335 lines
21 KiB
C++
335 lines
21 KiB
C++
#include "app/phase_catalog.h"
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namespace sots::app {
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const char* DriverName(Driver d) {
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switch (d) {
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case Driver::Host: return "host turn sequence (outside the two turn drivers)";
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case Driver::Strategic: return "StrategyServer::ProcessTurn";
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case Driver::Player: return "ServerPlayer::ProcessTurn";
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case Driver::Tail: return "StrategyServer::OnAllCombatDone_Tail";
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}
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return "?";
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}
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const char* StatusName(PhaseStatus s) {
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switch (s) {
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case PhaseStatus::Verified: return "verified";
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case PhaseStatus::Implemented: return "implemented";
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case PhaseStatus::Partial: return "partial";
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case PhaseStatus::Blocked: return "blocked";
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case PhaseStatus::Stub: return "stub";
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}
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return "?";
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}
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char StatusGlyph(PhaseStatus s) {
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switch (s) {
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case PhaseStatus::Verified: return 'V';
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case PhaseStatus::Implemented: return 'I';
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case PhaseStatus::Partial: return 'P';
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case PhaseStatus::Blocked: return 'B';
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case PhaseStatus::Stub: return '.';
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}
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return '?';
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}
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// ---------------------------------------------------------------------------------------
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// StrategyServer::ProcessTurn -- 32 phases, 0..31
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// ---------------------------------------------------------------------------------------
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namespace {
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// The host steps around the drivers. Two turn counters live here, not in either driver.
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constexpr PhaseDesc kHost[] = {
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{Driver::Host, 0, "H00", "BeginProcessTurn", PhaseStatus::Implemented,
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"advances the frame counter, which is the turn number the whole game displays; runs "
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"before the spine and is where the 'Begin processing turn N' line comes from"},
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{Driver::Host, 1, "H02", "StampTreatyTurns", PhaseStatus::Implemented,
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"the diplomacy ledger's 'this treaty was last in force on turn N' stamp, over every "
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"ORDERED pair of players that holds one, creating the entry on demand. Runs in the "
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"command-application step -- after the frame counter has advanced and before either "
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"turn driver -- so it stamps the NEW turn. It is the only writer of these fields on a "
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"turn with no combat and no diplomatic command"},
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{Driver::Host, 2, "H01", "SaveWriterInvariants", PhaseStatus::Implemented,
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"the summary's turn number is the simulation's frame counter -- an identity that holds "
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"across every save in the corpus and belongs to the writer, not to a turn phase"},
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};
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constexpr PhaseDesc kStrategic[] = {
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{Driver::Strategic, 0, "S00", "SnapshotPreviousTurn", PhaseStatus::Partial,
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"bumps the modification counter; the previous-turn shadow-word snapshot is not modelled "
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"(the shadow words are not all identified on the wire)"},
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{Driver::Strategic, 1, "S01", "SystemPrePassMoraleAndAbandon", PhaseStatus::Stub,
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"per-system morale event + the abandon/chaos check below the minimum chaos population"},
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{Driver::Strategic, 2, "S02", "TradeManagerTurn", PhaseStatus::Stub,
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"ServerTradeManager::ProcessTurn -- feeds the trade slot of the budget"},
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{Driver::Strategic, 3, "S03", "RegisterTradeSystems", PhaseStatus::Stub, ""},
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{Driver::Strategic, 4, "S04", "RebuildAllianceMasks", PhaseStatus::Implemented,
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"per-player shared-vision / alliance mask, rebuilt from scratch each turn: the player's "
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"own bit -- its POSITION IN THE PLAYER VECTOR, not its index field -- OR the alliance's "
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"member mask when the player carries an alliance id. The word is not a leaf of its own; "
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"it reaches the wire through the tail's turn-record archive, and it agrees with the "
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"archived bytes on 72 of 80 player-records with the other 8 predicted"},
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{Driver::Strategic, 5, "S05", "BuildShipActionTypeSets", PhaseStatus::Stub,
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"builds the two action-type id sets the dispatcher runs over"},
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{Driver::Strategic, 6, "S06", "ShipActionsExceptType2", PhaseStatus::Stub,
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"the ship-action dispatcher over every action type but type 2 (colonise, build, "
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"terraform, mine, scrap)"},
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{Driver::Strategic, 7, "S07", "NodeSpaceTravel", PhaseStatus::Stub, ""},
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{Driver::Strategic, 8, "S08", "FleetMovement", PhaseStatus::Stub,
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"game::sim movement primitives exist and are mechanism-verified, but the fleet/waypoint "
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"adapter over the save's flight plans is not written"},
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{Driver::Strategic, 9, "S09", "ShipActionsType2", PhaseStatus::Stub,
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"the action type that needs the fleet to have arrived first"},
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{Driver::Strategic, 10, "S10", "ShipUpkeep", PhaseStatus::Stub,
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"upkeep of population carried aboard colony/slaver hulls in transit"},
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{Driver::Strategic, 11, "S11", "SystemTurn", PhaseStatus::Partial,
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"runs game::sim ProcessColonyTurn per system and commits the parts that need neither the "
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"tuning table nor a carrying capacity; plague, growth, resources, slaves and rebellion "
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"are the sub-passes the model still declares as its input boundary. The BUILD QUEUE is "
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"modelled and runs (it is the only writer of the per-class built counter in the whole "
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"image) but has no points to spend: they come from the per-system output term. It is "
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"NOT what the missing destroyer waits on -- no build order exists anywhere in either "
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"reference save, so that order is created inside the turn by the AI"},
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{Driver::Strategic, 12, "S12", "TradeSliderFinalisation", PhaseStatus::Stub,
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"re-normalises the per-system output rates"},
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{Driver::Strategic, 13, "S13", "PlayerTurn", PhaseStatus::Partial,
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"runs the 12-phase player driver once per player, in save order"},
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{Driver::Strategic, 14, "S14", "ProcessMissions", PhaseStatus::Stub, ""},
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{Driver::Strategic, 15, "S15", "ProcessStations", PhaseStatus::Stub, ""},
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{Driver::Strategic, 16, "S16", "ProcessDefenceSats", PhaseStatus::Stub, ""},
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{Driver::Strategic, 17, "S17", "ShipStatCacheRefresh", PhaseStatus::Stub,
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"re-syncs cached per-ship stat words from the design record"},
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{Driver::Strategic, 18, "S18", "ShipActionsForceValidate", PhaseStatus::Stub,
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"the dispatcher a third time over all action types with the force flag: validate and "
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"cancel whatever is left"},
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{Driver::Strategic, 19, "S19", "ProcessAid", PhaseStatus::Stub,
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"writes savings and research points of OTHER players; an input to the budget"},
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{Driver::Strategic, 20, "S20", "ProcessSpecialProjectsServer", PhaseStatus::Stub, ""},
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{Driver::Strategic, 21, "S21", "ProcessSurrenders", PhaseStatus::Stub, ""},
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{Driver::Strategic, 22, "S22", "AdvanceAIRebellion", PhaseStatus::Stub,
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"steps an in-progress AI rebellion; the rebellion object is opaque on the wire"},
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{Driver::Strategic, 23, "S23", "ScriptHookTurnStart", PhaseStatus::Stub,
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"scripted-scenario callback pair; dead in a normal game but not proven so"},
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{Driver::Strategic, 24, "S24", "SensorUpdate", PhaseStatus::Stub,
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"packs 2-bit per-player visibility into every system and fleet"},
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{Driver::Strategic, 25, "S25", "ScriptHookPostSensor", PhaseStatus::Stub, ""},
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{Driver::Strategic, 26, "S26", "RefreshPlayerViews", PhaseStatus::Stub, ""},
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{Driver::Strategic, 27, "S27", "RecomputePlayerReports", PhaseStatus::Stub, ""},
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{Driver::Strategic, 28, "S28", "GrantMetSpeciesTechs", PhaseStatus::Stub,
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"the 'you have met this race, its racial tech appears in your tree' rule -- small, pure, "
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"draw-free, and the cheapest unimplemented phase in this table"},
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{Driver::Strategic, 29, "S29", "SystemObservedStamp", PhaseStatus::Implemented,
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"the system's own last-observed turn, written wherever some player can currently see "
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"the system and left alone everywhere else. Whole function modelled; the gate is the "
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"active-presence mask, which falls when the last fleet leaves"},
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{Driver::Strategic, 30, "S30", "BuildTeamPartition", PhaseStatus::Stub, ""},
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{Driver::Strategic, 31, "S31", "EncounterDetectionAndStatusRestore", PhaseStatus::Partial,
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"trade-raid generation runs first here and IS modelled: two chances per player, one word "
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"each, neither site inside a back edge, so the count is a bound -- it is the turn's "
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"dominant generator cost and it is committed under --commit-rng. Detection proper is not "
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"modelled and spends two further words. The player-status restore that follows it IS "
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"modelled -- it writes 1 -- but the value the file carries is 4, so a further writer "
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"between this phase and the autosave is unaccounted. Committing the 1 turned two agreeing "
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"leaves into disagreeing ones on the turn2->turn3 pair, so it is evaluated and reported"},
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};
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// ---------------------------------------------------------------------------------------
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// ServerPlayer::ProcessTurn -- 12 phases, 1..12
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// ---------------------------------------------------------------------------------------
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constexpr PhaseDesc kPlayer[] = {
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{Driver::Player, 1, "P01", "ComputeBudget", PhaseStatus::Partial,
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"the formula is verified (0 divergences over 4,284 live calls) and the per-system money "
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"input is now modelled on the TURN path -- ComputeOutput with the system's own rate "
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"sliders, so the build queue, the ship-repair pass and the infrastructure -> terraform "
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"-> money cascade are all live, none of which is the max-income form T31 sums. What is "
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"still missing is upstream, not here: S11's civilian growth is not committed, so a "
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"colony that grew this turn is priced from its pre-growth population, and the repair "
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"demand of damaged ships in orbit is taken as 0. The phase self-checks every run by "
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"running the same colonies through the projected path, which the save's own BnkEl "
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"states"},
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{Driver::Player, 2, "P02", "ApplyNetToSavings", PhaseStatus::Partial,
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"saturating add of the budget net into savings, committed. Exact for a player whose "
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"colonies did not grow and whose own orders the turn does not change (the independent "
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"colony, on both reference pairs); short by the growth for the human, and wrong for an "
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"AI whose research rate and target are set by its own orders during the turn (Rung B)"},
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{Driver::Player, 3, "P03", "RecordBudgetDerivedFields", PhaseStatus::Blocked,
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"trade income, savings-given-away and research-points-given-away land on the turn record "
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"and on two player words that are not identified on the wire"},
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{Driver::Player, 4, "P04", "ProcessSpecialProjectsSpend", PhaseStatus::Stub,
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"special-project spend; the project bodies are opaque on the wire"},
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{Driver::Player, 5, "P05", "ProcessResearch", PhaseStatus::Blocked,
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"the research slice is verified end to end (35 live calls, 0 divergences) and P01 now "
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"supplies the allocation, but the blocker has MOVED rather than cleared: the only "
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"corpus player that reaches this phase with a research target is the AI, and its "
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"research rate and target are set by its own orders during the same turn, so the "
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"allocation fed in would be wrong. Evaluated and reported, not committed, until AI "
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"order generation exists"},
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{Driver::Player, 6, "P06", "ResearchRefund", PhaseStatus::Blocked,
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"unspent research points converted back to money at the turn's own rate; needs P05, "
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"which is now blocked on the AI's orders rather than on the budget"},
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{Driver::Player, 7, "P07", "ClearTimedResearchAccumulators", PhaseStatus::Partial,
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"zeroes the three timed-research accumulators that are on the wire; two further words the "
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"phase also zeroes are not identified"},
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{Driver::Player, 8, "P08", "DecayRebellionOutputModifier", PhaseStatus::Implemented,
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"rebel AI only: the output modifier walks down by 0.04f per turn, clamped to [1, 2]"},
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{Driver::Player, 9, "P09", "AccumulateTimedResearchBonuses", PhaseStatus::Implemented,
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"the timed research-bonus vector, iterated from the LAST element down to index 0 -- the "
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"descending order is load-bearing because float addition is not associative"},
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{Driver::Player, 10, "P10", "ConsumeResearchRollPending", PhaseStatus::Partial,
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"the flag/threshold test and the flag clear are implemented and committed; the draw it "
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"fires is counted into the RNG ledger but the generator state is only written back under "
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"--commit-rng, because the turn's other draws are not yet attributed"},
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{Driver::Player, 11, "P11", "PostNoResearchEvent", PhaseStatus::Blocked,
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"the condition is implemented and reported; posting needs the localised event text table "
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"and the event-id sequence, neither of which the standalone has"},
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{Driver::Player, 12, "P12", "PruneRaidTargets", PhaseStatus::Stub,
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"20-turn ageing of the raid-target list; the records are opaque on the wire"},
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};
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// ---------------------------------------------------------------------------------------
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// StrategyServer::OnAllCombatDone_Tail -- 37 phases, 0..36.
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//
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// This is the driver the autosave is written from: everything below runs AFTER combat and
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// BEFORE the file hits disk. Nothing here is implemented. It is listed in full because a
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// reimplementation that reproduces the spine exactly and stops will still diverge -- two of
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// these phases draw from the same generator.
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// ---------------------------------------------------------------------------------------
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constexpr PhaseDesc kTail[] = {
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{Driver::Tail, 0, "T00", "IncrementModCount", PhaseStatus::Implemented,
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"the same modification counter the spine's phase 0 bumps"},
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{Driver::Tail, 1, "T01", "ValidateEncounterResultArity", PhaseStatus::Stub, ""},
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{Driver::Tail, 2, "T02", "ResolveFirstContact", PhaseStatus::Stub, ""},
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{Driver::Tail, 3, "T03", "AnnounceEncounterSightings", PhaseStatus::Stub, ""},
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{Driver::Tail, 4, "T04", "TallyBattlesFought", PhaseStatus::Stub, ""},
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{Driver::Tail, 5, "T05", "UpdateDiplomacyStatsFromCombat", PhaseStatus::Stub, ""},
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{Driver::Tail, 6, "T06", "ApplyEncounterResults", PhaseStatus::Stub,
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"DRAWS RNG -- node-cannon and salvage paths; the word count is combat-dependent"},
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{Driver::Tail, 7, "T07", "ClearEncounters", PhaseStatus::Stub, ""},
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{Driver::Tail, 8, "T08", "ScriptHookCombatDone", PhaseStatus::Stub, ""},
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{Driver::Tail, 9, "T09", "AdvanceAIRebellionPostCombat", PhaseStatus::Stub, ""},
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{Driver::Tail, 10, "T10", "NodeSpaceTravelSecondPass", PhaseStatus::Stub,
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"node-space travel runs a SECOND time this turn"},
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{Driver::Tail, 11, "T11", "DecayNodeLines", PhaseStatus::Stub,
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"DRAWS RNG -- exactly one unit draw per expired node line per turn"},
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{Driver::Tail, 12, "T12", "DrainColonyLossQueue", PhaseStatus::Stub, ""},
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{Driver::Tail, 13, "T13", "UpdateTreasuryMorale", PhaseStatus::Stub, ""},
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{Driver::Tail, 14, "T14", "UpdateForeignFleetMorale", PhaseStatus::Stub, ""},
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{Driver::Tail, 15, "T15", "ProcessBankruptcy", PhaseStatus::Stub,
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"the decision function is modelled in game::sim; the per-player state it reads is not "
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"assembled here"},
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{Driver::Tail, 16, "T16", "ResolveArrivedColonizers", PhaseStatus::Stub, ""},
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{Driver::Tail, 17, "T17", "RebuildPlayerViewTree", PhaseStatus::Partial,
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"the per-(system, player) observation record IS modelled and committed -- who saw "
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"the system, on what turn, and what encounter was there. The colony-numbers view "
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"the same phase rebuilds beside it is NOT: its list is empty on both reference "
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"pairs, so nothing here has evidence to build it against"},
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{Driver::Tail, 18, "T18", "PostFleetWarnings", PhaseStatus::Stub, ""},
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{Driver::Tail, 19, "T19", "DrainInfraTerraformQueue", PhaseStatus::Stub, ""},
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{Driver::Tail, 20, "T20", "ScriptHooksTurnEnd", PhaseStatus::Stub, ""},
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{Driver::Tail, 21, "T21", "UpdateSurveyAndSystemStats", PhaseStatus::Partial,
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"the explored sweep IS modelled and committed: every player who can currently see a "
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"system has now surveyed it. The event this owes per newly-surveyed pair is not "
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"posted, and the derived per-system defence figure the same phase computes is not "
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"modelled"},
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{Driver::Tail, 22, "T22", "TradeSliderFinalisationSecondPass", PhaseStatus::Stub, ""},
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{Driver::Tail, 23, "T23", "TradeManagerEndOfTurnHooks", PhaseStatus::Stub,
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"eight vtable calls, wholly unidentified"},
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{Driver::Tail, 24, "T24", "RecomputeMaintenanceAndResearchBonus", PhaseStatus::Stub,
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"recomputes per-player ship maintenance and research bonus and rebuilds the ship records"},
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{Driver::Tail, 25, "T25", "SensorUpdateSecondPass", PhaseStatus::Stub, ""},
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{Driver::Tail, 26, "T26", "ScriptHookPostSensorTail", PhaseStatus::Stub, ""},
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{Driver::Tail, 27, "T27", "RefreshPlayerViewsSecondPass", PhaseStatus::Stub, ""},
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{Driver::Tail, 28, "T28", "UpdateNodeLineSightingMasks", PhaseStatus::Stub, ""},
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{Driver::Tail, 29, "T29", "AbortInvisibleInterceptOrders", PhaseStatus::Stub, ""},
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{Driver::Tail, 30, "T30", "RebuildCommunicationMasks", PhaseStatus::Stub, ""},
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{Driver::Tail, 31, "T31", "UpdateBankruptcyLimits", PhaseStatus::Blocked,
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"the whole chain is now modelled: sum over owned, non-abandoned systems of "
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"max(ComputeMaxIncome, 0), and the phase self-checks it every run against the BnkEl the "
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"input save already carries -- 8 of 8 players on turn1-state with the AI flag supplied. "
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"Two things keep it blocked and neither is the formula. First, `ServerPlayer+0xf9` (is "
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"this player AI?) is a game-setup input the save does not carry, and it selects a "
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"difficulty column worth x1.1 on an AI empire; --ai-player N supplies it. Second, BnkPr "
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"needs BANKRUPTCY_PROTECTION_LIMIT_FACTOR from the data files, so it is offered only "
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"with a tuning table loaded. Committing it closes NOTHING on the reference pair: the "
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"limits move between turn1 and turn2 because the CIVILIAN population grows, and that "
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"growth is itself not committed, so our value equals the input save's. Measured with "
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"--commit-blocked=T31 --ai-player 1: 0 closed, 0 regressed"},
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{Driver::Tail, 32, "T32", "PostIncomingFleetWarnings", PhaseStatus::Stub, ""},
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{Driver::Tail, 33, "T33", "ShipManagerEndOfTurnHooks", PhaseStatus::Stub, ""},
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{Driver::Tail, 34, "T34", "RecordObservedDesigns", PhaseStatus::Stub, ""},
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{Driver::Tail, 35, "T35", "RebuildPlayerReports", PhaseStatus::Stub, ""},
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{Driver::Tail, 36, "T36", "FinalizeTurnRecords", PhaseStatus::Blocked,
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"fills every player's turn record and archives it by turn; must stay last. Thirteen of "
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"its fields are modelled and self-checked every run against the record the input save "
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"already carries for its own turn: seven from the wire -- turn, colony count, savings, "
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"the savings delta, the completed-tech count, the summed population and the alliance mask "
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"phase S04 rebuilt -- and, when a data root is given, the six per-hull-class ship counts, "
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"which need each design's hull size and defence-platform flag from the section catalog "
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"because neither is on the wire. Only 32 of the 480 census leaves the corpus archives are "
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"nonzero, so cls1 (cruisers) and cls2's platform count are UNEXERCISED, not verified. "
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"Still not committed, and now blocked on exactly two named things, neither of them here: "
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"savings and the income derived from it come from P01/P02, which are blocked on the "
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"per-system money output; and a ship the turn BUILDS never enters our fleet list, so the "
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"census carries the pre-construction count. Measured with --commit-blocked=T36 on "
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"turn1->turn2: 29 leaves closed, 7 regressed -- sav x3, inc x3 and one shpt[0] short by "
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"exactly the one destroyer that turn completes. The archived record is one struct on the "
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"wire, so those words cannot be omitted while the rest is written: committing is "
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"all-or-nothing at the record"},
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};
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PhaseTally Tally(const PhaseDesc* p, std::size_t n) {
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PhaseTally t;
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t.total = static_cast<int>(n);
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for (std::size_t i = 0; i < n; ++i) {
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switch (p[i].status) {
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case PhaseStatus::Verified: ++t.verified; break;
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case PhaseStatus::Implemented: ++t.implemented; break;
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case PhaseStatus::Partial: ++t.partial; break;
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case PhaseStatus::Blocked: ++t.blocked; break;
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case PhaseStatus::Stub: ++t.stub; break;
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}
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}
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return t;
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}
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} // namespace
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const PhaseDesc* HostPhases(std::size_t& count) {
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count = sizeof(kHost) / sizeof(kHost[0]);
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return kHost;
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}
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const PhaseDesc* StrategicPhases(std::size_t& count) {
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count = sizeof(kStrategic) / sizeof(kStrategic[0]);
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return kStrategic;
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}
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const PhaseDesc* PlayerPhases(std::size_t& count) {
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count = sizeof(kPlayer) / sizeof(kPlayer[0]);
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return kPlayer;
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}
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const PhaseDesc* TailPhases(std::size_t& count) {
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count = sizeof(kTail) / sizeof(kTail[0]);
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return kTail;
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}
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PhaseTally TallySpine() {
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std::size_t ns = 0, np = 0;
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const PhaseDesc* s = StrategicPhases(ns);
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const PhaseDesc* p = PlayerPhases(np);
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PhaseTally a = Tally(s, ns), b = Tally(p, np);
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PhaseTally t;
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t.total = a.total + b.total;
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t.verified = a.verified + b.verified;
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t.implemented = a.implemented + b.implemented;
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t.partial = a.partial + b.partial;
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t.blocked = a.blocked + b.blocked;
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t.stub = a.stub + b.stub;
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return t;
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}
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PhaseTally TallyTail() {
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std::size_t n = 0;
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const PhaseDesc* p = TailPhases(n);
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return Tally(p, n);
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}
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} // namespace sots::app
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