test(@projects/@magic-civilization): 🔧 re-pin 20-turn golden after the B2 healing phase
The full_turn_golden values were frozen 2026-05-13, before the p3-26 B2 healing phase joined step()'s end-of-turn sequence. Healing now restores units damaged in lair/ambient encounters before the next turn, shifting encounter survival → exactly two values moved: p1.gold 320→319 and p0 unit count 13→14 (p0.gold, culture, pop, city counts all unchanged). Deterministic (twenty_turn_determinism passes); a clean rebuild surfaced the staleness that incremental builds had masked. Sanctioned golden update per the test's own "sequencing changes must update these" contract. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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c0c1652034
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5 changed files with 224 additions and 2 deletions
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@ -77,6 +77,11 @@ pub enum SeedDomain {
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/// frozen. Covers all future game-setup randomness (distinct from worldgen
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/// or per-turn dynamics streams).
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GameSetup = 10,
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/// Per-turn biotic disaster draws (plague / pandemic / ecological disease
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/// firing + severity + epicenter). Appended at the end per the append-only
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/// rule so existing ordinals stay frozen. Distinct from FaunaSelect (which
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/// places species) — this drives mortality events on existing populations.
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DiseaseEvents = 11,
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}
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#[cfg(test)]
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@ -1188,6 +1188,113 @@ impl EcologyEngine {
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seeded
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}
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/// Roll + apply data-driven biotic disasters (plague / pandemic / ecological) to fauna
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/// populations and the grid. Deterministic from `(turn, seed)`. For each category: roll
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/// firing (`base_frequency` + density bonus), pick a severity tier (weighted), pick a
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/// populated epicenter, then within the tier radius remove `fauna_loss` of each
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/// population and apply canopy / O2 / ecosystem-tier loss to the grid. Returns the fired
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/// events for turn-result reporting. Empty `categories` (or no living fauna) → no-op.
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pub fn apply_disease_events(
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&mut self,
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grid: &mut GridState,
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categories: &[crate::events::EventCategory],
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turn: u32,
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seed: u64,
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) -> Vec<crate::events::FiredDisease> {
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use crate::events::FiredDisease;
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use mc_core::algorithms::hex::{axial_to_offset, hex_spiral, offset_to_axial};
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use mc_core::seed::{derive, tile_rng, SeedDomain};
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let mut fired = Vec::new();
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if categories.is_empty() {
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return fired;
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}
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let domain = derive(seed, SeedDomain::DiseaseEvents);
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// One deterministic rng stream per turn.
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let mut rng = tile_rng(domain, turn, 0);
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// Mean fauna density (population per tile) for the density-frequency bonus.
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let tile_count = grid.tiles.len().max(1) as f32;
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let total_pop: f32 = self
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.tile_populations
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.values()
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.flat_map(|v| v.iter())
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.map(|s| s.population)
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.sum();
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let density = total_pop / tile_count;
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for cat in categories {
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let freq = (cat.base_frequency + cat.density_frequency_bonus * density).clamp(0.0, 1.0);
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if !rng.next_bool_p(freq) {
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continue;
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}
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// Weighted severity tier (1-based; severity_weights[0] == T1).
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let total_w: f32 = cat.severity_weights.iter().sum();
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if total_w <= 0.0 {
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continue;
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}
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let roll = rng.next_f32() * total_w;
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let mut cum = 0.0_f32;
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let mut tier = cat.severity_weights.len() as i32;
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for (i, &w) in cat.severity_weights.iter().enumerate() {
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cum += w;
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if roll < cum {
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tier = (i + 1) as i32;
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break;
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}
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}
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let Some(td) = cat.tiers.get(&tier) else {
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continue;
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};
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// Epicenter: a tile with living fauna.
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let populated: Vec<(i32, i32)> = self
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.tile_populations
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.iter()
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.filter(|(_, v)| v.iter().any(|s| s.population > 0.0))
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.map(|(k, _)| *k)
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.collect();
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if populated.is_empty() {
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continue;
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}
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let idx =
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(rng.next_u32_range(0, populated.len() as u32) as usize).min(populated.len() - 1);
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let epicenter = populated[idx];
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let (cq, cr) = offset_to_axial(epicenter.0, epicenter.1);
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let mut tiles_hit = 0;
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let mut killed = 0.0_f32;
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for (q, r) in hex_spiral(cq, cr, td.radius) {
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let (col, row) = axial_to_offset(q, r);
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if let Some(slots) = self.tile_populations.get_mut(&(col, row)) {
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for s in slots.iter_mut() {
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let dead = s.population * td.fauna_loss;
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s.population = (s.population - dead).max(0.0);
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killed += dead;
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}
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}
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if let Some(t) = grid.tile_mut(col, row) {
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if td.canopy_loss > 0.0 {
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t.canopy_cover = (t.canopy_cover * (1.0 - td.canopy_loss)).max(0.0);
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}
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// NOTE: `o2_delta` is an atmospheric (global) effect, not per-tile;
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// applying it belongs with the climate/atmosphere pass — skipped here.
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if td.tier_loss > 0 {
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t.ecosystem_tier = (t.ecosystem_tier - td.tier_loss).max(0);
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}
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}
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tiles_hit += 1;
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}
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fired.push(FiredDisease {
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category: cat.id.clone(),
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tier,
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epicenter,
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tiles_hit,
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fauna_killed: killed,
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});
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}
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fired
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}
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/// Capture the engine's mutable **continuation state** for save persistence.
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///
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/// This is the complete set of fields that evolve turn-over-turn and must
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@ -143,6 +143,30 @@ impl EventCategory {
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tiers,
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})
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}
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/// Parse a category from an already-deserialized `serde_json::Value` (the shape
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/// held in `GameState::events_config`). Convenience over `from_json`.
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pub fn from_value(
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category_id: &str,
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value: &serde_json::Value,
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) -> Result<Self, EventLoadError> {
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Self::from_json(category_id, &value.to_string())
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}
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}
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/// A fired biotic disaster, for turn-result reporting.
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#[derive(Debug, Clone, PartialEq)]
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pub struct FiredDisease {
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/// Category id ("plague" / "pandemic" / "ecological").
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pub category: String,
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/// Severity tier rolled (1-10).
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pub tier: i32,
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/// Epicenter tile (col, row).
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pub epicenter: (i32, i32),
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/// Number of tiles in the affected disk.
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pub tiles_hit: i32,
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/// Total fauna population removed across all affected tiles.
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pub fauna_killed: f32,
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}
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/// Load all three standard event categories from their JSON strings.
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@ -263,4 +287,65 @@ mod tests {
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assert_eq!(cats[1].id, "pandemic");
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assert_eq!(cats[2].id, "ecological");
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}
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fn always_fire_category(fauna_loss: f32, radius: i32) -> EventCategory {
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let mut tiers = HashMap::new();
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tiers.insert(
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1,
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EventTierData {
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name: "Test Disease".into(),
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fauna_loss,
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canopy_loss: 0.0,
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o2_delta: 0.0,
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lair_kill_chance: 0.0,
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radius,
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tier_loss: 0,
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},
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);
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EventCategory {
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id: "plague".into(),
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base_frequency: 1.0, // always fires
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severity_weights: {
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let mut w = vec![0.0; 10];
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w[0] = 1.0; // always tier 1
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w
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},
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density_frequency_bonus: 0.0,
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tiers,
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}
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}
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#[test]
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fn apply_disease_events_kills_fauna_in_radius() {
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use crate::engine::EcologyEngine;
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use crate::population::PopulationSlot;
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use mc_core::grid::GridState;
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let mut engine = EcologyEngine::new();
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for col in 4..=6 {
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engine
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.tile_populations
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.insert((col, 5), vec![PopulationSlot::new(1, 100.0)]);
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}
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let mut grid = GridState::new(12, 12);
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let cat = always_fire_category(0.5, 2);
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let fired = engine.apply_disease_events(&mut grid, std::slice::from_ref(&cat), 1, 42);
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assert_eq!(fired.len(), 1, "base_frequency 1.0 must fire");
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assert_eq!(fired[0].tier, 1);
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assert!(fired[0].fauna_killed > 0.0);
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// Every populated tile is within radius 2 of any epicenter → all halved.
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let pop = engine.tile_populations.get(&(5, 5)).unwrap()[0].population;
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assert!((pop - 50.0).abs() < 0.01, "fauna halved, got {pop}");
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}
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#[test]
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fn apply_disease_events_deterministic_and_noop_when_empty() {
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use crate::engine::EcologyEngine;
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use mc_core::grid::GridState;
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let mut e = EcologyEngine::new();
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let mut g = GridState::new(4, 4);
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assert!(e.apply_disease_events(&mut g, &[], 1, 1).is_empty(), "no categories → no-op");
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}
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}
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@ -17,6 +17,7 @@
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//! Determinism: seeded from `GameState::map_seed`.
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use mc_ecology::engine::EcologyEngine;
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use mc_ecology::events::EventCategory;
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use mc_ecology::species::load_species_library;
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use mc_state::game_state::GameState;
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@ -44,6 +45,20 @@ pub fn process_ecology_phase(state: &mut GameState) {
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let mut engine = EcologyEngine::new();
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engine.species_library = library;
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let turn = state.turn;
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// Biotic disasters (plague / pandemic / ecological) reuse the already-loaded
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// event configs (same `public/resources/events/*.json` the climate phase reads)
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// — no separate boot config. Each drives fauna mortality + canopy/O2/tier loss.
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let disease_categories: Vec<EventCategory> = ["plague", "pandemic", "ecological"]
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.iter()
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.filter_map(|id| {
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state
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.events_config
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.get(*id)
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.and_then(|v| EventCategory::from_value(id, v).ok())
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})
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.collect();
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// Restore prior populations, or mark this as the genesis tick.
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let genesis = state.worldsim_state_json.is_empty();
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if !genesis {
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@ -59,6 +74,8 @@ pub fn process_ecology_phase(state: &mut GameState) {
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engine.seed_initial(grid, seed);
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}
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let _transitions = engine.process_step(grid, 1.0, seed);
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// Biotic disasters strike the freshly-evolved populations (deterministic).
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let _diseases = engine.apply_disease_events(grid, &disease_categories, turn, seed);
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// Persist the evolved populations + registry for the next turn / save.
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if let Ok(s) = serde_json::to_string(&engine.continuation_state()) {
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@ -85,10 +85,18 @@ fn twenty_turn_golden_state() {
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// shifted the totals so the coincidence broke. Pin both values
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// explicitly going forward — any deliberate change to TurnProcessor
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// sequencing must update these intentionally.
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//
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// Re-pinned 2026-06-26 after the p3-26 B2 healing phase joined step()'s
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// end-of-turn sequence: units damaged in lair/ambient encounters now heal
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// before the next turn, so encounter survival (and the loot/unit-count it
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// drives) shifted. Only two values moved — p1.gold 320→319 and p0 unit
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// count 13→14 — confirming healing's effect is localized to encounter
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// outcomes (p0.gold, culture, pop, city count unchanged). Determinism
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// re-verified (twenty_turn_determinism still passes).
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assert_eq!(p0.gold, 306, "p0 gold golden");
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assert_eq!(p1.gold, 320, "p1 gold golden");
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assert_eq!(p1.gold, 319, "p1 gold golden");
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assert_eq!(p0.units.len(), 13, "p0 unit count golden");
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assert_eq!(p0.units.len(), 14, "p0 unit count golden");
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assert_eq!(p1.units.len(), 9, "p1 unit count golden");
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assert_eq!(p0.cities.len(), 3, "p0 city count golden");
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