sots-engine/docs/game-effects.md

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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:

entry kind count example
position and data-file name known 89 IND_Waldo = 10001
position known, name inferred or role-named ~55 BIO_RetroPlague (from its vaccine), WEP_NUKMINE (prefix inferred), XNC_Temperance_Hiver
position known, nothing else ~52 Unresolved_052

TechIdFromName resolves only the 89 confirmed names; everything else comes back as TechId::None and is treated as "no code effect". TechIdName is nullptr for the unconfirmed slots so a loader can tell them apart.

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
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 six

The NPC race is never a target. Confidence: high on the family order and the block bases; medium on the compact species order inside a block (enum order minus NPC); low on which species the 5-entry blocks other than Incorporate omit — Zuul is assumed for all four. Only CCC_TRNSHUM (10114) and CCC_TRNSLIR (10117) have confirmed data-file names; the rest of the block is named by role.

Node-track techs

Seeing a species' node-space traffic is granted by a tech keyed by name in the species table, not by id: CCC_NDTRKHUM for Human traffic, CCC_NDTRKZUL for Zuul traffic, none for the others. NodeTrackTechName(species) exposes that; ApplyTechEffectByName handles it. Confidence: high on the names, 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.

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 Zuul node-bore parameters {45,15,3} / {65,35,4} / {95,60,5}, highest wins

Confidence: high on every constant above (each was read with its literal); medium on the AI-benefit re-application in SetAiBenefit and on the node-bore "highest wins" rule; the three AI-bonus values themselves are not recovered — ApplyContext::aiBonus carries them and defaults to 0.

Every completion also rebuilds speciesFlags[] (bit k of species sp = the level-k xenotech for sp 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, rebuilds the species flags, 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). 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

  • Values of the three AI-benefit bonuses (a 6-entry table in the executable; not dumped).
  • Data-file names for ~107 of the 196 slots (no strategic effect on any of them; the gaps matter only for TechIdFromName on those names).
  • 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 *_HOME tuning 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.