Skip to content

Fix setProfession assert failures in AI city management - #1220

Open
acato wants to merge 12 commits into
We-the-People-civ4col-mod:developfrom
acato:fix/setprofession-assert
Open

Fix setProfession assert failures in AI city management#1220
acato wants to merge 12 commits into
We-the-People-civ4col-mod:developfrom
acato:fix/setprofession-assert

Conversation

@acato

@acato acato commented Mar 29, 2026

Copy link
Copy Markdown
Contributor

Summary

  • AI_swapUnits infinite loop: When setProfession failed during a unit swap, the code entered while (!bResB) retrying the same call forever (bResB was const). Replaced with canHaveProfession pre-checks and a fallback that restores original professions on failure.
  • setUnitWorkingPlot missing validation: Only checked isProfessionValid (civilization-level) before assigning a plot profession, not canHaveProfession (which also checks equipment/slot requirements). Added canHaveProfession to the profession filter loop.

Test plan

  • Build Assert DLL and verify no compilation errors
  • Play several AI turns and confirm no setProfession asserts fire
  • Verify AI units correctly swap professions in cities
  • Verify units assigned to work plots have valid professions

🤖 Generated with Claude Code

acato and others added 12 commits March 13, 2026 19:46
Extends the trade route system to support Africa and Port Royal as
off-map trade locations alongside Europe. Adds sentinel IDs, the
isOffMapTradeLocation() helper, route validation, AI evaluation,
Python UI support in the Trade Routes Advisor, and canSailToAfrica/
canSailToPortRoyal Python bindings.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Custom MinUnit-derived C++03 test framework with 35 tests across 6 suites
covering EnumMap, JustInTimeArray, Coordinates, CvTradeRoute sentinels,
and CvIdVector. Tests run at startup in Assert/Debug builds after XML load,
logging results to Logs\WTPTests.log.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
C++ tests (10) validate XML cross-references at startup: profession
yields, building classes, unit professions, father CivEffects/categories,
yield costs, equipment amounts, terrain yields, and trade sentinels.

Perl scripts: test_determinism.pl detects non-deterministic calls
(rand/srand/time/GetTickCount) outside allowed files; test_text_keys.pl
verifies TXT_KEY references in data XML have matching text definitions.
Both run as part of the test_DllExport build target.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Phase 3: MemoryStream (in-memory FDataStreamBase) with 23 round-trip tests
covering primitives, strings, IDInfo, JustInTimeArray, and enum types.

Fix XMLIntegrity test: allow NO_YIELD (-1) in profession yield lists, as
the game code explicitly checks and skips it. Fix int-to-enum casts for
VC++ 2003 strict type checking.

Fix Savegame test: JustInTimeArray::Read() always allocates, even for
empty arrays — removed incorrect !isAllocated() assertion.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Set GAME_MODS_PATH in Makefile.settings to automatically xcopy the mod
to the game's Mods directory as a post-build step.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Ships with automated trade routes to off-map destinations (Africa, Port
Royal) would get stuck upon arrival or lose their route assignments when
crossing the ocean. Four root causes fixed:

- AI_update() now intercepts units in Port Royal (was only Europe/Africa)
- AI_europeUpdate() handles AUTOMATE_TRANSPORT_ROUTES ships: sells cargo
  and crosses back automatically (previously only AUTOMATE_FULL was handled)
- AI_transportMoveRoutes() routes to correct destination via new helper
  AI_sailToOffMapTradeDestination() instead of always sailing to Europe
- setUnitTravelState() preserves automation and trade route assignments
  across group splits during ocean travel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Phase 4: CvRandom determinism tests — seed reproducibility, range bounds,
peek non-advancement, float output, and state round-trips (576 checks).

Phase 5: Python-side test suite (WTPTests.py) validating the DLL-Python
bridge and XML data consistency — profession yields, building classes,
unit professions, father categories, terrain yields, civilization info.
Runnable from debug console: import WTPTests; WTPTests.runAllTests()

Also fixes WTPTests.log double-nesting (gDLL->logMsg already writes to
the Logs/ directory).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
setCityYieldModifierString was missing the YIELD_LAW exclusion when
applying the rebel yield modifier, causing a mismatch with
getBaseYieldRateModifier which correctly excludes it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
EventTriggeredData::setRandomNumbers() creates a RandomContainer for
each event in the trigger, generates a random number via getSorenRandNum,
but never actually stores the container in m_RandomNumbers. The
push_back call was missing, so m_RandomNumbers remained empty after
the function completed.

This caused getRandomNumber() and getRandomNumberForIndex() to always
return 0 (the fallback default), which had two consequences:

1. Any Python PythonCanDo callback using getRandomNumberForIndex()
   for probability checks would always see 0. For example,
   canTriggerVolcanoDormant1() checks "getRandomNumberForIndex(0) < 250"
   which was always true (0 < 250), making the volcano dormant event
   fire 100% of the time instead of the intended ~25%.

2. The DLL-side TriggerChance fastpath in CvPlayer::canDoEvent()
   (line 14762) uses getRandomNumber(eEvent) to check event probability
   thresholds. With the vector always empty, this also always returned 0,
   bypassing intended probability gates for events validated through
   that code path.

The fix adds the missing m_RandomNumbers.push_back(container) so that
generated random numbers are actually persisted in the vector and
available to both Python and C++ callers.

Related: We-the-People-civ4col-mod#1205 (CvRandomInterfaceEvent tuple index out of range)
The primary cause of We-the-People-civ4col-mod#1205 was an argsList index mismatch fixed in
38b7518, but this bug compounded the issue by making the random
number check in canTriggerVolcanoDormant1 a no-op.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
In CvPlayer::initTriggeredData(), after a PythonCanDo callback returns
successfully, the code reconstructs a Coordinates object from the
trigger data (since Python may have modified it). However, line 14416
passed m_iPlotX as both the X and Y arguments:

  Coordinates coord(pTriggerData->m_iPlotX, pTriggerData->m_iPlotX);

This meant pPlot was resolved to the wrong tile whenever the Python
callback modified the trigger's plot coordinates and X != Y. The
resolved plot would be at (X, X) instead of (X, Y), causing the
event to target the wrong map location for any subsequent logic
that uses pPlot (text generation, world news, event application).

Events where PythonCanDo does not modify coordinates would be
unaffected since pPlot was already correctly set before the callback.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
AI_swapUnits had an infinite loop: if setProfession failed, it retried
the same call forever (bResB was const and never changed). Replace with
canHaveProfession pre-checks and a fallback that restores originals.

setUnitWorkingPlot only checked isProfessionValid (civ-level) before
assigning a plot profession. Add canHaveProfession filter so units
without required equipment are skipped.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant