// Headless test for civilization Step 5 (conflict, war & shifting borders). No display needed. // // g++ -std=c++17 -O2 -Isrc/sim test_conflict.cpp src/sim/IcoSphere.cpp src/sim/Planet.cpp // src/sim/PlanetTectonics.cpp src/sim/PlanetDrift.cpp src/sim/PlanetErosion.cpp // src/sim/PlanetHydrology.cpp src/sim/PlanetBiomes.cpp src/sim/PlanetClimate.cpp // src/sim/PlanetLive.cpp src/sim/PlanetOcean.cpp src/sim/PlanetWeather.cpp // src/sim/PlanetVolcano.cpp src/sim/PlanetBiota.cpp src/sim/PlanetFloraGen.cpp // src/sim/PlanetFaunaGen.cpp src/sim/PlanetFungiGen.cpp src/sim/NameGen.cpp // src/sim/PlanetGeography.cpp src/sim/PlanetEcoregions.cpp src/sim/PlanetCiv.cpp // src/sim/PlanetNation.cpp src/sim/PlanetCulture.cpp src/sim/PlanetConflict.cpp // src/sim/PlanetIO.cpp -o /tmp/twar && /tmp/twar // // Verifies: wars start between neighbouring realms; conquest sets allegiance so computeTerritory moves // the border (the city joins the overlord's realm); revolts clear allegiance; determinism + RNG // isolation; save-v21 + step-back snapshot round-trip. #include "Planet.hpp" #include #include #include #include static int failures = 0; static void check(bool cond, const char* what) { std::printf(" [%s] %s\n", cond ? "PASS" : "FAIL", what); if (!cond) ++failures; } static void settle(Planet& p, int maxSteps = 800) { int run = 0; for (int s = 0; s < maxSteps; ++s) { double mc = p.step(); if (mc < 2.0) { if (++run >= 3) break; } else run = 0; } p.computeClimate(); p.classifyBiomes(); } static void drift(Planet& p, int iters) { p.drifting = true; for (int k = 0; k < iters; ++k) { double dt = p.cflDtMy(); p.advect(dt); p.step(); p.erode(dt); if (k >= iters/2) p.hydrology(dt*0.2); } p.computeClimate(); p.classifyBiomes(); } // Crank the war knobs so conquest is frequent + persistent (isolates the mechanics from randomness). static void aggressiveWars(Planet& p) { p.cfg.warDeclareRate = 8.0; p.cfg.warAmbition = 2.0; p.cfg.warIdeology = 2.0; p.cfg.warBorder = 2.0; p.cfg.warConquerScore = 0.05; p.cfg.warSackChance = 0.0; p.cfg.warExhaustion = 900.0; p.cfg.warRevoltRate = 0.0; p.cfg.warMinRealmPop = 1.0; p.cfg.warMaxConcurrent = 50; p.cfg.warCasualtyRate = 0.0; } static bool warsEqual(const std::vector& a, const std::vector& b) { if (a.size() != b.size()) return false; for (size_t i = 0; i < a.size(); ++i) if (a[i].attacker != b[i].attacker || a[i].defender != b[i].defender || a[i].battles != b[i].battles || std::fabs(a[i].warscore - b[i].warscore) > 1e-12) return false; return true; } int main() { PlanetConfig cfg; cfg.subdivisions = 5; cfg.seed = 4242; Planet p; p.generate(cfg); settle(p); drift(p, 400); const int n = (int)p.cells.size(); const double yearH = p.cfg.dayLengthHours * p.cfg.yearLengthDays; p.placeSettlements(); double lt = 0.0; for (int yr = 0; yr < 600; ++yr) { lt += 2.0 * yearH; p.stepCivilization(2.0 * yearH, lt); } aggressiveWars(p); std::printf("Conflict: wars erupt + conquest sets allegiance\n"); bool sawWar = false; int totalDeclared = 0; for (long yr = 0; yr < 300; ++yr) { p.computeTerritory(); p.computeCultures(); ConflictUpdate u = p.stepConflict(yr); if (!p.warList().empty()) sawWar = true; for (const WarEvent& e : u.events) if (e.title.find("declares war") != std::string::npos) ++totalDeclared; } p.computeTerritory(); // reflect the final allegiances int allegianceSet = 0; for (int a : p.settleAllegiance()) if (a >= 0) ++allegianceSet; std::printf(" saw wars: %s ; declared over run: %d ; cities under foreign rule: %d\n", sawWar ? "yes" : "no", totalDeclared, allegianceSet); check(sawWar, "wars break out between neighbouring realms"); check(allegianceSet > 0, "at least one city is conquered (allegiance set)"); std::printf("Conflict: conquest moves the border (city joins its overlord's realm)\n"); { int joined = 0, crossedCulture = 0, checkedValidOverlord = 0; for (size_t s = 0; s < p.settlements.size(); ++s) { int ov = p.settleAllegiance()[s]; if (ov < 0) continue; // Is the overlord still a living capital of some nation? int ovNation = -1; for (size_t ni = 0; ni < p.nationList().size(); ++ni) if (p.nationList()[ni].capital == ov) ovNation = (int)ni; if (ovNation < 0) continue; ++checkedValidOverlord; int myNation = p.settleNation()[s]; if (myNation == ovNation && p.cellNation()[p.settlements[s].cell] == ovNation) ++joined; if (myNation == ovNation && s < p.settleCulture().size() && p.settleCulture()[s] != p.settleCulture()[ov]) ++crossedCulture; } std::printf(" %d conquered cities have a living overlord ; %d joined it ; %d crossed a culture line\n", checkedValidOverlord, joined, crossedCulture); check(checkedValidOverlord == 0 || joined > 0, "a conquered city sits in its overlord's realm (border moved)"); } std::printf("Conflict: revolts free conquered cities\n"); { int before = 0; for (int a : p.settleAllegiance()) if (a >= 0) ++before; p.cfg.warRevoltRate = 5.0; p.cfg.warDeclareRate = 0.0; // no new wars, heavy revolts for (long yr = 300; yr < 320; ++yr) { p.computeTerritory(); p.computeCultures(); p.stepConflict(yr); } int after = 0; for (int a : p.settleAllegiance()) if (a >= 0) ++after; std::printf(" conquered cities before revolts: %d ; after: %d\n", before, after); check(before == 0 || after < before, "revolts reduce the number of conquered cities"); } std::printf("Conflict: determinism\n"); Planet q; q.generate(cfg); settle(q); drift(q, 400); q.placeSettlements(); double lt2 = 0.0; for (int yr = 0; yr < 600; ++yr) { lt2 += 2.0 * yearH; q.stepCivilization(2.0 * yearH, lt2); } aggressiveWars(q); for (long yr = 0; yr < 300; ++yr) { q.computeTerritory(); q.computeCultures(); q.stepConflict(yr); } q.computeTerritory(); // Re-run p's identical sequence into a third world to compare against (p has since had revolts applied). Planet p2; p2.generate(cfg); settle(p2); drift(p2, 400); p2.placeSettlements(); double lt3 = 0.0; for (int yr = 0; yr < 600; ++yr) { lt3 += 2.0 * yearH; p2.stepCivilization(2.0 * yearH, lt3); } aggressiveWars(p2); for (long yr = 0; yr < 300; ++yr) { p2.computeTerritory(); p2.computeCultures(); p2.stepConflict(yr); } p2.computeTerritory(); check(q.settleAllegiance() == p2.settleAllegiance() && warsEqual(q.warList(), p2.warList()), "stepConflict is deterministic (same allegiance + wars)"); std::printf("Conflict: RNG isolation from tectonics\n"); Planet x; x.generate(cfg); settle(x); Planet y; y.generate(cfg); settle(y); for (int k = 0; k < 40; ++k) { double dx = x.cflDtMy(); x.advect(dx); x.step(); x.erode(dx); double dy = y.cflDtMy(); y.advect(dy); y.step(); y.erode(dy); if (k == 20) { y.placeSettlements(); y.stepCivilization(yearH, yearH); y.computeTerritory(); y.computeCultures(); aggressiveWars(y); y.stepConflict(0); } } { bool same = true; for (int i = 0; i < n; ++i) if (std::fabs(x.cells[i].elevation - y.cells[i].elevation) > 1e-9) same = false; check(same, "stepConflict never perturbs tectonic evolution"); } std::printf("Conflict: save v21 round-trip\n"); { std::stringstream ss(std::ios::in | std::ios::out | std::ios::binary); p2.writeState(ss); Planet r; bool ok = r.readState(ss, true, true, true, true, true, true, true, true, true, true, true, true); check(ok, "readState accepts the v21 stream"); check(r.settleAllegiance() == p2.settleAllegiance(), "allegiance survives save/load"); check(warsEqual(r.warList(), p2.warList()), "active wars survive save/load"); r.computeTerritory(); check(r.cellNation() == p2.cellNation(), "territory recomputed after load matches (allegiance honoured)"); } { Planet bad = p2; bad.wars.clear(); War w; w.attacker = 0; w.defender = (int)bad.settlements.size() + 10; bad.wars.push_back(w); std::stringstream ss(std::ios::in | std::ios::out | std::ios::binary); bad.writeState(ss); Planet r; check(!r.readState(ss, true, true, true, true, true, true, true, true, true, true, true, true), "readState rejects active wars with invalid settlement endpoints"); } if (p2.settlements.size() >= 2) { Planet bad = p2; bad.wars.clear(); War a; a.attacker = 0; a.defender = 1; War b; b.attacker = 1; b.defender = 0; bad.wars.push_back(a); bad.wars.push_back(b); std::stringstream ss(std::ios::in | std::ios::out | std::ios::binary); bad.writeState(ss); Planet r; check(!r.readState(ss, true, true, true, true, true, true, true, true, true, true, true, true), "readState rejects duplicate active wars for the same realm pair"); } std::printf("Conflict: step-back snapshot round-trip\n"); { WeatherSnapshot snap = p2.captureWeather(); std::vector before = p2.settleAllegiance(); std::vector wbefore = p2.warList(); // Mutate: heavy revolts + more wars. p2.cfg.warRevoltRate = 5.0; p2.cfg.warDeclareRate = 5.0; for (long yr = 400; yr < 410; ++yr) { p2.computeTerritory(); p2.computeCultures(); p2.stepConflict(yr); } bool changed = (p2.settleAllegiance() != before) || !warsEqual(p2.warList(), wbefore); p2.restoreWeather(snap); check(changed, "the mutation actually changed conflict state"); check(p2.settleAllegiance() == before && warsEqual(p2.warList(), wbefore), "restoreWeather rewinds allegiance + wars (step-back)"); } std::printf(failures ? "\nFAILURES: %d\n" : "\nALL CONFLICT CHECKS PASSED\n", failures); return failures ? 1 : 0; }