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