125 lines
8.3 KiB
Markdown
125 lines
8.3 KiB
Markdown
# Formula gaps from the game/sim port — answers from the binary
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Evidence: annotated disassembly/decompiles in `handoff/tech-decompiles/` (files named by address). `ftol` = `_ftol2`
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(0x00925220, truncation). Field names per `struct-recovery.md`.
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## Q1. Which bankruptcy limit carries the 3.3 factor; when is the start turn stamped?
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`ServerPlayer::UpdateBankruptcyLimits` 0x00818600 (disasm 0x0081863e–0x0081869e):
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```
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maxIncome = Σ_owned systems ComputeOutputMax(s)[3] // FUN_007521c0, int
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BnkEl = ftol(maxIncome / -0.15) // FILD; FLD -0.15 (0x00a2ec30); FDIVR → -6.667 × maxIncome
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if (BnkEl < -2,000,000,000) BnkEl = -2,000,000,000
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BnkPr = -ftol(maxIncome × BANKRUPTCY_PROTECTION_LIMIT_FACTOR) // FMUL [g_BANKRUPTCY_PROTECTION_LIMIT_FACTOR] (3.3)
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if (BnkPr < BnkEl) BnkPr = BnkEl // i.e. BnkPr = max(-3.3·maxIncome, BnkEl)
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```
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So the **3.3 factor is on the protection limit `BnkPr`**; the elimination limit `BnkEl` is `maxIncome / −0.15`
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(the debt at which 15 %/turn interest equals maximum income). `BankruptcyLevel` (0x0080db10): 2 if `Sav < BnkEl`, 1 if
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`Sav < BnkPr`, else 0.
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Stamping: `ProcessBankruptcy` 0x007c0a50 per non-eliminated non-NPC player: `old = (BnkWrn, BnkTrn)`; `level =
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BankruptcyLevel()`; `SetBankruptcyState(level)` (0x0080e260) = `if (level != BnkWrn) { BnkWrn = level; BnkTrn = level ?
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ModCount : -1 }`; then decisions use **`old`**: cost-cutting (0x00889500) if `level != 0 && old.BnkWrn != 0`; elimination
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if `old.BnkWrn == 2 && ModCount − old.BnkTrn ≥ BANKRUPTCY_ELIMINATION_TURNS`. Net: the stamp is written on the turn the
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level changes (any change, 1↔2 included, resets it), and actions start the following turn.
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Call sequence: `OnAllCombatDone_Tail` → … → `ProcessBankruptcy` → (later in the tail) `UpdateBankruptcyLimits`, so the
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limits used by a turn's bankruptcy check are the ones computed at the end of the previous turn (and on load).
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## Q2 (order as asked: 3). Suitability → carrying-capacity hazard curve
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`HazardMod` 0x00747ae0: `clamp01(1 − |Suit − IdealSuit| / (SuitTol + 0.1))` (0x00a1a438 = 0.1). Linear, no exponent.
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`SuitTol` starts at the species value and is raised by BIO_AtmoAd (+0.75) and BIO_GrvAdpt (+1.5) (tech-effects §1).
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Skipped (=1.0) when species flag bit 7 (accommodate xenotech) or RebAI.
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## Q3. Trade-points → money system-income tail
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`ServerSystem::TradePointsToMoney(trade)` 0x007505b0 (disasm complete):
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```
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t = (trade − fmod(trade, 5.0)) × 5.0 // whole 5-point blocks, ×5
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t += PopIncome(0) // 0x0074d760(sys, 0): Σ_species ftol(GroupIncome(0, pop_imperial(sp))) (0x00535e80 group-type table row 0)
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t += PopIncome(1) // civilians (row 1); own species adds (cap − pop) surplus term when at cap
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t += SlaveIncome() // 0x0074b700: Σ_species ftol(GroupIncome(2, slaves(sp))) (row 2, SLAVES_INCOME_MOD)
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t *= SpeciesDef(owner).incomeFactor (+0x18: Zuul 1.1, Morrigi 0.8, else 1) [1 if unowned]
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t *= owner.IncMod (+0x30c) [1 if unowned]
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t *= srv.+0xbc × DifficultyMods(owner)->+4 // 0x0080f470: server income modifier × AI trade/income difficulty mult
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cost = SpeciesDef(owner).costFactor (+0x24: Zuul 0.7) × CalcSuitMod × 10000 × 1.5
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CalcSuitMod (0x007484d0) = min(|IdealSuit(species) − Suit|, owner.SuitTol) (0 if RebAI; 20 if no owner)
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money = ftol(t − cost)
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```
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Note `SuitTol` therefore caps the hazard **cost** as well as extending the habitable range. `ADDICTION_INCOME_MOD` is
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applied inside PopIncome (0x0074d760 → 0x00746910 morale/addiction factor) — not verified line by line (MEDIUM).
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## Q4. `POPBONUS_INC` population increment
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`ServerSystem::AccrueSystemBonus` 0x0074d4f0 (disasm 0x0074d53b–0x0074d5be):
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```
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if owner && IsStable && ModCount − TAcq > SYSTEMBONUS_MINTURNS && ntdev > SYSTEMBONUS_MINTURNS:
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cap = MaxPop(imperial) // 0x0074ab20(0,0)
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target = SystemBonusPopTarget(POPBONUS) // 0x0074b5a0: ftol(max(POPBONUS,0) × cap), 0 for species with SpeciesDef+0x5c == 0 (Zuul)
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inc = ftol(POPBONUS_INC × cap) // FIMUL: 0.005 × cap
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pbon += min(max(inc, 0), max(target − pbon, 0))
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ibon += min(max(INFRABONUS_INC, 0), max(INFRABONUS − ibon, 0)) // INFRABONUS target 0 for Zuul
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```
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(`POPBONUS_HOME`/`INFRABONUS_HOME` are only used when the bonus is (re)initialised for a home system, 0x0074c680/
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0x007477a0; the per-turn accrual always uses the non-HOME keys.) Applied next turn by `ApplyPopBonus` (`Pop += min(pbon,
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cap − Pop)`).
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## Q5. Expense-slider request term
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`ComputeBudget` 0x00863030, loop 0x00863431–0x0086349f over `Nexp` entries `{xid, xmin, xmax, xper}` (16 B):
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```
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availPre = max(0, [6]−[14]−[13]−[11]−[9]−[7]+[3]+[1]−[12]−[8]−[10]+[5]+[4]+[2]) // net before expenses ([12] still 0)
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for each entry:
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xminC = max(xmin, 0)
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xmaxC = clamp(xmax, 0, 2e9); if (xmaxC == 0) xmaxC = 2e9 // 0 = unlimited
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room = xmaxC − xminC
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req = ftol(xper × (float)availPre) − xminC // FLD [entry+8]; FMUL ST1 (float(availPre))
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take = min(max(req, 0), room)
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ΣXmin += xminC; ΣTake += take
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[12] += ΣXmin + min(max(ΣTake, 0), availPre − ΣXmin)
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```
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So `xper` is a fraction of the pre-expense available income, the request is `xper × avail` minus the mandatory
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minimum, clamped to `[0, xmax − xmin]`, and the total is capped by what is left after all minimums.
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## Q6. Which running total the tech-income bonus and the savings aid read
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Disasm 0x0086382b–0x00863899:
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```
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net1 = [5]−[9]−[10]−[11]−[12]−[13]−[14]−[8]−[7]+[3]+[4]+[2]+[1]+[6] // [6] = 0, [14] = 0 at this point
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if (net1 > 0) [6] = max(0, ftol((p.+0x228 − 1.0) × net1)) // FLD [ESI+0x228]; FSUB 1.0; FIMUL net1
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if (savAid != 0):
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net2 = same sum, now including the new [6]
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newSav = SatAdd(Sav, net2) // clamped ±2e9
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[14] = min(max(newSav, 0), max(savAid, 0))
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```
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The bonus is a share of the **full net** (all income incl. interest and trade, minus maintenance, research money,
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construction, expenses, research aid); savings aid is capped by **projected savings after this turn**, not by the turn
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net. `p.+0x228` (and `+0x224` = output multiplier read by `ComputeOutputFromRates`, `+0x22c` = research multiplier)
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are copied by 0x0077b620 from a per-player 0x50-byte setup record (`+0x48/+0x4c/+0x50`) at game creation/sync — the
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game-setup handicap block, not a tech (MEDIUM).
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## Q7. Node-line speed clamp at the influence radius
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`NodeLine::Step` 0x00705510 + `BuildStutterSegments` 0x00705280: the travel line is intersected with every system's
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sphere of radius `STUTTER_SYSTEM_INFLUENCE_RADIUS` (0x008a64f0 ray/sphere → `[t0,t1] × len`, entries dropped when
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shorter than 0.01, sorted, overlaps merged at the midpoint). Per segment:
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```
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dist = DistPointToSegment(system.pos, segStart, segEnd) // 0x008e8eb0, t clamped to [0,1]
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v = nodespeed × ((STUTTER_MAX_SPEED − STUTTER_MIN_SPEED) × (dist / RADIUS) + STUTTER_MIN_SPEED)
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```
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There is **no explicit clamp**: `dist ≤ RADIUS` holds by construction (the segment lies inside the sphere), so
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`v ∈ [MIN, MAX] × nodespeed`; outside every sphere the remainder of the step moves at plain `nodespeed` (0x006fe3b0).
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Also note the speed is per **segment** (closest approach of the whole chord), not re-evaluated per position.
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## Q8. Does `DecayAllResearch` also hit the current target?
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Yes. `TechTree::ProcessResearch` 0x005876c0, loop 0x00587c20–0x00587c90: for **every** node with `state == 2 &&
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progress != 0`: `progress = max(0, progress − ftol(Cost(node) × 0.05))`. The just-funded node is not excluded; it only
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escapes by completing (state 4) in the same call. Net gain of the current tech per turn is `spend − 5 %·cost`.
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## Extras resolved on the way
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* `PERGATETRAFFIC_DRV_TpGate/GatAmp` readers: `OnTechResearched` ids 10018/10019 → `PrGtTrf = max(PrGtTrf, value)`
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(storage 0x00b23e2c / 0x00b23e30).
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* `TRKSTL_REGENERATION_MOD` path: 0x0079b980 → 0x0079b770 gated by `HasResearched(IND_TRKSTL)`.
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* Sensor range (system): `SENSORMOD[species] × (hadvs ? ADVSENS_SENSORS_MOD : 1) × 4.0` (0x0080b730).
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