refactor: battle at controller
This commit is contained in:
@@ -2,40 +2,10 @@ package game
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import (
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"encoding/json"
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"fmt"
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"maps"
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"math/rand/v2"
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"slices"
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"github.com/google/uuid"
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)
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type Battle struct {
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ID uuid.UUID
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Planet uint
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// True = In_Battle, False = Out_Battle
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observerGroups map[int]bool
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Protocol []BattleAction
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shipAmmo map[int]uint
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shipName map[int]string
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attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability > 0
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}
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type BattleAction struct {
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Attacker int
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Defenter int
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Destroyed bool
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}
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func (b Battle) ShipClassName(groupIndex int) string {
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if v, ok := b.shipName[groupIndex]; ok {
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return v
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} else {
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panic(fmt.Sprintf("Battle.ShipClassName: no name stored for groupIndex=%d", groupIndex))
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}
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}
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type BattleReport struct {
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ID uuid.UUID `json:"id"`
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Planet uint `json:"planet"`
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@@ -53,251 +23,6 @@ type BattleActionReport struct {
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Destroyed bool `json:"d"`
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}
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type ShipClassBattle struct {
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ClassName string `json:"class"`
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Tech TechSet `json:"tech"`
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Number uint `json:"number"`
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CargoType *CargoType `json:"loadType,omitempty"`
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Quantity float64 `json:"quantity"`
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Left uint `json:"left"`
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}
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func CollectPlanetGroups(g *Game, cacheShipGroupRaceID map[int]int, cacheShipClass map[int]*ShipType) map[uint]map[int]bool {
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planetGroup := make(map[uint]map[int]bool)
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for groupIndex := range g.ShipGroups {
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state := g.ShipGroups[groupIndex].State()
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if state == StateInOrbit || state == StateUpgrade {
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planetNumber := g.ShipGroups[groupIndex].Destination
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if _, ok := planetGroup[planetNumber]; !ok {
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planetGroup[planetNumber] = make(map[int]bool)
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}
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planetGroup[planetNumber][groupIndex] = false
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if _, ok := cacheShipGroupRaceID[groupIndex]; !ok {
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cacheShipGroupRaceID[groupIndex] = RaceIndex(g, g.ShipGroups[groupIndex].OwnerID)
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}
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ri := cacheShipGroupRaceID[groupIndex]
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if _, ok := cacheShipClass[groupIndex]; !ok {
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sti, ok := ShipClassIndex(g, ri, g.ShipGroups[groupIndex].TypeID)
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if !ok {
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panic(fmt.Sprintf("CollectPlanetGroups: ship class not found for race=%q group=%v", g.Race[ri].Name, g.ShipGroups[groupIndex].Index))
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}
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cacheShipClass[groupIndex] = &g.Race[ri].ShipTypes[sti]
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}
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}
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}
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for pl := range planetGroup {
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if len(planetGroup[pl]) < 2 {
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delete(planetGroup, pl)
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}
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}
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return planetGroup
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}
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func FilterBattleGroups(g *Game, groups map[int]bool) []int {
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return slices.DeleteFunc(slices.Collect(maps.Keys(groups)), func(groupIndex int) bool { return g.ShipGroups[groupIndex].State() != StateInOrbit })
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}
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func CacheRelations(g *Game, cacheShipGroupRaceID map[int]int) map[int]map[int]Relation {
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cache := make(map[int]map[int]Relation)
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ri := make(map[int]bool)
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for _, raceIdx := range cacheShipGroupRaceID {
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ri[raceIdx] = true
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}
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for r1 := range ri {
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for r2 := range ri {
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if r1 == r2 {
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continue
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}
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rel, err := g.relationInternal(r1, r2)
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if err != nil {
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panic(err)
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}
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if _, ok := cache[r1]; !ok {
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cache[r1] = make(map[int]Relation)
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}
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cache[r1][r2] = rel.Relation
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}
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}
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return cache
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}
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func FilterBattleOpponents(
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g *Game,
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attIdx, defIdx int,
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cacheShipGroupRaceID map[int]int,
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cacheRelation map[int]map[int]Relation,
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cacheShipClass map[int]*ShipType,
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cacheProbability map[int]map[int]float64,
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) bool {
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// Same Race's groups can't attack themselves
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if attIdx == defIdx || g.ShipGroups[attIdx].OwnerID == g.ShipGroups[defIdx].OwnerID {
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return true
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}
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// If any opponent has War relation to another, both will stay in battle
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if cacheRelation[cacheShipGroupRaceID[attIdx]][cacheShipGroupRaceID[defIdx]] == RelationPeace &&
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cacheRelation[cacheShipGroupRaceID[defIdx]][cacheShipGroupRaceID[attIdx]] == RelationPeace {
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return true
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}
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// p := DestructionProbability(
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// cacheShipClass[attIdx].Weapons,
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// g.ShipGroups[attIdx].TechLevel(TechWeapons),
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// cacheShipClass[defIdx].Shields,
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// g.ShipGroups[defIdx].TechLevel(TechShields),
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// g.ShipGroups[defIdx].FullMass(cacheShipClass[defIdx]),
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// )
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p := 0.
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// Exclude opponent's group which cannot be probably destroyed
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if p <= 0 {
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return true
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}
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if _, ok := cacheProbability[attIdx]; !ok {
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cacheProbability[attIdx] = make(map[int]float64)
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}
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cacheProbability[attIdx][defIdx] = p
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return false
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}
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func ProduceBattles(g *Game) []*Battle {
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cacheShipGroupRaceID := make(map[int]int)
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cacheShipClass := make(map[int]*ShipType)
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cacheProbability := make(map[int]map[int]float64)
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defer func() {
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clear(cacheShipGroupRaceID)
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clear(cacheShipClass)
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clear(cacheProbability)
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}()
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planetGroups := CollectPlanetGroups(g, cacheShipGroupRaceID, cacheShipClass)
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if len(planetGroups) == 0 {
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return nil
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}
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cacheRelation := CacheRelations(g, cacheShipGroupRaceID)
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defer func() {
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clear(cacheRelation)
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}()
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result := make([]*Battle, 0)
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for pl, observerGroups := range planetGroups {
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battleGroups := FilterBattleGroups(g, observerGroups)
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b := &Battle{
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Planet: pl,
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observerGroups: observerGroups,
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attacker: make(map[int]map[int]float64),
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shipAmmo: make(map[int]uint),
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shipName: make(map[int]string),
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}
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for i := range battleGroups {
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attIdx := battleGroups[i]
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// Ships with no Ammo will never attack somebody
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if cacheShipClass[attIdx].Armament == 0 {
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continue
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}
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opponents := slices.DeleteFunc(slices.Clone(battleGroups), func(defIdx int) bool {
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return FilterBattleOpponents(g, attIdx, defIdx, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability)
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})
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if len(opponents) > 0 {
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b.shipAmmo[attIdx] = cacheShipClass[attIdx].Armament
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b.shipName[attIdx] = cacheShipClass[attIdx].Name
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b.observerGroups[attIdx] = true
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for _, defIdx := range opponents {
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b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx]
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b.shipName[defIdx] = cacheShipClass[defIdx].Name
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b.observerGroups[defIdx] = true
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}
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}
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}
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if len(b.attacker) > 0 {
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SingleBattle(g, b)
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b.ID = uuid.New()
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result = append(result, b)
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}
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clear(b.attacker)
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clear(b.shipAmmo)
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}
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return result
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}
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func SingleBattle(g *Game, b *Battle) {
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for len(b.attacker) > 0 {
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attackers := slices.Collect(maps.Keys(b.attacker))
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attIdx := attackers[rand.IntN(len(attackers))]
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for range b.shipAmmo[attIdx] {
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defenders := slices.Collect(maps.Keys(b.attacker[attIdx]))
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defIdx := defenders[rand.IntN(len(defenders))]
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destroyed := false
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probability := b.attacker[attIdx][defIdx]
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switch {
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case probability >= 1:
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destroyed = true
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case probability > 0:
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destroyed = rand.Float64() >= probability
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default:
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panic("SingleBattle: probability unexpected: value <= 0")
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}
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b.Protocol = append(b.Protocol, BattleAction{
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Attacker: attIdx,
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Defenter: defIdx,
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Destroyed: destroyed,
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})
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if destroyed {
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g.ShipGroups[defIdx].Number--
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}
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if g.ShipGroups[defIdx].Number == 0 {
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delete(b.attacker, defIdx) // Eliminated group cant attack anyone
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for attIdx := range b.attacker {
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delete(b.attacker[attIdx], defIdx) // Attackers can't attack eliminated group anymore
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if len(b.attacker[attIdx]) == 0 {
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delete(b.attacker, attIdx) // Remove attacker if he lost all opponents
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}
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}
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// FIXME: удалять ShipGroups после генерирования пользовательского отчёта
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// g.ShipGroups = append(g.ShipGroups[:defIdx], g.ShipGroups[defIdx+1:]...)
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}
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if len(b.attacker) == 0 {
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break
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}
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}
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}
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}
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func RaceIndex(g *Game, ID uuid.UUID) int {
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i := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == ID })
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if i < 0 {
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panic(fmt.Sprintf("RaceIndex: race not found by ID=%v", ID))
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}
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return i
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}
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// func DestructionProbability(attWeapons, attWeaponsTech, defShields, defShiledsTech, defFullMass float64) float64 {
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// effAttack := attWeapons * attWeaponsTech
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// effDefence := EffectiveDefence(defShields, defShiledsTech, defFullMass)
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// return (math.Log10(effAttack/effDefence)/math.Log10(4) + 1) / 2
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// }
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// func EffectiveDefence(defShields, defShiledsTech, defFullMass float64) float64 {
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// return defShields * defShiledsTech / math.Pow(defFullMass, 1./3.) * math.Pow(30., 1./3.)
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// }
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func (b BattleReport) MarshalBinary() (data []byte, err error) {
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return json.Marshal(&b)
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}
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@@ -1,119 +0,0 @@
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package game_test
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import (
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"testing"
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"github.com/iliadenisov/galaxy/internal/game/battle"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/stretchr/testify/assert"
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)
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var (
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ship = game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Ship",
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Drive: 10,
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Armament: 1,
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Weapons: 10,
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Shields: 10,
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Cargo: 0,
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},
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}
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)
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func TestCollectPlanetGroups(t *testing.T) {
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g := newGame()
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10)) // 0
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assert.NoError(t, g.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 3)) // 1
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 3)) // 2
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g.ShipGroups[2].StateInSpace = &game.InSpace{Origin: 2, Range: 1.23} // 2 -> In_Space
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assert.NoError(t, g.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1)) // 3
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g.ShipGroups[3].Destination = R1_Planet_1_num // 3 -> Planet_1
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assert.NoError(t, g.CreateShips(Race_1_idx, Race_1_Gunship, R1_Planet_1_num, 15)) // 4
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g.ShipGroups[4].Destination = R0_Planet_0_num // 4 -> Planet_0
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cacheShipGroupRaceID := make(map[int]int)
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cacheShipClass := make(map[int]*game.ShipType)
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planetGroups := game.CollectPlanetGroups(g, cacheShipGroupRaceID, cacheShipClass)
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for pl := range planetGroups {
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switch pl {
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case R0_Planet_0_num:
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assert.Equal(t, 3, len(planetGroups[pl]))
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assert.Contains(t, planetGroups[pl], 0)
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assert.Contains(t, planetGroups[pl], 1)
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assert.Contains(t, planetGroups[pl], 4)
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default:
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assert.Fail(t, "planet #%d should not contain groups for battle", pl)
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}
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}
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assert.Len(t, cacheShipGroupRaceID, 4)
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assert.Contains(t, cacheShipGroupRaceID, 0)
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assert.Contains(t, cacheShipGroupRaceID, 1)
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assert.Contains(t, cacheShipGroupRaceID, 3)
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assert.Contains(t, cacheShipGroupRaceID, 4)
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assert.Equal(t, Race_0_idx, cacheShipGroupRaceID[0])
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assert.Equal(t, Race_0_idx, cacheShipGroupRaceID[1])
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assert.Equal(t, Race_0_idx, cacheShipGroupRaceID[3])
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assert.Equal(t, Race_1_idx, cacheShipGroupRaceID[4])
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assert.Len(t, cacheShipClass, 4) // all registered ship classes for all In_Orbit ship groups
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cacheRelation := game.CacheRelations(g, cacheShipGroupRaceID)
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assert.Len(t, cacheRelation, 2)
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assert.Len(t, cacheRelation[Race_0_idx], 1)
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assert.Len(t, cacheRelation[Race_1_idx], 1)
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assert.Equal(t, game.RelationWar, cacheRelation[Race_0_idx][Race_1_idx])
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assert.Equal(t, game.RelationPeace, cacheRelation[Race_1_idx][Race_0_idx])
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assert.Empty(t, cacheRelation[Race_0_idx][Race_0_idx])
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assert.Empty(t, cacheRelation[Race_1_idx][Race_1_idx])
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}
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func TestFilterBattleOpponents(t *testing.T) {
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g := newGame()
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 1)) // 0
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assert.NoError(t, g.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1)) // 1
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assert.NoError(t, g.CreateShips(Race_1_idx, Race_1_Gunship, R1_Planet_1_num, 15)) // 2
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undefeatedShip := ship
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undefeatedShip.Shields = 100
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assert.NoError(t, g.CreateShipType(Race_1.Name, undefeatedShip.Name, undefeatedShip.Drive, undefeatedShip.Weapons, undefeatedShip.Shields, undefeatedShip.Cargo, int(undefeatedShip.Armament)))
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assert.NoError(t, g.CreateShips(Race_1_idx, undefeatedShip.Name, R1_Planet_1_num, 1)) // 3
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cacheShipGroupRaceID := make(map[int]int)
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cacheShipClass := make(map[int]*game.ShipType)
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cacheProbability := make(map[int]map[int]float64)
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cacheRelation := make(map[int]map[int]game.Relation)
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game.CollectPlanetGroups(g, cacheShipGroupRaceID, cacheShipClass)
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cacheRelation[Race_0_idx] = make(map[int]game.Relation)
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cacheRelation[Race_1_idx] = make(map[int]game.Relation)
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cacheRelation[Race_0_idx][Race_1_idx] = game.RelationPeace
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cacheRelation[Race_1_idx][Race_0_idx] = game.RelationWar
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assert.False(t, game.FilterBattleOpponents(g, 0, 2, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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assert.Contains(t, cacheProbability, 0)
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assert.Contains(t, cacheProbability[0], 2)
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assert.InDelta(t, 0.396222, cacheProbability[0][2], 0.0000001)
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assert.False(t, game.FilterBattleOpponents(g, 2, 0, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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assert.Contains(t, cacheProbability, 2)
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assert.Contains(t, cacheProbability[2], 0)
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assert.InDelta(t, 0.495, cacheProbability[2][0], 0.0001)
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// Test: same owner
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assert.True(t, game.FilterBattleOpponents(g, 0, 0, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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assert.True(t, game.FilterBattleOpponents(g, 0, 1, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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assert.True(t, game.FilterBattleOpponents(g, 1, 0, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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// Test: reace reations
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cacheRelation[Race_1_idx][Race_0_idx] = game.RelationPeace
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assert.True(t, game.FilterBattleOpponents(g, 0, 2, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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assert.True(t, game.FilterBattleOpponents(g, 2, 0, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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cacheRelation[Race_1_idx][Race_0_idx] = game.RelationWar
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assert.LessOrEqual(t, battle.DestructionProbability(Cruiser.Weapons, 1, undefeatedShip.Shields, 1, undefeatedShip.EmptyMass()), 0.)
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assert.True(t, game.FilterBattleOpponents(g, 1, 3, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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assert.NotContains(t, cacheProbability[1], 3)
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}
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