Fix ThreatCostCalculator: per-unit division, scrap fallback, fixpoint, staggered-recipe max (action items 6-9)

Four algorithm fixes to bring ThreatCostCalculator.cpp into agreement with
tools/threat_report.py and the newly amended REQ-THREAT-ITEM semantics:

6. Scrap-consuming recipes as threat fallback only. Non-reprocessing recipes
   that take scrap as an input are excluded from an item's threat computation
   whenever at least one scrap-free recipe (miner/smelter/assembler) produces
   that item. Previously the scrap_smelting recipe (1 scrap → 1 iron_ingot)
   would have inflated iron_ingot's threat via the max rule.

7. Per-unit item threat. computeRecipeThreatPerUnit() now divides by the
   recipe's output amount, so multi-output recipes price each unit correctly.
   Example: copper_wire (1 copper_ingot, 1 s, output 2) is now 1.5, not 3.

8. Fixpoint resolution. The resolution loop now alternates the non-reprocessing
   pass and the reprocessing pass until neither makes progress, rather than
   running the reprocessing pass once at the end. Items downstream of
   reprocessing-only items (voidsteel_plate, capital_core, capital hulls,
   drone_hangar_module) now resolve correctly.

9. Max rule across staggered recipes. An item is committed only once every
   eligible recipe producing it is computable, so a shallow shortcut recipe
   (e.g. shortcut_steel_plate: 3 iron_ore → 1 steel_plate, resolvable one
   iteration earlier) cannot undercut the expensive base path. A deadlock
   fallback (require_all_recipes=False) handles potential recipe cycles.

docs/requirements.md: REQ-THREAT-ITEM amended for per-unit division, the
scrap-fallback rule, and order-independence via fixpoint.

docs/progression_design.md: action items 6-9 removed (completed); remaining
items 1-5 renumbered unchanged.

tools/threat_report.py: NOTE updated — C++ now matches Python semantics.

bin/test/data/config/recipes.toml: four minimal test recipes added (one per
fix: scrap_iron, dual_wire, downstream_product, staggered_item_{cheap,expensive}).

src/test/ThreatCostCalculatorTest.cpp: four new TEST_CASEs covering each fix.

Expected values with the live config (bin/app/data/config) verified by
threat_report.py: iron_ingot 2, copper_wire 1.5, steel_plate 7, control_chip
12, voidsteel_plate 141, capital_core 240; fitted ships 10.5/47/99/233.5/
354.5/722.5/1491.5/1436.5. All 378 test cases pass.
This commit is contained in:
2026-07-03 18:45:39 +02:00
parent d889b79658
commit 38fd2e4e89
6 changed files with 333 additions and 98 deletions

View File

@@ -30,6 +30,7 @@ double computeMaterialThreat(const ThreatCostTable& table,
return total;
}
// Returns true if every input of the recipe has a resolved threat value.
bool allInputsResolved(const RecipeDef& recipe,
const std::map<std::string, double>& resolved)
{
@@ -43,15 +44,18 @@ bool allInputsResolved(const RecipeDef& recipe,
return true;
}
double computeRecipeThreat(const RecipeDef& recipe,
const std::map<std::string, double>& resolved)
// Computes the raw recipe threat (duration + sum of input threats × amounts),
// divided by the output amount to get the per-unit threat.
double computeRecipeThreatPerUnit(const RecipeDef& recipe,
int outputAmount,
const std::map<std::string, double>& resolved)
{
double threat = recipe.durationSeconds;
for (const RecipeIngredient& input : recipe.inputs)
{
threat += resolved.at(input.item) * input.amount;
}
return threat;
return threat / static_cast<double>(outputAmount);
}
} // namespace
@@ -69,118 +73,259 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
? 1.0 / config.world.scrapPerThreat
: 0.0;
// Build lookup: output item → non-reprocessing recipes and reprocessing recipes.
std::map<std::string, std::vector<RecipeRef>> nonReprocessingRecipes;
// -------------------------------------------------------------------------
// Build per-item recipe lookup tables.
// -------------------------------------------------------------------------
// Items that have at least one non-reprocessing recipe that does NOT consume
// scrap — these items' scrap-consuming recipes are excluded from threat
// computation (REQ-THREAT-ITEM: scrap-consuming recipes are a fallback only).
std::set<std::string> scrapFreeItems;
// nonReprocessingRecipes: item → all eligible non-reprocessing (recipe, output)
// pairs. Scrap-consuming recipes are collected here temporarily; they are
// filtered out per item after we know which items have a scrap-free producer.
struct EligiblePair
{
const RecipeDef* recipe;
int outputAmount;
bool consumesScrap;
};
std::map<std::string, std::vector<EligiblePair>> nonReprocessingCandidates;
// reprocessingRecipes: item → all reprocessing-recipe refs (probability
// values are raw from config; we normalize them per-recipe below).
std::map<std::string, std::vector<RecipeRef>> reprocessingRecipes;
for (const RecipeDef& recipe : config.recipes.recipes)
{
if (recipe.building == BuildingType::ReprocessingPlant)
{
// Compute the total weight across all outputs of this reprocessing recipe
// so we can normalize each output's probability.
double totalWeight = 0.0;
for (const RecipeOutput& out : recipe.outputs)
{
totalWeight += out.probability.value_or(1.0);
}
if (totalWeight <= 0.0)
{
continue;
}
for (const RecipeOutput& out : recipe.outputs)
{
RecipeRef ref;
ref.recipe = &recipe;
ref.outputItem = out.item;
ref.outputAmount = out.amount;
ref.probability = out.probability.value_or(1.0);
ref.probability = out.probability.value_or(1.0) / totalWeight;
reprocessingRecipes[out.item].push_back(ref);
}
}
else
{
// Check whether this non-reprocessing recipe consumes scrap.
bool consumesScrap = false;
for (const RecipeIngredient& input : recipe.inputs)
{
if (input.item == "scrap")
{
consumesScrap = true;
break;
}
}
for (const RecipeOutput& out : recipe.outputs)
{
RecipeRef ref;
ref.recipe = &recipe;
ref.outputItem = out.item;
ref.outputAmount = out.amount;
ref.probability = 1.0;
nonReprocessingRecipes[out.item].push_back(ref);
if (!consumesScrap)
{
scrapFreeItems.insert(out.item);
}
EligiblePair pair;
pair.recipe = &recipe;
pair.outputAmount = out.amount;
pair.consumesScrap = consumesScrap;
nonReprocessingCandidates[out.item].push_back(pair);
}
}
}
// Collect all item names that need resolving.
std::set<std::string> unresolved;
for (const std::pair<const std::string, std::vector<RecipeRef>>& entry : nonReprocessingRecipes)
// Filter nonReprocessingCandidates: for items that have at least one
// scrap-free producer, drop their scrap-consuming recipes.
// Build the final per-item list of (recipe, outputAmount) pairs eligible
// for the max-across-recipes rule (REQ-THREAT-ITEM).
std::map<std::string, std::vector<std::pair<const RecipeDef*, int>>> eligibleRecipes;
for (std::map<std::string, std::vector<EligiblePair>>::const_iterator it =
nonReprocessingCandidates.begin();
it != nonReprocessingCandidates.end();
++it)
{
unresolved.insert(entry.first);
}
for (const std::pair<const std::string, std::vector<RecipeRef>>& entry : reprocessingRecipes)
{
unresolved.insert(entry.first);
const std::string& item = it->first;
const std::vector<EligiblePair>& candidates = it->second;
bool hasScrapFree = (scrapFreeItems.find(item) != scrapFreeItems.end());
for (const EligiblePair& candidate : candidates)
{
if (candidate.consumesScrap && hasScrapFree)
{
// Scrap-consuming recipe excluded: item has a scrap-free producer.
continue;
}
eligibleRecipes[item].emplace_back(candidate.recipe, candidate.outputAmount);
}
}
// Iteratively resolve non-reprocessing items.
bool progress = true;
while (progress)
// -------------------------------------------------------------------------
// Resolution: seed resolved map with scrap, then alternate the
// non-reprocessing pass and the reprocessing pass to a fixpoint.
// Fix (8): iterate until neither pass makes progress, rather than running
// the reprocessing pass once at the end.
// -------------------------------------------------------------------------
std::map<std::string, double>& resolved = table.itemThreat;
resolved["scrap"] = table.scrapThreat;
// Non-reprocessing resolution pass.
// Fix (9): commit an item only when EVERY eligible recipe for it is
// computable, not just the first one that resolves. This ensures a shallow
// shortcut recipe cannot undercut a deeper base recipe by resolving earlier.
auto runNonReprocessingPass = [&](bool requireAllRecipes) -> bool
{
progress = false;
std::set<std::string> newlyResolved;
for (const std::string& item : unresolved)
bool progress = false;
std::map<std::string, double> newValues;
for (std::map<std::string, std::vector<std::pair<const RecipeDef*, int>>>::const_iterator
it = eligibleRecipes.begin();
it != eligibleRecipes.end();
++it)
{
std::map<std::string, std::vector<RecipeRef>>::const_iterator it =
nonReprocessingRecipes.find(item);
if (it == nonReprocessingRecipes.end())
const std::string& item = it->first;
if (resolved.find(item) != resolved.end())
{
continue;
}
const std::vector<std::pair<const RecipeDef*, int>>& pairs = it->second;
bool allComputable = true;
double maxThreat = -1.0;
for (const RecipeRef& ref : it->second)
for (const std::pair<const RecipeDef*, int>& pair : pairs)
{
if (allInputsResolved(*ref.recipe, table.itemThreat))
if (!allInputsResolved(*pair.first, resolved))
{
double threat = computeRecipeThreat(*ref.recipe, table.itemThreat);
if (threat > maxThreat)
allComputable = false;
if (requireAllRecipes)
{
maxThreat = threat;
break;
}
// In fallback mode: skip this recipe but continue gathering
// the computable subset.
continue;
}
double threat = computeRecipeThreatPerUnit(*pair.first, pair.second, resolved);
if (threat > maxThreat)
{
maxThreat = threat;
}
}
if (requireAllRecipes && !allComputable)
{
continue;
}
if (maxThreat >= 0.0)
{
table.itemThreat[item] = maxThreat;
newlyResolved.insert(item);
progress = true;
newValues[item] = maxThreat;
}
}
for (const std::string& item : newlyResolved)
{
unresolved.erase(item);
}
}
// Resolve reprocessing-only items.
for (const std::string& item : unresolved)
for (std::map<std::string, double>::const_iterator it = newValues.begin();
it != newValues.end();
++it)
{
resolved[it->first] = it->second;
progress = true;
}
return progress;
};
// Reprocessing pass: resolve items produced exclusively by reprocessing.
// Items that also have a non-reprocessing recipe are skipped here (they are
// covered by the non-reprocessing pass or do not need the reprocessing path).
auto runReprocessingPass = [&]() -> bool
{
std::map<std::string, std::vector<RecipeRef>>::const_iterator it =
reprocessingRecipes.find(item);
if (it == reprocessingRecipes.end())
bool progress = false;
for (std::map<std::string, std::vector<RecipeRef>>::const_iterator it =
reprocessingRecipes.begin();
it != reprocessingRecipes.end();
++it)
{
continue;
}
for (const RecipeRef& ref : it->second)
{
int scrapPerCycle = 0;
for (const RecipeIngredient& input : ref.recipe->inputs)
const std::string& item = it->first;
if (resolved.find(item) != resolved.end())
{
scrapPerCycle += input.amount;
continue;
}
// Reprocessing defines an item's threat only when nothing else
// produces it (REQ-THREAT-ITEM).
if (scrapFreeItems.find(item) != scrapFreeItems.end())
{
continue;
}
// Also skip items covered by eligible (non-reprocessing) recipes.
if (eligibleRecipes.find(item) != eligibleRecipes.end())
{
continue;
}
double threat = (table.scrapThreat * scrapPerCycle
+ ref.recipe->durationSeconds) / ref.probability;
std::map<std::string, double>::iterator existing = table.itemThreat.find(item);
if (existing == table.itemThreat.end() || threat > existing->second)
for (const RecipeRef& ref : it->second)
{
table.itemThreat[item] = threat;
// Sum all scrap inputs for this reprocessing recipe.
int scrapPerCycle = 0;
for (const RecipeIngredient& input : ref.recipe->inputs)
{
scrapPerCycle += input.amount;
}
double threat = (table.scrapThreat * scrapPerCycle
+ ref.recipe->durationSeconds) / ref.probability;
std::map<std::string, double>::iterator existing = resolved.find(item);
if (existing == resolved.end() || threat > existing->second)
{
resolved[item] = threat;
progress = true;
}
}
}
return progress;
};
// Main fixpoint loop: alternate non-reprocessing and reprocessing passes
// until neither makes any progress (fix 8).
bool anyProgress = true;
while (anyProgress)
{
anyProgress = runNonReprocessingPass(true);
anyProgress = runReprocessingPass() || anyProgress;
}
// Deadlock fallback: if any items remain unresolved due to recipe cycles,
// fall back to committing with the max over the currently computable subset
// of recipes (fix 9, deadlock guard — same approach as threat_report.py's
// require_all_recipes=False mode).
anyProgress = true;
while (anyProgress)
{
anyProgress = runNonReprocessingPass(false);
anyProgress = runReprocessingPass() || anyProgress;
}
// Remove the sentinel scrap entry — scrapThreat is already stored on the
// table struct; having it in itemThreat would confuse callers iterating items.
resolved.erase("scrap");
return table;
}

View File

@@ -107,3 +107,62 @@ TEST_CASE("ThreatCostCalculator: unknown ship returns zero", "[threat]")
double threat = calculateShipThreatCost(table, cfg, "nonexistent_ship", {});
CHECK(threat == Approx(0.0));
}
// Fix 6: scrap-consuming recipes are a fallback only.
// iron_ingot has a scrap-free smelter recipe, so the scrap_iron recipe must
// be excluded. iron_ingot threat must not be inflated by the scrap path.
TEST_CASE("ThreatCostCalculator: scrap-consuming recipe excluded when scrap-free recipe exists", "[threat]")
{
const GameConfig cfg = loadConfig();
const ThreatCostTable& table = cfg.threatCosts;
// scrap_iron recipe: duration=1.0, 1 scrap (threat=1.0) -> 1 iron_ingot.
// That would give 1.0 + 1.0*1 = 2.0 per unit — but it must be excluded
// because the scrap-free iron_ingot smelter recipe (threat=4.0) exists.
// iron_ingot threat stays at 4.0.
CHECK(table.itemThreat.at("iron_ingot") == Approx(4.0));
// The pure reprocessing-only item (advanced_alloy) must still be resolved
// via the reprocessing path.
CHECK(table.itemThreat.count("advanced_alloy") == 1u);
}
// Fix 7: per-unit item threat divides by output amount.
// dual_wire: assembler, 1 iron_ore -> 2 dual_wire, duration 3.0.
// Per-unit threat = (3.0 + iron_ore(1.0)*1) / 2 = 4.0 / 2 = 2.0.
TEST_CASE("ThreatCostCalculator: per-unit division by output amount", "[threat]")
{
const GameConfig cfg = loadConfig();
const ThreatCostTable& table = cfg.threatCosts;
CHECK(table.itemThreat.at("dual_wire") == Approx(2.0));
}
// Fix 8: fixpoint resolution — items downstream of reprocessing-only items
// must be resolved after the reprocessing pass re-enables the non-reprocessing
// pass.
// downstream_product: assembler, 1 advanced_alloy -> 1, duration 2.0.
// advanced_alloy = 80.0 (reprocessing-only).
// downstream_product = 2.0 + 80.0*1 = 82.0.
TEST_CASE("ThreatCostCalculator: downstream-of-reprocessing item resolves via fixpoint", "[threat]")
{
const GameConfig cfg = loadConfig();
const ThreatCostTable& table = cfg.threatCosts;
CHECK(table.itemThreat.at("advanced_alloy") == Approx(80.0));
CHECK(table.itemThreat.at("downstream_product") == Approx(82.0));
}
// Fix 9: max rule across staggered recipes — item is committed only once
// every eligible recipe for it is computable.
// staggered_item has two recipes:
// cheap: 1 iron_ore (1.0) + 1.0 s = 2.0 (resolves early)
// expensive: 1 circuit_board (28.0) + 1.0 s = 29.0 (resolves later)
// expected threat = max(2.0, 29.0) = 29.0, not 2.0.
TEST_CASE("ThreatCostCalculator: staggered recipes committed only when all computable", "[threat]")
{
const GameConfig cfg = loadConfig();
const ThreatCostTable& table = cfg.threatCosts;
CHECK(table.itemThreat.at("staggered_item") == Approx(29.0));
}