fix: ship production math

This commit is contained in:
IliaDenisov
2026-02-05 21:35:13 +03:00
committed by Ilia Denisov
parent 9088cc77c9
commit 327f2865d4
10 changed files with 158 additions and 205 deletions
+28 -100
View File
@@ -107,17 +107,16 @@ func (c *Cache) PlanetProduction(ri int, number int, prod game.ProductionType, s
}
if p.Production.Type == game.ProductionShip && (prod != game.ProductionShip || *subjectID != *p.Production.SubjectID) {
mat, _ := c.MustShipType(ri, *p.Production.SubjectID).ProductionCost()
p.Mat(p.Material.F() + mat*(*p.Production.Progress).F())
*p.Production.Progress = 0.
p.ReleaseMaterial(c.MustShipType(ri, *p.Production.SubjectID).EmptyMass())
} else if prod == game.ProductionShip {
// new ship class to produce; otherwise we must have been returned from the func earlier
progress := game.F(0.)
p.Production.Progress = &progress
p.Production.Progress = new(game.Float)
p.Production.ProdUsed = new(game.Float)
}
if prod != game.ProductionShip {
p.Production.Progress = nil
p.Production.ProdUsed = nil
}
p.Production.Type = prod
@@ -301,105 +300,40 @@ func (c *Cache) putMaterial(pn uint, v float64) {
c.MustPlanet(pn).Mat(v)
}
func ProduceShip_old(p *game.Planet, productionAvailable, shipMass float64) uint {
if productionAvailable <= 0 {
return 0
}
// CAP_perShip := shipMass / p.Resources.F()
CAP_perShip := ShipCapitalCost(shipMass, float64(p.Resources))
productionForMass := ShipProductionCost(shipMass)
ships := uint(0)
flZero := game.F(0.)
p.Production.Progress = &flZero
for productionAvailable > 0 {
var productionExtraCAP float64
if CAP_deficit := p.Capital.F() - CAP_perShip; CAP_deficit < 0 {
productionExtraCAP = -CAP_deficit
}
productionCost := productionExtraCAP + productionForMass
if productionAvailable >= productionCost {
productionAvailable -= productionCost
p.Cap(p.Capital.F() - (CAP_perShip - productionExtraCAP))
ships++
} else {
progress := game.F(productionAvailable / productionCost)
productionAvailable -= productionCost * progress.F()
p.Production.Progress = &progress
v := (productionForMass + CAP_perShip) * float64(progress)
fmt.Println("P=", v)
// fmt.Println("productionForMass", productionForMass, "CAP_perShip", CAP_perShip, "productionCost", productionCost, "productionAvailable", productionAvailable, "progress", progress)
break
}
}
return ships
}
func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
if productionAvailable <= 0 {
return 0
}
// MAT_perShip := shipMass / p.Resources.F()
MAT_perShip := ShipMaterialCost(shipMass, float64(p.Resources))
fmt.Println("MAT_perShip", MAT_perShip)
productionForMass := ShipProductionCost(shipMass)
ships := uint(0)
fval := game.F(0.)
p.Production.Progress = &fval
for productionAvailable > 0 {
var productionExtraMAT float64
MAT_deficit := float64(p.Material) - MAT_perShip
// fmt.Println("> MAT:", p.Material)
if MAT_deficit < 0 {
productionExtraMAT = (-MAT_deficit)
// p.Mat(0)
} else {
// p.Mat(float64(p.Material) - MAT_deficit)
pa := productionAvailable
PRODcost := ShipProductionCost(shipMass)
var MATneed, MATfarm, totalCost float64
for {
MATneed = shipMass - float64(p.Material)
if MATneed < 0 {
MATneed = 0
}
// fmt.Println("< MAT:", p.Material)
productionCost := productionExtraMAT + productionForMass
// fmt.Println("ships:", ships, "cost:", productionCost, "avail:", productionAvailable)
fmt.Println()
fmt.Println("productionExtraMAT", productionExtraMAT)
fmt.Println("productionForMass", productionForMass)
fmt.Println("productionCost", productionCost)
fmt.Println("productionAvailable", productionAvailable)
if productionAvailable >= productionCost {
productionAvailable -= productionCost
// fmt.Println("> MAT:", p.Material)
if MAT_deficit < 0 {
// productionExtraMAT = -MAT_deficit
p.Mat(0)
} else {
p.Mat(float64(p.Material) - MAT_deficit)
}
// fmt.Println("< MAT:", p.Material)
// fmt.Println("> MAT:", p.Material)
// p.Mat(float64(p.Material) - (MAT_perShip - productionExtraMAT))
// fmt.Println("< MAT:", p.Material)
ships++
} else {
progress := productionAvailable / productionCost
// productionAvailable -= productionCost * progress
MATfarm = MATneed / float64(p.Resources)
totalCost = PRODcost + MATfarm
// fmt.Printf("PRODcost: %3.03f MATcost: %3.03f MAThave: %3.03f MATneed: %3.03f MATfarm: %3.03f total: %3.03f \n",
// PRODcost, shipMass, float64(p.Material), MATneed, MATfarm, totalCost)
if pa < totalCost {
progress := pa / totalCost
pval := game.F(progress)
if p.Production.Progress != nil {
pval += *p.Production.Progress
}
p.Production.Progress = &pval
aval := game.F(productionAvailable)
p.Production.FreeProd = &aval
// fmt.Println("MAT_deficit", MAT_deficit)
fmt.Println()
fmt.Println("productionExtraMAT", productionExtraMAT)
fmt.Println("productionForMass", productionForMass)
fmt.Println("productionCost", productionCost)
fmt.Println("productionAvailable", productionAvailable)
fmt.Println("progress", progress)
v := ShipProductionCost(MAT_perShip * float64(progress))
fmt.Println("MAT=", v)
break
fval := game.F(pa)
p.Production.ProdUsed = &fval
// fmt.Println("pa", pa, "progress", progress, "MAT:", progress*shipMass)
return ships
} else {
pa -= totalCost
p.Mat(float64(p.Material) - shipMass + MATneed)
ships += 1
}
}
return ships
}
func ShipProductionCost(shipMass float64) float64 {
@@ -408,9 +342,3 @@ func ShipProductionCost(shipMass float64) float64 {
func ShipMaterialCost(shipMass, planetResource float64) float64 {
return shipMass / planetResource
}
func ShipCapitalCost(shipMass, planetResource float64) float64 {
return shipMass / planetResource
}
// TODO: при смене производства на планете проверить, сколько материалов высвободится в MAT
+99 -79
View File
@@ -8,6 +8,7 @@ import (
"github.com/iliadenisov/galaxy/internal/controller"
e "github.com/iliadenisov/galaxy/internal/error"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/number"
"github.com/stretchr/testify/assert"
)
@@ -165,66 +166,22 @@ func TestProduceShips(t *testing.T) {
}
func TestProduceShip(t *testing.T) {
// Drone := game.ShipType{
// Name: "Drone",
// Drive: 1,
// Armament: 0,
// Weapons: 0,
// Shields: 0,
// Cargo: 0,
// }
// BattleShip := game.ShipType{
// Name: "BattleShip",
// Drive: 25,
// Armament: 1,
// Weapons: 30,
// Shields: 35,
// Cargo: 0,
// }
TestDWShip := game.ShipType{
Name: "DROCOLZ",
Drive: 11.32,
Drone := game.ShipType{
Name: "Drone",
Drive: 1,
Armament: 0,
Weapons: 0,
Shields: 0,
Cargo: 1,
Cargo: 0,
}
BattleShip := game.ShipType{
Name: "BattleShip",
Drive: 25,
Armament: 1,
Weapons: 30,
Shields: 35,
Cargo: 0,
}
id := uuid.New()
// p := controller.NewPlanet(0, "Planet_0", &id, 1, 1, 1000, 1000, 1000, 10, game.ProductionShip.AsType(uuid.Nil))
// r := controller.ProduceShip(&p, p.ProductionCapacity(), Drone.EmptyMass())
// assert.Equal(t, uint(99), r)
// assert.InDelta(t, 0.0099, (*p.Production.Progress).F(), 0.000001)
// (&p).Production = game.ProductionShip.AsType(uuid.Nil)
// (&p).Capital = 10.
// r = controller.ProduceShip(&p, p.ProductionCapacity(), Drone.EmptyMass())
// assert.Equal(t, uint(100), r)
// assert.Equal(t, 0., (*p.Production.Progress).F())
// assert.Equal(t, 0., number.Fixed3(p.Capital.F())) // TODO: zero CAP is not actual '0.0' after series of decrements
// (&p).Production = game.ProductionShip.AsType(uuid.Nil)
// (&p).Capital = 0.
// r = controller.ProduceShip(&p, p.ProductionCapacity(), BattleShip.EmptyMass())
// assert.Equal(t, uint(1), r)
// assert.InDelta(t, 0.1, (*p.Production.Progress).F(), 0.001)
// (&p).Production = game.ProductionShip.AsType(uuid.Nil)
// (&p).Capital = 20.
// r = controller.ProduceShip(&p, p.ProductionCapacity(), BattleShip.EmptyMass())
// assert.Equal(t, uint(1), r)
// assert.Equal(t, number.Fixed12(1./9.), (*p.Production.Progress).F())
// test "P" for report
dw := controller.NewPlanet(0, "DW_Planet", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
(&dw).Material = 0.32
r := controller.ProduceShip(&dw, dw.ProductionCapacity(), TestDWShip.EmptyMass())
assert.Equal(t, uint(4), r)
assert.Equal(t, 2.30, (*dw.Production.Progress).F())
// TODO: test with insufficient production capacity
}
func TestProduceShip_Research(t *testing.T) {
TestShipCargo1 := game.ShipType{
Name: "Cargo1",
Drive: 30.18,
@@ -241,40 +198,103 @@ func TestProduceShip_Research(t *testing.T) {
Shields: 0,
Cargo: 1,
}
_ = TestShipDROCOLZ
_ = TestShipCargo1
TestShipElephant := game.ShipType{
Name: "ElEphant",
Drive: 80,
Armament: 30,
Weapons: 50,
Shields: 100,
Cargo: 0,
}
id := uuid.New()
var r uint
hw := controller.NewPlanet(0, "Planet_0", &id, 1, 1, 1000, 1000, 1000, 10, game.ProductionShip.AsType(uuid.Nil))
//
// documented data
//
r = controller.ProduceShip(&hw, hw.ProductionCapacity(), Drone.EmptyMass())
assert.Equal(t, uint(99), r)
assert.InDelta(t, 0.0099, (*hw.Production.Progress).F(), 0.000001)
assert.Equal(t, 0.009900990099, (*hw.Production.Progress).F()) // 0.0099 % = 99.0099 mass production per turn
(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
(&hw).Material = 100. // no material deficit
r = controller.ProduceShip(&hw, hw.ProductionCapacity(), Drone.EmptyMass())
assert.Equal(t, uint(100), r)
assert.Equal(t, 0., (*hw.Production.Progress).F())
assert.Equal(t, 0., hw.Material.F())
(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
(&hw).Material = 0.
r = controller.ProduceShip(&hw, hw.ProductionCapacity(), BattleShip.EmptyMass())
assert.Equal(t, uint(1), r)
assert.InDelta(t, 0.1, (*hw.Production.Progress).F(), 0.001)
(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
(&hw).Material = 900. // no material deficit
r = controller.ProduceShip(&hw, hw.ProductionCapacity(), BattleShip.EmptyMass())
assert.Equal(t, uint(1), r)
assert.Equal(t, number.Fixed12(1./9.), (*hw.Production.Progress).F())
//
// real report data
//
dw1 := controller.NewPlanet(0, "DW2", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
dw2 := controller.NewPlanet(0, "DW1", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
_ = dw1
// (&dw1).Material = 0.0
// r := controller.ProduceShip(&dw1, dw1.ProductionCapacity(), TestShipDROCOLZ.EmptyMass())
// assert.Equal(t, uint(4), r)
// assert.Equal(t, 2.272, (*dw1.Production.FreeProd).F())
(&dw1).Material = 0.0
r = controller.ProduceShip(&dw1, dw1.ProductionCapacity(), TestShipDROCOLZ.EmptyMass())
assert.Equal(t, uint(4), r)
assert.Equal(t, 2.272, (*dw1.Production.ProdUsed).F())
// --------
(&dw2).Material = 0.0
r = controller.ProduceShip(&dw2, dw2.ProductionCapacity(), TestShipCargo1.EmptyMass())
assert.Equal(t, uint(1), r)
assert.Equal(t, 3.282, (*dw2.Production.ProdUsed).F())
var r uint
// (&dw2).Material = 0.0
// r = controller.ProduceShip(&dw2, dw2.ProductionCapacity(), TestShipCargo1.EmptyMass())
// assert.Equal(t, uint(1), r)
// assert.Equal(t, 3.282, (*dw2.Production.FreeProd).F())
// // production stopped and extra MAT released
// matPerShip := controller.ShipMaterialCost(TestShipCargo1.EmptyMass(), float64(dw2.Resources))
// assert.Equal(t, 4.918, matPerShip)
// (&dw2).Material = game.F(controller.ShipProductionCost(matPerShip * float64(*dw2.Production.Progress)))
// assert.Equal(t, 0.32495049505, (&dw2).Material.F()) // old repoert: 0.32
// production stopped and extra MAT released
(&dw2).ReleaseMaterial(TestShipCargo1.EmptyMass())
assert.Equal(t, 0.32495049505, (&dw2).Material.F()) // from report: 0.32
// building new ship with extra MAT
(&dw2).Material = game.F(0.32495049505)
r = controller.ProduceShip(&dw2, dw2.ProductionCapacity(), TestShipDROCOLZ.EmptyMass())
assert.Equal(t, uint(4), r)
assert.Equal(t, 2.3, (*dw2.Production.FreeProd).F())
assert.Equal(t, 2.304495049505, (*dw2.Production.ProdUsed).F()) // from report: 2.3
// TODO: test with insufficient production capacity
//
// insufficient production capacity to produce single ship at one turn
//
assert.Greater(t, TestShipElephant.EmptyMass(), 100.)
// one turn
(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
(&hw).Material = 0.
r = controller.ProduceShip(&hw, hw.ProductionCapacity(), TestShipElephant.EmptyMass())
assert.Equal(t, uint(0), r)
assert.Equal(t, 0., (&hw).Material.F())
assert.InDelta(t, 0.1, (*hw.Production.Progress).F(), 0.01)
(&hw).ReleaseMaterial(TestShipElephant.EmptyMass())
assert.Equal(t, 99.009900990099, (&hw).Material.F())
// two turns
(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
(&hw).Material = 0.
r = controller.ProduceShip(&hw, hw.ProductionCapacity(), TestShipElephant.EmptyMass())
assert.Equal(t, uint(0), r)
assert.Equal(t, 0., (&hw).Material.F())
assert.InDelta(t, 0.1, (*hw.Production.Progress).F(), 0.01)
r = controller.ProduceShip(&hw, hw.ProductionCapacity(), TestShipElephant.EmptyMass())
assert.Equal(t, uint(0), r)
assert.Equal(t, 0., (&hw).Material.F())
assert.InDelta(t, 0.2, (*hw.Production.Progress).F(), 0.01)
(&hw).ReleaseMaterial(TestShipElephant.EmptyMass())
assert.Equal(t, 198.019801980198, (&hw).Material.F())
}
func TestListProducingPlanets(t *testing.T) {
+3 -5
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@@ -536,14 +536,12 @@ func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
st := c.MustShipType(ri, *p.Production.SubjectID)
sliceIndexValidate(&rep.ShipProduction, i)
free := c.PlanetProductionCapacity(p.Number)
rep.ShipProduction[pi].Planet = p.Number
rep.ShipProduction[pi].Class = st.Name
rep.ShipProduction[pi].Cost = mr.F(ShipProductionCost(st.EmptyMass()))
rep.ShipProduction[pi].Free = mr.F(free)
// FIXME: take logic from [ProduceShip] and test at [controller_test.TestProduceShip]
rep.ShipProduction[pi].Wasted = mr.F(free * (*p.Production.Progress).F())
rep.ShipProduction[pi].Free = mr.F(c.PlanetProductionCapacity(p.Number))
rep.ShipProduction[pi].ProdUsed = mr.F((*p.Production.ProdUsed).F())
rep.ShipProduction[pi].Percent = mr.F((*p.Production.Progress).F())
i++
}
}
+4 -4
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@@ -383,9 +383,9 @@ func (c *Cache) UnloadCargo(ri int, groupIndex uint, ships uint, quantity float6
toBeUnloaded := quantity
if quantity == 0 {
toBeUnloaded = c.ShipGroup(sgi).Load.F()
toBeUnloaded = float64(c.ShipGroup(sgi).Load)
}
if toBeUnloaded > c.ShipGroup(sgi).Load.F() {
if toBeUnloaded > float64(c.ShipGroup(sgi).Load) {
return e.NewCargoUnoadNotEnoughError("load: %.03f", c.ShipGroup(sgi).Load)
}
@@ -420,7 +420,7 @@ func (c *Cache) unsafeUnloadCargo(sgi int, q float64) {
}
*availableOnPlanet = (*availableOnPlanet).Add(q)
c.ShipGroup(sgi).Load = c.ShipGroup(sgi).Load.Add(-q) // TODO: apply rounding for Load property?
c.ShipGroup(sgi).Load = c.ShipGroup(sgi).Load.Add(-q)
if c.ShipGroup(sgi).Load == 0 {
c.ShipGroup(sgi).CargoType = nil
}
@@ -536,7 +536,7 @@ func (c *Cache) breakGroupSafe(ri int, groupIndex uint, newGroupShips uint) (int
func (c *Cache) breakGroupUnsafe(ri, sgi int, newGroupShips uint) int {
newGroup := *c.ShipGroup(sgi)
if c.ShipGroup(sgi).CargoType != nil {
newGroup.Load = game.F(c.ShipGroup(sgi).Load.F() / float64(c.ShipGroup(sgi).Number) * float64(newGroupShips))
newGroup.Load = game.F(float64(c.ShipGroup(sgi).Load) / float64(c.ShipGroup(sgi).Number) * float64(newGroupShips))
}
newGroup.Number = newGroupShips
c.ShipGroupShipsNumber(sgi, c.ShipGroup(sgi).Number-newGroup.Number)
+1
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@@ -416,6 +416,7 @@ func TestUnloadCargo(t *testing.T) {
assert.Equal(t, 27.273, number.Fixed3(c.MustPlanet(R1_Planet_1_num).Material.F()))
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 7)
assert.Equal(t, uint(3), c.ShipGroup(6).Number)
assert.Equal(t, 0., c.ShipGroup(6).Load.F())
assert.Nil(t, c.ShipGroup(6).CargoType)
assert.Equal(t, 0.0, c.ShipGroup(6).Load.F())
assert.Equal(t, game.CargoMaterial.Ref(), c.ShipGroup(5).CargoType)