Commit Graph

239 Commits

Author SHA1 Message Date
c2196cb34e replay: compile-enforce the command chokepoint
Privatize the Simulation player-action mutators (tryPlaceBuilding, demolish,
applySchematicChoice) and the mutable subsystem accessors (now buildingsMutable/
beltsMutable; only the const buildings()/belts() stay public). Production's only
handle to a subsystem is through Simulation, and every production buildings()/
belts() call is a const query, so this fully locks gameplay out of any
command-bypassing mutation path -- such code now fails to compile instead of
silently desyncing replays.

Tests reach the private mutators through SimulationTestAccess, a friend struct
under src/test (off the lib/ui/app include path), so they keep calling the real
mutators and keep their return values -- no id-by-position recovery needed. The
BuildingSystem subsystem mutators stay public (BuildingTest unit-tests a bare
subsystem; unreachable from production anyway).

Upgrades the Phase 1 "convention only" decision to structural enforcement.
All targets build; 354 cases / 3418 assertions pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
2026-06-30 22:56:51 +02:00
bd9f550b67 replay: closing tests and overlay polish (Phase 4)
- Round-trip: every command verb serialize->parse->re-serialize is identical;
  malformed input is rejected.
- Equivalence: add a long ~2400-tick run through waves/combat that records,
  reads back, and replays to a byte-identical final state with no desync
  (alongside the existing short scenario).
- Desync detection: corrupting one recorded checksum makes ReplayPlayer report
  the exact desync tick.
- Reset boundary: a Reset drained through CommandManager rolls the recorder to
  a new file named by the new seed.
- Polish: the end-of-replay / desync overlay dims the world behind the message.

Record + playback is now functionally complete and covered by headless tests.
Full suite green (354 cases / 3418 assertions).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
2026-06-30 21:20:22 +02:00
26e108f3e1 replay: play back recorded runs via --replay (Phase 3)
Adds view-only playback: re-simulate from the recorded seed + commands and
verify the RNG checksums.

- ReplayReader (lib): parses a replay file into header + an ordered stream of
  command/checksum entries. CommandSerializer gains the inverse parseCommand
  (round-trips every verb; rejects malformed input).
- ReplayPlayer (lib): the playback driver. Applies each command at its exact
  recorded tick and verifies checksums in file order (start() handles tick 0;
  advanceTo(tick) handles each tick after sim.tick()). Independent of
  replay-time speed/pause; reports the first desync tick.
- CommandManager replay mode: enqueue() becomes a no-op so live input is
  ignored while the recorded stream drives application.
- main.cpp: --replay <file> reads + validates (warns on version/config-hash
  mismatch), seeds the sim from the header, and threads the replay through
  MainWindow to GameWorldView.
- GameWorldView: drives the player in onFrame (manual speed/pause kept,
  forward-only), gates the schematic-choices and game-over polls, and draws a
  "REPLAY" tag plus a passive "Replay ended" / "Desync at tick N" overlay.
- computeReplayConfigHash factored out of ReplayRecorder for reuse by main.

ReplayPlaybackTest records a scripted run, reads it back, replays it, and
asserts no desync + byte-identical final state -- including the
periodic-checksum-then-command ordering at a shared tick. Full suite green
(350 cases / 3396 assertions); app, tests, and balancing all build.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
2026-06-30 21:06:59 +02:00
97b6f0d8fd replay: record every run to a replay file (Phase 2)
Hooks a recorder into the command chokepoint so each run is written to disk as
it plays, ready for playback in Phase 3.

- ReplayRecorder (lib): line-oriented append-friendly file — keyed header
  (version, build, seed, config_hash, timestamp), then '---', then tick-tagged
  command lines interleaved with "# checksum <tick> <hex>" RNG fingerprints.
  Each line is flushed so a crash leaves a valid partial file. Config hash is a
  64-bit FNV over the config dir's *.toml files; build tag is __DATE__/__TIME__.
- CommandSerializer (lib): per-command text (length-prefixed variable parts;
  ship layouts and splitter filters serialized inline). Reset is a file
  boundary, never a stream entry.
- CommandManager owns an optional ReplayRecorder: drain() records each applied
  command + a post-apply checksum; a drained Reset rolls to a new file;
  recordTickCheckpoint() (called per tick from onFrame) writes a checksum every
  30 ticks.
- Random seed generated in main and on restart (std::random_device); Simulation
  retains it via getSeed() for the header.
- GameWorldView attaches the recorder at construction (first file + tick-0
  checksum); replays land in <data>/replays named <timestamp>_<seed>.replay.

ReplayRecorderTest covers serialization, file well-formedness, file rolling,
and the CommandManager drain->record integration. Full suite green
(346 cases / 3377 assertions); app, tests, and balancing all build.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
2026-06-30 20:08:04 +02:00
82ca9080a5 replay: route player input through a command chokepoint (Phase 1)
Reshapes every UI-driven sim mutation to flow through one path so it can be
recorded and replayed later, with behaviour unchanged.

- Command model (lib): Command base + derived types (PlaceBuilding, Demolish,
  RotateInPlace, SetRecipe, SetShipLayout, Set[Site]SplitterFilters,
  ClearBeltTiles, ApplySchematicChoice, Reset), each with a playerId for the
  future-multiplayer shape. PlaceBuilding is atomic (carries optional
  recipe/layout/filters) because deferred commands never return the new
  BuildingId to the caller.
- CommandManager (lib): FIFO queue holding a Simulation&; enqueue + drain.
- Simulation::apply(const Command&): the single chokepoint, dispatching by
  kind to the existing mutators. Mutators stay public (enforced by convention,
  not compile-time, so the test suite keeps driving the sim directly).
- Timing: GameWorldView owns the CommandManager and drains it once per frame in
  onFrame, before the tick batch (runs at 0x too, so build-while-paused is
  preserved). A drained Reset triggers the view reset.
- UI fan-in: GameWorldView enqueues its own input directly; MainWindow and
  SelectedBuildingPanel emit CommandRequestedEvent, which GameWorldView
  subscribes to and enqueues. No UI site mutates the sim directly anymore.
- CommandTest: asserts apply(...) yields byte-identical state to the direct
  mutator path, and that CommandManager drains FIFO through apply.

Full suite green (338 cases / 3353 assertions); determinism double-run still
passes. Design doc updated with the atomic-PlaceBuilding and convention-
enforcement decisions.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
2026-06-30 19:44:50 +02:00
a45df902aa replay: add determinism foundation and double-run verification (Phase 0)
Introduces the state-checksum machinery the replay feature rests on, and a
test that proves the simulation is deterministic for a given seed/binary.

- StateChecksum: FNV-1a Hasher (bit-pattern float hashing, -0 normalization,
  length-tagged strings) plus a portable mt19937 state fingerprint.
- BeltSystem/BuildingSystem: appendChecksum(Hasher&) folding transport and
  building/site/occupancy state in deterministic (sorted/insertion) order.
- Simulation: rngFingerprint() (cheap, for the future file checksum) and
  computeStateChecksum() (full state: RNG, scalars, wave/schematic/unlock
  state, subsystems, and ECS position/health/facing/body/scrap/identity).
- DeterminismTest: Hasher unit tests, RNG-fingerprint tests, and a double-run
  test asserting identical per-tick full-state checksums from one seed; plus a
  different-seed divergence guard.

Exit criteria met: double-run determinism test passes; full suite green
(334 cases / 3346 assertions).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
2026-06-30 17:44:17 +02:00
a97687154e docs: add replay record/playback design and implementation plan
Captures the deterministic command-replay design (seed + config hash +
tick-tagged command log, re-simulated on playback), the command-chokepoint
and timing model, determinism/checksum strategy, file format, and a
sequenced Phase 0-4 implementation plan.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
2026-06-30 15:33:55 +02:00
cf68ac2862 Fix selected construction site border not being drawn (#2)
Fixes a bug where the selected construction site was not drawn with a border.

Reviewed-on: #2
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-06-29 20:09:10 +00:00
b301db2008 increase refund rate because altering the factory shall not be punishing 2026-06-23 22:11:30 +02:00
31a8915b0f update keyboard shortcuts 2026-06-23 22:09:26 +02:00
f818c90af0 draw ghost in semi-transparent building color 2026-06-23 21:29:38 +02:00
577927ef70 fix bug where splitter filters were not taken over to blueprint 2026-06-23 21:08:46 +02:00
d271d65678 allow to set the recipe already for construction sites 2026-06-22 22:15:56 +02:00
e5017ab3c5 fix issue where construction sites could be placed outside of game world and add tests 2026-06-22 21:13:01 +02:00
59688e6532 fix issue where scrolling while drawing selection box did not update selection box size 2026-06-22 21:10:38 +02:00
c7218c7c1e Replace recipe/schematic dropdowns with button and selection dialog 2026-06-22 21:07:36 +02:00
c43225b6fa fix issue where beams were also disappearing while the game was paused 2026-06-21 22:09:25 +02:00
405206211e fix issue where right-click did not exit demolish mode 2026-06-21 21:56:40 +02:00
3d577a11db fix bug where recipe combo stayed visible when construction site was selected 2026-06-21 21:54:15 +02:00
a472ec196c cargo component refactoring 2026-06-21 21:49:46 +02:00
665060bcd2 Merge pull request 'fix issue where repair behavior targets enemy HQ in balancing target' (#1) from fix_repair_targeting into master
Reviewed-on: #1
2026-06-19 19:44:28 +00:00
4818997164 fix issue where repair behavior targets enemy HQ in balancing target 2026-06-19 21:36:04 +02:00
9573b9789a change repair_tool application and add beams for salvager and repair_tool 2026-06-19 21:15:47 +02:00
7924e037aa increase asteroid size 2026-06-18 21:48:43 +02:00
c371b43a6d make repair ships standby with rest of fleet if there is no one to repair (instead of advancing towards the enemy stations) 2026-06-18 21:45:15 +02:00
abab2bbb6e make repair ships not retreat if someone needs help 2026-06-17 22:40:58 +02:00
313fed02ca fix range of repair tool in config 2026-06-17 22:39:10 +02:00
b95eaaaded fix repair tool targeting 2026-06-17 21:52:47 +02:00
41c8ed2938 draw debug lines to repair and salvage behavior targets 2026-06-17 21:41:35 +02:00
7f4ea93a70 show accumulated threat for teams in balancing target 2026-06-17 21:29:02 +02:00
1a682fdb79 make drone movement look more spaceship-like 2026-06-17 20:51:45 +02:00
e0e11b7933 fix mutually canceling orbits 2026-06-17 20:50:31 +02:00
0cf3d64983 allow custom orbit rotations directions 2026-06-17 20:36:11 +02:00
1324a320e2 fix issue where ships cancel their attacks and advance if on low health in balancing target 2026-06-16 22:17:09 +02:00
5219b227c5 improve targeting rules config 2026-06-16 21:51:45 +02:00
0e02d9ec4a make sensor range semi transparent in debug draw mode 2026-06-16 21:51:26 +02:00
74615f5293 add debug draw mode for balancing target 2026-06-16 21:47:41 +02:00
bd2391876c draw debug lines to target 2026-06-16 21:38:58 +02:00
ac97652c60 make ships claim targets 2026-06-16 21:18:28 +02:00
4153b7e2f5 make ships orbit their targets 2026-06-15 21:37:47 +02:00
6b7c3df64a advance towards enemy buildings 2026-06-15 20:52:43 +02:00
e8dd73bcb0 refactor AI system 2026-06-15 09:16:56 +02:00
8451f5a281 fix missed code paths for artificially reduced splitter throughput 2026-06-14 14:50:23 +02:00
0a1b58442c add verification scripts for ship layouts and recipes 2026-06-14 14:24:18 +02:00
997a7778e0 first iteration of fable 5 on ship and module grids and recipes 2026-06-14 14:23:53 +02:00
282ace4c11 fix bug where splitters reduce belt throughput, even if one side is blocked 2026-06-14 14:03:50 +02:00
1ea1cc59fb show threat rate in debug output 2026-06-14 13:39:10 +02:00
123c544423 move ui panels to the right 2026-06-14 13:07:25 +02:00
10c5ad678f derive threat cost dynamically 2026-06-13 22:47:46 +02:00
3716c2b734 show implicitly unlocked items in schematic unlock dialog 2026-06-13 18:19:25 +02:00