NEAR(l.infra, 17.0, 0.0); // and 67+17+17 != 100
l = SplitLeftover(100, {0, 1, 0, 0}, true, false); // construction rate exactly 1
CHECK_NEAR(l.trade, 50.0, 0.0);
CHECK_NEAR(l.terraform, 0.0, 0.0);
CHECK_NEAR(l.infra, 50.0, 0.0);
l = SplitLeftover(100, {0, 1, 0, 0}, true, true);
CHECK_NEAR(l.trade, 100.0, 0.0);
l = SplitLeftover(0, {0.5, 0.25, 0.125, 0.125}, false, false);
CHECK_NEAR(l.trade, 0.0, 0.0);
}
static void test_system_money() {
CHECK_NEAR(SuitabilityCostMod(0.3, 0.5, 0.15, false, true), 0.15, 0.0); // capped by SuitTol
CHECK_NEAR(SuitabilityCostMod(0.45, 0.5, 0.15, false, true), 0.05, 1e-12);
CHECK_NEAR(SuitabilityCostMod(0.3, 0.5, 0.15, true, true), 0.0, 0.0); // rebel AI pays nothing
CHECK_NEAR(SuitabilityCostMod(0.5, 0.5, 0.15, false, false), 20.0, 0.0); // unowned
SystemMoneyInputs m;
m.tradePoints = 20; // 4 blocks x 5 = 100
CHECK_EQ(SystemMoneyIncome(m), 100);
m.tradePoints = 4.9; // no whole block
CHECK_EQ(SystemMoneyIncome(m), 0);
m.tradePoints = 123; // 24 blocks -> 600
CHECK_EQ(SystemMoneyIncome(m), 600);
m.popIncomeImperial = 100;
m.popIncomeCivilian = 50;
m.slaveIncome = 10;
m.speciesIncomeFactor = 1.1; // Zuul
m.speciesCostFactor = 0.7;
m.suitCostMod = 0.2;
// (600 + 160) x 1.1 = 836.0000000000001; cost 0.7 x 0.2 x 15000 = 2100;
// -1263.9999999999998 truncates toward zero
CHECK_EQ(SystemMoneyIncome(m), -1263);
m.speciesIncomeFactor = 1.0; // 760 - 0.25 x 15000 = -2990 exactly
m.speciesCostFactor = 1.0;
m.suitCostMod = 0.25;
CHECK_EQ(SystemMoneyIncome(m), -2990);
SystemMoneyInputs n;
n.tradePoints = 10;
n.speciesIncomeFactor = 0.8; // Morrigi
CHECK_EQ(SystemMoneyIncome(n), 40);
n.speciesIncomeFactor = 1.0;
n.tradePoints = 100; // 500
n.playerIncMod = 1.2; // 600
n.serverIncomeMod = 0.5;
n.difficultyIncomeMult = 2.0; // x1 net
CHECK_EQ(SystemMoneyIncome(n), 600);
SystemMoneyInputs unowned;
unowned.suitCostMod = 20.0; // 20 x 15000
CHECK_EQ(SystemMoneyIncome(unowned), -300000);
// the cost is not scaled by the income multipliers
SystemMoneyInputs c;
c.tradePoints = 10; // 50
c.playerIncMod = 3.0; // 150
c.suitCostMod = 0.01; // cost 150
CHECK_EQ(SystemMoneyIncome(c), 0);
CHECK_NEAR(ConstantsOf(Species::Zuul).incomeFactor, 1.1, 0.0);
CHECK_NEAR(ConstantsOf(Species::Zuul).hazardCostFactor, 0.7, 0.0);
CHECK_NEAR(ConstantsOf(Species::Morrigi).incomeFactor, 0.8, 0.0);
CHECK_NEAR(ConstantsOf(Species::Human).incomeFactor, 1.0, 0.0);
CHECK(!ConstantsOf(Species::Zuul).systemBonusEligible);
CHECK(ConstantsOf(Species::Hiver).systemBonusEligible);
// A von Neumann machine at the system zeroes the cost before anything else is looked at.
CHECK_NEAR(SuitabilityCostMod(0.3, 0.5, 0.15, false, true, true), 0.0, 0.0);
CHECK_NEAR(SuitabilityCostMod(0.5, 0.5, 0.15, false, false, true), 0.0, 0.0);
}
static void test_population_income() {
TuningTable t = tuning();
// Income per head is typeIncomeMod / 14000 -- no 1.8, no 500000. An imperial billion
// is 1e9/14000 = 71428.57..., truncated.
CHECK_EQ(GroupIncome(PopGroup::Imperial, 1000000000, t), 71428);
CHECK_EQ(GroupIncome(PopGroup::Imperial, 13999, t), 0);
CHECK_EQ(GroupIncome(PopGroup::Imperial, 14000, t), 1);
// The civilian row's modifier is the float32 0.33, so half a billion civilians give
// ftol(0.33000001311302185 x 35714.2857...) = 11785.
CHECK_EQ(GroupIncome(PopGroup::Civilian, 500000000, t), 11785);
CHECK_EQ(GroupIncome(PopGroup::Slaves, 14000, t), 3); // SLAVES_INCOME_MOD = 3
PopIncomeRow rows[kSpeciesCount] = {};
rows[0].count = 1000000000;
CHECK_NEAR(PopulationIncome(PopGroup::Imperial, rows, true, false, t), 71428.0, 0.0);
// Two species truncate SEPARATELY, so the sum is not the truncation of the sum.
PopIncomeRow two[kSpeciesCount] = {};
two[0].count = 20999; // -> 1
two[2].count = 20999; // -> 1
CHECK_NEAR(PopulationIncome(PopGroup::Imperial, two, true, false, t), 2.0, 0.0);
CHECK_EQ(GroupIncome(PopGroup::Imperial, 41998, t), 2); // ... which happens to agree here
PopIncomeRow three[kSpeciesCount] = {};
three[0].count = 13999; // -> 0
three[2].count = 13999; // -> 0
CHECK_NEAR(PopulationIncome(PopGroup::Imperial, three, true, false, t), 0.0, 0.0);
CHECK_EQ(GroupIncome(PopGroup::Imperial, 27998, t), 1); // ... and here it does NOT
// Morale applies to the civilian row only, and the product truncates again.
PopIncomeRow mor[kSpeciesCount] = {};
mor[0].count = 500000000;
mor[0].morale = 80; // >= MORALE_INCREASE_OUTPUT (75)
CHECK_NEAR(PopulationIncome(PopGroup::Civilian, mor, true, false, t),
std::floor(11785.0 * 1.1), 0.0);
// ... but not to the imperial row.
CHECK_NEAR(PopulationIncome(PopGroup::Imperial, mor, true, false, t),
static_cast<double>(GroupIncome(PopGroup::Imperial, 500000000, t)), 0.0);
// ... and an independent colony bypasses morale entirely.
CHECK_NEAR(PopulationIncome(PopGroup::Civilian, mor, true, true, t), 11785.0, 0.0);
// Addiction multiplies every row, imperial included.
PopIncomeRow add[kSpeciesCount] = {};
add[0].count = 1000000000;
add[0].addicted = true;
CHECK_NEAR(PopulationIncome(PopGroup::Imperial, add, true, false, t),
std::floor(71428.0 * 0.9), 0.0);
}
static void test_max_income() {
// The whole chain, with the numbers a level-1 AI Zuul colony produces: the trade points
// are the rounded output total, blocks of five are worth five each after the x5, the
// species factor is 1.1 and the difficulty income modifier another 1.1.
SystemMoneyInputs m;
m.popIncomeImperial = 71428;
m.speciesIncomeFactor = ConstantsOf(Species::Zuul).incomeFactor;
m.speciesCostFactor = ConstantsOf(Species::Zuul).hazardCostFactor;
m.suitCostMod = 0.0; // a homeworld sits exactly at its ideal
m.difficultyIncomeMult = DifficultyModsFor(1, /*isAI=*/true, /*isNpc=*/false).incomeMult;
const int ai = SystemMaxIncome(12345.0, m);
m.difficultyIncomeMult = DifficultyModsFor(1, /*isAI=*/false, /*isNpc=*/false).incomeMult;
const int human = SystemMaxIncome(12345.0, m);
// The AI's advantage on this row is exactly the 1.1 in the difficulty table.
CHECK(ai > human);
CHECK_NEAR(static_cast<double>(ai) / static_cast<double>(human), 1.1, 1e-5);
// A colony whose money comes out negative contributes ZERO to the empire total rather
// than reducing it -- the `jg` at the end of ComputeMaxIncome.
SystemMoneyInputs bad;
bad.suitCostMod = 20.0; // 20 x 15000 of cost against no income
CHECK_EQ(SystemMoneyIncome(bad), -300000);
CHECK_EQ(SystemMaxIncome(0.0, bad), 0);
// The rate vector is trade = 1, so the trade points are the half-to-even rounded total.
SystemMoneyInputs r;
CHECK_EQ(SystemMaxIncome(20.5, r), SystemMoneyIncome([] {
SystemMoneyInputs x;
x.tradePoints = 20.0; // 20.5 ties to the even neighbour
return x;
}()));
CHECK_EQ(SystemMaxIncome(21.5, r), SystemMoneyIncome([] {
SystemMoneyInputs x;
x.tradePoints = 22.0;
return x;
}()));
}
// ---------------------------------------------------------------------------------------
// The turn path: ComputeOutput
// ---------------------------------------------------------------------------------------
static void test_ideal_suitability() {
IdealSuitabilityInputs in;
in.owned = false;
in.systemSuitability = 7.5;
in.ownerIdealSuitability = 11.0;
// An unowned system reports its OWN suitability, which is what makes it "at its ideal"
// and suppresses the terraform channel.
CHECK_NEAR(IdealSuitability(in), 7.5, 0.0);
in.owned = true;
CHECK_NEAR(IdealSuitability(in), 11.0, 0.0);
in.independent = true;
in.serverIdealSuitability = 9.25;
CHECK_NEAR(IdealSuitability(in), 9.25, 0.0);
// The per-system override beats both, and the sentinel is FLT_MAX.
in.systemOverride = 3.0;
CHECK_NEAR(IdealSuitability(in), 3.0, 0.0);
in.systemOverride = kIdealSuitabilityNoOverride;
CHECK_NEAR(IdealSuitability(in), 9.25, 0.0);
}
static void test_terraform_points() {
// A planet at its ideal needs nothing, whichever direction it would move.
CHECK_NEAR(TerraformPointsNeeded(10.0, 10.0, 1.0), 0.0, 0.0);
// The rate is TerraMod x 1.8f / 20000, and the sign cancels: the count is the same
// whether the planet is above or below the ideal.
const double up = TerraformPointsNeeded(9.0, 10.0, 1.0);
const double down = TerraformPointsNeeded(11.0, 10.0, 1.0);
CHECK_NEAR(up, down, 0.0);
// Our helper folds in the `ceil` that ComputeOutputFromRates applies to the original's
// return value, so the expected numbers are the ceilings.
CHECK_NEAR(up, std::ceil(1.0 / (1.8000000715255737 / 20000.0)), 0.0); // 11112
// A bigger TerraMod needs proportionally fewer points.
CHECK_NEAR(TerraformPointsNeeded(9.0, 10.0, 3.7),
std::ceil(1.0 / (3.7 * 1.8000000715255737 / 20000.0)), 0.0); // 3004
}
static void test_repair_pass() {
// The round robin's outcome, as a min. Every case the loop can reach:
RepairPassResult r = RepairShipsInOrbit(100, 0); // nothing damaged
CHECK_EQ(r.spent, 0);
CHECK_EQ(r.left, 100);
r = RepairShipsInOrbit(100, 40); // points win
CHECK_EQ(r.spent, 40);
CHECK_EQ(r.left, 60);
r = RepairShipsInOrbit(40, 100); // demand wins; nothing cascades
CHECK_EQ(r.spent, 40);
CHECK_EQ(r.left, 0);
r = RepairShipsInOrbit(0, 100); // the early return
CHECK_EQ(r.spent, 0);
CHECK_EQ(r.left, 0);
}
// A helper matching the corpus's shape: at the ideal, infrastructure exactly 1, no station,
// so the terraform and infrastructure channels are suppressed and both needs are zero.
static SystemOutputInputs CorpusColony(double trade, double construction, double total) {
SystemOutputInputs in;
in.rates.trade = trade;
in.rates.construction = construction;
in.suitAtIdeal = true;
in.infraFull = true;
in.infraExactlyOne = true;
in.infra = 1.0;
in.totalOutputRaw = total;
in.terraformPointsNeeded = 0.0;
return in;
}
static void test_turn_path_output() {
const TuningTable t; // unloaded: no station bonus, which the corpus never exercises
// 1. The claim the whole lane turns on: with an empty build queue and nothing to repair,
// every construction point comes back to the money channel, so a colony that puts
// everything into ship construction earns exactly as much as one that puts everything
// into trade.
{
const SystemOutput allTrade = ComputeSystemOutput(CorpusColony(1.0, 0.0, 4000.0), t);
const SystemOutput allCons = ComputeSystemOutput(CorpusColony(0.0, 1.0, 4000.0), t);
const SystemOutput half = ComputeSystemOutput(CorpusColony(0.5, 0.5, 4000.0), t);
CHECK_EQ(allCons.money, allTrade.money);
CHECK_EQ(half.money, allTrade.money);
// and the leftover really is what carries it on the construction colony
CHECK_NEAR(allCons.tradePoints, 0.0, 0.0);
CHECK_NEAR(allCons.leftoverToTrade, 4000.0, 0.0);
CHECK_EQ(allCons.construction, 4000);
}
// 2. ... which makes it equal to the PROJECTED path, up to the trade-point rounding.
// An even total agrees exactly; an odd one can differ by one trade point because
// `2 x round(T/2)` is not `T`.
{
SystemMoneyInputs m;
const SystemOutput even = ComputeSystemOutput(CorpusColony(0.5, 0.5, 4000.0), t);
CHECK_EQ(even.money, SystemMaxIncome(4000.0, m));
const SystemOutput odd = ComputeSystemOutput(CorpusColony(0.5, 0.5, 4001.0), t);
// 4001 x 0.5 = 2000.5, ties to even -> 2000 twice, so 4000 trade points, not 4001.
CHECK_NEAR(odd.tradePoints + odd.leftoverToTrade, 4000.0, 0.0);
}
// 3. The build queue eats construction points BEFORE the leftover is redistributed, so a
// funded queue is a direct loss of money.
{
SystemOutputInputs in = CorpusColony(0.0, 1.0, 4000.0);
in.buildQueueDemand = 1500;
const SystemOutput o = ComputeSystemOutput(in, t);
CHECK_EQ(o.constructionToQueue, 1500);
CHECK_NEAR(o.leftoverToTrade, 2500.0, 0.0);
// a queue larger than the output takes all of it and leaves nothing
in.buildQueueDemand = 999999;
const SystemOutput starved = ComputeSystemOutput(in, t);
CHECK_EQ(starved.constructionToQueue, 4000);
CHECK_NEAR(starved.leftoverToTrade, 0.0, 0.0);
CHECK_EQ(starved.money, 0);
}
// 4. The repair pass takes its share after the queue and before the redistribution.
{
SystemOutputInputs in = CorpusColony(0.0, 1.0, 4000.0);
in.buildQueueDemand = 1000;
in.repairDemand = 700;
const SystemOutput o = ComputeSystemOutput(in, t);
CHECK_EQ(o.constructionToQueue, 1000);
CHECK_EQ(o.constructionToRepair, 700);
CHECK_NEAR(o.leftoverToTrade, 2300.0, 0.0);
}
// 5. The two cascades, which the max-income path proves ARE zero and this one does not.
// A colony below full infrastructure with a funded infra channel spends what it needs
// and passes the rest to terraforming; terraforming passes ITS rest to money.
{
SystemOutputInputs in;
in.rates.trade = 0.0;
in.rates.construction = 0.0;
in.rates.infra = 1.0;
in.suitAtIdeal = true; // so the terraform channel is suppressed and needs 0
in.infraFull = false;
in.infraExactlyOne = false;
in.infra = 1.0 - 3.3e-5 * 100.0; // exactly 100 points short of full
in.totalOutputRaw = 4000.0;
in.terraformPointsNeeded = 0.0;
const SystemOutput o = ComputeSystemOutput(in, t);
// 100 points close the infrastructure gap, the other 3900 fall through terraforming
// (which needs nothing) into the money channel.
CHECK_NEAR(o.leftoverToMoney, 3900.0, 1e-6);
CHECK(o.infraDelta > 0.0);
SystemMoneyInputs m;
m.tradePoints = 3900.0;
CHECK_EQ(o.money, SystemMoneyIncome(m));
}
// 6. A terraforming colony consumes what it needs and cascades the rest, and the sign of
// the suitability delta follows the direction of travel.
{
SystemOutputInputs in;
in.rates.terraform = 1.0;
in.suitAtIdeal = false;
in.infraFull = true;
in.infraExactlyOne = true;
in.infra = 1.0;
in.totalOutputRaw = 4000.0;
in.terraformPointsNeeded = 250.0;
in.terraformMod = 1.0;
const SystemOutput up = ComputeSystemOutput(in, t);
CHECK_NEAR(up.leftoverToMoney, 3750.0, 1e-6);
CHECK(up.suitabilityDelta > 0.0);
in.terraformDown = true;
const SystemOutput down = ComputeSystemOutput(in, t);
CHECK_NEAR(down.suitabilityDelta, -up.suitabilityDelta, 0.0);
// The point count and the point value use the same rate, so spending exactly the
// needed points closes exactly the gap it was computed from.
const double gap = 250.0 * (1.5 * kTerraform12 * 1.0) / 20000.0;
CHECK_NEAR(up.suitabilityDelta, static_cast<double>(static_cast<float>(gap)), 0.0);
}
// 7. The `SRsc == 1` leftover branch really is a different rule: with construction at
// exactly 1 the weights become 1 / (suit off ideal) / (infra below 1) rather than the
// sliders, so a colony that is off its ideal sends HALF its leftover to terraforming
// instead of all of it to trade.
{
SystemOutputInputs in;
in.rates.construction = 1.0;
in.suitAtIdeal = false; // terraform weight 1
in.infraFull = true; // infra suppressed by the normaliser ...
in.infraExactlyOne = true; // ... and weight 0 in the leftover split
in.infra = 1.0;
in.totalOutputRaw = 4000.0;
in.terraformPointsNeeded = 0.0; // nothing to spend it on, so it cascades to money
const SystemOutput o = ComputeSystemOutput(in, t);
CHECK_NEAR(o.normalisedRates.construction, 1.0, 0.0);
CHECK_NEAR(o.leftoverToTrade, 2000.0, 0.0);
CHECK_NEAR(o.leftoverToMoney, 2000.0, 0.0);
// Both halves reach the money channel here, so the total is the same as if it had
// all gone to trade -- the split matters only when terraforming has work to do.
SystemMoneyInputs m;
m.tradePoints = 4000.0;
CHECK_EQ(o.money, SystemMoneyIncome(m));
}
// 8. An unfunded channel produces nothing, and a total of zero produces no money.
{
const SystemOutput o = ComputeSystemOutput(CorpusColony(0.5, 0.5, 0.0), t);
CHECK_EQ(o.totalOutput, 0);
CHECK_EQ(o.construction, 0);
CHECK_EQ(o.money, 0);
}
}
static void test_difficulty_table() {
// Level 0 gives the break to the human; levels 1 and 2 give it to the AI.
const DifficultyMods e_ai = DifficultyModsFor(0, true, false);
const DifficultyMods e_pl = DifficultyModsFor(0, false, false);
CHECK_NEAR(e_ai.maintenanceDivisor, 1.0, 0.0);
CHECK_NEAR(e_ai.incomeMult, 1.0, 0.0);
CHECK_NEAR(e_pl.maintenanceDivisor, 1.5, 0.0);
CHECK_NEAR(e_pl.incomeMult, 1.5, 0.0);
const DifficultyMods n_ai = DifficultyModsFor(1, true, false);
CHECK_NEAR(n_ai.maintenanceDivisor, 3.0, 0.0);
CHECK_NEAR(n_ai.incomeMult, 1.1, 1e-7);
CHECK_NEAR(n_ai.researchMult, 1.5, 0.0);
CHECK_NEAR(DifficultyModsFor(1, false, false).incomeMult, 1.0, 0.0);
const DifficultyMods h_ai = DifficultyModsFor(2, true, false);
CHECK_NEAR(h_ai.maintenanceDivisor, 1000000.0, 0.0);
CHECK_NEAR(h_ai.incomeMult, 1.7, 1e-7);
CHECK_NEAR(h_ai.researchMult, 2.0, 0.0);
// Hard maintenance really is "divided by a million", i.e. free.
CHECK_EQ(MaintenanceCost(999999, h_ai.maintenanceDivisor), 0);
// An NPC player takes the non-AI triple whatever its AI flag says ...
CHECK_NEAR(DifficultyModsFor(1, true, true).incomeMult, 1.0, 0.0);
// ... and an out-of-range level falls back to all ones rather than failing.
CHECK_NEAR(DifficultyModsFor(-1, true, false).incomeMult, 1.0, 0.0);
CHECK_NEAR(DifficultyModsFor(3, true, false).incomeMult, 1.0, 0.0);
CHECK_NEAR(DifficultyModsFor(3, true, false).maintenanceDivisor, 1.0, 0.0);
}
static void test_bonuses() {
TuningTable t = tuning();
std::int64_t pop = 900, bonus = 500;
ApplyPopulationBonus(pop, 1000, bonus);
CHECK_EQ(pop, std::int64_t{1000});
CHECK_EQ(bonus, std::int64_t{400});
pop = 1200; // over cap: nothing applied
ApplyPopulationBonus(pop, 1000, bonus);
CHECK_EQ(pop, std::int64_t{1200});
CHECK_EQ(bonus, std::int64_t{400});
double infra = 0.95, ibon = 0.1;
BonusApplyResult br = ApplyInfrastructureBonus(infra, ibon);
CHECK_NEAR(infra, 1.0, 0.0); // the pool covered the remainder: exactly 1, not 0.999...
CHECK_NEAR(ibon, 0.05, 1e-7);
CHECK(br.applied);
CHECK(!br.resetTurnsDeveloping); // a home system is not reset
br = ApplyInfrastructureBonus(infra, ibon, /*homeSystem=*/false);
CHECK(!br.applied); // already at 1: nothing happens, no reset either
infra = 0.5;
ibon = 0.1;
br = ApplyInfrastructureBonus(infra, ibon, /*homeSystem=*/false);
CHECK_NEAR(infra, 0.6, 1e-7);
CHECK_NEAR(ibon, 0.0, 1e-7);
CHECK(br.resetTurnsDeveloping); // a non-home colony absorbing a bonus resets ntdev
std::int64_t up = 10, ub = 500;
ApplyPopulationBonus(up, 1000, ub, /*owned=*/false);
CHECK_EQ(up, std::int64_t{10}); // an unowned system drops the whole pool
CHECK_EQ(ub, std::int64_t{0});
SystemBonusInputs in;
in.stable = true;
in.turnsOwned = 11;
in.turnsDeveloping = 11;
in.capacity = 1000000;
std::int64_t pbon = 0;
double ibonus = 0;
AccrueSystemBonus(in, pbon, ibonus, t);
CHECK_EQ(pbon, std::int64_t{10000}); // 1e6 x 0.01
CHECK_NEAR(ibonus, 0.05, 1e-12);
for (int i = 0; i < 20; ++i) AccrueSystemBonus(in, pbon, ibonus, t);
CHECK_EQ(pbon, std::int64_t{100000}); // capped at 1e6 x 0.1
CHECK_NEAR(ibonus, 0.2, 1e-12); // capped at INFRABONUS
// the increment truncates: 12345 x 0.005 = 61.725 -> 61; target 1234.5 -> 1234
TuningTable small = t;
small.SYSTEMBONUS_POPBONUS_INC = 0.005;
in.capacity = 12345;
std::int64_t p3 = 0;
double i3 = 0;
AccrueSystemBonus(in, p3, i3, small);
CHECK_EQ(p3, std::int64_t{61});
for (int i = 0; i < 30; ++i) AccrueSystemBonus(in, p3, i3, small);
CHECK_EQ(p3, std::int64_t{1234});
p3 = 5000; // already above the target: untouched
AccrueSystemBonus(in, p3, i3, small);
CHECK_EQ(p3, std::int64_t{5000});
in.capacity = 1000000;
// Zuul never accrue either bonus
std::int64_t pz = 0;
double iz = 0;
in.ownerSpeciesEligible = false;
AccrueSystemBonus(in, pz, iz, t);
CHECK_EQ(pz, std::int64_t{0});
CHECK_NEAR(iz, 0.0, 0.0);
in.ownerSpeciesEligible = true;
std::int64_t p2 = 0;
double i2 = 0;
in.turnsOwned = 10; // not strictly more than MINTURNS
AccrueSystemBonus(in, p2, i2, t);
CHECK_EQ(p2, std::int64_t{0});
in.turnsOwned = 11;
in.stable = false;
AccrueSystemBonus(in, p2, i2, t);
CHECK_EQ(p2, std::int64_t{0});
in.stable = true;
in.turnsDeveloping = 10;
AccrueSystemBonus(in, p2, i2, t);
CHECK_EQ(p2, std::int64_t{0});
}
static void test_build_queue() {
std::vector<BuildOrder> q = {{1, 11, 100, 100, 50}, {2, 12, 200, 200, 0}, {3, 13, 300, 300, 70}};
BuildQueueResult r = ProcessBuildQueue(q, 250);
CHECK_EQ(r.completedOrderIds.size(), std::size_t{1});
CHECK_EQ(r.completedOrderIds[0], 11);
CHECK_EQ(r.moneyCharged, 50);
CHECK_EQ(r.pointsLeft, 0);
CHECK_EQ(q.size(), std::size_t{2});
CHECK_EQ(q[0].orderId, 12);
CHECK_EQ(q[0].constructionLeft, 50);
CHECK_EQ(q[1].constructionLeft, 300);
r = ProcessBuildQueue(q, 700);
CHECK_EQ(r.completedOrderIds.size(), std::size_t{2});
CHECK_EQ(r.moneyCharged, 70);
CHECK_EQ(r.pointsLeft, 350);
CHECK(q.empty());
r = ProcessBuildQueue(q, 100); // empty queue: points pass through
CHECK_EQ(r.pointsLeft, 100);
std::vector<BuildOrder> exact = {{1, 21, 100, 100, 0}};
r = ProcessBuildQueue(exact, 100); // exactly enough completes
CHECK_EQ(r.completedOrderIds.size(), std::size_t{1});
CHECK(exact.empty());
std::vector<BuildOrder> zero = {{1, 31, 100, 100, 0}};
r = ProcessBuildQueue(zero, 0);
CHECK(r.completedOrderIds.empty());
CHECK_EQ(zero[0].constructionLeft, 100);
}
// ---------------------------------------------------------------------------------------
// G3: civilian growth, the step cap and the rescale
// ---------------------------------------------------------------------------------------
static void test_civilian_growth() {
// The two reference pairs, from the wire. Gamma Cephei: 500,000,000 civilians of one
// species, a `dcs` settle limit of 1,000,000,000 and a modelled capacity of 2,000,000,000.
// The growth fraction is float32(1.2f x 1.0 x 1.0 x 0.25) = 0.30000001192092896, so the
// uncapped delta is 150,000,005 -- 7.5x the step cap.
CivilianGrowthRow rows[kSpeciesCount] = {};
rows[0].delta = 150000005;
rows[0].current = 500000000;
rows[0].capacity = 2000000000;
rows[0].settleLimit = 1000000000;
CivilianGrowthResult r = GrowCivilianPopulations(rows, false);
CHECK_EQ(r.rawTotal, 150000005);
CHECK_EQ(r.committedTotal, 20000000);
CHECK(r.stepCapBound);
// THE float that decides the value: trunc(150000005 x (20000000 / 150000005)). The
// product's error can exceed half an ulp of 20,000,000, so this is a measurement, not a
// theorem, and one ulp low would cost a whole person and move the human's savings.
CHECK_EQ(r.applied[0], 20000000);
CHECK(!r.hitLimit[0]);
// Pair 2: the colony starts 20,000,000 higher and takes the same step again. This is the
// discriminator that proves POPTYPE[1]+0x08 is a per-turn STEP cap and not a population
// ceiling -- a ceiling of 20,000,000 would make the colony collapse instead.
rows[0].delta = 156000006;
rows[0].current = 520000000;
r = GrowCivilianPopulations(rows, false);
CHECK_EQ(r.applied[0], 20000000);
// Koa'Vo: the settle limit equals the current population exactly, so the headroom is zero
// and nothing grows -- and because the total is then zero the clamp does not bite, so the
// settle-limit flag survives to raise a morale event.
CivilianGrowthRow tight[kSpeciesCount] = {};
tight[2].delta = 241500000;
tight[2].current = 500000000;
tight[2].capacity = 1000000000;
tight[2].settleLimit = 500000000;
r = GrowCivilianPopulations(tight, false);
CHECK_EQ(r.applied[2], 0);
CHECK_EQ(r.committedTotal, 0);
CHECK(!r.stepCapBound);
CHECK(r.hitLimit[2]);
// A halted colony: the flag is cleared with the growth.
r = GrowCivilianPopulations(rows, true);
CHECK_EQ(r.applied[0], 0);
CHECK(!r.hitLimit[0]);
// A limit BELOW the current population is a shrink, floored by the decline clamp at
// -50,000,000 and rescaled the same way.
CivilianGrowthRow over[kSpeciesCount] = {};
over[0].delta = 0;
over[0].current = 900000000;
over[0].capacity = 2000000000;
over[0].settleLimit = 100000000;
r = GrowCivilianPopulations(over, false);
CHECK_EQ(r.rawTotal, -800000000);
CHECK_EQ(r.committedTotal, -50000000);
CHECK_EQ(r.applied[0], -50000000);
// Two species over the cap: the rescale is proportional and TRUNCATING, and the original
// does not renormalise, so the shares need not add back up to the cap.
CivilianGrowthRow two[kSpeciesCount] = {};
two[0].delta = 30000000; two[0].current = 0; two[0].capacity = INT64_MAX;
two[0].settleLimit = INT64_MAX;
two[1].delta = 30000001; two[1].current = 0; two[1].capacity = INT64_MAX;
two[1].settleLimit = INT64_MAX;
r = GrowCivilianPopulations(two, false);
CHECK_EQ(r.rawTotal, 60000001);
CHECK_EQ(r.committedTotal, 20000000);
CHECK(r.applied[0] + r.applied[1] <= 20000000);
CHECK(r.applied[0] > 0);
CHECK(r.applied[1] > 0);
// The step caps are the population-type table's own int64 column.
CHECK_EQ(kCivilianGrowthStepCap, 20000000);
CHECK_EQ(kImperialGrowthStepCap, 50000000);
CHECK_EQ(kCivilianDeclineFloor, -50000000);
}
static void test_ship_repair_cost() {
// max(0, target - (progress + allowance)), plain 32-bit integers, floored at zero.
CHECK_EQ(ShipRepairCost(1000, 400, 100, true), 500);
CHECK_EQ(ShipRepairCost(1000, 400, 100, false), 600);
CHECK_EQ(ShipRepairCost(1000, 1000, 0, false), 0);
CHECK_EQ(ShipRepairCost(1000, 1200, 0, false), 0); // the floor, not a negative
CHECK_EQ(ShipRepairCost(1000, 950, 100, true), 0); // the allowance can cross the floor
}
int main() {
test_capacity();
test_growth();
test_infra_terraform();
test_slaves();
test_output();
test_system_money();
test_population_income();
test_max_income();
test_ideal_suitability();
test_terraform_points();
test_repair_pass();
test_turn_path_output();
test_difficulty_table();
test_bonuses();
test_build_queue();
test_civilian_growth();
test_ship_repair_cost();
return simtest::finish("test_colony");
}