sots-engine/tests/game_sim/test_colony.cpp
alex d3ee45364b game/sim + app: ComputeOutput on the turn path, and P01/P02 committed
`ComputeBudget` takes a system's money from two different functions. Projected mode
calls `ComputeMaxIncome`, which lane E1 closed 25/25 against the BnkEl oracle. The
TURN calls `ComputeOutput` with the system's own rate sliders, where the build queue,
the ship-repair pass and the infrastructure -> terraform -> money cascade are all
live and E1's proof that the cascades are zero does not apply.

Read from the instruction stream, both ranges disassembled to the next function start:

* `sim::ComputeSystemOutput` -- the channel algebra of `ComputeOutputFromRates`, with
  every rounding site (round-half-even per channel, truncating for the construction
  and money slots) and the association of every x87 sum as the original has them.
* `sim::IdealSuitability` -- the owner's own field, the server's species baseline for
  an independent colony, and the per-system `dsu` override.
* `sim::RepairShipsInOrbit` -- the round robin, which is provably equivalent to
  `points - min(points, demand)`: the per-pass share is at least 1, so the only early
  exit needs every remaining cost to be zero.
* two corrections to `ConstructionPoints` and `SplitLeftover`: the station bonus is
  ignored unless strictly positive and its association is `k x (b x cons) + cons`, and
  the leftover weights sum as `wi + (wf + wt)`.

The load-bearing fact: the leftover construction points come back to the TRADE
channel, so a colony with an empty build queue earns the same money whichever way its
sliders point. The engine now runs both paths on every load and reports the
difference; on the 11-save corpus every delta decomposes to the unit into the build
queue's points priced through the money chain.

P01/P02 move from blocked to partial and are committed:

    turn1-state -> turn2-state    209 -> 157   closed 52  regressed 0   (was 51 / 0)
    turn2-state -> turn3-state    108 ->  86   closed 22  regressed 0   (was 21 / 0)

One leaf per pair, and it is the easy one: the independent colony, whose population
does not grow and whose orders the turn does not change. The human's savings are
still short by the civilian growth `S11` does not commit, and the AI's by its own
orders. The ship-repair demand is taken as 0 because `Ship::RepairCost` is unread.

sots-re: findings/subsystems/output-turn-path.md, ghidra/addresses.d/lane-c3.json
2026-09-08 14:50:18 -04:00

938 lines
43 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);
}
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();
return simtest::finish("test_colony");
}