sots-engine/tests/game_sim/test_colony.cpp
alex 7c29700ab0 game/sim + app: the output -> money chain, the difficulty multiplier's source, T31
The second chain ComputeBudget needs. The output term (lane N) is a system's
OUTPUT; what the budget and the bankruptcy limits sum is its MONEY, which runs
that total through TradePointsToMoney. Read instruction by instruction, every
range disassembled to the next function start.

The income law is not the output law with a different constant: money per head
is typeIncomeMod / 14000 -- no 1.8, no 500000 -- and it truncates TWICE per
(group, species) row, once inside the per-row term and once after the morale and
addiction factors. Summing the species first and truncating once is wrong on any
colony with more than one species.

The multiplier that was "not on the wire" (formula-gaps.md Q3) resolves to a
three-row table the executable BUILDS IN CODE from .rdata float literals, exactly
like lane N's pop-type table: {int id; float ai[3]; float other[3]}, selected per
player by is-AI && !NPC. Every corpus save carries aidf == 1, whose AI income
column is 1.1f -- the x1.1 the BnkEl oracle measured. Its other two columns are a
fleet-maintenance divisor and a research multiplier, both of which already had a
home in BudgetInputs and no source.

Verified against the 25-record BnkEl oracle, which inverts the stored limit to
the true sum and therefore needs no VM: 6/25 before, 25/25 after. Falsified three
ways -- moving the AI flag off the AI players costs 11 records, moving it onto the
humans costs the other 11, and forcing one species' resource pair on all of them
costs every Zuul record.

app: T31 UpdateBankruptcyLimits now runs the whole roll-up and self-checks it
every run against the BnkEl the input save already carries -- 8 of 8 players on
turn1-state with --ai-player 1. It stays blocked on two things that are not the
formula: ServerPlayer+0xf9 (is this player AI?) is a game-setup input the save
does not carry, and BnkPr needs BANKRUPTCY_PROTECTION_LIMIT_FACTOR from the data
files. Committing it closes nothing on the reference pair -- the limits move
because the CIVILIAN POPULATION grows and that growth is not committed -- so
measured with --commit-blocked=T31 --ai-player 1: 0 closed, 0 REGRESSED, i.e.
209 -> 204 and 108 -> 103 unchanged.

P01 is NOT unblocked, and the roadmap's item 1 was wrong about that: ComputeBudget
takes its per-system money from ComputeOutput with the system's OWN rate sliders,
not from ComputeMaxIncome. Only its projected mode uses the max-income form. On
the turn path the repair pass runs and the unspent-industry and
unspent-terraforming cascades into the money channel are live, so the proof that
both are zero does not apply. The catalog text says so now.

Two things the 25/25 does NOT cover, and they are labelled in the code: the
suitability money cost is multiplied by zero on every corpus colony (all sit at
their species' ideal), and the slave, addiction, morale, station and
capacity-surplus branches are unexercised.
2026-09-08 13:49:28 -04:00

721 lines
33 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;
}()));
}
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_difficulty_table();
test_bonuses();
test_build_queue();
return simtest::finish("test_colony");
}