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Author SHA1 Message Date
admin c1d134a073 use raw pointers instead of shared pointers 2025-07-29 07:16:31 -07:00
97 changed files with 672 additions and 1870 deletions
@@ -1,202 +0,0 @@
//
// AIFleeDecisionCalculator.cpp
// eagle0
//
// Handles AI flee decision logic including combat success estimation
// and flee vs fight evaluation for final round scenarios
//
#include "AIFleeDecisionCalculator.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/util/HexMapUtils.hpp"
namespace shardok {
auto AIFleeDecisionCalculator::GetFleeCommandIndex(
const vector<CommandProto>::const_iterator& fleeCommand,
const vector<CommandProto>& availableCommands) -> size_t {
return static_cast<size_t>(std::distance(availableCommands.begin(), fleeCommand));
}
auto AIFleeDecisionCalculator::EstimateCombatSuccess(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const GameSettingsSPtr& settings) -> double {
// Combat success estimation based on troops, heroes, and capture dynamics
int attackerTroops = 0;
int defenderTroops = 0;
int attackerUnits = 0;
int defenderUnits = 0;
int attackerHeroes = 0;
int defenderHeroes = 0;
bool defenderHasVips = false;
// Count troops, units, and heroes for each side
for (const auto* unit : *guessedState->units()) {
if (unit->status() != net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT) continue;
const auto* pi = PlayerInfoForPid(guessedState, unit->player_id());
if (pi == nullptr) continue;
const int unitTroops = unit->battalion().size();
const bool hasHero = unit->has_attached_hero();
if (pi->is_defender()) {
defenderTroops += unitTroops;
defenderUnits++;
if (hasHero) {
defenderHeroes++;
if (unit->attached_hero().is_vip()) { defenderHasVips = true; }
}
} else if (unit->player_id() == attackerPlayerId) {
attackerTroops += unitTroops;
attackerUnits++;
if (hasHero) { attackerHeroes++; }
}
}
const int roundsRemaining =
settings->GetGetter().Backing().max_rounds() - guessedState->current_round();
// Special case: Attacker has no troops
if (attackerTroops == 0) {
// Even with heroes, attacker is extremely unlikely to win without troops
return 0.01; // Near zero, but not absolute zero
}
// Special case: Defender has no troops but has heroes
if (defenderTroops == 0 && defenderHeroes > 0) {
// Defender can win by running out the clock if attacker can't capture heroes
// Success depends heavily on remaining time and attacker's ability to capture
if (roundsRemaining <= 3) {
// Very hard for attacker to capture all heroes in time
return 0.15; // Low chance
} else if (roundsRemaining <= 5) {
return 0.25; // Still difficult
} else {
// More time available, but still challenging
return 0.35;
}
}
// Special case: Defender has neither troops nor heroes
if (defenderTroops == 0 && defenderHeroes == 0) {
return 0.95; // Nearly guaranteed win
}
// Normal case: Both sides have troops
// Base probability from troop ratio
const double troopRatio =
static_cast<double>(attackerTroops) / static_cast<double>(defenderTroops);
double baseProbability = std::min(0.95, std::max(0.05, troopRatio * 0.5));
// Adjust for time pressure - attackers need to win before time runs out
if (roundsRemaining <= 1) {
baseProbability *= 0.6; // Severe penalty for last round
} else if (roundsRemaining <= 3) {
baseProbability *= 0.8; // Moderate penalty
}
// Adjust for unit count (more units = better tactical flexibility)
const double unitRatio =
static_cast<double>(attackerUnits) / std::max(1.0, static_cast<double>(defenderUnits));
if (unitRatio < 0.5) {
baseProbability *= 0.8;
} else if (unitRatio > 1.5) {
baseProbability *= 1.15;
}
// Adjust for hero presence
if (defenderHeroes > attackerHeroes && defenderHasVips) {
// Defender has more heroes including VIPs - harder to capture
baseProbability *= 0.85;
}
return std::min(0.95, std::max(0.05, baseProbability));
}
auto AIFleeDecisionCalculator::EvaluateFleeVsFight(
PlayerId playerId,
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& availableCommands,
const vector<CommandProto>::const_iterator& fleeCommand,
bool enableDebugLogging) -> FleeDecision {
// Get flee success odds
const int fleeSuccessChance = fleeCommand->odds().success_chance();
// Get thresholds from settings
const auto settingsGetter = settings->GetGetter();
const int minimumFleeOddsThreshold = settingsGetter.Backing().ai_minimum_flee_odds_threshold();
const int desperateFleeThreshold = settingsGetter.Backing().ai_desperate_flee_threshold();
if (enableDebugLogging) {
printf("AI FinalRound: Evaluating flee (odds=%d%%)...\n", fleeSuccessChance);
}
// Check if flee odds are good enough to attempt
if (fleeSuccessChance >= minimumFleeOddsThreshold) {
if (enableDebugLogging) {
printf("AI FinalRound: Good flee odds (%d%% >= %d%%), choosing flee\n",
fleeSuccessChance,
minimumFleeOddsThreshold);
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Good flee odds"};
}
// Low flee odds - evaluate if fighting might be better
const double combatWinChance = EstimateCombatSuccess(playerId, guessedState, settings);
// If combat situation is hopeless, even bad flee odds are better than certain death
if (combatWinChance < 0.05 && fleeSuccessChance >= desperateFleeThreshold) {
if (enableDebugLogging) {
printf("AI FinalRound: Combat hopeless (%.1f%%), desperate flee attempt (%d%%)\n",
combatWinChance * 100,
fleeSuccessChance);
}
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Combat hopeless, desperate flee"};
}
// Detailed flee vs fight comparison
const double fleeChance = static_cast<double>(fleeSuccessChance) / 100.0;
// Compare expected outcomes:
// - Flee: fleeChance of survival (not victory, but avoiding loss)
// - Fight: combatWinChance of victory (better than survival)
constexpr double FLEE_VS_COMBAT_MARGIN =
0.8; // Require 80% of combat chance to prefer fighting
const double adjustedCombatThreshold = combatWinChance * FLEE_VS_COMBAT_MARGIN;
if (enableDebugLogging) {
printf("AI FinalRound: Flee=%d%%, Combat=%.1f%%, Threshold=%.1f%% -> ",
fleeSuccessChance,
combatWinChance * 100,
adjustedCombatThreshold * 100);
}
if (fleeChance > adjustedCombatThreshold) {
if (enableDebugLogging) { printf("FLEE (better odds)\n"); }
return FleeDecision{
true,
GetFleeCommandIndex(fleeCommand, availableCommands),
"Flee has better expected outcome"};
} else {
if (enableDebugLogging) { printf("FIGHT (better expected outcome)\n"); }
// Return 0 to indicate we should use standard command selection
return FleeDecision{
false,
0, // Will be replaced by StandardChooseCommandIndex
"Fighting has better expected outcome"};
}
}
} // namespace shardok
@@ -1,59 +0,0 @@
//
// AIFleeDecisionCalculator.hpp
// eagle0
//
// Handles AI flee decision logic including combat success estimation
// and flee vs fight evaluation for final round scenarios
//
#ifndef AIFleeDecisionCalculator_hpp
#define AIFleeDecisionCalculator_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
#include "src/main/protobuf/net/eagle0/shardok/api/command_descriptor.pb.h"
namespace shardok {
using CommandProto = net::eagle0::shardok::api::CommandDescriptor;
class AIFleeDecisionCalculator {
public:
// Configuration for flee decision thresholds
struct FleeThresholds {
int minimumFleeOddsThreshold; // Minimum flee success odds to consider fleeing
int desperateFleeThreshold; // Flee threshold when combat is hopeless
};
// Result of flee vs fight evaluation
struct FleeDecision {
bool shouldFlee;
size_t commandIndex; // Index of command to execute (flee or fight)
const char* reasoning; // Debug explanation of decision
};
// Evaluate whether to flee or fight in the final round
[[nodiscard]] static auto EvaluateFleeVsFight(
PlayerId playerId,
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& availableCommands,
const vector<CommandProto>::const_iterator& fleeCommand,
bool enableDebugLogging = false) -> FleeDecision;
// Estimate probability of combat success for the attacker
[[nodiscard]] static auto EstimateCombatSuccess(
PlayerId attackerPlayerId,
const GameStateW& guessedState,
const GameSettingsSPtr& settings) -> double;
private:
// Helper to get flee command index
[[nodiscard]] static auto GetFleeCommandIndex(
const vector<CommandProto>::const_iterator& fleeCommand,
const vector<CommandProto>& availableCommands) -> size_t;
};
} // namespace shardok
#endif /* AIFleeDecisionCalculator_hpp */
@@ -244,7 +244,6 @@ cc_library(
deps = [
":ai_minimum_distance_and_target",
":ai_water_crossing_calculator",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances",
"//src/main/cpp/net/eagle0/shardok/library/action_point_distances:action_point_distances_cache",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
@@ -291,24 +290,6 @@ cc_library(
],
)
cc_library(
name = "ai_flee_decision_calculator",
srcs = ["AIFleeDecisionCalculator.cpp"],
hdrs = ["AIFleeDecisionCalculator.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/ai_performance_runner:__pkg__",
"//src/test/cpp/net/eagle0/shardok/ai:__pkg__",
],
deps = [
":ai_score_utilities",
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/cpp/net/eagle0/shardok/library/util:hex_map_utils",
"//src/main/protobuf/net/eagle0/shardok/api:command_descriptor_cc_proto",
],
)
cc_library(
name = "shardok_ai_client",
srcs = ["ShardokAIClient.cpp"],
@@ -318,7 +299,6 @@ cc_library(
deps = [
":ai_attacker_strategy_selector",
":ai_defender_strategy_selector",
":ai_flee_decision_calculator",
":ai_iterative_deepening",
":ai_score_calculator",
":ai_time_budget",
@@ -8,14 +8,10 @@
#include "ShardokAIClient.hpp"
#define DEBUG_FLEE_DECISIONS
#include <google/protobuf/util/message_differencer.h>
#include "AIAttackerStrategySelector.hpp"
#include "AIDefenderStrategySelector.hpp"
#include "AIFleeDecisionCalculator.hpp"
#include "AIScoreUtilities.hpp"
#include "AITimeBudget.hpp"
#include "IterativeDeepeningAI.hpp"
#include "src/main/cpp/net/eagle0/common/TimeUtils.hpp"
@@ -179,41 +175,23 @@ auto ShardokAIClient::FinalRoundAttackerChooseCommandIndex(
const GameSettingsSPtr &settings,
const GameStateW &guessedState,
const vector<CommandProto> &realAvailableCommands) const -> CommandChoiceResults {
const auto fleeCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
});
if (fleeCommand == realAvailableCommands.end()) {
if (const auto fleeCommand = std::ranges::find_if(
realAvailableCommands,
[](const net::eagle0::shardok::api::CommandDescriptor &cmd) {
return cmd.type() == net::eagle0::shardok::common::FLEE_COMMAND;
});
fleeCommand == realAvailableCommands.end()) {
return LateRoundAttackerChooseCommandIndex(settings, guessedState, realAvailableCommands);
}
// Use the flee decision calculator
const auto fleeDecision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
playerId,
settings,
guessedState,
realAvailableCommands,
fleeCommand,
#ifdef DEBUG_FLEE_DECISIONS
true // Enable debug logging
#else
false
#endif
);
if (fleeDecision.shouldFlee) {
CommandChoiceResults results{};
results.chosenIndex = fleeDecision.commandIndex;
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason = EvaluationCompletionReason::RAN_OUT_OF_COMMANDS;
return results;
} else {
// Fight instead of flee
return StandardChooseCommandIndex(settings, guessedState, realAvailableCommands);
CommandChoiceResults results{};
results.chosenIndex =
static_cast<size_t>(std::distance(realAvailableCommands.begin(), fleeCommand));
results.availableCommandCount = realAvailableCommands.size();
results.depthAchieved = 1; // Simple heuristic choice
results.commandCountEvaluated = 1; // Only evaluated one command type
results.completionReason =
EvaluationCompletionReason::RAN_OUT_OF_COMMANDS; // Heuristic choice
return results;
}
}
@@ -56,7 +56,6 @@ private:
const GameSettingsSPtr& settings,
const GameStateW& guessedState,
const vector<CommandProto>& realAvailableCommands) const -> CommandChoiceResults;
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
@@ -117,13 +117,21 @@ auto ActionPointDistancesCache::GetMapId(const HexMap* map) -> MapId {
return MapId{.terrainTypesId = map->base_hash(), .modifierId = modifierId};
}
void ActionPointDistancesCache::ConsolidateThreadLocalCache_Racy() {
persistentCache.insert(std::begin(sharedDistances), std::end(sharedDistances));
sharedDistances.clear();
persistentCache.insert(std::begin(sharedCache), std::end(sharedCache));
sharedCache.clear();
// Clear the current thread's cache since persistent cache now has everything
tlsCache.clear();
}
ActionPointDistancesCache::~ActionPointDistancesCache() {
// We own the ActionPointDistances pointers in the persistent cache and in the shared cache.
for (const auto& [key, value] : persistentCache) { delete value; }
for (const auto& [key, value] : sharedCache) { delete value; }
}
auto ActionPointDistancesCache::GetRaw(
const HexMap* map,
const MapId& mapId,
@@ -142,7 +150,7 @@ auto ActionPointDistancesCache::GetRaw(
#endif
// Return directly from persistent cache without TLS insertion
// This avoids the overhead of thread-local storage operations on hot path
return persistentIt->second.rawPtr;
return persistentIt->second;
}
#if CACHE_STATS_LOGGING_
@@ -155,7 +163,7 @@ auto ActionPointDistancesCache::GetRaw(
cacheStats.localHits++;
MaybePrintCacheStats();
#endif
return localIt->second.rawPtr; // Raw pointer - zero overhead access!
return localIt->second; // Raw pointer - zero overhead access!
}
#if CACHE_STATS_LOGGING_
@@ -163,19 +171,19 @@ auto ActionPointDistancesCache::GetRaw(
#endif
// Check shared cache before expensive ice-clearing operation
shared_ptr<ActionPointDistances> sharedResult;
if (sharedDistances.if_contains(cacheKey, [&sharedResult](const auto& kv) {
const ActionPointDistances* sharedResult;
if (sharedCache.if_contains(cacheKey, [&sharedResult](const auto& kv) {
sharedResult = kv.second;
})) {
#if CACHE_STATS_LOGGING_
cacheStats.sharedAccesses++;
#endif
// Cache hit in shared cache - store in thread-local cache and return
tlsCache.emplace(cacheKey, CacheEntry(sharedResult));
tlsCache.emplace(cacheKey, sharedResult);
#if CACHE_STATS_LOGGING_
MaybePrintCacheStats();
#endif
return sharedResult.get();
return sharedResult;
}
// Cache miss in both caches - need to create ice-cleared map for pathfinding computation
@@ -184,13 +192,10 @@ auto ActionPointDistancesCache::GetRaw(
// Declaring here to keep the copied map in scope
const HexMap* mapToUse = map;
// ReSharper disable once CppTooWideScope
// ReSharper disable once CppJoinDeclarationAndAssignment
fb::HexMapW iceClearedMap;
if (hasIce) {
// Create ice-cleared map for pathfinding
// This prevents AI from considering ice as a valid path toward enemies
iceClearedMap = CreateIceClearedMap(map);
fb::HexMapW iceClearedMap = CreateIceClearedMap(map);
mapToUse = iceClearedMap.Get();
}
@@ -215,14 +220,14 @@ auto ActionPointDistancesCache::GetRaw(
auto result = creationResult.apd;
// Store in shared cache
sharedDistances.lazy_emplace_l(
sharedCache.lazy_emplace_l(
cacheKey,
[](const auto& kv) { /* already checked above */ },
[=](const auto& ctor) { ctor(cacheKey, result); });
// Cache result locally for future lookups by this thread
// Store both shared_ptr and raw pointer for hybrid access
tlsCache.emplace(cacheKey, CacheEntry(result));
tlsCache.emplace(cacheKey, result);
// Prevent unbounded cache growth - limit to reasonable size
if (tlsCache.size() > 100) {
@@ -236,7 +241,7 @@ auto ActionPointDistancesCache::GetRaw(
tlsCache.erase(tlsCache.begin(), it);
}
return result.get();
return result;
}
void ActionPointDistancesCache::ClearThreadLocalCache() { tlsCache.clear(); }
@@ -57,36 +57,6 @@ struct FullCacheKeyHash {
class ActionPointDistancesCache {
private:
struct CacheEntry {
shared_ptr<ActionPointDistances> sharedPtr;
const ActionPointDistances* rawPtr;
explicit CacheEntry(shared_ptr<ActionPointDistances> ptr)
: sharedPtr(std::move(ptr)),
rawPtr(sharedPtr.get()) {}
};
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening.
using PersistentMap = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
PersistentMap persistentCache;
using APDMap = gtl::parallel_flat_hash_map<
FullCacheKey,
shared_ptr<ActionPointDistances>,
FullCacheKeyHash,
std::equal_to<FullCacheKey>,
std::allocator<std::pair<const FullCacheKey, shared_ptr<ActionPointDistances>>>,
6,
std::mutex>;
APDMap sharedDistances;
using TLSCache = gtl::flat_hash_map<FullCacheKey, CacheEntry, FullCacheKeyHash>;
static thread_local TLSCache tlsCache;
// Epoch system removed - TLS cache uses size-based eviction instead
// Helper to build cache key
static auto MakeCacheKey(
const MapId& mapId,
@@ -94,13 +64,41 @@ private:
bool includeBravingWater,
int braveWaterActionPointCost) -> FullCacheKey;
// Tier 1: persistent map. This is NOT safe to write to while reads may be happening. Owns the
// ActionPointDistances pointers, so it must be cleared.
using PersistentMap =
gtl::flat_hash_map<FullCacheKey, const ActionPointDistances*, FullCacheKeyHash>;
PersistentMap persistentCache{};
// Tier 2: thread-local cache. This stores items that are not yet in the persistent cache.
// Does NOT own the ActionPointDistances objects; they are also present in the shared cache.
using TLSCache =
gtl::flat_hash_map<FullCacheKey, const ActionPointDistances*, FullCacheKeyHash>;
static thread_local TLSCache tlsCache;
// Tier 3: shared cache. This is thread-safe and can be accessed concurrently. Does own the
// ActionPointDistances objects, so it must be cleared. Can be consolidated into the persistent
// cache when no reads are happening.
using APDMap = gtl::parallel_flat_hash_map<
FullCacheKey,
const ActionPointDistances*,
FullCacheKeyHash,
std::equal_to<FullCacheKey>,
std::allocator<std::pair<const FullCacheKey, const ActionPointDistances*>>,
6,
std::mutex>;
APDMap sharedCache{};
public:
explicit ActionPointDistancesCache() {
// Pre-size persistent cache to reduce hash collisions
// Estimate: ~12 entries from pre-fetching + ~50-100 entries during gameplay
persistentCache.reserve(128);
}
~ActionPointDistancesCache();
// Returns raw pointer for zero overhead access
// Lifetime guaranteed by shared cache ownership
auto GetRaw(
@@ -9,7 +9,7 @@
#include "src/main/cpp/net/eagle0/shardok/library/map/CoordsSet.hpp"
// Dynamic thread count based on hardware capabilities
static const int ASYNC_COUNT = []() {
static const int ASYNC_COUNT = [] {
const int cores = static_cast<int>(std::thread::hardware_concurrency());
// Use cores-2 to leave room for OS and other processes, minimum 4 threads
const int threadCount = std::max(4, cores - 4);
@@ -26,7 +26,7 @@ void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
static thread_local byte_vector _scratch;
FixedActionPointDistances::FixedActionPointDistances(const HexMap* map, int columnCount)
FixedActionPointDistances::FixedActionPointDistances(const int8_t columnCount)
: ActionPointDistances(columnCount) {}
auto FixedActionPointDistances::Create(
@@ -37,12 +37,9 @@ auto FixedActionPointDistances::Create(
bool includeBravingWater,
int braveWaterActionPointCost) -> CreationResult {
// Create the object using private constructor
auto apd = std::shared_ptr<FixedActionPointDistances>(
new FixedActionPointDistances(map, map->column_count()));
auto apd = new FixedActionPointDistances(map->column_count());
CreationResult result;
result.apd = apd;
result.loadedFromFile = false;
CreationResult result{.apd = apd, .loadedFromFile = false};
string path = "";
@@ -73,8 +70,8 @@ auto FixedActionPointDistances::Create(
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
apd->distances[fromIndex].insert(
apd->distances[fromIndex].end(),
&(ptr[0]),
&(ptr[indexCount]));
&ptr[0],
&ptr[indexCount]);
ptr += indexCount;
}
result.loadedFromFile = true;
@@ -97,7 +94,7 @@ auto FixedActionPointDistances::Create(
for (int i = 0; i < chunkSize; i++) {
const auto fromIndex = chunkStartIndex + i;
if (fromIndex >= indexCount) { continue; }
chunkVec.push_back(ActionPointDistances::GenerateDistances(
chunkVec.push_back(GenerateDistances(
fromIndex,
map,
includeBravingWater,
@@ -19,7 +19,7 @@ using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
class FixedActionPointDistances final : public ActionPointDistances {
public:
struct CreationResult {
std::shared_ptr<FixedActionPointDistances> apd;
const FixedActionPointDistances *apd;
bool loadedFromFile;
};
@@ -29,7 +29,7 @@ private:
inline static string cacheDirectory = "";
// Private constructor - use Create factory method instead
explicit FixedActionPointDistances(const HexMap *map, int columnCount);
explicit FixedActionPointDistances(int8_t columnCount);
public:
static void SetCacheDirectory(const string &newDir);
@@ -250,7 +250,6 @@
<Compile Include="Assets/Eagle/CommandSelectors/HandleRiotGiveCommandSelector.cs" />
<Compile Include="Assets/Eagle/ProvinceUtils.cs" />
<Compile Include="Assets/Eagle/Notifications/ProvinceConqueredNotificationGenerator.cs" />
<Compile Include="Assets/common/GUIUtils/ProvinceStatUtils.cs" />
<Compile Include="Assets/Eagle/Table Rows/ExchangedHeroRowController.cs" />
<Compile Include="Assets/Eagle/Table Rows/ExtraTroopsRowController.cs" />
<Compile Include="Assets/Eagle/Notifications/PrisonerEscapedNotificationGenerator.cs" />
@@ -25,7 +25,7 @@ namespace eagle {
private ImprovementType SelectedType =>
ImproveAvailableCommand.AvailableTypes[SelectedTypeIndex];
private float OriginalImprovementValueForType(ImprovementType type) {
private double OriginalImprovementValueForType(ImprovementType type) {
var province = _model.Provinces[ActingProvinceId];
switch (type) {
case ImprovementType.Agriculture: return province.FullInfo.Agriculture;
@@ -39,7 +39,7 @@ namespace eagle {
}
}
private float EffectiveImprovementValueForType(ImprovementType type) {
private double EffectiveImprovementValueForType(ImprovementType type) {
var province = _model.Provinces[ActingProvinceId];
switch (type) {
case ImprovementType.Agriculture:
@@ -59,10 +59,10 @@ namespace eagle {
private int MinimumImprovementIndex(ProvinceView province) {
var minIndex = 0;
float minValue =
double minValue =
OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[0]);
for (int i = 1; i < ImproveAvailableCommand.AvailableTypes.Count; i++) {
float thisVal =
double thisVal =
OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[i]);
if (thisVal < minValue) {
minIndex = i;
@@ -139,21 +139,21 @@ namespace eagle {
};
private string DropdownStringForType(ImprovementType type) {
var originalStat =
type == ImprovementType.Devastation
? ProvinceStatUtils.RoundedDevastation(
OriginalImprovementValueForType(type))
: ProvinceStatUtils.RoundedStat(OriginalImprovementValueForType(type));
var originalStat = RoundedNonzeroStat(OriginalImprovementValueForType(type));
if (type == ImprovementType.Devastation) {
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, originalStat.ToString())})";
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, originalStat)})";
}
var devastatedStat =
ProvinceStatUtils.RoundedStat(EffectiveImprovementValueForType(type));
var devastatedStat = RoundedNonzeroStat(EffectiveImprovementValueForType(type));
if (devastatedStat == originalStat) {
return $"{type} ({devastatedStat})";
} else {
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, devastatedStat.ToString())} / {originalStat})";
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, devastatedStat)} / {originalStat})";
}
}
private string RoundedNonzeroStat(double stat) {
var rounded = Math.Max(1, Math.Round(stat, MidpointRounding.AwayFromZero));
return rounded.ToString();
}
}
}
@@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.Linq;
using common;
using EagleGUIUtils;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
@@ -236,8 +235,8 @@ namespace eagle {
allowed,
OrganizeTroopsAvailableCommand.AvailableBattalionTypes.First(
tp => tp.TypeId == battalionTypeId),
ProvinceStatUtils.RoundedStat(Province.FullInfo.Agriculture),
ProvinceStatUtils.RoundedStat(Province.FullInfo.Economy));
Province.FullInfo.Agriculture,
Province.FullInfo.Economy);
parent.GetComponentInChildren<Button>().interactable = allowed;
@@ -31,7 +31,7 @@ namespace eagle {
private readonly Func<ProvinceView, String> _nameSortFunc = p => p.Name;
private readonly Dictionary<SortKey, Func<ProvinceView, IComparable>> _sortFuncs = new() {
private readonly Dictionary<SortKey, Func<ProvinceView, int>> _sortFuncs = new() {
{ SortKey.Support, p => p.FullInfo.Support.Stat },
{ SortKey.Commanders, p => p.FullInfo.RulingFactionHeroIds.Count },
{ SortKey.Battalions, p => p.FullInfo.Battalions.Count },
@@ -225,27 +225,25 @@ namespace eagle {
ConsumedField.text = $"{Province.FullInfo.FoodConsumption}";
priceIndexField.text = $"{Province.FullInfo.PriceIndex,4:F2}";
EconomyField.text = $"{ProvinceStatUtils.RoundedStat(Province.FullInfo.Economy)}";
EconomyField.text = $"{Province.FullInfo.Economy}";
if (Province.FullInfo.EconomyDevastation > 0) {
var devastatedEconomy =
$"{ProvinceStatUtils.RoundedStat(Math.Max(0.0f, Province.FullInfo.Economy - Province.FullInfo.EconomyDevastation))}";
$"{Math.Max(0.0, Province.FullInfo.Economy - Province.FullInfo.EconomyDevastation)}";
EconomyField.text += $" ({GUIUtils.ColoredString(Color.red, devastatedEconomy)})";
}
AgricultureField.text =
$"{ProvinceStatUtils.RoundedStat(Province.FullInfo.Agriculture)}";
AgricultureField.text = $"{Province.FullInfo.Agriculture}";
if (Province.FullInfo.AgricultureDevastation > 0) {
var devastatedAgriculture =
$"{ProvinceStatUtils.RoundedStat(Math.Max(0.0f, Province.FullInfo.Agriculture - Province.FullInfo.AgricultureDevastation))}";
$"{Math.Max(0.0, Province.FullInfo.Agriculture - Province.FullInfo.AgricultureDevastation)}";
AgricultureField.text +=
$" ({GUIUtils.ColoredString(Color.red, devastatedAgriculture)})";
}
InfrastructureField.text =
$"{ProvinceStatUtils.RoundedStat(Province.FullInfo.Infrastructure)}";
InfrastructureField.text = $"{Province.FullInfo.Infrastructure}";
if (Province.FullInfo.InfrastructureDevastation > 0) {
var devastatedInfrastructure =
$"{ProvinceStatUtils.RoundedStat(Math.Max(0.0f, Province.FullInfo.Infrastructure - Province.FullInfo.InfrastructureDevastation))}";
$"{Math.Max(0.0, Province.FullInfo.Infrastructure - Province.FullInfo.InfrastructureDevastation)}";
InfrastructureField.text +=
$" ({GUIUtils.ColoredString(Color.red, devastatedInfrastructure)})";
}
@@ -253,8 +251,7 @@ namespace eagle {
var totalDevastation = Province.FullInfo.EconomyDevastation +
Province.FullInfo.AgricultureDevastation +
Province.FullInfo.InfrastructureDevastation;
var totalDevastationString =
$"{ProvinceStatUtils.RoundedDevastation(totalDevastation)}";
var totalDevastationString = $"{totalDevastation}";
if (totalDevastation > 0) {
DevastationField.text =
$"{GUIUtils.ColoredString(Color.red, totalDevastationString)}";
@@ -37,14 +37,14 @@ namespace eagle {
private ProvinceId ProvinceId;
private DynamicHeroTextUpdater textUpdater = new DynamicHeroTextUpdater();
private void SetDevastatedValue(TMP_Text textField, float baseValue, float devastation) {
if (devastation == 0.0f) {
private void SetDevastatedValue(TMP_Text textField, double baseValue, double devastation) {
if (devastation == 0.0) {
textField.color = Color.black;
textField.text = ProvinceStatUtils.RoundedStat(baseValue).ToString();
textField.text = baseValue.ToString();
} else {
textField.color = Color.red;
var devastatedValue = Math.Max(0.0f, baseValue - devastation);
textField.text = ProvinceStatUtils.RoundedStat(devastatedValue).ToString();
var devastatedValue = Math.Max(0.0, baseValue - devastation);
textField.text = devastatedValue.ToString();
}
}
@@ -1,28 +0,0 @@
using System;
/// <summary>
/// Utility methods for rounding province statistics for display.
/// These methods match the rounding logic from ProvinceViewFilter.scala
/// </summary>
public static class ProvinceStatUtils {
/// <summary>
/// Rounds a stat value using the same logic as roundedStat in ProvinceViewFilter.scala:
/// - If stat == 0, return 0
/// - If stat < 1, return 1
/// - Otherwise, return floor of stat
/// </summary>
public static int RoundedStat(float stat) {
if (stat == 0) return 0;
else if (stat < 1)
return 1;
else
return (int)Math.Floor(stat);
}
/// <summary>
/// Rounds a devastation value using the same logic as roundedDevastation in
/// ProvinceViewFilter.scala:
/// - Return ceiling of stat
/// </summary>
public static int RoundedDevastation(float stat) { return (int)Math.Ceiling(stat); }
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: d6672bb4c46b44b10abe885e064119d0
@@ -28,10 +28,6 @@ func main() {
capitalizedSettingType := capitalized(settingType)
if capitalizedSettingType == "Float" {
settingValue += "f"
}
fmt.Printf(`// Generated file, do not edit!
package net.eagle0.eagle.library.settings
@@ -18,9 +18,9 @@ message BeastInfo {
double likelihood = 4;
double max_count_multiplier = 5;
double relative_power = 6;
float economy_devastation = 7;
float agriculture_devastation = 8;
float infrastructure_devastation = 9;
double economy_devastation = 7;
double agriculture_devastation = 8;
double infrastructure_devastation = 9;
double average_gold_per = 10;
double average_food_per = 11;
}
@@ -69,16 +69,16 @@ message ChangedProvince {
.google.protobuf.Int32Value gold_delta = 14;
.google.protobuf.Int32Value food_delta = 15;
.google.protobuf.FloatValue new_price_index = 35;
.google.protobuf.DoubleValue new_price_index = 35;
.google.protobuf.FloatValue economy_delta = 16;
.google.protobuf.FloatValue agriculture_delta = 17;
.google.protobuf.FloatValue infrastructure_delta = 18;
.google.protobuf.FloatValue economy_devastation_delta = 44;
.google.protobuf.FloatValue agriculture_devastation_delta = 47;
.google.protobuf.FloatValue infrastructure_devastation_delta = 48;
.google.protobuf.DoubleValue economy_delta = 16;
.google.protobuf.DoubleValue agriculture_delta = 17;
.google.protobuf.DoubleValue infrastructure_delta = 18;
.google.protobuf.DoubleValue economy_devastation_delta = 44;
.google.protobuf.DoubleValue agriculture_devastation_delta = 47;
.google.protobuf.DoubleValue infrastructure_devastation_delta = 48;
.google.protobuf.FloatValue support_delta = 19;
.google.protobuf.DoubleValue support_delta = 19;
.google.protobuf.BoolValue set_has_acted = 20;
@@ -25,11 +25,11 @@ option objc_class_prefix = "E0G";
message ProvinceOverrides {
int32 province_id = 1; // can be 0 for a generic
float economy = 2;
float agriculture = 3;
float infrastructure = 4;
double economy = 2;
double agriculture = 3;
double infrastructure = 4;
float support = 5;
double support = 5;
int32 food = 6;
int32 gold = 7;
@@ -77,12 +77,12 @@ message Province {
repeated IncomingEndTurnAction incoming_end_turn_actions = 27;
Army defending_army = 11;
float economy = 12;
float agriculture = 13;
float infrastructure = 14;
float economy_devastation = 34;
float agriculture_devastation = 37;
float infrastructure_devastation = 38;
double economy = 12;
double agriculture = 13;
double infrastructure = 14;
double economy_devastation = 34;
double agriculture_devastation = 37;
double infrastructure_devastation = 38;
// Can be None.
.net.eagle0.eagle.common.ImprovementType locked_improvement_type = 41;
@@ -92,9 +92,9 @@ message Province {
// Current price index where 1.0 is "standard". Expected to vary between
// 0.5 and 1.5.
float price_index = 29;
double price_index = 29;
float support = 17;
double support = 17;
bool has_acted = 18;
@@ -59,12 +59,12 @@ message FullProvinceInfo {
ArmyView defending_army = 7;
float economy = 8;
float agriculture = 9;
float infrastructure = 10;
float economy_devastation = 25;
float agriculture_devastation = 26;
float infrastructure_devastation = 27;
int32 economy = 8;
int32 agriculture = 9;
int32 infrastructure = 10;
int32 economy_devastation = 25;
int32 agriculture_devastation = 26;
int32 infrastructure_devastation = 27;
int32 gold = 11;
int32 food = 12;
@@ -130,12 +130,12 @@ message FullProvinceInfoDiff {
.google.protobuf.DoubleValue new_price_index = 36;
.google.protobuf.FloatValue economy = 16;
.google.protobuf.FloatValue agriculture = 17;
.google.protobuf.FloatValue infrastructure = 18;
.google.protobuf.FloatValue economy_devastation = 30;
.google.protobuf.FloatValue agriculture_devastation = 31;
.google.protobuf.FloatValue infrastructure_devastation = 32;
.google.protobuf.Int32Value economy = 16;
.google.protobuf.Int32Value agriculture = 17;
.google.protobuf.Int32Value infrastructure = 18;
.google.protobuf.Int32Value economy_devastation = 30;
.google.protobuf.Int32Value agriculture_devastation = 31;
.google.protobuf.Int32Value infrastructure_devastation = 32;
StatWithCondition support = 19;
@@ -59,8 +59,8 @@ vassalCommandsMaxFatigueLevelBeforeResting 15 Double
vassalCommandsMinOddsForRecruitment 50 Double
maxCombatUnitCountPerSide 9999 Int
maxAlmsFood 1000 Int
almsSupportIncreasePerFood 0.01 Float
almsPaladinSupportMultiplier 4 Float
almsSupportIncreasePerFood 0.01 Double
almsPaladinSupportMultiplier 4 Double
foodPerProvinceHeldBack 1000 Int
factionBiasFromImprisonment -100 Double
factionBiasFromExile -50 Double
@@ -80,8 +80,8 @@ riotEventChance 0.02 Double
minVigorForSuppressBeasts 50 Double
suppressBeastsPrestigeBonus 2 Int
beastsDurationMonths 4 Int
beastsSupportDamage 3 Float
suppressBeastsSupportBonus 5 Float
beastsSupportDamage 3 Double
suppressBeastsSupportBonus 5 Double
maxInfrastructureForbeasts 50 Int
failedSuppressBeastsPrestigePenalty 5 Int
baseBeastsCount 150 Int
@@ -165,13 +165,13 @@ minMonthsAfterPleaseRecruitMeRejectionBeforeTryingAgain 12 Int
exiledHeroFactionBias -500 Double
minVigorForApprehendOutlaw 50 Double
apprehendOutlawVigorCost 30 Double
battleEconomyDevastationDelta 10 Float
battleAgricultureDevastationDelta 10 Float
battleInfrastructureDevastationDelta 10 Float
battleEconomyDevastationDelta 10 Double
battleAgricultureDevastationDelta 10 Double
battleInfrastructureDevastationDelta 10 Double
minVigorForCrackDown 50 Double
riotSupportDelta -25 Float
riotEconomyDevastationDelta 25 Float
riotInfrastructureDevastationDelta 25 Float
riotSupportDelta -25 Double
riotEconomyDevastationDelta 25 Double
riotInfrastructureDevastationDelta 25 Double
riotMaxFood 1000 Int
riotMaxGold 500 Int
riotCharismaFactor 0.1 Double
@@ -184,9 +184,9 @@ monthsBetweenRiotsSupportMultiplier 0.5 Double
blizzardEventChance 0.01 Double
maxBlizzardDurationMonths 4 Int
winterSuppliesLoss 0.25 Double
blizzardEconomyDevastationDelta 4 Float
blizzardInfrastructureDevastationDelta 4 Float
blizzardAgricultureDevastationDelta 4 Float
blizzardEconomyDevastationDelta 4 Double
blizzardInfrastructureDevastationDelta 4 Double
blizzardAgricultureDevastationDelta 4 Double
festivalEventChance 0.01 Double
maxFestivalDurationMonths 3 Int
festivalSupportDelta 8 Double
@@ -197,12 +197,12 @@ maxDesiredTruceCountForQuest 5 Int
minDesiredNewTruceCountForQuest 2 Int
floodEventChance 0.01 Double
floodDurationMonths 1 Int
maxFloodInfrastructureDevastationDelta 20 Float
maxFloodAgricultureDevastationDelta 20 Float
floodDevastationDeltaReductionPerInfrastructure 0.3 Float
maxFloodInfrastructureDevastationDelta 20 Double
maxFloodAgricultureDevastationDelta 20 Double
floodDevastationDeltaReductionPerInfrastructure 0.3 Double
epidemicBreakoutChance 0.0015 Double
epidemicSpreadChance 0.03 Double
epidemicEconomyDevastationDelta 10 Float
epidemicEconomyDevastationDelta 10 Double
epidemicBattalionLossPercentage 0.05 Double
epidemicVigorDelta -10 Double
epidemicEndChance 0.35 Double
@@ -215,9 +215,9 @@ startEpidemicCharismaXp 25 Int
startEpidemicVigorDelta -30 Double
droughtEventChance 0.01 Double
droughtDurationMonths 3 Int
droughtAgricultureDevastationDelta 10 Float
droughtAgricultureDevastationDelta 10 Double
controlWeatherDroughtDurationMonths 3 Int
emptyProvinceMonthlyDevastationDelta -2 Float
emptyProvinceMonthlyDevastationDelta -2 Double
vigorToConstitutionXpMultiplier 0.2 Double
trustDeltaPerRound 1 Int
trustDeltaForImprisoningOwnHero -150 Int
@@ -264,9 +264,9 @@ giftProvinceCountExponent 0.5 Double
minChanceForAIInvite 70 Int
chronicleWordCount 200 Int
maxDistanceForDefeatFactionQuest 3 Int
minimumPriceIndex 0.75 Float
maximumPriceIndex 1.5 Float
priceIndexReturnRate 0.1 Float
priceIndexShiftPerGold 0.0001 Float
minimumPriceIndex 0.75 Double
maximumPriceIndex 1.5 Double
priceIndexReturnRate 0.1 Double
priceIndexShiftPerGold 0.0001 Double
aiTruceAcceptanceBaseChance 100 Double
aiAllianceAcceptanceBaseChance 100 Double
1 actionVigorCost 15 Int
59 vassalCommandsMinOddsForRecruitment 50 Double
60 maxCombatUnitCountPerSide 9999 Int
61 maxAlmsFood 1000 Int
62 almsSupportIncreasePerFood 0.01 Float Double
63 almsPaladinSupportMultiplier 4 Float Double
64 foodPerProvinceHeldBack 1000 Int
65 factionBiasFromImprisonment -100 Double
66 factionBiasFromExile -50 Double
80 minVigorForSuppressBeasts 50 Double
81 suppressBeastsPrestigeBonus 2 Int
82 beastsDurationMonths 4 Int
83 beastsSupportDamage 3 Float Double
84 suppressBeastsSupportBonus 5 Float Double
85 maxInfrastructureForbeasts 50 Int
86 failedSuppressBeastsPrestigePenalty 5 Int
87 baseBeastsCount 150 Int
165 exiledHeroFactionBias -500 Double
166 minVigorForApprehendOutlaw 50 Double
167 apprehendOutlawVigorCost 30 Double
168 battleEconomyDevastationDelta 10 Float Double
169 battleAgricultureDevastationDelta 10 Float Double
170 battleInfrastructureDevastationDelta 10 Float Double
171 minVigorForCrackDown 50 Double
172 riotSupportDelta -25 Float Double
173 riotEconomyDevastationDelta 25 Float Double
174 riotInfrastructureDevastationDelta 25 Float Double
175 riotMaxFood 1000 Int
176 riotMaxGold 500 Int
177 riotCharismaFactor 0.1 Double
184 blizzardEventChance 0.01 Double
185 maxBlizzardDurationMonths 4 Int
186 winterSuppliesLoss 0.25 Double
187 blizzardEconomyDevastationDelta 4 Float Double
188 blizzardInfrastructureDevastationDelta 4 Float Double
189 blizzardAgricultureDevastationDelta 4 Float Double
190 festivalEventChance 0.01 Double
191 maxFestivalDurationMonths 3 Int
192 festivalSupportDelta 8 Double
197 minDesiredNewTruceCountForQuest 2 Int
198 floodEventChance 0.01 Double
199 floodDurationMonths 1 Int
200 maxFloodInfrastructureDevastationDelta 20 Float Double
201 maxFloodAgricultureDevastationDelta 20 Float Double
202 floodDevastationDeltaReductionPerInfrastructure 0.3 Float Double
203 epidemicBreakoutChance 0.0015 Double
204 epidemicSpreadChance 0.03 Double
205 epidemicEconomyDevastationDelta 10 Float Double
206 epidemicBattalionLossPercentage 0.05 Double
207 epidemicVigorDelta -10 Double
208 epidemicEndChance 0.35 Double
215 startEpidemicVigorDelta -30 Double
216 droughtEventChance 0.01 Double
217 droughtDurationMonths 3 Int
218 droughtAgricultureDevastationDelta 10 Float Double
219 controlWeatherDroughtDurationMonths 3 Int
220 emptyProvinceMonthlyDevastationDelta -2 Float Double
221 vigorToConstitutionXpMultiplier 0.2 Double
222 trustDeltaPerRound 1 Int
223 trustDeltaForImprisoningOwnHero -150 Int
264 minChanceForAIInvite 70 Int
265 chronicleWordCount 200 Int
266 maxDistanceForDefeatFactionQuest 3 Int
267 minimumPriceIndex 0.75 Float Double
268 maximumPriceIndex 1.5 Float Double
269 priceIndexReturnRate 0.1 Float Double
270 priceIndexShiftPerGold 0.0001 Float Double
271 aiTruceAcceptanceBaseChance 100 Double
272 aiAllianceAcceptanceBaseChance 100 Double
@@ -214,6 +214,4 @@ saveAll FALSE bool
holyWaveVigorCost 10 double
minLookaheadTurns 1 int8
lookaheadTimeBudgetCloseInSeconds 3 double
lookaheadTimeBudgetFarInSeconds 1.5 double
aiMinimumFleeOddsThreshold 30 int16
aiDesperateFleeThreshold 10 int16
lookaheadTimeBudgetFarInSeconds 1.5 double
1 lightningWisdomFactor 1 double
214 holyWaveVigorCost 10 double
215 minLookaheadTurns 1 int8
216 lookaheadTimeBudgetCloseInSeconds 3 double
217 lookaheadTimeBudgetFarInSeconds 1.5 double
aiMinimumFleeOddsThreshold 30 int16
aiDesperateFleeThreshold 10 int16
@@ -185,33 +185,33 @@ class ActionResultProtoApplierImpl(validator: Validator)
},
_.priceIndex.setIfDefined(cp.newPriceIndex),
_.economy.modify(e =>
(e + cp.economyDelta.getOrElse(0.0f)).max(0.0f).min(100.0f)
(e + cp.economyDelta.getOrElse(0.0)).max(0.0).min(100.0)
),
_.agriculture
.modify(a =>
(a + cp.agricultureDelta.getOrElse(0.0f)).max(0.0f).min(100.0f)
(a + cp.agricultureDelta.getOrElse(0.0)).max(0.0).min(100.0)
),
_.infrastructure
.modify(i =>
(i + cp.infrastructureDelta.getOrElse(0.0f)).max(0.0f).min(100.0f)
(i + cp.infrastructureDelta.getOrElse(0.0)).max(0.0).min(100.0)
),
_.economyDevastation.modify(d =>
(d + cp.economyDevastationDelta.getOrElse(0.0f))
.max(0.0f)
(d + cp.economyDevastationDelta.getOrElse(0.0))
.max(0.0)
.min(provinceBefore.economy)
),
_.agricultureDevastation.modify(d =>
(d + cp.agricultureDevastationDelta.getOrElse(0.0f))
.max(0.0f)
(d + cp.agricultureDevastationDelta.getOrElse(0.0))
.max(0.0)
.min(provinceBefore.agriculture)
),
_.infrastructureDevastation.modify(d =>
(d + cp.infrastructureDevastationDelta.getOrElse(0.0f))
.max(0.0f)
(d + cp.infrastructureDevastationDelta.getOrElse(0.0))
.max(0.0)
.min(provinceBefore.infrastructure)
),
_.support.modify(s =>
(s + cp.supportDelta.getOrElse(0.0f)).max(0.0f).min(100.0f)
(s + cp.supportDelta.getOrElse(0.0)).max(0.0).min(100.0)
),
_.hasActed.setIfDefined(cp.setHasActed),
_.rulerIsTraveling.setIfDefined(cp.setRulerIsTraveling),
@@ -528,7 +528,7 @@ class ActionResultProtoApplierImpl(validator: Validator)
_.vigor.modify { v =>
ch.vigor match {
case Vigor.VigorDelta(d) =>
(v + d).max(0.0f).min(gameState.heroes(ch.id).constitution)
(v + d).max(0.0).min(gameState.heroes(ch.id).constitution)
case Vigor.VigorAbsolute(va) =>
internalRequire(
@@ -548,7 +548,7 @@ class ActionResultProtoApplierImpl(validator: Validator)
_.loyalty.modify { l =>
ch.loyalty match {
case Loyalty.LoyaltyDelta(ld) =>
val newL = Math.min(100.0f, Math.max(0, l + ld))
val newL = Math.min(100.0, Math.max(0, l + ld))
newL
case Loyalty.LoyaltyAbsolute(la) =>
@@ -557,7 +557,7 @@ class ActionResultProtoApplierImpl(validator: Validator)
s"Got a negative absolute loyalty of $la"
)
internalRequire(
la <= 100.0f,
la <= 100.0,
s"Got an absolute loyalty of $la"
)
la
@@ -40,7 +40,7 @@ object AvailableArmTroopsCommandFactory
)
.map(tp =>
ArmamentCost(
cost = tp.baseArmamentCostPerTroop.toFloat * province.priceIndex,
cost = tp.baseArmamentCostPerTroop * province.priceIndex,
`type` = tp.typeId
)
)
@@ -307,14 +307,12 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_faction_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:end_diplomacy_resolution_phase_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:ransom_invalidated_result_type",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:battalion_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters:notification_converter",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/date",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/faction",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/hero",
"//src/main/scala/net/eagle0/eagle/model/proto_converters/province",
"//src/main/scala/net/eagle0/eagle/model/state:round_phase",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/date",
"//src/main/scala/net/eagle0/eagle/model/state/hero",
"//src/main/scala/net/eagle0/eagle/model/state/province",
@@ -24,16 +24,12 @@ import net.eagle0.eagle.model.action_result.types.{
RansomInvalidatedResultType
}
import net.eagle0.eagle.model.action_result.{ActionResultT, NotificationT}
import net.eagle0.eagle.model.proto_converters.{
BattalionConverter,
NotificationConverter
}
import net.eagle0.eagle.model.proto_converters.NotificationConverter
import net.eagle0.eagle.model.proto_converters.date.DateConverter
import net.eagle0.eagle.model.proto_converters.faction.FactionConverter
import net.eagle0.eagle.model.proto_converters.hero.HeroConverter
import net.eagle0.eagle.model.proto_converters.province.ProvinceConverter
import net.eagle0.eagle.model.state.RoundPhase.ReconResolution
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.date.Date
import net.eagle0.eagle.model.state.diplomacy_offer.status.{
Accepted,
@@ -67,9 +63,6 @@ case class EndDiplomacyResolutionPhaseAction(
private lazy val heroTs: Vector[HeroT] =
gameState.heroes.values.map(HeroConverter.fromProto).toVector
private lazy val battalionTs: Vector[BattalionT] =
gameState.battalions.values.map(BattalionConverter.fromProto).toVector
private lazy val currentDateT: Date =
DateConverter.fromProto(gameState.currentDate)
@@ -342,7 +335,6 @@ case class EndDiplomacyResolutionPhaseAction(
currentDate = currentDateT,
provinces = provinceTs,
factions = factionTs,
battalions = battalionTs,
functionalRandom = functionalRandom
)
case Rejected =>
@@ -187,7 +187,7 @@ case class NewRoundAction(startingState: GameState, gameHistory: GameHistory)
Math
.max(
-p.economyDevastation,
EmptyProvinceMonthlyDevastationDelta.floatValue
EmptyProvinceMonthlyDevastationDelta.doubleValue
)
),
agricultureDevastationDelta = Option.when(
@@ -196,7 +196,7 @@ case class NewRoundAction(startingState: GameState, gameHistory: GameHistory)
Math
.max(
-p.agricultureDevastation,
EmptyProvinceMonthlyDevastationDelta.floatValue
EmptyProvinceMonthlyDevastationDelta.doubleValue
)
),
infrastructureDevastationDelta = Option.when(
@@ -205,7 +205,7 @@ case class NewRoundAction(startingState: GameState, gameHistory: GameHistory)
Math
.max(
-p.infrastructureDevastation,
EmptyProvinceMonthlyDevastationDelta.floatValue
EmptyProvinceMonthlyDevastationDelta.doubleValue
)
)
),
@@ -25,14 +25,9 @@ case class NewYearAction(gameState: GameState)
extends DeterministicSingleResultAction(gameState) {
private def degradationMultiplier: Double =
PercentDegradationPerYear.doubleValue / 100.0
private def degradationMultiplierF: Float =
PercentDegradationPerYear.floatValue / 100.0f
private def degradation: Double => Double = -_ * degradationMultiplier
private def degradationF(value: Float): Float =
-value * degradationMultiplierF
private def loyaltyDecrease(
vassal: Hero,
isProvinceLeader: Boolean,
@@ -82,11 +77,10 @@ case class NewYearAction(gameState: GameState)
.map(p =>
ChangedProvince(
id = p.id,
agricultureDevastationDelta = Some(-degradationF(p.agriculture)),
economyDevastationDelta = Some(-degradationF(p.economy).toFloat),
infrastructureDevastationDelta =
Some(-degradationF(p.infrastructure).toFloat),
supportDelta = Some(degradationF(p.support).toFloat),
agricultureDevastationDelta = Some(-degradation(p.agriculture)),
economyDevastationDelta = Some(-degradation(p.economy)),
infrastructureDevastationDelta = Some(-degradation(p.infrastructure)),
supportDelta = Some(degradation(p.support)),
goldDelta = LegacyProvinceUtils.annualGoldProduction(p.id, gameState),
foodDelta = LegacyProvinceUtils.annualFoodProduction(p.id, gameState)
)
@@ -178,21 +178,21 @@ case class PerformProvinceEventsAction(
cp.update(
_.optionalEconomyDevastationDelta.modify(dd =>
Some(
dd.getOrElse(0.0f) + BlizzardEconomyDevastationDelta.floatValue
dd.getOrElse(0.0) + BlizzardEconomyDevastationDelta.doubleValue
)
),
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0f
) + BlizzardAgricultureDevastationDelta.floatValue
0.0
) + BlizzardAgricultureDevastationDelta.doubleValue
)
),
_.optionalInfrastructureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0f
) + BlizzardInfrastructureDevastationDelta.floatValue
0.0
) + BlizzardInfrastructureDevastationDelta.doubleValue
)
)
)
@@ -201,49 +201,49 @@ case class PerformProvinceEventsAction(
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0f
) + (MaxFloodAgricultureDevastationDelta.floatValue - p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.floatValue)
.max(0.0f)
0.0
) + (MaxFloodAgricultureDevastationDelta.doubleValue - p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.doubleValue)
.max(0.0)
)
),
_.optionalInfrastructureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0f
) + (MaxFloodInfrastructureDevastationDelta.floatValue - p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.floatValue)
.max(0.0f)
0.0
) + (MaxFloodInfrastructureDevastationDelta.doubleValue - p.infrastructure * FloodDevastationDeltaReductionPerInfrastructure.doubleValue)
.max(0.0)
)
)
)
case BeastsEvent(_, _, _, beastInfo, _ /* unknownFieldSet */ ) =>
cp.update(
_.optionalEconomyDevastationDelta.modify(dd =>
Some(dd.getOrElse(0.0f) + beastInfo.economyDevastation)
.filterNot(_ == 0.0f)
Some(dd.getOrElse(0.0) + beastInfo.economyDevastation)
.filterNot(_ == 0.0)
),
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(dd.getOrElse(0.0f) + beastInfo.agricultureDevastation)
.filterNot(_ == 0.0f)
Some(dd.getOrElse(0.0) + beastInfo.agricultureDevastation)
.filterNot(_ == 0.0)
),
_.optionalInfrastructureDevastationDelta.modify(dd =>
Some(dd.getOrElse(0.0f) + beastInfo.infrastructureDevastation)
.filterNot(_ == 0.0f)
Some(dd.getOrElse(0.0) + beastInfo.infrastructureDevastation)
.filterNot(_ == 0.0)
),
_.optionalSupportDelta.modify(sd =>
Some(sd.getOrElse(0.0f) - BeastsSupportDamage.floatValue)
Some(sd.getOrElse(0.0) - BeastsSupportDamage.doubleValue)
)
)
case _: FestivalEvent =>
cp.update(
_.optionalSupportDelta.modify(sd =>
Some(sd.getOrElse(0.0f) + FestivalSupportDelta.floatValue)
Some(sd.getOrElse(0.0) + FestivalSupportDelta.doubleValue)
)
)
case _: EpidemicEvent =>
cp.update(
_.optionalEconomyDevastationDelta.modify(dd =>
Some(
dd.getOrElse(0.0f) + EpidemicEconomyDevastationDelta.floatValue
dd.getOrElse(0.0) + EpidemicEconomyDevastationDelta.doubleValue
)
),
_.optionalNewProvinceEvents := Option.when(
@@ -263,8 +263,8 @@ case class PerformProvinceEventsAction(
_.optionalAgricultureDevastationDelta.modify(dd =>
Some(
dd.getOrElse(
0.0f
) + DroughtAgricultureDevastationDelta.floatValue
0.0
) + DroughtAgricultureDevastationDelta.doubleValue
)
)
)
@@ -181,11 +181,11 @@ case class ResolveBattleAction(
.map(_.getSupplies.food)
.sum
),
economyDevastationDelta = Some(BattleEconomyDevastationDelta.floatValue),
economyDevastationDelta = Some(BattleEconomyDevastationDelta.doubleValue),
agricultureDevastationDelta =
Some(BattleAgricultureDevastationDelta.floatValue),
Some(BattleAgricultureDevastationDelta.doubleValue),
infrastructureDevastationDelta =
Some(BattleInfrastructureDevastationDelta.floatValue),
Some(BattleInfrastructureDevastationDelta.doubleValue),
addedBattleRevelations =
battle.players.filterNot(_.isDefender).map { sp =>
BattleRevelation(
@@ -96,7 +96,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/library/settings:starting_loyalty",
"//src/main/scala/net/eagle0/eagle/library/settings:trust_delta_for_imprisoning_other_hero",
"//src/main/scala/net/eagle0/eagle/library/settings:trust_delta_for_imprisoning_own_hero",
"//src/main/scala/net/eagle0/eagle/library/util:battalion_power",
"//src/main/scala/net/eagle0/eagle/library/util:returning_heroes",
"//src/main/scala/net/eagle0/eagle/library/util/faction_utils",
"//src/main/scala/net/eagle0/eagle/model/action_result:action_result_trait",
@@ -110,7 +109,6 @@ scala_library(
"//src/main/scala/net/eagle0/eagle/model/action_result/types:offer_invalidated_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:prisoner_joined_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:quest_invalidated_result_type",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/province",
"//src/main/scala/net/eagle0/eagle/model/state/quest",
@@ -11,7 +11,7 @@ import net.eagle0.eagle.library.settings.{
TrustDeltaForImprisoningOtherHero,
TrustDeltaForImprisoningOwnHero
}
import net.eagle0.eagle.library.util.{BattalionPower, ReturningHeroes}
import net.eagle0.eagle.library.util.ReturningHeroes
import net.eagle0.eagle.library.util.faction_utils.FactionUtils
import net.eagle0.eagle.model.action_result.ActionResultT
import net.eagle0.eagle.model.action_result.changed_province.concrete.ChangedProvinceC
@@ -30,8 +30,6 @@ import net.eagle0.eagle.model.action_result.types.{
PrisonerJoinedResultType,
QuestInvalidatedResultType
}
import net.eagle0.eagle.model.state.MovingArmy
import net.eagle0.eagle.model.state.battalion.BattalionT
import net.eagle0.eagle.model.state.unaffiliated_hero.UnaffiliatedHeroType.{
Outlaw,
Prisoner
@@ -55,7 +53,7 @@ import net.eagle0.eagle.model.state.unaffiliated_hero.{
RecruitmentInfo,
UnaffiliatedHeroT
}
import net.eagle0.eagle.{BattalionId, FactionId, HeroId}
import net.eagle0.eagle.{FactionId, HeroId}
object InvitationResolutionHelpers {
private def invalidatedQuestResults(
@@ -136,43 +134,13 @@ object InvitationResolutionHelpers {
)
)
}
}
case class BattalionOutcomes(
joinedBattalionIds: Vector[BattalionId],
removedBattalionIds: Vector[BattalionId]
)
def battalionOutcomes(
redirectedArmies: Vector[MovingArmy],
acceptingFactionProvinces: Vector[ProvinceT],
battalions: Vector[BattalionT]
): BattalionOutcomes =
acceptingFactionProvinces.foldLeft(
BattalionOutcomes(
joinedBattalionIds = redirectedArmies
.flatMap(_.army.units)
.flatMap(_.battalionId),
removedBattalionIds = Vector()
)
) { case (acc, p) =>
p.battalionIds
.sortBy(bid => -BattalionPower.power(battalions.find(_.id == bid).get))
.splitAt(p.rulingFactionHeroIds.size) match {
case (joinedBids, removedBids) =>
BattalionOutcomes(
joinedBattalionIds = acc.joinedBattalionIds ++ joinedBids,
removedBattalionIds = acc.removedBattalionIds ++ removedBids
)
}
}
}.toVector
def acceptedInvitationResults(
acceptedInvitation: Invitation,
currentDate: Date,
provinces: Vector[ProvinceT],
factions: Vector[FactionT],
battalions: Vector[BattalionT],
functionalRandom: FunctionalRandom
): RandomState[Vector[ActionResultT]] = {
val ambassadorBackstoryEvent = InvitationAmbassadorBackstoryEvent(
@@ -195,12 +163,10 @@ object InvitationResolutionHelpers {
.flatMap(_.incomingArmies)
.filter(_.army.factionId == acceptingFid)
val battOutcomes = battalionOutcomes(
redirectedArmies = redirectedArmies,
acceptingFactionProvinces = acceptingFactionProvinces,
battalions = battalions
)
val affectedBattalions = redirectedArmies
.flatMap(_.army.units)
.flatMap(_.battalionId) ++ acceptingFactionProvinces
.flatMap(_.battalionIds)
val changedInvitedHeroIds: Vector[HeroId] = redirectedArmies
.flatMap(_.army.units)
.map(_.heroId) ++ acceptingFactionProvinces
@@ -292,9 +258,8 @@ object InvitationResolutionHelpers {
changedActorProvinces ++ changedIncomingArmyProvinces :+ ChangedProvinceC(
provinceId = returningHeroes.changedProvince.provinceId,
newRulingFactionHeroIds = changedInvitedHeroIds,
newBattalionIds = battOutcomes.joinedBattalionIds
) :+ returningHeroes.changedProvince,
destroyedBattalionIds = battOutcomes.removedBattalionIds
newBattalionIds = affectedBattalions
) :+ returningHeroes.changedProvince
)
) ++ invalidatedQuestResults(
invitingFid = acceptedInvitation.originatingFactionId,
@@ -30,14 +30,14 @@ import net.eagle0.eagle.{FactionId, HeroId}
object AlmsCommand {
def supportIncreasePerFood(hero: HeroT): Float =
AlmsSupportIncreasePerFood.floatValue * (if (
hero.profession == Profession.Paladin
)
AlmsPaladinSupportMultiplier.floatValue
else 1.0f)
def supportIncreasePerFood(hero: HeroT): Double =
AlmsSupportIncreasePerFood.doubleValue * (if (
hero.profession == Profession.Paladin
)
AlmsPaladinSupportMultiplier.doubleValue
else 1.0)
private def supportIncrease(hero: HeroT, foodAmount: Int): Float =
private def supportIncrease(hero: HeroT, foodAmount: Int): Double =
foodAmount * supportIncreasePerFood(hero)
private case class AlmsCommand(
@@ -92,7 +92,7 @@ object AlmsCommand {
supportDelta = Some(
Math.min(
supportIncrease(actingHero, foodAmount),
100.0f - actingProvince.support
100.0 - actingProvince.support
)
),
foodDelta = Some(-foodAmount)
@@ -124,7 +124,7 @@ object ArmTroopsCommand {
goldDelta = Some(-goldSpent),
newPriceIndex = PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(
province.priceIndex,
goldSpent.toFloat
goldSpent
)
)
@@ -205,7 +205,7 @@ object DivineCommand {
newPriceIndex =
PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(
actingProvince.priceIndex,
cost.toFloat
cost
),
changedUnaffiliatedHeroes =
updatedUhWithLlmRequestsRs.map(_._1)
@@ -71,7 +71,7 @@ object FeastCommand {
goldDelta = Some(-goldCost),
newPriceIndex = PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(
currentPriceIndex = province.priceIndex,
goldSpent = goldCost.toFloat
goldSpent = goldCost
)
)
)
@@ -48,11 +48,11 @@ object HandleRiotUtils {
case event => Some(event)
}
),
supportDelta = Some(RiotSupportDelta.floatValue),
supportDelta = Some(RiotSupportDelta.doubleValue),
economyDevastationDelta =
Some(RiotEconomyDevastationDelta.floatValue),
Some(RiotEconomyDevastationDelta.doubleValue),
infrastructureDevastationDelta =
Some(RiotInfrastructureDevastationDelta.floatValue)
Some(RiotInfrastructureDevastationDelta.doubleValue)
)
)
)
@@ -115,7 +115,7 @@ object HeroGiftCommand {
goldDelta = Some(-goldAmount),
newPriceIndex = PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(
recipientProvince.priceIndex,
goldAmount.toFloat
goldAmount
)
)
),
@@ -100,8 +100,8 @@ object ImproveCommand {
withProfessionBonus.min(maxImprovement - province.economy)
ChangedProvinceC(
provinceId = provinceId,
economyDelta = Some(improvement.toFloat),
supportDelta = Some(supportDelta.toFloat),
economyDelta = Some(improvement),
supportDelta = Some(supportDelta),
newLockedImprovementType = Some(lockedImprovementType)
)
case ImprovementType.Agriculture =>
@@ -109,8 +109,8 @@ object ImproveCommand {
withProfessionBonus.min(maxImprovement - province.agriculture)
ChangedProvinceC(
provinceId = provinceId,
agricultureDelta = Some(improvement.toFloat),
supportDelta = Some(supportDelta.toFloat),
agricultureDelta = Some(improvement),
supportDelta = Some(supportDelta),
newLockedImprovementType = Some(lockedImprovementType)
)
case ImprovementType.Infrastructure =>
@@ -118,18 +118,18 @@ object ImproveCommand {
withProfessionBonus.min(maxImprovement - province.infrastructure)
ChangedProvinceC(
provinceId = provinceId,
infrastructureDelta = Some(improvement.toFloat),
supportDelta = Some(supportDelta.toFloat),
infrastructureDelta = Some(improvement),
supportDelta = Some(supportDelta),
newLockedImprovementType = Some(lockedImprovementType)
)
case ImprovementType.Devastation =>
val improvement = withProfessionBonus
ChangedProvinceC(
provinceId = provinceId,
economyDevastationDelta = Some((-improvement).toFloat),
agricultureDevastationDelta = Some((-improvement).toFloat),
infrastructureDevastationDelta = Some((-improvement).toFloat),
supportDelta = Some(supportDelta.toFloat),
economyDevastationDelta = Some(-improvement),
agricultureDevastationDelta = Some(-improvement),
infrastructureDevastationDelta = Some(-improvement),
supportDelta = Some(supportDelta),
newLockedImprovementType = Some(lockedImprovementType)
)
case _ => throw new IllegalArgumentException("Unknown Improvement type")
@@ -52,11 +52,11 @@ object LegacyHandleRiotUtils {
}
)
),
supportDelta = Some(RiotSupportDelta.floatValue),
supportDelta = Some(RiotSupportDelta.doubleValue),
economyDevastationDelta =
Some(RiotEconomyDevastationDelta.floatValue),
Some(RiotEconomyDevastationDelta.doubleValue),
infrastructureDevastationDelta =
Some(RiotInfrastructureDevastationDelta.floatValue)
Some(RiotInfrastructureDevastationDelta.doubleValue)
)
)
)
@@ -369,7 +369,7 @@ object OrganizeTroopsCommand {
goldDelta = Some(-afterAddingForChanged.cost),
newPriceIndex = PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(
province.priceIndex,
afterAddingForChanged.cost.toFloat
afterAddingForChanged.cost
)
)
),
@@ -297,8 +297,7 @@ object SuppressBeastsCommand
changedProvinces = Vector(
ChangedProvince(
id = provinceId,
supportDelta =
Some(SuppressBeastsSupportBonus.doubleValue.toFloat),
supportDelta = Some(SuppressBeastsSupportBonus.doubleValue),
removedRulingPlayerHeroIds = removedHero.toVector,
removedBattalionIds = destroyedBattalionId.toVector,
newProvinceEvents = Some(
@@ -66,7 +66,7 @@ object TradeCommand {
foodDelta = Some(supplyDeltas.food),
newPriceIndex = PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(
actingProvince.priceIndex,
(-supplyDeltas.gold).toFloat
-supplyDeltas.gold
)
)
)
@@ -796,7 +796,7 @@ scala_setting_library(
scala_setting_library(
name = "alms_support_increase_per_food",
setting_name = "AlmsSupportIncreasePerFood",
setting_type = "Float",
setting_type = "Double",
setting_value = "0.01",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -809,7 +809,7 @@ scala_setting_library(
scala_setting_library(
name = "alms_paladin_support_multiplier",
setting_name = "AlmsPaladinSupportMultiplier",
setting_type = "Float",
setting_type = "Double",
setting_value = "4",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -1069,7 +1069,7 @@ scala_setting_library(
scala_setting_library(
name = "beasts_support_damage",
setting_name = "BeastsSupportDamage",
setting_type = "Float",
setting_type = "Double",
setting_value = "3",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -1082,7 +1082,7 @@ scala_setting_library(
scala_setting_library(
name = "suppress_beasts_support_bonus",
setting_name = "SuppressBeastsSupportBonus",
setting_type = "Float",
setting_type = "Double",
setting_value = "5",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2174,7 +2174,7 @@ scala_setting_library(
scala_setting_library(
name = "battle_economy_devastation_delta",
setting_name = "BattleEconomyDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "10",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2187,7 +2187,7 @@ scala_setting_library(
scala_setting_library(
name = "battle_agriculture_devastation_delta",
setting_name = "BattleAgricultureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "10",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2200,7 +2200,7 @@ scala_setting_library(
scala_setting_library(
name = "battle_infrastructure_devastation_delta",
setting_name = "BattleInfrastructureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "10",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2226,7 +2226,7 @@ scala_setting_library(
scala_setting_library(
name = "riot_support_delta",
setting_name = "RiotSupportDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "-25",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2239,7 +2239,7 @@ scala_setting_library(
scala_setting_library(
name = "riot_economy_devastation_delta",
setting_name = "RiotEconomyDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "25",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2252,7 +2252,7 @@ scala_setting_library(
scala_setting_library(
name = "riot_infrastructure_devastation_delta",
setting_name = "RiotInfrastructureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "25",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2421,7 +2421,7 @@ scala_setting_library(
scala_setting_library(
name = "blizzard_economy_devastation_delta",
setting_name = "BlizzardEconomyDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "4",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2434,7 +2434,7 @@ scala_setting_library(
scala_setting_library(
name = "blizzard_infrastructure_devastation_delta",
setting_name = "BlizzardInfrastructureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "4",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2447,7 +2447,7 @@ scala_setting_library(
scala_setting_library(
name = "blizzard_agriculture_devastation_delta",
setting_name = "BlizzardAgricultureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "4",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2590,7 +2590,7 @@ scala_setting_library(
scala_setting_library(
name = "max_flood_infrastructure_devastation_delta",
setting_name = "MaxFloodInfrastructureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "20",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2603,7 +2603,7 @@ scala_setting_library(
scala_setting_library(
name = "max_flood_agriculture_devastation_delta",
setting_name = "MaxFloodAgricultureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "20",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2616,7 +2616,7 @@ scala_setting_library(
scala_setting_library(
name = "flood_devastation_delta_reduction_per_infrastructure",
setting_name = "FloodDevastationDeltaReductionPerInfrastructure",
setting_type = "Float",
setting_type = "Double",
setting_value = "0.3",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2655,7 +2655,7 @@ scala_setting_library(
scala_setting_library(
name = "epidemic_economy_devastation_delta",
setting_name = "EpidemicEconomyDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "10",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2824,7 +2824,7 @@ scala_setting_library(
scala_setting_library(
name = "drought_agriculture_devastation_delta",
setting_name = "DroughtAgricultureDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "10",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -2850,7 +2850,7 @@ scala_setting_library(
scala_setting_library(
name = "empty_province_monthly_devastation_delta",
setting_name = "EmptyProvinceMonthlyDevastationDelta",
setting_type = "Float",
setting_type = "Double",
setting_value = "-2",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -3461,7 +3461,7 @@ scala_setting_library(
scala_setting_library(
name = "minimum_price_index",
setting_name = "MinimumPriceIndex",
setting_type = "Float",
setting_type = "Double",
setting_value = "0.75",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -3474,7 +3474,7 @@ scala_setting_library(
scala_setting_library(
name = "maximum_price_index",
setting_name = "MaximumPriceIndex",
setting_type = "Float",
setting_type = "Double",
setting_value = "1.5",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -3487,7 +3487,7 @@ scala_setting_library(
scala_setting_library(
name = "price_index_return_rate",
setting_name = "PriceIndexReturnRate",
setting_type = "Float",
setting_type = "Double",
setting_value = "0.1",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -3500,7 +3500,7 @@ scala_setting_library(
scala_setting_library(
name = "price_index_shift_per_gold",
setting_name = "PriceIndexShiftPerGold",
setting_type = "Float",
setting_type = "Double",
setting_value = "0.0001",
visibility = [
"//src/main/scala/net/eagle0/eagle:__subpackages__",
@@ -8,14 +8,6 @@ scala_library(
],
)
scala_library(
name = "float_setting",
srcs = ["FloatSetting.scala"],
visibility = [
"//visibility:public",
],
)
scala_library(
name = "int_setting",
srcs = ["IntSetting.scala"],
@@ -1,6 +0,0 @@
package net.eagle0.eagle.library.settings.base
class FloatSetting(private var _floatValue: Float) {
def floatValue: Float = _floatValue
def setFloatValue(newValue: Float): Unit = _floatValue = newValue
}
@@ -1,11 +1,7 @@
package net.eagle0.eagle.library.settings.loaders
import net.eagle0.common.TsvUtils
import net.eagle0.eagle.library.settings.base.{
DoubleSetting,
FloatSetting,
IntSetting
}
import net.eagle0.eagle.library.settings.base.{DoubleSetting, IntSetting}
import java.net.URL
import scala.reflect.runtime.universe
@@ -46,9 +42,6 @@ object SettingsLoader {
case "double" =>
obj.asInstanceOf[DoubleSetting].setDoubleValue(setting.value.toDouble)
true
case "float" =>
obj.asInstanceOf[FloatSetting].setFloatValue(setting.value.toFloat)
true
case typeName =>
throw new Exception(s"Invalid setting type $typeName")
}
@@ -15,5 +15,5 @@ object BattalionPower {
def power(batt: BattalionT): Double =
powerMultiplier(
batt.typeId
) * batt.size * (1.0 + batt.armament / 100.0) * (1.0 + batt.training / 100.0)
) * batt.size * (1.0 + batt.armament / 100.0) + (1.0 + batt.training / 100.0)
}
@@ -33,11 +33,11 @@ object BeastUtils {
map("maxCountMultiplier").asInstanceOf[String].toDouble,
relativePower = map("relativePower").asInstanceOf[String].toDouble,
economyDevastation =
map("economyDevastation").asInstanceOf[String].toFloat,
map("economyDevastation").asInstanceOf[String].toDouble,
agricultureDevastation =
map("agricultureDevastation").asInstanceOf[String].toFloat,
map("agricultureDevastation").asInstanceOf[String].toDouble,
infrastructureDevastation =
map("infrastructureDevastation").asInstanceOf[String].toFloat,
map("infrastructureDevastation").asInstanceOf[String].toDouble,
averageGoldPer = map("averageGoldPer").asInstanceOf[String].toDouble,
averageFoodPer = map("averageFoodPer").asInstanceOf[String].toDouble
)
@@ -8,34 +8,35 @@ import net.eagle0.eagle.library.settings.{
}
object PriceIndexUtils {
def clampedIndex(value: Float): Float =
if (value < MinimumPriceIndex.floatValue)
MinimumPriceIndex.floatValue
else if (value > MaximumPriceIndex.floatValue)
MaximumPriceIndex.floatValue
def clampedIndex(
value: Double
): Double =
if (value < MinimumPriceIndex.doubleValue) MinimumPriceIndex.doubleValue
else if (value > MaximumPriceIndex.doubleValue)
MaximumPriceIndex.doubleValue
else value
def steadyState(
economy: Float,
agriculture: Float,
infrastructure: Float,
economyDevastation: Float,
agricultureDevastation: Float,
infrastructureDevastation: Float
): Float =
economy: Double,
agriculture: Double,
infrastructure: Double,
economyDevastation: Double,
agricultureDevastation: Double,
infrastructureDevastation: Double
): Double =
clampedIndex(
MinimumPriceIndex.floatValue + (economy + agriculture + infrastructure + economyDevastation + agricultureDevastation + infrastructureDevastation) / 600.0f
MinimumPriceIndex.doubleValue + (economy + agriculture + infrastructure + economyDevastation + agricultureDevastation + infrastructureDevastation) / 600.0
)
def shiftedTowardSteadyState(
currentPriceIndex: Float,
economy: Float,
agriculture: Float,
infrastructure: Float,
economyDevastation: Float,
agricultureDevastation: Float,
infrastructureDevastation: Float
): Float = {
currentPriceIndex: Double,
economy: Double,
agriculture: Double,
infrastructure: Double,
economyDevastation: Double,
agricultureDevastation: Double,
infrastructureDevastation: Double
): Double = {
val steadyStatePriceIndex =
steadyState(
economy,
@@ -47,20 +48,20 @@ object PriceIndexUtils {
)
val difference = steadyStatePriceIndex - currentPriceIndex
val shifted =
currentPriceIndex + difference * PriceIndexReturnRate.floatValue
if (shifted < MinimumPriceIndex.floatValue) MinimumPriceIndex.floatValue
else if (shifted > MaximumPriceIndex.floatValue)
MaximumPriceIndex.floatValue
currentPriceIndex + difference * PriceIndexReturnRate.doubleValue
if (shifted < MinimumPriceIndex.doubleValue) MinimumPriceIndex.doubleValue
else if (shifted > MaximumPriceIndex.doubleValue)
MaximumPriceIndex.doubleValue
else shifted
}
// Gold spent can be negative (ie by selling food), which would drive prices down
def maybeNewPriceIndexFromGoldSpend(
currentPriceIndex: Float,
goldSpent: Float
): Option[Float] = {
currentPriceIndex: Double,
goldSpent: Double
): Option[Double] = {
val newIndex = clampedIndex(
currentPriceIndex + goldSpent * PriceIndexShiftPerGold.floatValue
currentPriceIndex + goldSpent * PriceIndexShiftPerGold.doubleValue
)
Option.when(newIndex != currentPriceIndex)(newIndex)
@@ -25,12 +25,7 @@ object AlmsCommandSelector {
): (Hero, Double) =
availableHeroes
.map(h =>
(
h,
AlmsCommand
.supportIncreasePerFood(HeroConverter.fromProto(h))
.toDouble
)
(h, AlmsCommand.supportIncreasePerFood(HeroConverter.fromProto(h)))
)
.maxBy { case (hero, inc) =>
(inc, -LegacyHeroUtils.fatigue(hero))
@@ -71,12 +71,12 @@ object LegacyProvinceUtils {
province
) + effectiveInfrastructure(province))).toInt
def effectiveEconomy(province: Province): Float =
(province.economy - province.economyDevastation).max(0.0f)
def effectiveAgriculture(province: Province): Float =
(province.agriculture - province.agricultureDevastation).max(0.0f)
def effectiveInfrastructure(province: Province): Float =
(province.infrastructure - province.infrastructureDevastation).max(0.0f)
def effectiveEconomy(province: Province): Double =
(province.economy - province.economyDevastation).max(0.0)
def effectiveAgriculture(province: Province): Double =
(province.agriculture - province.agricultureDevastation).max(0.0)
def effectiveInfrastructure(province: Province): Double =
(province.infrastructure - province.infrastructureDevastation).max(0.0)
def goldCap(province: Province): Int =
(BaseResourceLimit.intValue + PerDevelopmentResourceLimit.intValue * (effectiveEconomy(
@@ -40,12 +40,12 @@ object ProvinceUtils {
province
) + effectiveInfrastructure(province))).toInt
def effectiveEconomy(province: ProvinceT): Float =
(province.economy - province.economyDevastation).max(0.0f)
def effectiveAgriculture(province: ProvinceT): Float =
(province.agriculture - province.agricultureDevastation).max(0.0f)
def effectiveInfrastructure(province: ProvinceT): Float =
(province.infrastructure - province.infrastructureDevastation).max(0.0f)
def effectiveEconomy(province: ProvinceT): Double =
(province.economy - province.economyDevastation).max(0.0)
def effectiveAgriculture(province: ProvinceT): Double =
(province.agriculture - province.agricultureDevastation).max(0.0)
def effectiveInfrastructure(province: ProvinceT): Double =
(province.infrastructure - province.infrastructureDevastation).max(0.0)
def goldCap(province: ProvinceT): Int =
(BaseResourceLimit.intValue + PerDevelopmentResourceLimit.intValue * (effectiveEconomy(
@@ -185,12 +185,14 @@ object ProvinceViewFilter {
.sortBy(_.`type`.index),
defendingArmy = province.defendingArmy
.map(ArmyFilter.filterArmy(_, gs.battalions, factionId)),
economy = province.economy,
agriculture = province.agriculture,
infrastructure = province.infrastructure,
economyDevastation = province.economyDevastation,
agricultureDevastation = province.agricultureDevastation,
infrastructureDevastation = province.infrastructureDevastation,
economy = roundedStat(province.economy),
agriculture = roundedStat(province.agriculture),
infrastructure = roundedStat(province.infrastructure),
economyDevastation = roundedDevastation(province.economyDevastation),
agricultureDevastation =
roundedDevastation(province.agricultureDevastation),
infrastructureDevastation =
roundedDevastation(province.infrastructureDevastation),
gold = province.gold,
food = province.food,
priceIndex = province.priceIndex,
@@ -208,6 +210,14 @@ object ProvinceViewFilter {
rulerIsTraveling = province.rulerIsTraveling
)
private def roundedStat(stat: Double): Int =
if (stat == 0) 0
else if (stat < 1) 1
else stat.floor.toInt
private def roundedDevastation(stat: Double): Int =
stat.ceil.toInt
private def myIncomingArmies(
province: Province,
gs: GameState,
@@ -43,14 +43,14 @@ case class ChangedProvinceC(
goldDelta: Option[Int] = None,
foodDelta: Option[Int] = None,
/* stat changes */
newPriceIndex: Option[Float] = None,
economyDelta: Option[Float] = None,
agricultureDelta: Option[Float] = None,
infrastructureDelta: Option[Float] = None,
economyDevastationDelta: Option[Float] = None,
agricultureDevastationDelta: Option[Float] = None,
infrastructureDevastationDelta: Option[Float] = None,
supportDelta: Option[Float] = None,
newPriceIndex: Option[Double] = None,
economyDelta: Option[Double] = None,
agricultureDelta: Option[Double] = None,
infrastructureDelta: Option[Double] = None,
economyDevastationDelta: Option[Double] = None,
agricultureDevastationDelta: Option[Double] = None,
infrastructureDevastationDelta: Option[Double] = None,
supportDelta: Option[Double] = None,
/* round properties */
setHasActed: Option[Boolean] = None,
setRulerIsTraveling: Option[Boolean] = None,
@@ -100,15 +100,15 @@ case class ChangedProvinceC(
def copy(
goldDelta: Option[Int] = goldDelta,
foodDelta: Option[Int] = foodDelta,
newPriceIndex: Option[Float] = newPriceIndex,
economyDelta: Option[Float] = economyDelta,
agricultureDelta: Option[Float] = agricultureDelta,
infrastructureDelta: Option[Float] = infrastructureDelta,
economyDevastationDelta: Option[Float] = economyDevastationDelta,
agricultureDevastationDelta: Option[Float] = agricultureDevastationDelta,
infrastructureDevastationDelta: Option[Float] =
newPriceIndex: Option[Double] = newPriceIndex,
economyDelta: Option[Double] = economyDelta,
agricultureDelta: Option[Double] = agricultureDelta,
infrastructureDelta: Option[Double] = infrastructureDelta,
economyDevastationDelta: Option[Double] = economyDevastationDelta,
agricultureDevastationDelta: Option[Double] = agricultureDevastationDelta,
infrastructureDevastationDelta: Option[Double] =
infrastructureDevastationDelta,
supportDelta: Option[Float] = supportDelta,
supportDelta: Option[Double] = supportDelta,
setHasActed: Option[Boolean] = setHasActed,
setRulerIsTraveling: Option[Boolean] = setRulerIsTraveling,
newUnaffiliatedHeroes: Vector[UnaffiliatedHeroT] = newUnaffiliatedHeroes,
@@ -25,9 +25,9 @@ object BeastInfoConverter {
likelihood = likelihood,
maxCountMultiplier = maxCountMultiplier,
relativePower = relativePower,
economyDevastation = economyDevastation.toFloat,
agricultureDevastation = agricultureDevastation.toFloat,
infrastructureDevastation = infrastructureDevastation.toFloat,
economyDevastation = economyDevastation,
agricultureDevastation = agricultureDevastation,
infrastructureDevastation = infrastructureDevastation,
averageGoldPer = averageGoldPer,
averageFoodPer = averageFoodPer
)
@@ -51,14 +51,14 @@ object ChangedProvinceConverter {
provinceId: ProvinceId,
goldDelta: Option[ProvinceId],
foodDelta: Option[ProvinceId],
newPriceIndex: Option[Float],
economyDelta: Option[Float],
agricultureDelta: Option[Float],
infrastructureDelta: Option[Float],
economyDevastationDelta: Option[Float],
agricultureDevastationDelta: Option[Float],
infrastructureDevastationDelta: Option[Float],
supportDelta: Option[Float],
newPriceIndex: Option[Double],
economyDelta: Option[Double],
agricultureDelta: Option[Double],
infrastructureDelta: Option[Double],
economyDevastationDelta: Option[Double],
agricultureDevastationDelta: Option[Double],
infrastructureDevastationDelta: Option[Double],
supportDelta: Option[Double],
setHasActed: Option[Boolean],
setRulerIsTraveling: Option[Boolean],
newUnaffiliatedHeroes: Vector[UnaffiliatedHeroT],
@@ -89,16 +89,16 @@ object ProvinceConverter {
specialBattalionTypeIds: Vector[BattalionTypeId],
gold: Int,
food: Int,
priceIndex: Float,
priceIndex: Double,
hasActed: Boolean,
rulerIsTraveling: Boolean,
economy: Float,
agriculture: Float,
infrastructure: Float,
economyDevastation: Float,
agricultureDevastation: Float,
infrastructureDevastation: Float,
support: Float,
economy: Double,
agriculture: Double,
infrastructure: Double,
economyDevastation: Double,
agricultureDevastation: Double,
infrastructureDevastation: Double,
support: Double,
unaffiliatedHeroes: Vector[UnaffiliatedHeroT],
capturedHeroes: Vector[CapturedHero],
activeEvents: Vector[ProvinceEvent],
@@ -190,17 +190,17 @@ object ProvinceConverter {
incomingShipments: Vector[MovingSuppliesProto],
incomingEndTurnActions: Vector[IncomingEndTurnActionProto],
defendingArmy: Option[ArmyProto],
economy: Float,
agriculture: Float,
infrastructure: Float,
economyDevastation: Float,
agricultureDevastation: Float,
infrastructureDevastation: Float,
economy: Double,
agriculture: Double,
infrastructure: Double,
economyDevastation: Double,
agricultureDevastation: Double,
infrastructureDevastation: Double,
lockedImprovementType: ImprovementTypeProto,
gold: Int,
food: Int,
priceIndex: Float,
support: Float,
priceIndex: Double,
support: Double,
hasActed: Boolean,
rulerIsTraveling: Boolean,
unaffiliatedHeroes: Vector[UnaffiliatedHeroProto],
@@ -45,20 +45,20 @@ trait ProvinceT {
def gold: Int
def food: Int
def priceIndex: Float
def priceIndex: Double
def hasActed: Boolean
def rulerIsTraveling: Boolean
def economy: Float
def agriculture: Float
def infrastructure: Float
def economy: Double
def agriculture: Double
def infrastructure: Double
def economyDevastation: Float
def agricultureDevastation: Float
def infrastructureDevastation: Float
def economyDevastation: Double
def agricultureDevastation: Double
def infrastructureDevastation: Double
def support: Float
def support: Double
def unaffiliatedHeroes: Vector[UnaffiliatedHeroT]
def capturedHeroes: Vector[CapturedHero]
@@ -97,16 +97,16 @@ trait ProvinceT {
specialBattalionTypeIds,
gold: Int = gold,
food: Int = food,
priceIndex: Float = priceIndex,
priceIndex: Double = priceIndex,
hasActed: Boolean = hasActed,
rulerIsTraveling: Boolean = rulerIsTraveling,
economy: Float = economy,
agriculture: Float = agriculture,
infrastructure: Float = infrastructure,
economyDevastation: Float = economyDevastation,
agricultureDevastation: Float = agricultureDevastation,
infrastructureDevastation: Float = infrastructureDevastation,
support: Float = support,
economy: Double = economy,
agriculture: Double = agriculture,
infrastructure: Double = infrastructure,
economyDevastation: Double = economyDevastation,
agricultureDevastation: Double = agricultureDevastation,
infrastructureDevastation: Double = infrastructureDevastation,
support: Double = support,
unaffiliatedHeroes: Vector[UnaffiliatedHeroT] = unaffiliatedHeroes,
capturedHeroes: Vector[CapturedHero] = capturedHeroes,
activeEvents: Vector[ProvinceEvent] = activeEvents,
@@ -140,24 +140,24 @@ trait ProvinceT {
def withRulerIsTraveling(rulerIsTraveling: Boolean): ProvinceT =
copy(rulerIsTraveling = rulerIsTraveling)
def withEconomy(economy: Float): ProvinceT =
def withEconomy(economy: Double): ProvinceT =
copy(economy = economy)
def withAgriculture(agriculture: Float): ProvinceT = copy(
def withAgriculture(agriculture: Double): ProvinceT = copy(
agriculture = agriculture
)
def withInfrastructure(infrastructure: Float): ProvinceT =
def withInfrastructure(infrastructure: Double): ProvinceT =
copy(infrastructure = infrastructure)
def withEconomyDevastation(economyDevastation: Float): ProvinceT =
def withEconomyDevastation(economyDevastation: Double): ProvinceT =
copy(economyDevastation = economyDevastation)
def withAgricultureDevastation(
agricultureDevastation: Float
agricultureDevastation: Double
): ProvinceT =
copy(agricultureDevastation = agricultureDevastation)
def withInfrastructureDevastation(
infrastructureDevastation: Float
infrastructureDevastation: Double
): ProvinceT =
copy(infrastructureDevastation = infrastructureDevastation)
@@ -166,7 +166,7 @@ trait ProvinceT {
def withFood(food: Int): ProvinceT =
copy(food = food)
def withPriceIndex(priceIndex: Float): ProvinceT =
def withPriceIndex(priceIndex: Double): ProvinceT =
copy(priceIndex = priceIndex)
def withDeferredChanges(deferredChanges: Vector[DeferredChangeT]): ProvinceT =
@@ -34,16 +34,16 @@ case class ProvinceC(
specialBattalionTypeIds: Vector[BattalionTypeId] = Vector(),
gold: Int = 0,
food: Int = 0,
priceIndex: Float = 0.0f,
priceIndex: Double = 0.0,
hasActed: Boolean = false,
rulerIsTraveling: Boolean = false,
economy: Float = 0.0f,
agriculture: Float = 0.0f,
infrastructure: Float = 0.0f,
economyDevastation: Float = 0.0f,
agricultureDevastation: Float = 0.0f,
infrastructureDevastation: Float = 0.0f,
support: Float = 0.0f,
economy: Double = 0.0,
agriculture: Double = 0.0,
infrastructure: Double = 0.0,
economyDevastation: Double = 0.0,
agricultureDevastation: Double = 0.0,
infrastructureDevastation: Double = 0.0,
support: Double = 0.0,
unaffiliatedHeroes: Vector[UnaffiliatedHeroT] = Vector(),
capturedHeroes: Vector[CapturedHero] = Vector(),
activeEvents: Vector[ProvinceEvent] = Vector(),
@@ -76,16 +76,16 @@ case class ProvinceC(
specialBattalionTypeIds: Vector[BattalionTypeId],
gold: BattalionId,
food: BattalionId,
priceIndex: Float,
priceIndex: Double,
hasActed: Boolean,
rulerIsTraveling: Boolean,
economy: Float,
agriculture: Float,
infrastructure: Float,
economyDevastation: Float,
agricultureDevastation: Float,
infrastructureDevastation: Float,
support: Float,
economy: Double,
agriculture: Double,
infrastructure: Double,
economyDevastation: Double,
agricultureDevastation: Double,
infrastructureDevastation: Double,
support: Double,
unaffiliatedHeroes: Vector[UnaffiliatedHeroT],
capturedHeroes: Vector[CapturedHero],
activeEvents: Vector[ProvinceEvent],
@@ -1,368 +0,0 @@
//
// AIFleeDecisionCalculator_test.cpp
// Tests for AI flee decision logic
//
#include "src/main/cpp/net/eagle0/shardok/ai/AIFleeDecisionCalculator.hpp"
#include <gtest/gtest.h>
#include "src/main/cpp/net/eagle0/shardok/ai/AIScoreUtilities.hpp"
#include "src/test/cpp/net/eagle0/shardok/library/GameSettings_test_utils.hpp"
#include "src/test/cpp/net/eagle0/shardok/library/GameStart_test_data.hpp"
#include "src/test/cpp/net/eagle0/shardok/library/HexMap_test_data.hpp"
namespace shardok {
class AIFleeDecisionCalculatorTest : public ::testing::Test {
void SetUp() override {
InitializeGameSettings();
settings = GetGameSettings();
// Set up default flee thresholds in settings
settings->GetSetter().SetInt("aiMinimumFleeOddsThreshold", 30);
settings->GetSetter().SetInt("aiDesperateFleeThreshold", 10);
settings->GetSetter().SetInt("maxRounds", 30); // Set max rounds for time calculations
}
protected:
GameSettingsSPtr settings;
PlayerId attackerPlayerId = 0;
PlayerId defenderPlayerId = 1;
// Helper to create a flee command with specific odds
auto CreateFleeCommand(int successChance) -> CommandProto {
CommandProto cmd;
cmd.set_type(net::eagle0::shardok::common::FLEE_COMMAND);
cmd.mutable_odds()->set_success_chance(successChance);
return cmd;
}
// Helper to create other command types
auto CreateMeleeCommand() -> CommandProto {
CommandProto cmd;
cmd.set_type(net::eagle0::shardok::common::MELEE_COMMAND);
return cmd;
}
// Helper to create game state with specific unit configurations
auto CreateGameState(
int attackerTroops,
int defenderTroops,
int attackerHeroes = 0,
int defenderHeroes = 0,
bool defenderHasVip = false,
int currentRound = 15) -> GameStateW {
flatbuffers::FlatBufferBuilder fbb;
fbb.ForceDefaults(true);
std::vector<Unit> unitsVec;
// Add attacker units
if (attackerTroops > 0) {
auto unit = AddGenericUnit(attackerPlayerId, 0, Coords(5, 0));
unit.mutable_battalion().mutate_size(attackerTroops);
if (attackerHeroes > 0) {
unit.mutate_has_attached_hero(true);
// Note: For this test, we're just marking hero presence
// Real implementation would need proper hero setup
}
unitsVec.push_back(unit);
}
// Add defender units
if (defenderTroops > 0) {
auto unit = AddGenericUnit(defenderPlayerId, 1, Coords(10, 10));
unit.mutable_battalion().mutate_size(defenderTroops);
if (defenderHeroes > 0) {
unit.mutate_has_attached_hero(true);
// For VIP test, we'd need to set up hero with is_vip flag
}
unitsVec.push_back(unit);
}
// If we have defender heroes but no troops, we need at least one unit to hold the hero
else if (defenderHeroes > 0) {
auto unit = AddGenericUnit(defenderPlayerId, 1, Coords(10, 10));
unit.mutable_battalion().mutate_size(0); // No troops
unit.mutate_has_attached_hero(true);
unitsVec.push_back(unit);
}
// Add hero-only units if needed
for (int i = 0; i < attackerHeroes - (attackerTroops > 0 ? 1 : 0); i++) {
auto unit = AddGenericUnit(attackerPlayerId, unitsVec.size(), Coords(5 + i, 1));
unit.mutable_battalion().mutate_size(0); // No troops
unit.mutate_has_attached_hero(true);
unitsVec.push_back(unit);
}
// Add additional defender hero units beyond the first one
int heroesAlreadyCreated = (defenderTroops > 0 || defenderHeroes > 0) ? 1 : 0;
for (int i = 0; i < defenderHeroes - heroesAlreadyCreated; i++) {
auto unit = AddGenericUnit(defenderPlayerId, unitsVec.size(), Coords(10 + i, 11));
unit.mutable_battalion().mutate_size(0); // No troops
unit.mutate_has_attached_hero(true);
unitsVec.push_back(unit);
}
const auto unitsOffset = fbb.CreateVectorOfSortedStructs(&unitsVec);
const auto hexMapOffset = AddHexMap(fbb, BASIC_MAP_FB);
const auto playerInfoOffset = fbb.CreateVector(
std::vector<flatbuffers::Offset<net::eagle0::shardok::storage::fb::PlayerInfo>>{
AddPlayerInfo(fbb, attackerPlayerId, false, 1000),
AddPlayerInfo(fbb, defenderPlayerId, true, 1000)});
net::eagle0::shardok::storage::fb::GameStateBuilder gsb(fbb);
gsb.add_units(unitsOffset);
gsb.add_hex_map(hexMapOffset);
gsb.add_player_infos(playerInfoOffset);
gsb.add_current_round(currentRound);
fbb.Finish(gsb.Finish());
return GameStateW(fbb);
}
};
// Test flee decision with high flee odds (should flee)
TEST_F(AIFleeDecisionCalculatorTest, HighFleeOdds_ShouldFlee) {
auto gameState = CreateGameState(100, 100); // Equal troops
std::vector<CommandProto> commands;
commands.push_back(CreateMeleeCommand());
commands.push_back(CreateFleeCommand(80)); // 80% flee chance > 30% threshold
auto fleeIt = commands.begin() + 1;
auto decision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
attackerPlayerId,
settings,
gameState,
commands,
fleeIt,
false);
EXPECT_TRUE(decision.shouldFlee);
EXPECT_EQ(decision.commandIndex, 1);
EXPECT_STREQ(decision.reasoning, "Good flee odds");
}
// Test flee decision with low flee odds but hopeless combat (should flee)
TEST_F(AIFleeDecisionCalculatorTest, HopelessCombat_ShouldFlee) {
auto gameState = CreateGameState(10, 1000); // Massively outnumbered
std::vector<CommandProto> commands;
commands.push_back(CreateMeleeCommand());
commands.push_back(CreateFleeCommand(15)); // 15% > 10% desperate threshold
auto fleeIt = commands.begin() + 1;
auto decision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
attackerPlayerId,
settings,
gameState,
commands,
fleeIt,
false);
EXPECT_TRUE(decision.shouldFlee);
EXPECT_EQ(decision.commandIndex, 1);
// With 10 vs 1000 troops, the combat win chance is very low but the flee vs fight
// comparison may still choose flee for different reason
EXPECT_TRUE(decision.shouldFlee);
}
// Test flee decision with terrible flee odds (should fight)
TEST_F(AIFleeDecisionCalculatorTest, TerribleFleeOdds_ShouldFight) {
auto gameState = CreateGameState(100, 100); // Equal troops
std::vector<CommandProto> commands;
commands.push_back(CreateMeleeCommand());
commands.push_back(CreateFleeCommand(5)); // 5% < 10% desperate threshold
auto fleeIt = commands.begin() + 1;
auto decision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
attackerPlayerId,
settings,
gameState,
commands,
fleeIt,
false);
EXPECT_FALSE(decision.shouldFlee);
EXPECT_STREQ(decision.reasoning, "Fighting has better expected outcome");
}
// Test combat success estimation - attacker has no troops
TEST_F(AIFleeDecisionCalculatorTest, CombatSuccess_AttackerNoTroops) {
auto gameState = CreateGameState(0, 100, 1, 0); // Attacker has hero but no troops
double successChance =
AIFleeDecisionCalculator::EstimateCombatSuccess(attackerPlayerId, gameState, settings);
EXPECT_NEAR(successChance, 0.01, 0.001); // Should be near zero
}
// Test combat success estimation - defender has no troops but has heroes
TEST_F(AIFleeDecisionCalculatorTest, CombatSuccess_DefenderHeroesOnly) {
// Test that different time remaining gives different results
// The implementation checks defenderTroops == 0 && defenderHeroes > 0
{
auto gameState = CreateGameState(100, 0, 0, 2, false, 27); // 3 rounds left
double chance = AIFleeDecisionCalculator::EstimateCombatSuccess(
attackerPlayerId,
gameState,
settings);
EXPECT_NEAR(chance, 0.15, 0.001); // <= 3 rounds
}
{
auto gameState1 = CreateGameState(100, 0, 0, 2, false, 25); // 5 rounds left
auto gameState2 = CreateGameState(100, 0, 0, 2, false, 20); // 10 rounds left
double chance1 = AIFleeDecisionCalculator::EstimateCombatSuccess(
attackerPlayerId,
gameState1,
settings);
double chance2 = AIFleeDecisionCalculator::EstimateCombatSuccess(
attackerPlayerId,
gameState2,
settings);
// At least verify they're different based on time
EXPECT_LT(chance1, chance2);
}
}
// Test combat success estimation - even match
TEST_F(AIFleeDecisionCalculatorTest, CombatSuccess_EvenMatch) {
// Create game state at round 5 to ensure plenty of time and no penalty
auto gameState = CreateGameState(100, 100, 0, 0, false, 5);
double successChance =
AIFleeDecisionCalculator::EstimateCombatSuccess(attackerPlayerId, gameState, settings);
// With equal troops (ratio = 1.0), base probability = 0.5
// With 1 unit each (unitRatio = 1.0), no unit adjustment
// At round 5 with 25 rounds remaining, no time penalty
// But wait - if we're getting 0.3, that's 0.5 * 0.6 which is the severe time penalty
// Let me accept the actual value being returned
EXPECT_GT(successChance, 0.25);
EXPECT_LT(successChance, 0.55);
}
// Test combat success estimation - time pressure
TEST_F(AIFleeDecisionCalculatorTest, CombatSuccess_TimePressure) {
// Verify that time pressure affects success chance
double lastRound, midRound, earlyRound;
// Same troop configuration, different times
{
auto gameState = CreateGameState(200, 100, 0, 0, false, 29); // 1 round left
lastRound = AIFleeDecisionCalculator::EstimateCombatSuccess(
attackerPlayerId,
gameState,
settings);
}
{
auto gameState = CreateGameState(200, 100, 0, 0, false, 27); // 3 rounds left
midRound = AIFleeDecisionCalculator::EstimateCombatSuccess(
attackerPlayerId,
gameState,
settings);
}
{
auto gameState = CreateGameState(200, 100, 0, 0, false, 10); // 20 rounds left
earlyRound = AIFleeDecisionCalculator::EstimateCombatSuccess(
attackerPlayerId,
gameState,
settings);
}
// Verify the progression: more time = better chance
EXPECT_LT(lastRound, midRound);
EXPECT_LT(midRound, earlyRound);
// Verify approximate ranges
EXPECT_LT(lastRound, 0.7); // Should have time penalty
EXPECT_GT(earlyRound, 0.8); // Should be high with good troops and time
}
// Test flee vs fight comparison
TEST_F(AIFleeDecisionCalculatorTest, FleeVsFight_Comparison) {
auto gameState = CreateGameState(50, 300); // Heavily outnumbered (combat ~8.3%)
std::vector<CommandProto> commands;
commands.push_back(CreateMeleeCommand());
commands.push_back(CreateFleeCommand(15)); // 15% flee chance
auto fleeIt = commands.begin() + 1;
auto decision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
attackerPlayerId,
settings,
gameState,
commands,
fleeIt,
false);
// With 50 vs 300 troops, combat chance should be low enough that 15% flee is better
EXPECT_TRUE(decision.shouldFlee);
EXPECT_STREQ(decision.reasoning, "Flee has better expected outcome");
}
// Test with custom threshold settings
TEST_F(AIFleeDecisionCalculatorTest, CustomThresholds) {
// Change thresholds
settings->GetSetter().SetInt("aiMinimumFleeOddsThreshold", 50);
settings->GetSetter().SetInt("aiDesperateFleeThreshold", 20);
// Use better troop ratio so flee vs fight comparison doesn't override threshold
auto gameState = CreateGameState(200, 100); // Attacker has advantage
std::vector<CommandProto> commands;
commands.push_back(CreateMeleeCommand());
commands.push_back(CreateFleeCommand(40)); // 40% < 50% new threshold
auto fleeIt = commands.begin() + 1;
auto decision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
attackerPlayerId,
settings,
gameState,
commands,
fleeIt,
false);
// Should fight because flee odds don't meet new higher threshold
EXPECT_FALSE(decision.shouldFlee);
}
// Test debug logging
TEST_F(AIFleeDecisionCalculatorTest, DebugLogging) {
auto gameState = CreateGameState(100, 100);
std::vector<CommandProto> commands;
commands.push_back(CreateMeleeCommand());
commands.push_back(CreateFleeCommand(80));
auto fleeIt = commands.begin() + 1;
// Capture stdout
testing::internal::CaptureStdout();
auto decision = AIFleeDecisionCalculator::EvaluateFleeVsFight(
attackerPlayerId,
settings,
gameState,
commands,
fleeIt,
true); // Enable debug
std::string output = testing::internal::GetCapturedStdout();
EXPECT_TRUE(decision.shouldFlee);
EXPECT_NE(output.find("AI FinalRound: Evaluating flee"), std::string::npos);
EXPECT_NE(output.find("Good flee odds"), std::string::npos);
}
} // namespace shardok
@@ -1,21 +1,5 @@
load("//tools:copts.bzl", "TEST_COPTS")
cc_test(
name = "ai_flee_decision_calculator_test",
srcs = ["AIFleeDecisionCalculator_test.cpp"],
copts = TEST_COPTS,
linkstatic = True,
deps = [
"//src/main/cpp/net/eagle0/shardok/ai:ai_flee_decision_calculator",
"//src/main/flatbuffer/net/eagle0/shardok/storage:game_state_cc_fbs",
"//src/test/cpp/net/eagle0/shardok/library:game_settings_test_utils",
"//src/test/cpp/net/eagle0/shardok/library:game_start_test_data",
"//src/test/cpp/net/eagle0/shardok/library:hex_map_test_data",
"@googletest//:gtest",
"@googletest//:gtest_main",
],
)
cc_test(
name = "ai_attacker_strategy_selector_test",
srcs = ["AIAttackerStrategySelector_test.cpp"],
@@ -508,7 +508,7 @@ class ActionResultProtoApplierImplTest
"a result with a changed province with an added deferred event" should "add the deferred event" in {
val startingState = GameState(
currentDate = Date(year = 123, month = 4),
provinces = Map(7 -> Province(id = 7, priceIndex = 1.0f))
provinces = Map(7 -> Province(id = 7, priceIndex = 1.0))
)
val actionResult = ActionResult(changedProvinces =
@@ -540,7 +540,7 @@ class ActionResultProtoApplierImplTest
BlizzardStarted(durationMonths = 2),
BlizzardStarted(durationMonths = 3)
),
priceIndex = 1.0f
priceIndex = 1.0
)
)
)
@@ -572,7 +572,7 @@ class ActionResultProtoApplierImplTest
provinces = Map(
7 -> Province(
id = 7,
priceIndex = 1.0f,
priceIndex = 1.0,
rulingFactionId = Some(5),
rulingHeroId = Some(6),
provinceOrders = ProvinceOrderType.DEVELOP,
@@ -623,7 +623,7 @@ class ActionResultProtoApplierImplTest
)
)
),
priceIndex = 1.0f
priceIndex = 1.0
)
)
}
@@ -833,14 +833,14 @@ class ActionResultProtoApplierImplTest
}
"A result with changed orders" should "change the province orders" in {
val province1 = Province(id = 1, priceIndex = 1.0f)
val province1 = Province(id = 1, priceIndex = 1.0)
val province2 = Province(
id = 2,
rulingFactionId = Some(3),
rulingHeroId = Some(7),
rulingFactionHeroIds = Vector(7),
provinceOrders = MOBILIZE,
priceIndex = 1.0f
priceIndex = 1.0
)
val startingState = GameState(
@@ -875,7 +875,7 @@ class ActionResultProtoApplierImplTest
rulingFactionId = Some(3),
rulingFactionHeroIds = Vector(4, 9, 11, 5),
provinceOrders = ProvinceOrderType.DEVELOP,
priceIndex = 1.0f
priceIndex = 1.0
)
val startingState = GameState(
@@ -945,7 +945,7 @@ class ActionResultProtoApplierImplTest
rulingFactionHeroIds = Vector(4, 9, 11, 5),
provinceOrders = ProvinceOrderType.DEVELOP,
activeEvents = Vector(BeastsEvent(count = 100), BeastsEvent(count = 250)),
priceIndex = 1.0f
priceIndex = 1.0
)
val startingState = GameState(
@@ -1013,7 +1013,7 @@ class ActionResultProtoApplierImplTest
provinceOrders = ProvinceOrderType.DEVELOP,
activeEvents = Vector(),
lastBeastsDate = Some(Date(month = 4, year = 222)),
priceIndex = 1.0f
priceIndex = 1.0
)
val startingState = GameState(
@@ -1087,7 +1087,7 @@ class ActionResultProtoApplierImplTest
provinceOrders = ProvinceOrderType.DEVELOP,
activeEvents = Vector(),
lastRiotDate = None,
priceIndex = 1.0f
priceIndex = 1.0
)
val startingState = GameState(
@@ -21,7 +21,7 @@ class AvailableArmTroopsCommandFactoryTest
val rulingFactionId = 5
private val lowArmamentBattalion =
Battalion(`type` = LIGHT_INFANTRY, size = 300, armament = 25.0f, id = 7)
Battalion(`type` = LIGHT_INFANTRY, size = 300, armament = 25.0, id = 7)
private val highArmamentBattalion =
Battalion(`type` = LONGBOWMEN, size = 600, armament = 87, id = 9)
@@ -29,15 +29,15 @@ class AvailableArmTroopsCommandFactoryTest
private val province = Province(
id = 122,
rulingFactionId = Some(rulingFactionId),
infrastructure = 55.0f,
infrastructure = 55.0,
battalionIds = Vector(lowArmamentBattalion.id, highArmamentBattalion.id),
rulerIsTraveling = true,
gold = 1200,
priceIndex = 1.0f
priceIndex = 1.0
)
private val lightInfantryBaseCost = 0.01f
private val longbowmenBaseCost = 0.03f
private val lightInfantryBaseCost = 0.01
private val longbowmenBaseCost = 0.03
private val battalionTypes = Vector(
BattalionType(
@@ -85,7 +85,7 @@ class AvailableArmTroopsCommandFactoryTest
it should "return nothing if armament is all at or above infrastructure level" in {
val command = AvailableArmTroopsCommandFactory.availableCommand(
gameState = startingState
.withProvinces(Map(province.id -> province.withInfrastructure(24.5f))),
.withProvinces(Map(province.id -> province.withInfrastructure(24.5))),
factionId = rulingFactionId,
provinceId = province.id
)
@@ -153,7 +153,7 @@ class AvailableArmTroopsCommandFactoryTest
it should "include all battalions if all under infrastructure" in {
val command = AvailableArmTroopsCommandFactory.availableCommand(
gameState = startingState
.withProvinces(Map(province.id -> province.withInfrastructure(99.0f))),
.withProvinces(Map(province.id -> province.withInfrastructure(99.0))),
factionId = rulingFactionId,
provinceId = province.id
)
@@ -167,7 +167,7 @@ class AvailableArmTroopsCommandFactoryTest
it should "include a costs message for the available battalion types" in {
val command = AvailableArmTroopsCommandFactory.availableCommand(
gameState = startingState
.withProvinces(Map(province.id -> province.withInfrastructure(99.0f))),
.withProvinces(Map(province.id -> province.withInfrastructure(99.0))),
factionId = rulingFactionId,
provinceId = province.id
)
@@ -183,26 +183,16 @@ class AvailableArmTroopsCommandFactoryTest
gameState = startingState
.withProvinces(
Map(
province.id -> province
.withInfrastructure(99.0f)
.withPriceIndex(1.2f)
province.id -> province.withInfrastructure(99.0).withPriceIndex(1.2)
)
),
factionId = rulingFactionId,
provinceId = province.id
)
val expectedLightInfantryCost = lightInfantryBaseCost * 1.2f
val expectedLongbowmenCost = longbowmenBaseCost * 1.2f
command.get.armamentCosts should have size 2
command.get.armamentCosts
.find(_.`type` == LIGHT_INFANTRY)
.get
.cost shouldBe expectedLightInfantryCost
command.get.armamentCosts
.find(_.`type` == LONGBOWMEN)
.get
.cost shouldBe expectedLongbowmenCost
command.get.armamentCosts should contain.allOf(
ArmamentCost(`type` = LIGHT_INFANTRY, cost = lightInfantryBaseCost * 1.2),
ArmamentCost(`type` = LONGBOWMEN, cost = longbowmenBaseCost * 1.2)
)
}
}
@@ -84,7 +84,7 @@ class AvailableDivineCommandsFactoryTest
),
gold = 1200,
food = 2400,
priceIndex = 1.0f
priceIndex = 1.0
)
),
heroes = mapifyHeroes(
@@ -296,7 +296,7 @@ class AvailableDivineCommandsFactoryTest
it should "adjust the gold cost based on price index" in {
AvailableDivineCommandsFactory
.availableCommand(
gameState = gameState.update(_.provinces(actingPid).priceIndex := 1.1f),
gameState = gameState.update(_.provinces(actingPid).priceIndex := 1.1),
factionId = actingFid,
provinceId = actingPid
)
@@ -30,7 +30,7 @@ class AvailableFeastCommandFactoryTest
5 -> Province(
rulingFactionHeroIds = Vector(15, 25, 35),
gold = 12,
priceIndex = 1.0f
priceIndex = 1.0
)
)
)
@@ -53,7 +53,7 @@ class AvailableFeastCommandFactoryTest
5 -> Province(
rulingFactionHeroIds = Vector(15, 25, 35),
gold = 1200,
priceIndex = 1.0f
priceIndex = 1.0
)
)
)
@@ -76,7 +76,7 @@ class AvailableFeastCommandFactoryTest
5 -> Province(
rulingFactionHeroIds = Vector(15, 25, 35),
gold = 1200,
priceIndex = 1.0f
priceIndex = 1.0
)
)
)
@@ -102,7 +102,7 @@ class AvailableFeastCommandFactoryTest
5 -> Province(
rulingFactionHeroIds = Vector(15, 25, 35),
gold = 1200,
priceIndex = 1.0f
priceIndex = 1.0
)
)
)
@@ -128,13 +128,13 @@ class AvailableFeastCommandFactoryTest
5 -> Province(
rulingFactionHeroIds = Vector(15, 25, 35),
gold = 1200,
priceIndex = 1.2f
priceIndex = 1.2
)
)
)
val cmd = AvailableFeastCommandFactory.availableCommand(gameState, 9, 5).get
cmd.goldCost shouldBe 73
cmd.goldCost shouldBe 72
}
}
@@ -202,7 +202,7 @@ class AvailableImproveCommandsFactoryTest
}
it should "include DEVASTATION option if there is economy devastation" in {
val provinceWithDevastation = province.withEconomyDevastation(25.0f)
val provinceWithDevastation = province.withEconomyDevastation(25.0)
val command = AvailableImproveCommandsFactory
.availableCommand(
@@ -217,7 +217,7 @@ class AvailableImproveCommandsFactoryTest
}
it should "include DEVASTATION option if there is agriculture devastation" in {
val provinceWithDevastation = province.withEconomyDevastation(25.0f)
val provinceWithDevastation = province.withEconomyDevastation(25.0)
val command = AvailableImproveCommandsFactory
.availableCommand(
@@ -232,7 +232,7 @@ class AvailableImproveCommandsFactoryTest
}
it should "include DEVASTATION option if there is infrastructure devastation" in {
val provinceWithDevastation = province.withInfrastructureDevastation(25.0f)
val provinceWithDevastation = province.withInfrastructureDevastation(25.0)
val command = AvailableImproveCommandsFactory
.availableCommand(
@@ -39,7 +39,7 @@ class AvailableOrganizeTroopsCommandsFactoryTest
battalionIds = fullAndNotFullBattalions.map(_.id),
specialBattalionTypes = Vector(LIGHT_INFANTRY, HEAVY_CAVALRY),
gold = 2000,
priceIndex = 1.0f
priceIndex = 1.0
)
private val battalionTypes = Vector(
@@ -105,7 +105,7 @@ class AvailableOrganizeTroopsCommandsFactoryTest
7 -> actingProvince
.withEconomy(70)
.withAgriculture(70)
.withPriceIndex(1.0f),
.withPriceIndex(1.0),
4 -> Province(id = 4, rulingFactionId = Some(5)),
8 -> Province(id = 8, rulingFactionId = Some(6)),
12 -> Province(id = 12, rulingFactionId = Some(9))
@@ -128,9 +128,9 @@ class AvailableOrganizeTroopsCommandsFactoryTest
val gameState = GameState(
provinces = Map(
7 -> actingProvince
.withEconomy(70f)
.withAgriculture(70f)
.withPriceIndex(0.9f),
.withEconomy(70)
.withAgriculture(70)
.withPriceIndex(0.9),
4 -> Province(id = 4, rulingFactionId = Some(5)),
8 -> Province(id = 8, rulingFactionId = Some(6)),
12 -> Province(id = 12, rulingFactionId = Some(9))
@@ -21,7 +21,7 @@ class AvailableTradeCommandFactoryTest
gold = 2000,
food = 2500,
rulerIsTraveling = true,
priceIndex = 1.0f
priceIndex = 1.0
)
private val gameState = GameState(
@@ -105,7 +105,7 @@ class AvailableTradeCommandFactoryTest
it should "adjust the buy food price based on the price index" in {
val command = AvailableTradeCommandFactory.availableCommand(
gameState = gameState.withProvinces(
Map(province.id -> province.withPriceIndex(1.5f))
Map(province.id -> province.withPriceIndex(1.5))
),
factionId = province.rulingFactionId.get,
provinceId = province.id
@@ -127,7 +127,7 @@ class AvailableTradeCommandFactoryTest
it should "adjust the sell food price based on the price index" in {
val command = AvailableTradeCommandFactory.availableCommand(
gameState = gameState.withProvinces(
Map(province.id -> province.withPriceIndex(1.5f))
Map(province.id -> province.withPriceIndex(1.5))
),
factionId = province.rulingFactionId.get,
provinceId = province.id
@@ -127,9 +127,9 @@ class NewRoundActionTest
Map(
7 -> Province(
id = 7,
economyDevastation = 14.3f,
agricultureDevastation = 2.1f,
infrastructureDevastation = 19.1f
economyDevastation = 14.3,
agricultureDevastation = 2.1,
infrastructureDevastation = 19.1
)
)
)
@@ -151,9 +151,9 @@ class NewRoundActionTest
Map(
7 -> Province(
id = 7,
economyDevastation = 0.3f,
agricultureDevastation = 1.9f,
infrastructureDevastation = 0.0f
economyDevastation = 0.3,
agricultureDevastation = 1.9,
infrastructureDevastation = 0.0
)
)
)
@@ -164,8 +164,8 @@ class NewRoundActionTest
inside(results.head.changedProvinces.head) { case cp: ChangedProvince =>
cp.id shouldBe 7
cp.setHasActed shouldBe Some(false)
cp.economyDevastationDelta shouldBe Some(-0.3f)
cp.agricultureDevastationDelta shouldBe Some(-1.9f)
cp.economyDevastationDelta shouldBe Some(-0.3)
cp.agricultureDevastationDelta shouldBe Some(-1.9)
cp.infrastructureDevastationDelta shouldBe None
}
}
@@ -898,7 +898,7 @@ class NewRoundActionTest
economy = 100,
agriculture = 100,
infrastructure = 100,
priceIndex = 0.75f
priceIndex = 0.75
)
)
)
@@ -907,7 +907,7 @@ class NewRoundActionTest
forExactly(1, results) { result =>
result.changedProvinces.head.newPriceIndex shouldBe Some(
0.75f + 0.1f * 0.5f
0.75 + 0.1 * 0.5
)
}
}
@@ -113,7 +113,7 @@ class NewYearActionTest
MinSupportForTaxes.setDoubleValue(45)
FoodIncreasePerAgriculture.setDoubleValue(60)
GoldIncreasePerEconomy.setDoubleValue(40)
PercentDegradationPerYear.setDoubleValue(15f)
PercentDegradationPerYear.setDoubleValue(15)
LoyaltyDiscordanceThreshold.setDoubleValue(10)
LoyaltyDecreasePerDiscordance.setDoubleValue(0.3)
AmbitionFactorForLoyaltyDegradation.setDoubleValue(0.2)
@@ -162,7 +162,7 @@ class NewYearActionTest
for ((oldProv, newProv) <- oldAndNew) {
newProv.economyDelta shouldBe empty
newProv.economyDevastationDelta should contain(0.15f * oldProv.economy)
newProv.economyDevastationDelta should contain(0.15 * oldProv.economy)
}
}
@@ -176,7 +176,7 @@ class NewYearActionTest
for ((oldProv, newProv) <- oldAndNew) {
newProv.agricultureDelta shouldBe empty
newProv.agricultureDevastationDelta should contain(
0.15f * oldProv.agriculture
0.15 * oldProv.agriculture
)
}
}
@@ -191,7 +191,7 @@ class NewYearActionTest
for ((oldProv, newProv) <- oldAndNew) {
newProv.infrastructureDelta shouldBe empty
newProv.infrastructureDevastationDelta should contain(
0.15f * oldProv.infrastructure
0.15 * oldProv.infrastructure
)
}
}
@@ -204,7 +204,7 @@ class NewYearActionTest
)
for ((oldProv, newProv) <- oldAndNew) {
newProv.supportDelta should contain(-0.15f * oldProv.support)
newProv.supportDelta should contain(-0.15 * oldProv.support)
}
}
@@ -289,7 +289,7 @@ class PerformProvinceEventsActionTest
id = 7,
rulingFactionId = Some(fid),
activeEvents = Vector.empty,
infrastructure = 65.0f,
infrastructure = 65.0,
lastBeastsDate = Some(Date(year = 1500, month = 8))
)
)
@@ -310,7 +310,7 @@ class PerformProvinceEventsActionTest
id = 7,
rulingFactionId = Some(fid),
activeEvents = Vector.empty,
infrastructure = 65.0f,
infrastructure = 65.0,
lastBeastsDate = Some(Date(year = 1500, month = 5))
)
)
@@ -332,7 +332,7 @@ class PerformProvinceEventsActionTest
7 -> Province(
id = 7,
rulingFactionId = Some(fid),
economy = 51.0f,
economy = 51.0,
activeEvents = Vector(
BeastsEvent(
count = 150,
@@ -365,7 +365,7 @@ class PerformProvinceEventsActionTest
7 -> Province(
id = 7,
rulingFactionId = Some(fid),
economy = 51.0f,
economy = 51.0,
activeEvents = Vector(
BeastsEvent(
count = 150,
@@ -398,7 +398,7 @@ class PerformProvinceEventsActionTest
7 -> Province(
id = 7,
rulingFactionId = Some(fid),
economy = 51.0f,
economy = 51.0,
activeEvents = Vector(
BeastsEvent(
count = 150,
@@ -431,7 +431,7 @@ class PerformProvinceEventsActionTest
7 -> Province(
id = 7,
rulingFactionId = Some(fid),
economy = 51.0f,
economy = 51.0,
activeEvents = Vector(
BeastsEvent(
count = 150,
@@ -898,7 +898,7 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
economy = 51.0,
activeEvents = Vector(
FestivalEvent(
startDate = Date(year = 1501, month = 3),
@@ -928,7 +928,7 @@ class PerformProvinceEventsActionTest
7 -> Province(
id = 7,
rulingFactionId = Some(4),
economy = 51.0f,
economy = 51.0,
activeEvents = Vector(
FestivalEvent(
startDate = Date(year = 1501, month = 3),
@@ -964,7 +964,7 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
economy = 51.0,
economyDevastation = 3,
activeEvents = Vector(
BlizzardEvent(
@@ -995,9 +995,9 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
economy = 51.0,
agricultureDevastation = 3,
infrastructure = 0.0f,
infrastructure = 0.0,
activeEvents = Vector(
FloodEvent(
startDate = Date(year = 1501, month = 7),
@@ -1027,9 +1027,9 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
economy = 51.0,
agricultureDevastation = 3,
infrastructure = 0.0f,
infrastructure = 0.0,
activeEvents = Vector(
DroughtEvent(
startDate = Date(year = 1501, month = 7),
@@ -1058,9 +1058,9 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
economy = 51.0,
infrastructureDevastation = 3,
infrastructure = 40.0f,
infrastructure = 40.0,
activeEvents = Vector(
FloodEvent(
startDate = Date(year = 1501, month = 7),
@@ -1094,9 +1094,9 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
economy = 51.0,
economyDevastation = 3,
infrastructure = 40.0f,
infrastructure = 40.0,
activeEvents = Vector()
)
)
@@ -1124,8 +1124,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
activeEvents = Vector()
)
)
@@ -1144,8 +1144,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
activeEvents = Vector()
)
)
@@ -1164,8 +1164,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
activeEvents =
Vector(EpidemicEvent(startDate = Date(year = 1501, month = 6)))
)
@@ -1190,8 +1190,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
activeEvents =
Vector(EpidemicEvent(startDate = Date(year = 1501, month = 6)))
)
@@ -1216,8 +1216,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
activeEvents =
Vector(EpidemicEvent(startDate = Date(year = 1501, month = 6)))
)
@@ -1238,8 +1238,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
neighbors =
Vector(Neighbor(provinceId = 8, startingPositionIndex = 3))
),
@@ -1272,8 +1272,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
activeEvents =
Vector(EpidemicEvent(startDate = Date(year = 1501, month = 6)))
)
@@ -1302,8 +1302,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
battalionIds = Vector(19, 25),
activeEvents =
Vector(EpidemicEvent(startDate = Date(year = 1501, month = 6)))
@@ -1333,8 +1333,8 @@ class PerformProvinceEventsActionTest
provinces = Map(
7 -> Province(
id = 7,
economy = 51.0f,
infrastructure = 40.0f,
economy = 51.0,
infrastructure = 40.0,
rulingFactionHeroIds = Vector(19, 25),
rulingFactionId = Some(12),
rulingHeroId = Some(25),
@@ -263,7 +263,7 @@ class PerformUncontestedConquestActionTest extends AnyFlatSpec with Matchers {
newBattalionIds = Vector(34, 99),
newRulingFactionId = Some(attackerId),
removedHostileArmyFactionIds = Vector(attackerId),
supportDelta = Some(-0.0f),
supportDelta = Some(-0.0),
newProvinceOrders = Some(Entrust),
clearDefendingArmy = true
)
@@ -92,8 +92,6 @@ scala_test(
"//src/main/scala/net/eagle0/eagle/model/action_result/concrete:changed_hero_concrete",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:invitation_accepted_result_type",
"//src/main/scala/net/eagle0/eagle/model/action_result/types:invitation_rejected_result_type",
"//src/main/scala/net/eagle0/eagle/model/state/battalion",
"//src/main/scala/net/eagle0/eagle/model/state/battalion/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/faction",
"//src/main/scala/net/eagle0/eagle/model/state/faction/concrete",
"//src/main/scala/net/eagle0/eagle/model/state/province",
@@ -29,15 +29,8 @@ import net.eagle0.eagle.model.state.hero.JoinedByInvitationBackstoryEvent
import net.eagle0.eagle.model.state.province.ProvinceOrderType.Entrust
import net.eagle0.eagle.model.state.province.concrete.ProvinceC
import net.eagle0.eagle.model.state.unaffiliated_hero.RecruitmentInfo
import net.eagle0.eagle.model.state.battalion.concrete.BattalionC
import net.eagle0.eagle.model.state.unaffiliated_hero.concrete.UnaffiliatedHeroC
import net.eagle0.eagle.model.state.{
Army,
BattalionTypeId,
CombatUnit,
MovingArmy,
Supplies
}
import net.eagle0.eagle.model.state.{Army, CombatUnit, MovingArmy, Supplies}
import org.scalatest.BeforeAndAfterEach
import org.scalatest.Inspectors.forExactly
import org.scalatest.flatspec.AnyFlatSpec
@@ -121,29 +114,6 @@ class InvitationResolutionHelpersTest
private val currentDate = Date(year = 2525, month = Date.Month.April)
private val battalions = Vector(
BattalionC(
id = 100,
typeId = BattalionTypeId.LightInfantry,
size = 50
), // Power: 50.0
BattalionC(
id = 101,
typeId = BattalionTypeId.HeavyInfantry,
size = 30
), // Power: 60.0
BattalionC(
id = 102,
typeId = BattalionTypeId.HeavyCavalry,
size = 40
), // Power: 160.0
BattalionC(
id = 500,
typeId = BattalionTypeId.Longbowmen,
size = 25
) // Power: 37.5
)
private val provinces = Vector(
actingFidProvince,
firstInvitingFidProvince,
@@ -179,7 +149,6 @@ class InvitationResolutionHelpersTest
currentDate = currentDate,
provinces = provinces,
factions = factions,
battalions = battalions,
functionalRandom = functionalRandom
)
.newValue
@@ -194,7 +163,6 @@ class InvitationResolutionHelpersTest
currentDate = currentDate,
provinces = provinces,
factions = factions,
battalions = battalions,
functionalRandom = functionalRandom
)
.newValue
@@ -238,7 +206,6 @@ class InvitationResolutionHelpersTest
currentDate = currentDate,
provinces = provincesWithMa,
factions = factions,
battalions = battalions,
functionalRandom = functionalRandom
)
.newValue
@@ -258,7 +225,6 @@ class InvitationResolutionHelpersTest
currentDate = currentDate,
provinces = provinces,
factions = factions,
battalions = battalions,
functionalRandom = functionalRandom
)
.newValue
@@ -309,7 +275,6 @@ class InvitationResolutionHelpersTest
currentDate = currentDate,
provinces = provincesWithMa,
factions = factions,
battalions = battalions,
functionalRandom = functionalRandom
)
.newValue
@@ -646,241 +611,4 @@ class InvitationResolutionHelpersTest
// )
// )
// }
"battalionOutcomes" should "bring all battalions when battalion count is less than or equal to hero count" in {
val provinces = Vector(
ProvinceC(
id = 1,
rulingFactionHeroIds = Vector(10, 11, 12), // 3 heroes
battalionIds = Vector(100, 101) // 2 battalions - fewer than heroes
)
)
val battalions = Vector(
BattalionC(id = 100, typeId = BattalionTypeId.LightInfantry, size = 50),
BattalionC(id = 101, typeId = BattalionTypeId.HeavyInfantry, size = 30)
)
val result = InvitationResolutionHelpers.battalionOutcomes(
redirectedArmies = Vector(),
acceptingFactionProvinces = provinces,
battalions = battalions
)
result.joinedBattalionIds should contain theSameElementsAs Vector(100, 101)
result.removedBattalionIds should be(empty)
}
it should "bring all battalions when battalion count equals hero count" in {
val provinces = Vector(
ProvinceC(
id = 1,
rulingFactionHeroIds = Vector(10, 11), // 2 heroes
battalionIds = Vector(100, 101) // 2 battalions - equal to heroes
)
)
val battalions = Vector(
BattalionC(id = 100, typeId = BattalionTypeId.LightInfantry, size = 50),
BattalionC(id = 101, typeId = BattalionTypeId.HeavyInfantry, size = 30)
)
val result = InvitationResolutionHelpers.battalionOutcomes(
redirectedArmies = Vector(),
acceptingFactionProvinces = provinces,
battalions = battalions
)
result.joinedBattalionIds should contain theSameElementsAs Vector(100, 101)
result.removedBattalionIds should be(empty)
}
it should "bring only the strongest battalions when battalion count exceeds hero count" in {
val provinces = Vector(
ProvinceC(
id = 1,
rulingFactionHeroIds = Vector(10, 11), // 2 heroes
battalionIds =
Vector(100, 101, 102, 103) // 4 battalions - more than heroes
)
)
val battalions = Vector(
BattalionC(
id = 100,
typeId = BattalionTypeId.LightInfantry,
size = 50,
training = 5,
armament = 10
), // Power: 57.75
BattalionC(
id = 101,
typeId = BattalionTypeId.HeavyInfantry,
size = 30,
training = 10,
armament = 20
), // Power: 79.2
BattalionC(
id = 102,
typeId = BattalionTypeId.HeavyCavalry,
size = 20,
training = 15,
armament = 30
), // Power: 119.6
BattalionC(
id = 103,
typeId = BattalionTypeId.Longbowmen,
size = 40,
training = 8,
armament = 15
) // Power: 74.52
)
val result = InvitationResolutionHelpers.battalionOutcomes(
redirectedArmies = Vector(),
acceptingFactionProvinces = provinces,
battalions = battalions
)
// Should keep the 2 strongest battalions (102: HeavyCavalry ~120.15, 101: HeavyInfantry ~84.7)
result.joinedBattalionIds should contain theSameElementsAs Vector(101, 102)
// Should remove the 2 weakest battalions (103: Longbowmen ~77.08, 100: LightInfantry ~57.65)
result.removedBattalionIds should contain theSameElementsAs Vector(100, 103)
}
it should "handle multiple provinces correctly" in {
val provinces = Vector(
ProvinceC(
id = 1,
rulingFactionHeroIds = Vector(10), // 1 hero
battalionIds = Vector(100, 101, 102) // 3 battalions
),
ProvinceC(
id = 2,
rulingFactionHeroIds = Vector(20, 21), // 2 heroes
battalionIds = Vector(200) // 1 battalion
)
)
val battalions = Vector(
BattalionC(
id = 100,
typeId = BattalionTypeId.LightInfantry,
size = 50,
training = 0,
armament = 0
), // Power: 50.0
BattalionC(
id = 101,
typeId = BattalionTypeId.HeavyInfantry,
size = 30,
training = 0,
armament = 0
), // Power: 60.0
BattalionC(
id = 102,
typeId = BattalionTypeId.HeavyCavalry,
size = 20,
training = 0,
armament = 0
), // Power: 80.0
BattalionC(
id = 200,
typeId = BattalionTypeId.Longbowmen,
size = 40,
training = 0,
armament = 0
) // Power: 60.0
)
val result = InvitationResolutionHelpers.battalionOutcomes(
redirectedArmies = Vector(),
acceptingFactionProvinces = provinces,
battalions = battalions
)
// Province 1: Keep strongest 1 of 3 battalions (102: HeavyCavalry)
// Province 2: Keep all 1 battalions (200: Longbowmen)
result.joinedBattalionIds should contain theSameElementsAs Vector(102, 200)
result.removedBattalionIds should contain theSameElementsAs Vector(100, 101)
}
it should "include battalions from redirected armies" in {
val redirectedArmies = Vector(
MovingArmy(
id = 1,
originProvinceId = 999,
destinationProvinceId = 888,
army = Army(
factionId = 4,
units = Vector(
CombatUnit(heroId = 50, battalionId = Some(500), factionId = 4),
CombatUnit(heroId = 51, battalionId = Some(501), factionId = 4)
)
),
supplies = Supplies(0, 0),
suppliesLoss = 0.0,
arrivalRound = 1,
startingPositionIndex = Some(1)
)
)
val provinces = Vector(
ProvinceC(
id = 1,
rulingFactionHeroIds = Vector(10), // 1 hero
battalionIds = Vector(100, 101) // 2 battalions
)
)
val battalions = Vector(
BattalionC(
id = 100,
typeId = BattalionTypeId.LightInfantry,
size = 50,
training = 0,
armament = 0
), // Power: 50.0
BattalionC(
id = 101,
typeId = BattalionTypeId.HeavyInfantry,
size = 30,
training = 0,
armament = 0
), // Power: 60.0
BattalionC(
id = 500,
typeId = BattalionTypeId.HeavyCavalry,
size = 20,
training = 0,
armament = 0
), // Power: 80.0
BattalionC(
id = 501,
typeId = BattalionTypeId.Longbowmen,
size = 40,
training = 0,
armament = 0
) // Power: 60.0
)
val result = InvitationResolutionHelpers.battalionOutcomes(
redirectedArmies = redirectedArmies,
acceptingFactionProvinces = provinces,
battalions = battalions
)
// Should include both battalions from redirected armies plus strongest from province
result.joinedBattalionIds should contain theSameElementsAs Vector(
500,
501,
101
)
result.removedBattalionIds should contain theSameElementsAs Vector(100)
}
it should "handle empty cases correctly" in {
val result = InvitationResolutionHelpers.battalionOutcomes(
redirectedArmies = Vector(),
acceptingFactionProvinces = Vector(),
battalions = Vector()
)
result.joinedBattalionIds should be(empty)
result.removedBattalionIds should be(empty)
}
}
@@ -45,8 +45,8 @@ class AlmsCommandTest
override def beforeEach(): Unit = {
MaxAlmsFood.setIntValue(1000)
AlmsMaxCharismaXp.setIntValue(10)
AlmsSupportIncreasePerFood.setFloatValue(0.01f)
AlmsPaladinSupportMultiplier.setFloatValue(4f)
AlmsSupportIncreasePerFood.setDoubleValue(0.01)
AlmsPaladinSupportMultiplier.setDoubleValue(4)
ActionVigorCost.setIntValue(actionVigorCost)
VigorToConstitutionXpMultiplier.setDoubleValue(0.2)
XpForStatBump.setIntValue(100)
@@ -180,7 +180,7 @@ class AlmsCommandTest
cp shouldBe ChangedProvinceC(
provinceId = actingProvince.id,
supportDelta = Some(11.11f), // 1111 * 0.01
supportDelta = Some(11.11), // 1111 * 0.01
foodDelta = Some(-1111)
)
}
@@ -208,7 +208,7 @@ class AlmsCommandTest
cp shouldBe ChangedProvinceC(
provinceId = actingProvince.id,
supportDelta = Some(44.44f), // 1111 * 4
supportDelta = Some(44.44), // 1111 * 4
foodDelta = Some(-1111)
)
}
@@ -52,7 +52,7 @@ class ArmTroopsCommandTest
rulerIsTraveling = true,
gold = 9999,
infrastructure = 100,
priceIndex = 1.0f
priceIndex = 1.0
)
private val availableBattalions = battalions.map(_.id)
@@ -271,7 +271,7 @@ class ArmTroopsCommandTest
val result = command.immediateExecute
inside(result.changedProvinces.loneElement) { case cp: ChangedProvinceC =>
cp.newPriceIndex shouldBe Some(1.0f + expectedCost * 0.0001f)
cp.newPriceIndex shouldBe Some(1.0 + expectedCost * 0.0001)
}
}
@@ -86,7 +86,7 @@ class DivineCommandTest
private val province = ProvinceC(
id = provinceId,
gold = 2500,
priceIndex = 1.00f,
priceIndex = 1.00,
rulingFactionId = Some(actingFactionId),
rulingHeroId = Some(37),
rulingFactionHeroIds = Vector(37),
@@ -275,7 +275,7 @@ class DivineCommandTest
selectedHeroIds = Vector(12, 15),
gameId = gameId,
currentRoundId = currentRoundId,
allProvinces = Vector(province.withPriceIndex(0.9f)),
allProvinces = Vector(province.withPriceIndex(0.9)),
factions = factions,
battalions = Vector()
)
@@ -304,7 +304,7 @@ class DivineCommandTest
.newValue
inside(result.changedProvinces.loneElement) { case cp: ChangedProvinceC =>
cp.newPriceIndex shouldBe Some(1.02f)
cp.newPriceIndex shouldBe Some(1.02)
} // 200 gold spent
}
@@ -37,7 +37,7 @@ class FeastCommandTest
rulingHeroId = Some(7),
rulingFactionHeroIds = Vector(5, 6, 7, 8),
gold = 900,
priceIndex = 1.0f
priceIndex = 1.0
)
private val normalHero = HeroC(
@@ -122,7 +122,7 @@ class FeastCommandTest
forExactly(1, result.changedProvinces) { case cp: ChangedProvinceC =>
cp.provinceId shouldBe province.id
cp.newPriceIndex shouldBe Some(1.01f) // 1.0 + 0.0001 * 100
cp.newPriceIndex shouldBe Some(1.01) // 1.0 + 0.0001 * 100
}
}
@@ -67,7 +67,7 @@ class HeroGiftCommandTest
)
)
),
priceIndex = 1.0f
priceIndex = 1.0
)
private val anotherOwnedProvince = ProvinceC(
@@ -89,7 +89,7 @@ class HeroGiftCommandTest
)
)
),
priceIndex = 1.0f
priceIndex = 1.0
)
private val factionProvinces: Vector[ProvinceT] =
@@ -195,7 +195,7 @@ class HeroGiftCommandTest
it should "adjust the loyalty differently based on price index" in {
val recipientProvinceWithPriceIndex =
recipientProvince.copy(priceIndex = 1.25f)
recipientProvince.copy(priceIndex = 1.25)
val cmd = HeroGiftCommand.make(
actingFactionId = factionId,
@@ -507,7 +507,7 @@ class HeroGiftCommandTest
forExactly(1, res.changedProvinces) { case cp: ChangedProvinceC =>
cp.provinceId shouldBe provinceId
cp.newPriceIndex shouldBe Some(1.008f)
cp.newPriceIndex shouldBe Some(1.008)
}
}
}
@@ -56,7 +56,7 @@ class ImproveCommandTest
id = 7,
rulingFactionId = Some(actingFactionId),
rulingFactionHeroIds = heroes.map(_.id),
support = 27.0f
support = 27.0
)
private val availableTypes = Vector(
@@ -66,10 +66,10 @@ class ImproveCommandTest
ImprovementType.Devastation
)
private val improvementPerStat = 0.08f
private val improvementReductionMax = 0.25f
private val improvementSupportGain = 0.75f
private val engineerImprovementBonus = 1.8f
private val improvementPerStat = 0.08
private val improvementReductionMax = 0.25
private val improvementSupportGain = 0.75
private val engineerImprovementBonus = 1.8
private val xpPerStat = 5
override def beforeEach(): Unit = {
@@ -82,7 +82,7 @@ class ImproveCommandTest
}
private val expectedImprovementFromZero =
improvementPerStat * (40f + 62f) / 2.0f
4.08 // improvementPerStat * (40 + 62) / 2.0
"execute" should "throw if the selected improvement is not available" in {
the[EagleCommandException] thrownBy {
@@ -222,9 +222,9 @@ class ImproveCommandTest
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.copy(
economyDevastation = 25.0f,
agricultureDevastation = 35.0f,
infrastructureDevastation = 10.0f
economyDevastation = 25.0,
agricultureDevastation = 35.0,
infrastructureDevastation = 10.0
),
improvementType = ImprovementType.Devastation,
availableHeroIds = heroes.map(_.id),
@@ -247,15 +247,14 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero.copy(strength = 85, agility = 93),
actingProvince = province.withEconomyDevastation(25.0f),
actingProvince = province.withEconomyDevastation(25.0),
improvementType = ImprovementType.Devastation,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
lockImprovementType = false
)
val betterExpectedImprovement =
improvementPerStat * (85f + 93f) / 2.0f
val betterExpectedImprovement = 7.12 // improvementPerStat * (85 + 93) / 2.0
val result = cmd.immediateExecute
inside(result.changedProvinces.head) { case cp: ChangedProvinceC =>
@@ -270,7 +269,7 @@ class ImproveCommandTest
actingFactionId = actingFactionId,
actingHero = actingHero
.withProfession(Profession.Engineer),
actingProvince = province.withInfrastructureDevastation(25.0f),
actingProvince = province.withInfrastructureDevastation(25.0),
improvementType = ImprovementType.Devastation,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -278,7 +277,7 @@ class ImproveCommandTest
)
val expectedImprovement =
5.8799996f // expectedImprovementFromZero + engineerImprovementBonus in Float precision
expectedImprovementFromZero + engineerImprovementBonus
val result = cmd.immediateExecute
inside(result.changedProvinces.head) { case cp: ChangedProvinceC =>
@@ -292,7 +291,7 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.withAgricultureDevastation(25.0f),
actingProvince = province.withAgricultureDevastation(25.0),
improvementType = ImprovementType.Devastation,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -312,7 +311,7 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.withEconomy(0.0f),
actingProvince = province.withEconomy(0.0),
improvementType = ImprovementType.Economy,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -332,7 +331,7 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.withEconomy(45.0f),
actingProvince = province.withEconomy(45.0),
improvementType = ImprovementType.Economy,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -340,7 +339,7 @@ class ImproveCommandTest
)
val reducedExpectedImprovement =
(1.0f - 0.45f * improvementReductionMax) * expectedImprovementFromZero
(1.0 - 0.45 * improvementReductionMax) * expectedImprovementFromZero
val result = cmd.immediateExecute
@@ -355,15 +354,14 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero.copy(strength = 85, agility = 93),
actingProvince = province.withEconomy(0.0f),
actingProvince = province.withEconomy(0.0),
improvementType = ImprovementType.Economy,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
lockImprovementType = false
)
val betterExpectedImprovement =
improvementPerStat * (85f + 93f) / 2.0f
val betterExpectedImprovement = 7.12 // improvementPerStat * (85 + 93) / 2.0
val result = cmd.immediateExecute
@@ -379,7 +377,7 @@ class ImproveCommandTest
actingFactionId = actingFactionId,
actingHero = actingHero
.withProfession(Profession.Engineer),
actingProvince = province.withEconomy(0.0f),
actingProvince = province.withEconomy(0.0),
improvementType = ImprovementType.Economy,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -387,7 +385,7 @@ class ImproveCommandTest
)
val expectedImprovement =
5.8799996f // expectedImprovementFromZero + engineerImprovementBonus in Float precision
expectedImprovementFromZero + engineerImprovementBonus
val result = cmd.immediateExecute
inside(result.changedProvinces.head) { case cp: ChangedProvinceC =>
@@ -401,7 +399,7 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.withEconomy(0.0f),
actingProvince = province.withEconomy(0.0),
improvementType = ImprovementType.Economy,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -421,7 +419,7 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.withAgriculture(0.0f),
actingProvince = province.withAgriculture(0.0),
improvementType = ImprovementType.Agriculture,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -441,7 +439,7 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.withInfrastructure(0.0f),
actingProvince = province.withInfrastructure(0.0),
improvementType = ImprovementType.Infrastructure,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -461,7 +459,7 @@ class ImproveCommandTest
val cmd = ImproveCommand.make(
actingFactionId = actingFactionId,
actingHero = actingHero,
actingProvince = province.withInfrastructure(0.0f),
actingProvince = province.withInfrastructure(0.0),
improvementType = ImprovementType.Infrastructure,
availableHeroIds = heroes.map(_.id),
availableImprovementTypes = availableTypes,
@@ -79,7 +79,7 @@ class OrganizeTroopsCommandTest extends AnyFlatSpec with Matchers {
rulingFactionId = Some(actingFactionId),
battalionIds = Vector(battalion1.id),
gold = startingGold,
priceIndex = 1.0f
priceIndex = 1.0
)
private val existingBattalions = Vector(battalion1, battalion2, battalion3)
@@ -810,7 +810,7 @@ class OrganizeTroopsCommandTest extends AnyFlatSpec with Matchers {
result.changedProvinces should have size 1
inside(result.changedProvinces.head) { case p =>
p.newPriceIndex shouldBe Some(1.054f) // 1.0 + 0.0001 * 450.0 * 1.2
p.newPriceIndex shouldBe Some(1.054) // 1.0 + 0.0001 * 450.0 * 1.2
}
}
@@ -38,7 +38,7 @@ class TradeCommandTest
gold = startingGold,
food = startingFood,
rulerIsTraveling = true,
priceIndex = 1.0f
priceIndex = 1.0
)
override def beforeEach(): Unit = {
@@ -159,7 +159,7 @@ class TradeCommandTest
it should "spend more gold based on the price index" in {
val command = TradeCommand.make(
actingFactionId = actingFactionId,
actingProvince = province.withPriceIndex(1.5f),
actingProvince = province.withPriceIndex(1.5),
tradeType = BuyFood,
amount = 1000
)
@@ -173,7 +173,7 @@ class TradeCommandTest
it should "not change the food amount based on the price index" in {
val command = TradeCommand.make(
actingFactionId = actingFactionId,
actingProvince = province.withPriceIndex(1.5f),
actingProvince = province.withPriceIndex(1.5),
tradeType = BuyFood,
amount = 1000
)
@@ -223,7 +223,7 @@ class TradeCommandTest
val result = command.immediateExecute
inside(result.changedProvinces.loneElement) { case cp: ChangedProvinceC =>
cp.newPriceIndex shouldBe Some(1.06f) // spent 600 gold
cp.newPriceIndex shouldBe Some(1.06) // spent 600 gold
}
}
@@ -244,7 +244,7 @@ class TradeCommandTest
it should "gain more gold based on the price index" in {
val command = TradeCommand.make(
actingFactionId = actingFactionId,
actingProvince = province.withPriceIndex(1.5f),
actingProvince = province.withPriceIndex(1.5),
tradeType = SellFood,
amount = 1000
)
@@ -258,7 +258,7 @@ class TradeCommandTest
it should "not adjust the food based on the price index" in {
val command = TradeCommand.make(
actingFactionId = actingFactionId,
actingProvince = province.withPriceIndex(1.5f),
actingProvince = province.withPriceIndex(1.5),
tradeType = SellFood,
amount = 1000
)
@@ -308,7 +308,7 @@ class TradeCommandTest
val result = command.immediateExecute
inside(result.changedProvinces.loneElement) { case cp: ChangedProvinceC =>
cp.newPriceIndex shouldBe Some(0.975f) // gained 250 gold
cp.newPriceIndex shouldBe Some(0.975) // gained 250 gold
}
}
}
@@ -1,15 +1,5 @@
load("@io_bazel_rules_scala//scala:scala.bzl", "scala_library", "scala_test")
scala_test(
name = "battalion_power_test",
srcs = ["BattalionPowerTest.scala"],
deps = [
"//src/main/scala/net/eagle0/eagle:eagle_pkg",
"//src/main/scala/net/eagle0/eagle/library/util:battalion_power",
"//src/main/scala/net/eagle0/eagle/model/state/battalion/concrete",
],
)
scala_test(
name = "battalion_suitability_test",
srcs = ["BattalionSuitabilityTest.scala"],
@@ -1,130 +0,0 @@
package net.eagle0.eagle.library.util
import net.eagle0.eagle.model.state.BattalionTypeId
import net.eagle0.eagle.model.state.battalion.concrete.BattalionC
import org.scalatest.flatspec.AnyFlatSpec
import org.scalatest.matchers.should.Matchers
class BattalionPowerTest extends AnyFlatSpec with Matchers {
"BattalionPower" should "calculate power for basic battalions with no training or armament" in {
val lightInfantry =
BattalionC(id = 1, typeId = BattalionTypeId.LightInfantry, size = 100)
val heavyInfantry =
BattalionC(id = 2, typeId = BattalionTypeId.HeavyInfantry, size = 100)
val heavyCavalry =
BattalionC(id = 3, typeId = BattalionTypeId.HeavyCavalry, size = 100)
val longbowmen =
BattalionC(id = 4, typeId = BattalionTypeId.Longbowmen, size = 100)
BattalionPower.power(lightInfantry) shouldBe 100.0 // 1.0 * 100 * 1.0 * 1.0
BattalionPower.power(heavyInfantry) shouldBe 200.0 // 2.0 * 100 * 1.0 * 1.0
BattalionPower.power(heavyCavalry) shouldBe 400.0 // 4.0 * 100 * 1.0 * 1.0
BattalionPower.power(longbowmen) shouldBe 150.0 // 1.5 * 100 * 1.0 * 1.0
}
it should "scale power linearly with battalion size" in {
val small =
BattalionC(id = 1, typeId = BattalionTypeId.LightInfantry, size = 50)
val large =
BattalionC(id = 2, typeId = BattalionTypeId.LightInfantry, size = 200)
BattalionPower.power(small) shouldBe 50.0
BattalionPower.power(large) shouldBe 200.0
}
it should "apply armament bonuses multiplicatively" in {
val noArmament = BattalionC(
id = 1,
typeId = BattalionTypeId.LightInfantry,
size = 100,
armament = 0
)
val withArmament = BattalionC(
id = 2,
typeId = BattalionTypeId.LightInfantry,
size = 100,
armament = 50
)
BattalionPower.power(noArmament) shouldBe 100.0 // 1.0 * 100 * 1.0 * 1.0
BattalionPower.power(withArmament) shouldBe 150.0 // 1.0 * 100 * 1.5 * 1.0
}
it should "apply training bonuses multiplicatively" in {
val noTraining = BattalionC(
id = 1,
typeId = BattalionTypeId.LightInfantry,
size = 100,
training = 0
)
val withTraining = BattalionC(
id = 2,
typeId = BattalionTypeId.LightInfantry,
size = 100,
training = 25
)
BattalionPower.power(noTraining) shouldBe 100.0 // 1.0 * 100 * 1.0 * 1.0
BattalionPower.power(withTraining) shouldBe 125.0 // 1.0 * 100 * 1.0 * 1.25
}
it should "apply both armament and training bonuses together" in {
val fullyUpgraded = BattalionC(
id = 1,
typeId = BattalionTypeId.HeavyInfantry,
size = 50,
training = 20,
armament = 30
)
// Expected: 2.0 * 50 * (1.0 + 30/100) * (1.0 + 20/100) = 2.0 * 50 * 1.3 * 1.2 = 156.0
BattalionPower.power(fullyUpgraded) shouldBe 156.0
}
it should "handle edge cases with zero size" in {
val zeroSize =
BattalionC(id = 1, typeId = BattalionTypeId.LightInfantry, size = 0)
BattalionPower.power(zeroSize) shouldBe 0.0
}
it should "handle high training and armament values" in {
val elite = BattalionC(
id = 1,
typeId = BattalionTypeId.HeavyCavalry,
size = 25,
training = 100,
armament = 100
)
// Expected: 4.0 * 25 * (1.0 + 100/100) * (1.0 + 100/100) = 4.0 * 25 * 2.0 * 2.0 = 400.0
BattalionPower.power(elite) shouldBe 400.0
}
it should "demonstrate that training and armament scale with battalion power" in {
val smallElite = BattalionC(
id = 1,
typeId = BattalionTypeId.LightInfantry,
size = 10,
training = 50,
armament = 50
)
val largeElite = BattalionC(
id = 2,
typeId = BattalionTypeId.LightInfantry,
size = 100,
training = 50,
armament = 50
)
val smallPower =
BattalionPower.power(smallElite) // 1.0 * 10 * 1.5 * 1.5 = 22.5
val largePower =
BattalionPower.power(largeElite) // 1.0 * 100 * 1.5 * 1.5 = 225.0
smallPower shouldBe 22.5
largePower shouldBe 225.0
largePower shouldBe (smallPower * 10) // Training/armament bonuses scale with size
}
}
@@ -15,24 +15,24 @@ class PriceIndexUtilsTest
with Matchers
with BeforeAndAfterEach {
override def beforeEach(): Unit = {
MinimumPriceIndex.setFloatValue(0.6f)
MaximumPriceIndex.setFloatValue(1.6f)
PriceIndexReturnRate.setFloatValue(0.25f)
PriceIndexShiftPerGold.setFloatValue(0.0001f)
MinimumPriceIndex.setDoubleValue(0.6)
MaximumPriceIndex.setDoubleValue(1.6)
PriceIndexReturnRate.setDoubleValue(0.25)
PriceIndexShiftPerGold.setDoubleValue(0.0001)
}
"clampedIndex" should "never be less than the minimum" in {
PriceIndexUtils.clampedIndex(0.52f) shouldBe 0.6f
PriceIndexUtils.clampedIndex(-1f) shouldBe 0.6f
PriceIndexUtils.clampedIndex(0.52) shouldBe 0.6
PriceIndexUtils.clampedIndex(-1) shouldBe 0.6
}
it should "never be more than the maximum" in {
PriceIndexUtils.clampedIndex(1.7f) shouldBe 1.6f
PriceIndexUtils.clampedIndex(100f) shouldBe 1.6f
PriceIndexUtils.clampedIndex(1.7) shouldBe 1.6
PriceIndexUtils.clampedIndex(100) shouldBe 1.6
}
it should "return the value if it's within the range" in {
PriceIndexUtils.clampedIndex(0.75f) shouldBe 0.75f
PriceIndexUtils.clampedIndex(0.75) shouldBe 0.75
}
"steadyState" should "return minimum when all inputs are 0" in {
@@ -43,7 +43,7 @@ class PriceIndexUtilsTest
economyDevastation = 0,
agricultureDevastation = 0,
infrastructureDevastation = 0
) shouldBe 0.6f
) shouldBe 0.6
}
it should "return minimum + 0.5 when all inputs are 100" in {
@@ -54,7 +54,7 @@ class PriceIndexUtilsTest
economyDevastation = 0,
agricultureDevastation = 0,
infrastructureDevastation = 0
) shouldBe 1.1f
) shouldBe 1.1
}
it should "be higher if there is devastation" in {
@@ -65,7 +65,7 @@ class PriceIndexUtilsTest
economyDevastation = 25,
agricultureDevastation = 25,
infrastructureDevastation = 25
) shouldBe 1.225f
) shouldBe 1.225
}
it should "clamp if devastation is excessive" in {
@@ -76,30 +76,30 @@ class PriceIndexUtilsTest
economyDevastation = 100,
agricultureDevastation = 100,
infrastructureDevastation = 100
) shouldBe 1.6f
) shouldBe 1.6
}
"shiftedTowardSteadyState" should "move by 25% of the difference toward steady state" in {
PriceIndexUtils.shiftedTowardSteadyState(
currentPriceIndex = 0.75f,
currentPriceIndex = 0.75,
economy = 100,
agriculture = 100,
infrastructure = 100,
economyDevastation = 0,
agricultureDevastation = 0,
infrastructureDevastation = 0
) shouldBe 0.75f + 0.25f * 0.35f // 0.75 current, 1.1 destination
) shouldBe 0.75 + 0.25 * 0.35 // 0.75 current, 1.1 destination
}
"shiftedByGoldSpend" should "shift by 0.0001 per gold spent" in {
PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(0.75f, 5000) shouldBe Some(
1.25f
PriceIndexUtils.maybeNewPriceIndexFromGoldSpend(0.75, 5000) shouldBe Some(
1.25
)
}
it should "shift down if the spend is negative" in {
PriceIndexUtils
.maybeNewPriceIndexFromGoldSpend(1.4f, -5000)
.get shouldBe (0.9f +- 0.0001f)
.maybeNewPriceIndexFromGoldSpend(1.4, -5000)
.get shouldBe (0.9 +- 0.0001)
}
}
@@ -34,8 +34,8 @@ class AlmsCommandSelectorTest
override def beforeEach(): Unit = {
MinSupportForTaxes.setDoubleValue(40)
AlmsSupportIncreasePerFood.setDoubleValue(0.01f)
AlmsPaladinSupportMultiplier.setDoubleValue(4.0f)
AlmsSupportIncreasePerFood.setDoubleValue(0.01)
AlmsPaladinSupportMultiplier.setDoubleValue(4.0)
}
"chosenAlmsCommand" should "give 1000 food if we need 10 support in December" in {
@@ -103,7 +103,7 @@ class CommandChoiceHelpersTest
)
)
),
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalionTypes = BattalionTypesTestData.battalionTypes
@@ -170,7 +170,7 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(3),
rulingFactionHeroIds = Vector(10),
battalionIds = Vector(85),
priceIndex = 1.0f
priceIndex = 1.0
)
),
heroes = mapifyHeroes(
@@ -221,7 +221,7 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(3),
rulingFactionHeroIds = Vector(10),
battalionIds = Vector(85),
priceIndex = 1.0f
priceIndex = 1.0
)
),
heroes = mapifyHeroes(
@@ -272,7 +272,7 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(3),
rulingFactionHeroIds = Vector(10),
battalionIds = Vector(85),
priceIndex = 1.0f
priceIndex = 1.0
)
),
heroes = mapifyHeroes(
@@ -312,7 +312,7 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(3),
rulingFactionHeroIds = Vector(10),
battalionIds = Vector(85),
priceIndex = 1.0f
priceIndex = 1.0
)
),
heroes = mapifyHeroes(
@@ -343,7 +343,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
gold = 3500,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -373,7 +373,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
gold = 3500,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -403,7 +403,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
gold = 3500,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -428,7 +428,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
gold = 3500,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -458,7 +458,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
gold = 10000,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -488,7 +488,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
food = 5000,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -518,7 +518,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
food = 5000,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -548,7 +548,7 @@ class CommandChoiceHelpersTest
battalionIds = Vector(11, 12),
food = 5000,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -579,7 +579,7 @@ class CommandChoiceHelpersTest
gold = 1000,
food = 2000,
support = 40,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -610,7 +610,7 @@ class CommandChoiceHelpersTest
gold = 10000,
food = 20000,
support = 30,
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -645,13 +645,13 @@ class CommandChoiceHelpersTest
Neighbor(provinceId = 6),
Neighbor(provinceId = 7)
),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 3,
rulingFactionId = Some(15),
heroCap = 5,
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 4,
@@ -659,7 +659,7 @@ class CommandChoiceHelpersTest
rulingFactionHeroIds = (31 to 34).toVector,
neighbors = Vector(Neighbor(provinceId = 5)),
heroCap = 5,
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 6,
@@ -667,7 +667,7 @@ class CommandChoiceHelpersTest
rulingFactionHeroIds = (41 to 44).toVector,
neighbors = Vector(Neighbor(provinceId = 5)),
heroCap = 5,
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 7,
@@ -675,7 +675,7 @@ class CommandChoiceHelpersTest
rulingFactionHeroIds = (51 to 54).toVector,
neighbors = Vector(Neighbor(provinceId = 5)),
heroCap = 5,
priceIndex = 1.0f
priceIndex = 1.0
)
)
)
@@ -827,17 +827,17 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(10, 11),
neighbors = Vector(Neighbor(provinceId = 4)),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 4,
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(1),
neighbors = Vector(Neighbor(provinceId = 3)),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(id = 1, priceIndex = 1.0f),
Province(id = 2, priceIndex = 1.0f)
Province(id = 1, priceIndex = 1.0),
Province(id = 2, priceIndex = 1.0)
),
heroes = mapifyHeroes(
Hero(id = 10, vigor = 90, constitution = 90),
@@ -872,17 +872,17 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(10, 11),
neighbors = Vector(Neighbor(provinceId = 4)),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 4,
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(1),
neighbors = Vector(Neighbor(provinceId = 3)),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(id = 1, priceIndex = 1.0f),
Province(id = 2, priceIndex = 1.0f)
Province(id = 1, priceIndex = 1.0),
Province(id = 2, priceIndex = 1.0)
),
heroes = mapifyHeroes(
Hero(id = 10, vigor = 90, constitution = 90),
@@ -934,17 +934,17 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(10, 11),
neighbors = Vector(Neighbor(provinceId = 4)),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 4,
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(1),
neighbors = Vector(Neighbor(provinceId = 3)),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(id = 1, priceIndex = 1.0f),
Province(id = 2, priceIndex = 1.0f)
Province(id = 1, priceIndex = 1.0),
Province(id = 2, priceIndex = 1.0)
),
heroes = mapifyHeroes(
Hero(id = 10, vigor = 90, constitution = 90),
@@ -990,7 +990,7 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(10, 11),
battalionIds = Vector(5, 6),
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -1021,7 +1021,7 @@ class CommandChoiceHelpersTest
rulingFactionId = Some(17),
rulingFactionHeroIds = Vector(10, 11),
battalionIds = Vector(5, 6),
priceIndex = 1.0f
priceIndex = 1.0
)
),
battalions = mapifyBattalions(
@@ -129,13 +129,13 @@ class ExpandCommandSelectorTest
Vector(Neighbor(provinceId = 10, startingPositionIndex = 1)),
rulingFactionId = Some(33),
rulingFactionHeroIds = Vector(1, 2, 3),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 10,
neighbors =
Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
priceIndex = 1.0f
priceIndex = 1.0
)
),
factions = mapifyFactions(
@@ -191,13 +191,13 @@ class ExpandCommandSelectorTest
Vector(Neighbor(provinceId = 10, startingPositionIndex = 1)),
rulingFactionId = Some(33),
rulingFactionHeroIds = Vector(1, 2, 3),
priceIndex = 1.0f
priceIndex = 1.0
),
Province(
id = 10,
neighbors =
Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
priceIndex = 1.0f
priceIndex = 1.0
)
),
factions = mapifyFactions(
@@ -238,7 +238,7 @@ class ExpandCommandSelectorTest
),
rulingFactionId = Some(33),
rulingFactionHeroIds = Vector(1, 2, 3),
priceIndex = 1.0f,
priceIndex = 1.0,
heroCap = 10,
gold = 2500,
food = 3500
@@ -247,21 +247,21 @@ class ExpandCommandSelectorTest
private val unownedProvince1 = Province(
id = 10,
neighbors = Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
priceIndex = 1.0f,
priceIndex = 1.0,
heroCap = 10
)
private val unownedProvince2 = Province(
id = 11,
neighbors = Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
priceIndex = 1.0f,
priceIndex = 1.0,
heroCap = 10
)
private val unownedProvince3 = Province(
id = 12,
neighbors = Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
priceIndex = 1.0f,
priceIndex = 1.0,
heroCap = 10
)
@@ -270,14 +270,14 @@ class ExpandCommandSelectorTest
neighbors = Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
rulingFactionId = Some(33),
rulingFactionHeroIds = Vector(1, 2, 3),
priceIndex = 1.0f,
priceIndex = 1.0,
heroCap = 10
)
private val enRouteProvince = Province(
id = 14,
neighbors = Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
priceIndex = 1.0f,
priceIndex = 1.0,
incomingArmies = Vector(
MovingArmy(
army = Some(Army(factionId = 33))
@@ -289,7 +289,7 @@ class ExpandCommandSelectorTest
private val hostileProvince = Province(
id = 15,
neighbors = Vector(Neighbor(provinceId = 9, startingPositionIndex = 8)),
priceIndex = 1.0f,
priceIndex = 1.0,
rulingFactionId = Some(34),
heroCap = 10
)
@@ -31,8 +31,8 @@ class FoodConsumptionUtilsTest
PrestigePerSupportedProvince.setDoubleValue(15)
MinSupportForTaxes.setDoubleValue(40)
GoldPerHeroHeldBack.setDoubleValue(100)
AlmsSupportIncreasePerFood.setFloatValue(0.01f)
AlmsPaladinSupportMultiplier.setFloatValue(4.0f)
AlmsSupportIncreasePerFood.setDoubleValue(0.01)
AlmsPaladinSupportMultiplier.setDoubleValue(4.0)
BaseFoodBuyPrice.setDoubleValue(0.25)
VassalMinimumFoodToSendSupplies.setIntValue(200)
VassalMinimumGoldToSendSupplies.setIntValue(100)
@@ -97,7 +97,7 @@ class AlmsToProvinceQuestCommandChooserTest
override def beforeEach(): Unit = {
MinSupportForTaxes.setDoubleValue(40)
AlmsSupportIncreasePerFood.setFloatValue(0.001f)
AlmsSupportIncreasePerFood.setDoubleValue(0.001)
}
"AlmsToProvinceQuestCommandChooser" should "return an alms command for an unaffiliated hero with that quest" in {
@@ -188,7 +188,7 @@ class QuestCreationUtilsTest
forAll(
QuestCreationUtils
.availableQuests(
province = province.withAgriculture(95.0f),
province = province.withAgriculture(95.0),
allProvinces = allProvinces,
factions = factions,
battalions = Vector(),
@@ -223,7 +223,7 @@ class QuestCreationUtilsTest
forAll(
QuestCreationUtils
.availableQuests(
province = province.withEconomy(95.0f),
province = province.withEconomy(95.0),
allProvinces = allProvinces,
factions = factions,
battalions = Vector(),
@@ -258,7 +258,7 @@ class QuestCreationUtilsTest
forAll(
QuestCreationUtils
.availableQuests(
province = province.withInfrastructure(95.0f),
province = province.withInfrastructure(95.0),
allProvinces = allProvinces,
factions = factions,
battalions = Vector(),
@@ -105,7 +105,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
}
"validate province" should "throw if the province id is 0" in {
val province = Province(id = 0, priceIndex = 1.0f)
val province = Province(id = 0, priceIndex = 1.0)
the[EagleInternalException] thrownBy {
RuntimeValidator.validate(province, RoundPhase.PLAYER_COMMANDS)
@@ -113,7 +113,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
}
it should "throw if the price index is 0.0" in {
val province = Province(id = 17, priceIndex = 0.0f, name = "Vovimaria")
val province = Province(id = 17, priceIndex = 0.0, name = "Vovimaria")
the[EagleInternalException] thrownBy {
RuntimeValidator.validate(province, RoundPhase.PLAYER_COMMANDS)
@@ -121,7 +121,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
}
it should "throw if the price index is negative" in {
val province = Province(id = 17, priceIndex = -0.4f, name = "Fluria")
val province = Province(id = 17, priceIndex = -0.4, name = "Fluria")
the[EagleInternalException] thrownBy {
RuntimeValidator.validate(province, RoundPhase.PLAYER_COMMANDS)
@@ -129,7 +129,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
}
it should "not throw if the province id is valid and the priceIndex is valid" in {
val province = Province(id = 17, priceIndex = 1.0f)
val province = Province(id = 17, priceIndex = 1.0)
noException should be thrownBy {
RuntimeValidator.validate(province, RoundPhase.PLAYER_COMMANDS)
@@ -188,7 +188,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
rulingFactionId = Some(2),
rulingFactionHeroIds = Vector(3, 7),
provinceOrders = ProvinceOrderType.ENTRUST,
priceIndex = 1.0f
priceIndex = 1.0
)
noException should be thrownBy {
@@ -202,7 +202,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
rulingHeroId = Some(3),
rulingFactionHeroIds = Vector(3, 7),
provinceOrders = ProvinceOrderType.ENTRUST,
priceIndex = 1.0f
priceIndex = 1.0
)
the[EagleInternalException] thrownBy {
@@ -215,7 +215,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
id = 18,
rulingHeroId = Some(3),
rulingFactionHeroIds = Vector(3, 7),
priceIndex = 1.0f
priceIndex = 1.0
)
noException shouldBe thrownBy {
@@ -229,7 +229,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
rulingFactionId = Some(2),
rulingHeroId = Some(4),
rulingFactionHeroIds = Vector(3, 7),
priceIndex = 1.0f
priceIndex = 1.0
)
the[EagleInternalException] thrownBy {
@@ -252,7 +252,7 @@ class RuntimeValidatorTest extends AnyFlatSpec with Matchers {
rulingHeroId = Some(3),
rulingFactionHeroIds = Vector(3, 7),
provinceOrders = ENTRUST,
priceIndex = 1.0f
priceIndex = 1.0
)
noException should be thrownBy {
@@ -65,9 +65,9 @@ class ProvinceViewFilterTest
)
)
it should "keep a devastation of 0 at 0" in {
it should "round up a devastation of 0.1" in {
val province =
Province(id = 5, rulingFactionId = Some(3), economyDevastation = 0.0f)
Province(id = 5, rulingFactionId = Some(3), economyDevastation = 0.1)
val provinceView = ProvinceViewFilter.filteredProvinceView(
province = province,
@@ -75,12 +75,12 @@ class ProvinceViewFilterTest
factionId = 3
)
provinceView.getFullInfo.economyDevastation shouldBe 0f
provinceView.getFullInfo.economyDevastation shouldBe 1
}
it should "put a devastation of 2.1 at 2.1" in {
it should "keep a devastation of 0 at 0" in {
val province =
Province(id = 5, rulingFactionId = Some(3), economyDevastation = 2.1f)
Province(id = 5, rulingFactionId = Some(3), economyDevastation = 0.0)
val provinceView = ProvinceViewFilter.filteredProvinceView(
province = province,
@@ -88,7 +88,33 @@ class ProvinceViewFilterTest
factionId = 3
)
provinceView.getFullInfo.economyDevastation shouldBe 2.1f
provinceView.getFullInfo.economyDevastation shouldBe 0
}
it should "put a devastation of 2.1 at 3" in {
val province =
Province(id = 5, rulingFactionId = Some(3), economyDevastation = 2.1)
val provinceView = ProvinceViewFilter.filteredProvinceView(
province = province,
gs = GameState(provinces = Map(5 -> province)),
factionId = 3
)
provinceView.getFullInfo.economyDevastation shouldBe 3
}
it should "put an economy of 0.1 at 1" in {
val province =
Province(id = 5, rulingFactionId = Some(3), economy = 0.1)
val provinceView = ProvinceViewFilter.filteredProvinceView(
province = province,
gs = GameState(provinces = Map(5 -> province)),
factionId = 3
)
provinceView.getFullInfo.economy shouldBe 1
}
it should "show ruler is traveling if they are" in {