9.8 KiB
game/effects — code-defined tech effects
Module: src/game/effects/. Two data tables and a small apply layer over a plain
PlayerEconomyState; no game state, no I/O. Depends on game/sim for Species and
TuningTable.
Build/test: tests/game_effects/build_and_run.sh (plain g++, -Wall -Wextra -Werror), or
-DSOTS_GAME_EFFECTS_TESTS=ON once src/game/effects is added to the root CMake after
src/game/sim.
Confidence legend as in game-sim.md.
The key space (tech_id.h)
The game does not key effects on the .tech files. It carries a fixed list of 196 tech
names; when the master tree is built, every name is matched case-insensitively against
the loaded techs and its position becomes the tech's id, 10000 + index (10197 is the
"none" sentinel). All hard-coded effects, runtime gates and design-option bitmasks read
those ids. A tech absent from the list has no code effect beyond what its data file says
(prerequisites, section/weapon availability).
TechId reproduces that list as an enum with the same numeric values, generated from one
X-macro so the enum and the name table cannot drift. Since B2 it is the whole table,
read out of the executable: all 196 names, so TechIdName never returns nullptr for a
valid id and TechIdFromName resolves every tech the code can key on. Enum identifiers are
the data-file names except in the xenotech block, where the role-based names are kept
(XNC_Temperance_Hiver = "XNC_TEMPHVR") because XenoTechId is built on them.
Xenotech block
Ids 10114–10163 are the per-species xenotechs, nine families in flag-bit order, each a
block of one tech per target species (XenoTechId(level, species)):
| bit | family | block base | targets |
|---|---|---|---|
| 0 | Translation 1 | 10114 | Human, Hiver, Tarkas, Liir, Zuul, Morrigi |
| 1 | Translation 2 | 10120 | same six |
| 2 | Translation 3 | 10126 | same six (the Zuul slot's data name is XNC_DOMZUUL) |
| 3 | Incorporate | 10132 | five: no Zuul |
| 4 | Addict | 10137 | five |
| 5 | Temperance | 10142 | five |
| 6 | Subjugate | 10147 | six |
| 7 | Accommodate | 10153 | five |
| 8 | Proliferate | 10158 | five |
Ids 10163 / 10164 — the two slots after the proliferate block — are the node-track techs
CCC_NDTRKHUM / CCC_NDTRKZUL. The NPC race is never a target. Confidence: high
throughout since B2 (the family order, the block bases, the species order inside a block
and which families omit the Zuul are all read off the name table). Before B2 the
proliferate block was modelled as six entries, which made
XenoTechId(Proliferate, Morrigi) return the Human node-track tech.
Node-track techs
Seeing a species' node-space traffic is granted by a tech keyed by name in the species
table rather than by the effect chain: CCC_NDTRKHUM (10163) for Human traffic,
CCC_NDTRKZUL (10164) for Zuul traffic, none for the others. NodeTrackTechName(species)
exposes the name and both now resolve through TechIdFromName. Confidence: high on the
names and ids, medium on the reader semantics.
The effects table (tech_effects.h)
EffectsOf(id) returns the list of typed effects ({kind, index, value}) applied when the
tech completes. Effects are additive per research event and permanent. 44 ids carry an
entry; every other id returns an empty list.
Everything below is float32. The modifiers are 4-byte floats in the player object and
each step is field = (float)((double)field OP k), where k is the widened float32
literal the executable carries -- 0.05 is (double)0.05f, not 0.05. PlayerEconomyState
therefore holds floats and the table's constants are written with an f suffix; see
docs/B2.md. PrGtTrf is the exception: it is an int, raised with an integer max.
| tech | effects |
|---|---|
| CCC_AdvSens | flag AdvancedSensors |
| IND_Waldo, IND_ExpSys | ConMod[0..2] −0.10; OutMod +0.15 |
| IND_CyberInt | ConMod[0..2] −0.05; OutMod +0.20 |
| IND_OrbFound | SavMod[0..2] −0.05 |
| IND_OrbDry | ConMod[1] −0.05; ConMod[2] −0.05 (index 0 untouched — ConMod is per hull class, medium) |
| IND_GravCon | OutMod +0.30 |
| IND_HvyPlat | OutMod +0.10 |
| IND_AstMine | flag AsteroidMining |
| IND_MsMine | MaxOH = max(MaxOH, 0.1); MinRate +1.0 |
| BIO_GnMod | PopMod +0.10 |
| BIO_AtmoAd | SuitTol +0.75; PopMod +0.06; TerraMod +0.35 |
| BIO_EnvTail | PopMod +0.20; TerraMod +0.45 |
| BIO_GrvAdpt | SuitTol +1.50; PopMod +0.10; TerraMod +0.35 |
| IND_ArcCon | flag Arcology; PopMod +0.15; re-evaluate systems whose civilians sit at the cap (outcome) |
| IND_EleNans | TerraMod +0.60 |
| BIO_TerBac | TerraMod +0.45 |
| IND_AtProc | TerraMod +0.50 |
| DRV_TpGate / DRV_GatAmp | PrGtTrf = max(PrGtTrf, PERGATETRAFFIC_DRV_TpGate / _GatAmp) from the tuning table |
| DRV_FarCast | CstR 10, CstE 2, CstT 1 |
| CCC_AI / CCC_AIAdmin / CCC_AIFac | ResMod / IncMod / OutMod += the AI-bonus value for that slot, only while the AI benefit is on |
| CCC_AIVrus | every owned system gets its AI flag (outcome) |
| CCC_AISlv | same, plus the AI benefit is switched back on; AiRebellionPossible becomes false |
| CCC_FtlEcon | flag TradeAllowed, unless the player is the rebel AI |
| CCC_ComRaid | flag CommerceRaiding |
| DRV_GrvSyn | flag GravSynth (client sync only; the drive modifier is design-side) |
| CCC_DatCor | flag ViewIntel |
| IND_HrdStrct | pddm ×0.25; OutMod ×0.90 — multiplicative, so order against the additive OutMod techs matters |
| DRN_AdvRob | ConMod[0..2] −0.05 |
| IND_CruisCon | Zuul only: IND_BrdPod is granted (outcome; the caller researches it) |
| CCC_SpyBm, IND_SlvgTech | flag CaptureDesigns once both are researched |
| BIO_PLGVAC / RTPLGVAC / BSTVAC / ASPLGVAC / CONNAN | HasVac, HasImm |
| BIO_UNIANTI | same with mask 0x0f |
| DRV_RIP / REND / RAD | node-bore parameters {45,15,3} / {65,35,4} / {95,60,5}, highest wins (re-derived in the tail, and the block is absent when none is researched) |
Confidence: high on every constant above (each was read with its literal) and, since
B2, high on the node-bore rule (the selector tests RAD, then REND, then RIP, and the
first hit wins) and on the AI-benefit re-application. The three AI-bonus values are now
recovered as well: 0.5 each, and AiRebellionOdds carries the same table's odds column
(0.1 for the three AI techs, 0.2 for CCC_AIFRCON).
Three of the table's entries are not applied by the completing tech's own branch -- the
game does them in the tail of every completion, so ApplyTechCompletion does too:
- the two design-option masks (
ComputeDesignOptionMasks, now available keyed by id); - the node-bore parameters, re-derived from the whole researched set;
- the capture-designs pair test, which fires on whichever completion first sees both
CCC_SpyBmandIND_SlvgTechresearched -- not only on those two techs' own.
Every completion also rebuilds speciesFlags[] (bit k of species sp = the level-k
xenotech for sp is researched), ORs a sticky translationKnownMask bit for every non-NPC
species whose level-1 translation is researched, and reports, in the outcome, every
species whose temperance bit is held so the caller can cure addiction to it on owned
systems.
Where the modifiers are consumed
OutMod → TotalSystemOutput (game/sim); PopMod → PopulationGrowthDelta; TerraMod →
TerraformDelta; SuitTol → HazardModifier and SuitabilityCostMod; ConMod[i] →
per-hull-class construction cost (medium); SavMod[i] → maintenance side (low); pddm →
planetary-defence damage (low); MaxOH / MinRate → mining sliders; PrGtTrf → gate
traffic capacity; the flags → the gates listed in the RE catalog. hazardMod is 1 (skipped)
when speciesFlags[sp] has the accommodate bit or the player is the rebel AI.
Design-option masks
Two 32-bit words of "named tech researched" bits feed the design side; kDesignOptionNamesA
(32 names) and kDesignOptionNamesB (29 names) are the tables and
ComputeDesignOptionMasks(hasResearchedByName) builds the words from a by-name predicate,
because not every name's id is recovered. Consumers are not modelled. Confidence: high on
the tables.
Apply layer
PlayerEconomyState s; // seeded by the caller (species, SuitTol start, ...)
ApplyContext ctx{&tuning, aiBonus};
TechApplyOutcome o = ApplyTechEffect(s, TechId::IND_HrdStrct, ctx);
ApplyTechEffect marks the id researched, applies its effects, runs the tail, and returns
what the caller must do with real game state: grantedTech,
plagueCuredMask, flagSystemsAI, reevaluateCivilianCaps, temperanceSpeciesMask,
nodeBoreParamsChanged. Applying an invalid or already-researched id is a no-op
(applied == false). ApplyTechCompletion is the same thing without the
already-researched guard: that is what the game's callback is, because by the time it runs
the node is already marked researched. A differential hook must use it. ApplyTechEffectByName resolves a data-file name first and also
handles the node-track names. SetAiBenefit(s, on, ctx) adds or withdraws every
researched AI tech's bonus (AI rebellion / AI slave tech). RebuildSpeciesTechFlags is
also the load path.
Not modelled / open
- Nothing is left open in the key space: all 196 names are in the table since B2.
- The plague-cure test in the game matches a vaccine tech or any descendant of it;
PlagueCureMaskis exact-id only, because the descendant relation needs the tech tree. - The events raised on completion (research complete / under budget), the plague-cure
roll, the Zuul starting immunity/temperance flags, and the home-system bonus
initialisation that reads the
*_HOMEtuning keys. - Runtime gates that read ids at use sites (advanced-sensor contact rules, spy-beam intel, tunnel sensors, hyper-com retargeting, hull regeneration, missile/beam/cannon variants, plague-type maps): documented in the RE catalog, to be modelled where those systems are built.