fix: ship production math
This commit is contained in:
committed by
Ilia Denisov
parent
9088cc77c9
commit
327f2865d4
+29
-101
@@ -107,17 +107,16 @@ func (c *Cache) PlanetProduction(ri int, number int, prod game.ProductionType, s
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}
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}
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if p.Production.Type == game.ProductionShip && (prod != game.ProductionShip || *subjectID != *p.Production.SubjectID) {
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if p.Production.Type == game.ProductionShip && (prod != game.ProductionShip || *subjectID != *p.Production.SubjectID) {
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mat, _ := c.MustShipType(ri, *p.Production.SubjectID).ProductionCost()
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p.ReleaseMaterial(c.MustShipType(ri, *p.Production.SubjectID).EmptyMass())
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p.Mat(p.Material.F() + mat*(*p.Production.Progress).F())
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*p.Production.Progress = 0.
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} else if prod == game.ProductionShip {
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} else if prod == game.ProductionShip {
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// new ship class to produce; otherwise we must have been returned from the func earlier
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// new ship class to produce; otherwise we must have been returned from the func earlier
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progress := game.F(0.)
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p.Production.Progress = new(game.Float)
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p.Production.Progress = &progress
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p.Production.ProdUsed = new(game.Float)
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}
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}
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if prod != game.ProductionShip {
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if prod != game.ProductionShip {
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p.Production.Progress = nil
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p.Production.Progress = nil
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p.Production.ProdUsed = nil
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}
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}
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p.Production.Type = prod
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p.Production.Type = prod
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@@ -301,105 +300,40 @@ func (c *Cache) putMaterial(pn uint, v float64) {
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c.MustPlanet(pn).Mat(v)
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c.MustPlanet(pn).Mat(v)
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}
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}
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func ProduceShip_old(p *game.Planet, productionAvailable, shipMass float64) uint {
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if productionAvailable <= 0 {
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return 0
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}
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// CAP_perShip := shipMass / p.Resources.F()
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CAP_perShip := ShipCapitalCost(shipMass, float64(p.Resources))
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productionForMass := ShipProductionCost(shipMass)
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ships := uint(0)
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flZero := game.F(0.)
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p.Production.Progress = &flZero
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for productionAvailable > 0 {
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var productionExtraCAP float64
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if CAP_deficit := p.Capital.F() - CAP_perShip; CAP_deficit < 0 {
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productionExtraCAP = -CAP_deficit
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}
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productionCost := productionExtraCAP + productionForMass
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if productionAvailable >= productionCost {
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productionAvailable -= productionCost
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p.Cap(p.Capital.F() - (CAP_perShip - productionExtraCAP))
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ships++
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} else {
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progress := game.F(productionAvailable / productionCost)
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productionAvailable -= productionCost * progress.F()
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p.Production.Progress = &progress
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v := (productionForMass + CAP_perShip) * float64(progress)
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fmt.Println("P=", v)
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// fmt.Println("productionForMass", productionForMass, "CAP_perShip", CAP_perShip, "productionCost", productionCost, "productionAvailable", productionAvailable, "progress", progress)
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break
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}
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}
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return ships
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}
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func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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if productionAvailable <= 0 {
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if productionAvailable <= 0 {
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return 0
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return 0
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}
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}
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// MAT_perShip := shipMass / p.Resources.F()
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MAT_perShip := ShipMaterialCost(shipMass, float64(p.Resources))
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fmt.Println("MAT_perShip", MAT_perShip)
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productionForMass := ShipProductionCost(shipMass)
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ships := uint(0)
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ships := uint(0)
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fval := game.F(0.)
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pa := productionAvailable
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p.Production.Progress = &fval
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PRODcost := ShipProductionCost(shipMass)
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for productionAvailable > 0 {
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var MATneed, MATfarm, totalCost float64
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var productionExtraMAT float64
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for {
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MAT_deficit := float64(p.Material) - MAT_perShip
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MATneed = shipMass - float64(p.Material)
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// fmt.Println("> MAT:", p.Material)
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if MATneed < 0 {
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if MAT_deficit < 0 {
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MATneed = 0
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productionExtraMAT = (-MAT_deficit)
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// p.Mat(0)
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} else {
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// p.Mat(float64(p.Material) - MAT_deficit)
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}
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}
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// fmt.Println("< MAT:", p.Material)
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MATfarm = MATneed / float64(p.Resources)
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productionCost := productionExtraMAT + productionForMass
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totalCost = PRODcost + MATfarm
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// fmt.Println("ships:", ships, "cost:", productionCost, "avail:", productionAvailable)
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// fmt.Printf("PRODcost: %3.03f MATcost: %3.03f MAThave: %3.03f MATneed: %3.03f MATfarm: %3.03f total: %3.03f \n",
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fmt.Println()
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// PRODcost, shipMass, float64(p.Material), MATneed, MATfarm, totalCost)
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fmt.Println("productionExtraMAT", productionExtraMAT)
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if pa < totalCost {
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fmt.Println("productionForMass", productionForMass)
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progress := pa / totalCost
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fmt.Println("productionCost", productionCost)
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fmt.Println("productionAvailable", productionAvailable)
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if productionAvailable >= productionCost {
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productionAvailable -= productionCost
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// fmt.Println("> MAT:", p.Material)
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if MAT_deficit < 0 {
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// productionExtraMAT = -MAT_deficit
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p.Mat(0)
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} else {
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p.Mat(float64(p.Material) - MAT_deficit)
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}
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// fmt.Println("< MAT:", p.Material)
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// fmt.Println("> MAT:", p.Material)
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// p.Mat(float64(p.Material) - (MAT_perShip - productionExtraMAT))
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// fmt.Println("< MAT:", p.Material)
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ships++
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} else {
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progress := productionAvailable / productionCost
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// productionAvailable -= productionCost * progress
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pval := game.F(progress)
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pval := game.F(progress)
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if p.Production.Progress != nil {
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pval += *p.Production.Progress
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}
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p.Production.Progress = &pval
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p.Production.Progress = &pval
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aval := game.F(productionAvailable)
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fval := game.F(pa)
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p.Production.FreeProd = &aval
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p.Production.ProdUsed = &fval
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// fmt.Println("pa", pa, "progress", progress, "MAT:", progress*shipMass)
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// fmt.Println("MAT_deficit", MAT_deficit)
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fmt.Println()
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fmt.Println("productionExtraMAT", productionExtraMAT)
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fmt.Println("productionForMass", productionForMass)
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fmt.Println("productionCost", productionCost)
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fmt.Println("productionAvailable", productionAvailable)
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fmt.Println("progress", progress)
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v := ShipProductionCost(MAT_perShip * float64(progress))
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fmt.Println("MAT=", v)
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break
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}
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}
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return ships
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return ships
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} else {
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pa -= totalCost
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p.Mat(float64(p.Material) - shipMass + MATneed)
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ships += 1
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}
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}
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}
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}
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func ShipProductionCost(shipMass float64) float64 {
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func ShipProductionCost(shipMass float64) float64 {
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@@ -408,9 +342,3 @@ func ShipProductionCost(shipMass float64) float64 {
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func ShipMaterialCost(shipMass, planetResource float64) float64 {
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func ShipMaterialCost(shipMass, planetResource float64) float64 {
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return shipMass / planetResource
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return shipMass / planetResource
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}
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}
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func ShipCapitalCost(shipMass, planetResource float64) float64 {
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return shipMass / planetResource
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}
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// TODO: при смене производства на планете проверить, сколько материалов высвободится в MAT
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@@ -8,6 +8,7 @@ import (
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"github.com/iliadenisov/galaxy/internal/controller"
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"github.com/iliadenisov/galaxy/internal/controller"
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e "github.com/iliadenisov/galaxy/internal/error"
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e "github.com/iliadenisov/galaxy/internal/error"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/number"
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"github.com/stretchr/testify/assert"
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"github.com/stretchr/testify/assert"
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)
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)
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@@ -165,66 +166,22 @@ func TestProduceShips(t *testing.T) {
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}
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}
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func TestProduceShip(t *testing.T) {
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func TestProduceShip(t *testing.T) {
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// Drone := game.ShipType{
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Drone := game.ShipType{
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// Name: "Drone",
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Name: "Drone",
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// Drive: 1,
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Drive: 1,
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// Armament: 0,
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// Weapons: 0,
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// Shields: 0,
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// Cargo: 0,
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// }
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// BattleShip := game.ShipType{
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// Name: "BattleShip",
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// Drive: 25,
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// Armament: 1,
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// Weapons: 30,
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// Shields: 35,
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// Cargo: 0,
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// }
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TestDWShip := game.ShipType{
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Name: "DROCOLZ",
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Drive: 11.32,
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Armament: 0,
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Armament: 0,
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Weapons: 0,
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Weapons: 0,
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Shields: 0,
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Shields: 0,
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Cargo: 1,
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Cargo: 0,
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}
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}
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id := uuid.New()
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BattleShip := game.ShipType{
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// p := controller.NewPlanet(0, "Planet_0", &id, 1, 1, 1000, 1000, 1000, 10, game.ProductionShip.AsType(uuid.Nil))
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Name: "BattleShip",
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Drive: 25,
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// r := controller.ProduceShip(&p, p.ProductionCapacity(), Drone.EmptyMass())
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Armament: 1,
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// assert.Equal(t, uint(99), r)
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Weapons: 30,
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// assert.InDelta(t, 0.0099, (*p.Production.Progress).F(), 0.000001)
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Shields: 35,
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Cargo: 0,
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// (&p).Production = game.ProductionShip.AsType(uuid.Nil)
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// (&p).Capital = 10.
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// r = controller.ProduceShip(&p, p.ProductionCapacity(), Drone.EmptyMass())
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// assert.Equal(t, uint(100), r)
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// assert.Equal(t, 0., (*p.Production.Progress).F())
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// assert.Equal(t, 0., number.Fixed3(p.Capital.F())) // TODO: zero CAP is not actual '0.0' after series of decrements
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// (&p).Production = game.ProductionShip.AsType(uuid.Nil)
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// (&p).Capital = 0.
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// r = controller.ProduceShip(&p, p.ProductionCapacity(), BattleShip.EmptyMass())
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// assert.Equal(t, uint(1), r)
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// assert.InDelta(t, 0.1, (*p.Production.Progress).F(), 0.001)
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// (&p).Production = game.ProductionShip.AsType(uuid.Nil)
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// (&p).Capital = 20.
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// r = controller.ProduceShip(&p, p.ProductionCapacity(), BattleShip.EmptyMass())
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// assert.Equal(t, uint(1), r)
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// assert.Equal(t, number.Fixed12(1./9.), (*p.Production.Progress).F())
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// test "P" for report
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dw := controller.NewPlanet(0, "DW_Planet", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
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(&dw).Material = 0.32
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r := controller.ProduceShip(&dw, dw.ProductionCapacity(), TestDWShip.EmptyMass())
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assert.Equal(t, uint(4), r)
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assert.Equal(t, 2.30, (*dw.Production.Progress).F())
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// TODO: test with insufficient production capacity
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}
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}
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func TestProduceShip_Research(t *testing.T) {
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TestShipCargo1 := game.ShipType{
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TestShipCargo1 := game.ShipType{
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Name: "Cargo1",
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Name: "Cargo1",
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Drive: 30.18,
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Drive: 30.18,
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@@ -241,40 +198,103 @@ func TestProduceShip_Research(t *testing.T) {
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Shields: 0,
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Shields: 0,
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Cargo: 1,
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Cargo: 1,
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}
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}
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_ = TestShipDROCOLZ
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TestShipElephant := game.ShipType{
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_ = TestShipCargo1
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Name: "ElEphant",
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Drive: 80,
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Armament: 30,
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Weapons: 50,
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Shields: 100,
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Cargo: 0,
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}
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id := uuid.New()
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id := uuid.New()
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var r uint
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hw := controller.NewPlanet(0, "Planet_0", &id, 1, 1, 1000, 1000, 1000, 10, game.ProductionShip.AsType(uuid.Nil))
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//
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// documented data
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//
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r = controller.ProduceShip(&hw, hw.ProductionCapacity(), Drone.EmptyMass())
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assert.Equal(t, uint(99), r)
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assert.InDelta(t, 0.0099, (*hw.Production.Progress).F(), 0.000001)
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assert.Equal(t, 0.009900990099, (*hw.Production.Progress).F()) // 0.0099 % = 99.0099 mass production per turn
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(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
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(&hw).Material = 100. // no material deficit
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r = controller.ProduceShip(&hw, hw.ProductionCapacity(), Drone.EmptyMass())
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assert.Equal(t, uint(100), r)
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assert.Equal(t, 0., (*hw.Production.Progress).F())
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assert.Equal(t, 0., hw.Material.F())
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(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
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(&hw).Material = 0.
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r = controller.ProduceShip(&hw, hw.ProductionCapacity(), BattleShip.EmptyMass())
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assert.Equal(t, uint(1), r)
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assert.InDelta(t, 0.1, (*hw.Production.Progress).F(), 0.001)
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(&hw).Production = game.ProductionShip.AsType(uuid.Nil)
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(&hw).Material = 900. // no material deficit
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r = controller.ProduceShip(&hw, hw.ProductionCapacity(), BattleShip.EmptyMass())
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assert.Equal(t, uint(1), r)
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assert.Equal(t, number.Fixed12(1./9.), (*hw.Production.Progress).F())
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//
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// real report data
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//
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dw1 := controller.NewPlanet(0, "DW2", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
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dw1 := controller.NewPlanet(0, "DW2", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
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dw2 := controller.NewPlanet(0, "DW1", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
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dw2 := controller.NewPlanet(0, "DW1", &id, 1, 1, 500, 500, 500, 10, game.ProductionShip.AsType(uuid.Nil))
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_ = dw1
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// (&dw1).Material = 0.0
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(&dw1).Material = 0.0
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// r := controller.ProduceShip(&dw1, dw1.ProductionCapacity(), TestShipDROCOLZ.EmptyMass())
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r = controller.ProduceShip(&dw1, dw1.ProductionCapacity(), TestShipDROCOLZ.EmptyMass())
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// assert.Equal(t, uint(4), r)
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assert.Equal(t, uint(4), r)
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// assert.Equal(t, 2.272, (*dw1.Production.FreeProd).F())
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assert.Equal(t, 2.272, (*dw1.Production.ProdUsed).F())
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// --------
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(&dw2).Material = 0.0
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r = controller.ProduceShip(&dw2, dw2.ProductionCapacity(), TestShipCargo1.EmptyMass())
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assert.Equal(t, uint(1), r)
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assert.Equal(t, 3.282, (*dw2.Production.ProdUsed).F())
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var r uint
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// production stopped and extra MAT released
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(&dw2).ReleaseMaterial(TestShipCargo1.EmptyMass())
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// (&dw2).Material = 0.0
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assert.Equal(t, 0.32495049505, (&dw2).Material.F()) // from report: 0.32
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// r = controller.ProduceShip(&dw2, dw2.ProductionCapacity(), TestShipCargo1.EmptyMass())
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// assert.Equal(t, uint(1), r)
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// assert.Equal(t, 3.282, (*dw2.Production.FreeProd).F())
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// // production stopped and extra MAT released
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// matPerShip := controller.ShipMaterialCost(TestShipCargo1.EmptyMass(), float64(dw2.Resources))
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// assert.Equal(t, 4.918, matPerShip)
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// (&dw2).Material = game.F(controller.ShipProductionCost(matPerShip * float64(*dw2.Production.Progress)))
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// assert.Equal(t, 0.32495049505, (&dw2).Material.F()) // old repoert: 0.32
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// building new ship with extra MAT
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// building new ship with extra MAT
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(&dw2).Material = game.F(0.32495049505)
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r = controller.ProduceShip(&dw2, dw2.ProductionCapacity(), TestShipDROCOLZ.EmptyMass())
|
r = controller.ProduceShip(&dw2, dw2.ProductionCapacity(), TestShipDROCOLZ.EmptyMass())
|
||||||
assert.Equal(t, uint(4), r)
|
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) {
|
func TestListProducingPlanets(t *testing.T) {
|
||||||
|
|||||||
@@ -536,14 +536,12 @@ func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
|
|||||||
st := c.MustShipType(ri, *p.Production.SubjectID)
|
st := c.MustShipType(ri, *p.Production.SubjectID)
|
||||||
|
|
||||||
sliceIndexValidate(&rep.ShipProduction, i)
|
sliceIndexValidate(&rep.ShipProduction, i)
|
||||||
free := c.PlanetProductionCapacity(p.Number)
|
|
||||||
rep.ShipProduction[pi].Planet = p.Number
|
rep.ShipProduction[pi].Planet = p.Number
|
||||||
rep.ShipProduction[pi].Class = st.Name
|
rep.ShipProduction[pi].Class = st.Name
|
||||||
rep.ShipProduction[pi].Cost = mr.F(ShipProductionCost(st.EmptyMass()))
|
rep.ShipProduction[pi].Cost = mr.F(ShipProductionCost(st.EmptyMass()))
|
||||||
rep.ShipProduction[pi].Free = mr.F(free)
|
rep.ShipProduction[pi].Free = mr.F(c.PlanetProductionCapacity(p.Number))
|
||||||
|
rep.ShipProduction[pi].ProdUsed = mr.F((*p.Production.ProdUsed).F())
|
||||||
// FIXME: take logic from [ProduceShip] and test at [controller_test.TestProduceShip]
|
rep.ShipProduction[pi].Percent = mr.F((*p.Production.Progress).F())
|
||||||
rep.ShipProduction[pi].Wasted = mr.F(free * (*p.Production.Progress).F())
|
|
||||||
i++
|
i++
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -383,9 +383,9 @@ func (c *Cache) UnloadCargo(ri int, groupIndex uint, ships uint, quantity float6
|
|||||||
|
|
||||||
toBeUnloaded := quantity
|
toBeUnloaded := quantity
|
||||||
if quantity == 0 {
|
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)
|
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)
|
*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 {
|
if c.ShipGroup(sgi).Load == 0 {
|
||||||
c.ShipGroup(sgi).CargoType = nil
|
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 {
|
func (c *Cache) breakGroupUnsafe(ri, sgi int, newGroupShips uint) int {
|
||||||
newGroup := *c.ShipGroup(sgi)
|
newGroup := *c.ShipGroup(sgi)
|
||||||
if c.ShipGroup(sgi).CargoType != nil {
|
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
|
newGroup.Number = newGroupShips
|
||||||
c.ShipGroupShipsNumber(sgi, c.ShipGroup(sgi).Number-newGroup.Number)
|
c.ShipGroupShipsNumber(sgi, c.ShipGroup(sgi).Number-newGroup.Number)
|
||||||
|
|||||||
@@ -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.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.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 7)
|
||||||
assert.Equal(t, uint(3), c.ShipGroup(6).Number)
|
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.Nil(t, c.ShipGroup(6).CargoType)
|
||||||
assert.Equal(t, 0.0, c.ShipGroup(6).Load.F())
|
assert.Equal(t, 0.0, c.ShipGroup(6).Load.F())
|
||||||
assert.Equal(t, game.CargoMaterial.Ref(), c.ShipGroup(5).CargoType)
|
assert.Equal(t, game.CargoMaterial.Ref(), c.ShipGroup(5).CargoType)
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ func F(v float64) Float {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (f Float) Add(v float64) Float {
|
func (f Float) Add(v float64) Float {
|
||||||
return F(f.F() + v)
|
return f + F(v)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (f Float) F() float64 {
|
func (f Float) F() float64 {
|
||||||
|
|||||||
@@ -83,6 +83,19 @@ func PlanetProduction(industry, population float64) float64 {
|
|||||||
return industry*0.75 + population*0.25
|
return industry*0.75 + population*0.25
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (p *Planet) ReleaseMaterial(shipMass float64) {
|
||||||
|
if p.Production.Type != ProductionShip || p.Production.Progress == nil {
|
||||||
|
panic("planet is not producing any ships")
|
||||||
|
}
|
||||||
|
p.Material = p.Material.Add(ProducedMaterial(shipMass, float64(*p.Production.Progress)))
|
||||||
|
p.Production.Progress = new(Float)
|
||||||
|
p.Production.ProdUsed = new(Float)
|
||||||
|
}
|
||||||
|
|
||||||
|
func ProducedMaterial(shipMass, progress float64) float64 {
|
||||||
|
return shipMass * progress
|
||||||
|
}
|
||||||
|
|
||||||
// Производство промышленности
|
// Производство промышленности
|
||||||
// TODO: test on real values
|
// TODO: test on real values
|
||||||
// [x] ind * 5 + ind / res = prod
|
// [x] ind * 5 + ind / res = prod
|
||||||
|
|||||||
@@ -22,9 +22,9 @@ const (
|
|||||||
|
|
||||||
type Production struct {
|
type Production struct {
|
||||||
Type ProductionType `json:"type"`
|
Type ProductionType `json:"type"`
|
||||||
SubjectID *uuid.UUID `json:"subjectId"` // TODO: get rid of Nils?
|
SubjectID *uuid.UUID `json:"subjectId,omitempty"` // TODO: get rid of Nils?
|
||||||
Progress *Float `json:"progress"`
|
Progress *Float `json:"progress,omitempty"`
|
||||||
FreeProd *Float // TODO: rename, store
|
ProdUsed *Float `json:"prodUsed,omitempty"`
|
||||||
}
|
}
|
||||||
|
|
||||||
func (p ProductionType) AsType(subject uuid.UUID) Production {
|
func (p ProductionType) AsType(subject uuid.UUID) Production {
|
||||||
|
|||||||
@@ -60,11 +60,3 @@ func (st ShipType) EmptyMass() float64 {
|
|||||||
shipMass := st.DriveBlockMass() + st.ShieldsBlockMass() + st.CargoBlockMass() + st.WeaponsBlockMass()
|
shipMass := st.DriveBlockMass() + st.ShieldsBlockMass() + st.CargoBlockMass() + st.WeaponsBlockMass()
|
||||||
return shipMass
|
return shipMass
|
||||||
}
|
}
|
||||||
|
|
||||||
// ProductionCost returns Material (MAT) and Population (POP) to produce this [ShipType]
|
|
||||||
// TODO: do we need this?
|
|
||||||
func (st ShipType) ProductionCost() (mat float64, pop float64) {
|
|
||||||
mat = st.EmptyMass()
|
|
||||||
pop = mat * 10
|
|
||||||
return
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -19,7 +19,8 @@ type ShipProduction struct {
|
|||||||
Planet uint `json:"planet"` // Галактический номер планеты
|
Planet uint `json:"planet"` // Галактический номер планеты
|
||||||
Class string `json:"class"` // Наименование типа строящегося корабля
|
Class string `json:"class"` // Наименование типа строящегося корабля
|
||||||
Cost Float `json:"cost"` // Стоимость постройки одного такого корабля (в производственных ед.) без учета расходов на добычу сырья
|
Cost Float `json:"cost"` // Стоимость постройки одного такого корабля (в производственных ед.) без учета расходов на добычу сырья
|
||||||
Wasted Float `json:"wasted"` // Сколько производственных единиц уже было затрачено на постройку этого корабля (уже учитывая производство сырья)
|
ProdUsed Float `json:"prodUsed"` // Сколько производственных единиц уже было затрачено на постройку этого корабля (уже учитывая производство сырья)
|
||||||
|
Percent Float `json:"percent"` // Процент завершения активного производства
|
||||||
Free Float `json:"free"` // Свободный производственный потенциал
|
Free Float `json:"free"` // Свободный производственный потенциал
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user