Testing Notepad

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Revision as of 06:11, 6 May 2005 by Geoff the Medio (Talk | contribs) (system ownership after planet deleted)

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Problematic Test Cases

Primary Focus Condition: Specialized includes Balanced

Replace techs.xml with this:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
     <EffectsGroup>
       <scope>
         <Condition::FocusType>
           <primary>1</primary>
           <FocusType>FOCUS_RESEARCH</FocusType>
         </Condition::FocusType>
       </scope>
       <activation><Condition::Self/></activation>
       <effects>
         <Effect::SetPlanetType>PT_GAIA</Effect::SetPlanetType>
       </effects>
     </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a game and set your planet's focus to Primary Balanced (and any Secondary setting). Research the tech.

The effect of the tech fires upon the planet with Primary Balanced focus (including all uninhabited planets). It also fires if the planet's focus is set to Primary Research.

The effect does not fire on Primary Farming or other non-Balanced and non-Research focus. The Secondary Focus setting does not matter.

This effect should fire only on planets with Primary Research focus. That is, the FocusType condition should not include Primary Balanced planets when the condition requesets Primary Research, Primary Farming, Primary Mining, Primary Industry or Primary Trade focus.

As well, the FocusType condition should not include uninhabited planets, regardless of the specified FocusType.

Also note that thet effect description text (appears below tech description on research screen) says the scope include primary balanced or primary research planets. This text should not be shown as is, but should be replaced with an optional effects desription text in the stringtable, perhaps as part of the tech description entry.

Fix

This can be fixed by changing a line in Condition::FocusType::FocusType(const GG::XMLElement& elem) in Condition.cpp.

Change this:

m_foci.push_back(ParseArithmeticExpression< ::FocusType>(it->Text()));

To this:

if (it->Tag() == "FocusType") // only add focus types, not the text of the primary tag
    m_foci.push_back(ParseArithmeticExpression< ::FocusType>(it->Text()));

Secondary Focus Condition: Functions as Primary

Replace techs.xml with this:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
     <EffectsGroup>
       <scope>
         <Condition::FocusType>
           <primary>0</primary>
           <FocusType>FOCUS_RESEARCH</FocusType>
         </Condition::FocusType>
       </scope>
       <activation><Condition::Self/></activation>
       <effects>
         <Effect::SetPlanetType>PT_GAIA</Effect::SetPlanetType>
       </effects>
     </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a game and set your planet's focus to Primary Farming and Secondary Research. Research the tech, and end turn a few times to give the effect a chance to fire. It does not fire. Change the planet focus to Primary Research and Secondary Farming. End the turn. The effect fires, changing the planet's environment to Gaia.

The effect only fires on Primary Research focused worlds. The Secondary focus setting does not matter.

The effect should fire on Secondary Research focused worlds, and the Primary focus setting should not matter. That is, the FocusType condition should include Secondary Research focused planets, and not include other planets whose Secondary focus is not Research, when the specified focus is Secondary Research

Also note that thet effect description text (appears below tech description on research screen) says the scope include primary focus unknown or research. As above, this text should not be shown as is, and should be replaced with something from the stringtable.

Investigation

I added some debug output to this function:

Condition::FocusType::FocusType(const GG::XMLElement& elem)
{
    if (elem.Tag() != "Condition::FocusType")
        throw std::runtime_error("Condition::FocusType : Attempted to create a FocusType condition from an XML element with a tag other than \"Condition::FocusType\".");

    for (GG::XMLElement::const_child_iterator it = elem.child_begin(); it != elem.child_end(); ++it) {
        m_foci.push_back(ParseArithmeticExpression< ::FocusType>(it->Text()));
    }
    
    Logger().debugStream() << elem.Child("primary").Text();
	
    m_primary = lexical_cast< ::FocusType>(elem.Child("primary").Text());

    Logger().debugStream() << "FocusType constructor: m_primary = " << m_primary;
}

The result is this debug ouput:

1115255233 DEBUG  : 0
1115255233 DEBUG  : FocusType constructor: m_primary = 1

The <primary> field in the XML is 0, so this suggests that the lexical_cast is the problem.

Probable Fix

Based on looking at other conditions, the lexical_cast should probably be to bool, not ::FocusType, like this:

m_primary = lexical_cast<bool>(elem.Child("primary").Text());

I haven't tested this, but it seems pretty likely.

Changing PlanetType of Gas Giants / Asteroids

Replace techs.xml with this:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
     <EffectsGroup>
       <scope>
         <Condition::Type>OBJ_POP_CENTER</Condition::Type>
       </scope>
       <activation><Condition::Self/></activation>
       <effects>
         <Effect::SetPlanetType>PT_GAIA</Effect::SetPlanetType>
       </effects>
     </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a new game. Find a gas giant or asteroid belt planet. Research the tech.

On the turn the tech is researched, nothing happens. This is standard for all tech effects, so may not be a bug, but IMO it would be better if techs took effect the turn they were reserached, rather than the turn after.

End the turn. Once.

The effect fires on all planets, turning them into Gaia planets.

The MaxPopulation of planets is not updated this turn. It is still what it was for the previous planet environment. Even if effects take a turn to work, once they do, any consequences to things like MaxPopulation need to happen the same turn as the change that should cause the consequence.

End the turn again.

The MaxPopulation of most planets updates, but the MaxPopulation of planets the used to be Gas Giants or Asteroid Belts does not update. This is probably because the PlanetSize for these planets is still SZ_ASTEROIDS or SZ_GASGIANT.

IMO this should not happen, and it should not have to be checked for with special conditions in an effect. I suggest treating planets of size SZ_ASTEROIDS as the smallest planet size, and SZ_GASGIANT as the largest planet size. Keep the size parameter what it was before though... it might be useful.


Setting MaxPopulation of Gas Giants / Asteriods

Replace techs.xml with this:

<?xml version="1.0"?>
 <GG::XMLDoc>

 <Category>LEARNING_CATEGORY</Category>

  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
     <EffectsGroup>
       <scope>
         <Condition::All/>
       </scope>
       <activation><Condition::Self/></activation>
       <effects>
         <Effect::SetMeter>
           <meter>METER_POPULATION</meter>
           <value>Target.MaxPopulation + 1</value>
           <max>1</max>
         </Effect::SetMeter>
       </effects>
     </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a new game, and research the tech. Find a gas giant or asteroid belt planet and colonize it (it should have MaxPopulation = 1 due to the effect). The colony starves to death on the next turn, even if you had enough food surplus available to feed it.


Chance Condition

Replace techs.xml with the following:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
     <EffectsGroup>
       <scope>
         <Condition::Chance>
          <chance>0.3</chance>
         </Condition::Chance>
       </scope>
       <activation><Condition::Self/></activation>
       <effects>
         <Effect::SetPlanetType>PT_GAIA</Effect::SetPlanetType>
       </effects>
     </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Run the game, open up the research screen, and click on the tech. The game crashes.

The problem occurs when the Chance condition is used. That is, this part of the above tech:

<Condition::Chance>
  <chance>0.3</chance>
</Condition::Chance>

The error in the text window is:

1115148965 ERROR  : main() caught exception(boost::io::format_error): boost::bad
_format_string: format-string is ill-formed


Investigation / Workaround

The problem seems to be with the text in eng_stringtable.txt that is used as the format string for the description for the chance condition. The problematic strings are:

DESC_CHANCE_PERCENTAGE
 on a %1%% chance

DESC_CHANCE_PERCENTAGE_NOT
 on a (100 - %1%)% chance

The extra %'s for "percent" seem to be messing with boost's parser. Changing the above this fixes the problem, sort of:

DESC_CHANCE_PERCENTAGE
 on a %1% percent chance

DESC_CHANCE_PERCENTAGE_NOT
 on a (100 - %1%) percent chance

Destroy Effect On Ships Doesn't Remove Now-Empty Fleets

Replace techs.xml with the following:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
     <EffectsGroup>
       <scope>
         <Condition::Type>OBJ_SHIP</Condition::Type>
       </scope>
       <activation><Condition::Self/></activation>
       <effects>
         <Effect::Destroy/>
       </effects>
     </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start the game, research the tech, end the turn a few times. Click on your fleet icon at the homeworld, or press the fleets button, F. The game crashes.

I believe this is because the fleet is now empty, but still thinks it has ships, because when the ships were destroyed, the fleet was updated... or at least when the last ship was destroyed, the fleet wasn't also destroyed.


Investigation

When the Destroy effect is fired on a UniverseObject, the

bool Universe::Delete(int id)

function is called with the UniverseObject's ID as a parameter. This function calls

UniverseObject* Universe::Remove(int id)

which has special cases for Ship objects:

if (Ship* ship = universe_object_cast<Ship*>(retval)) {
    if (Fleet* fleet = ship->GetFleet())
        fleet->RemoveShip(ship->ID());

which calls this function on the fleet:

bool Fleet::RemoveShip(int ship)
{
    bool retval = false;
    iterator it = m_ships.find(ship);
    if (it != m_ships.end()) {
        m_ships.erase(it);
        StateChangedSignal()();
        retval = true;
    }
    return retval;
}

Which does not appear to check if the fleet is left empty.

This might be related to the problem that causes this bug:

http://sourceforge.net/tracker/index.php?func=detail&aid=1111286&group_id=75752&atid=544942

which occurs when a combat destroys the last ship in a fleet.

The fix below doesn't fix the combat crash, however...

Fix

In the function UniverseObject* Universe::Remove(int id),

Replaced this code:

if (Ship* ship = universe_object_cast<Ship*>(retval)) {
    if (Fleet* fleet = ship->GetFleet())
        fleet->RemoveShip(ship->ID());z

With this:

if (Ship* ship = universe_object_cast<Ship*>(retval)) {
    if (Fleet* fleet = ship->GetFleet()) {
        fleet->RemoveShip(ship->ID());
				
        if (fleet->NumShips() <= 0)  // delete fleet if it is now empty
            Delete(fleet->ID());
    }

Max Meter Value Condition Nonfunctional

Replace techs.xml with the following:

 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
      <EffectsGroup>
        <scope>
          <Condition::MeterValue>
            <meter>METER_RESEARCH</meter>
            <low>24</low>
            <high>999</high>
            <max_meter>1</max_meter>
          </Condition::MeterValue>
        </scope>
        <activation>
          <Condition::Self/>
        </activation>
        <effects>
          <Effect::Destroy/>
        </effects>
      </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a game. Do either A or B:

A) Set your planet's focus to research/research. Research the tech. End turn a few times. Planet is not destroyed.

B) Research the tech immediately. End turn a few times after getting it. Set focus to research/research. End turn a few times. Planet is not destroyed.

In both cases A and B, open save the game and open up the file in a text editor. Search for the name of your planet. You should find something like the following for that planet (but with a different m_current value):

<m_research>
  <Meter>
    <m_current>30</m_current>
    <m_max>30</m_max>
  </Meter>
</m_research>

This indicates that the planet's max meter value is above 24 and below 999, which is specified in the effect as the minimum in the scope condition, so the planet should have been destroyed by the effect once the tech was researched.

This problem does not seem to occur with current meter values.

Investigation

This is probably not related to the lexical_cast issue mentioned in Nonfunctional Secondary FocusType Conditions, as max_meter = 1 is the default case, and even when the current meter is is the required range, the effect is not fired.

I put logger output into this function:

bool Condition::MeterValue::Match(const UniverseObject* source, const UniverseObject* target) const
{
    
    Logger().debugStream() << "MeterValue::Match starting";
	
    double low = std::max(Meter::METER_MIN, m_low->Eval(source, target));
    double high = std::min(m_high->Eval(source, target), Meter::METER_MAX);
    if (const Meter* meter = target->GetMeter(m_meter)) {
        double value = m_max_meter ? meter->Max() : meter->Current();
        
        Logger().debugStream() << "MeterValue::Match; value = " << value;

        return low <= value && value < high;
    }
    return false;
}

However there is no corresponding debug output, so this function does not seem to be being called.

However, by changing the above test case to have <max_meter>0</max_meter> instead of <max_meter>1</max_meter>, there is still no debug output, despite the effect eventually working after letting the current meter get big enough... I'm not sure what's going on.

Set Current Population Effect Ineffective

Replace techs.xml with the following:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
      <EffectsGroup>
        <scope>
          <Condition::Type>OBJ_PLANET</Condition::Type>
        </scope>
        <activation>
          <Condition::Self/>
        </activation>
        <effects>
          <Effect::SetMeter>
            <meter>METER_POPULATION</meter>
            <value>50</value>
            <max>0</max>
          </Effect::SetMeter>
        </effects>
      </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a new game, research the tech, and end turn a few times.

The effect doesn't seem to fire on any planets, whether populated or not.

Move your colonly ship to another system and colonize another planet.

Still nothing happens.

The effect should set the current population of all planets (or preferably just populated planets) to 50.

AddOwner Effect Needs Tweaking...

Swap out your current techs.xml for the following:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
      <EffectsGroup>
        <scope>
          <Condition::All/>
        </scope>
        <activation>
          <Condition::Self/>
        </activation>
        <effects>
          <Effect::AddOwner>Source.Owner</Effect::AddOwner>
        </effects>
      </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a game, research the tech, end the turn.

A large number of sitrep reports are generated about your population at various planets having starved and that the planet is lost. This includes planets in systems you haven't explored and don't know the name of, which are reported as ERROR in the sitrep. You also gain control over all populated systems and all fleets in the game universe. However the previous owners still retain control as well, as can be seen on the map with multiple coloured system names.

Planets that have no population should not be fired upon by this effect, as they are incapable of being owned by a player without population on them. (If this is impossible, then these planets should get a default low population, though it would be much better to not have the effect fire on them).

Planets should also not have more than one owner ever. In the case when this effect fires on a planet which already has an owner, the previous owner should be removed.

I'm not sure why this effect is "AddOwner" and not "SetOwner"... Presumably it's for the potential future case where there might be something that can be owned by two or more players at a time. For now, and for planets (and ships and fleets), this doesn't make sense.

I'm not completely sure that more than one empire is owning the planets, as I'm just basing it off the multiple colouration of system names and lack of any other planets owned by another race in the system. Since there's no such multicolouring for fleets and ships, I'm not sure if a similar co-owning is occuring for them. If it is, then they should also not be possible to co-own between multiple players.

UI Response...

After doing the above test case, you may notice that the UI response time slows drastically for scrolling the map or moving around the sitrep. I'm not sure if this is a bug or just a major bottleneck. In either case, it needs fixing. This probably occurs in other situations as well, but I haven't noticed it at any other time.

Crash: Not WithinDistance Destroy

Put this as your techs.xml:

<?xml version="1.0"?>
 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
      <EffectsGroup>
        <scope>
          <Condition::Not>
            <Condition::WithinStarlaneJumps>
              <jumps>2</jumps>
              <condition><Condition::Self/></condition>
            </Condition::WithinStarlaneJumps>
          </Condition::Not>
        </scope>
        <activation>
          <Condition::Self/>
        </activation>
        <effects>
          <Effect::Destroy/>
        </effects>
      </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a new game, research the tech, end your turn. The game thinks for a while, then crashes.

I'm not sure what the problem is here, but it might have something to do with deleting planets that are owned by empires without the empires being made aware of this, or deleting ships out of fleets or deleting fleets that still have ships in them.

System Ownership Retained After Planet Deletion

Replace techs.xml with this:

 <GG::XMLDoc>
 <Category>LEARNING_CATEGORY</Category>
  <Tech>
    <name>LRN_PHYS_BRAIN</name>
    <description>LRN_PHYS_BRAIN_DESC</description>
    <type>TT_THEORY</type>
    <category>LEARNING_CATEGORY</category>
    <research_cost>10</research_cost>
    <research_turns>1</research_turns>
    <effects>
      <EffectsGroup>
        <scope>
          <Condition::MeterValue>
            <meter>METER_RESEARCH</meter>
            <low>24</low>
            <high>999</high>
            <max_meter>0</max_meter>
          </Condition::MeterValue>
        </scope>
        <activation>
          <Condition::Self/>
        </activation>
        <effects>
          <Effect::Destroy/>
        </effects>
      </EffectsGroup>
    </effects>
    <prerequisites></prerequisites>
    <unlocked_items></unlocked_items>
  </Tech>
</GG::XMLDoc>

Start a game, set your planet's focus to research / research. End turn until the meter grows big enough and the planet is deleted by the effect. The system name is still coloured with your empire colour, and presumably you still "own" the system according to the game. If you have no colonized planets in a system, it should revert to unowned, as if your planet had starved and been lost.

Working Effects and Conditions

The following effects and conditions seem to be working:

  • <Condition::And>
  • <Condition::StarType>
    • STAR_YELLOW
    • STAR_ORANGE
  • <Condition::Type>
    • OBJ_PLANET
    • OBJ_SHIP
  • <Condition::Self/>
    • Home planet of race that knows a tech
  • Destroy
    • On planets
  • SetPlanetType
    • On habitable environments to other habitable environments (Not involving Gas Giant or Asteroids)
  • <Effect::SetMeter>
    • METER_POPULATION, max value, except for previously uninhabitable planets
  • <Condition::WithinDistance>
  • <Effect::SetEmpireStockpile>
    • ST_MINERAL