refactor: battle at controller
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@@ -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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