feat: bomb planets

This commit is contained in:
Ilia Denisov
2026-01-19 23:08:57 +02:00
parent bd9db26ef4
commit 40b2cb27f6
13 changed files with 440 additions and 22 deletions
+128
View File
@@ -0,0 +1,128 @@
package controller
import (
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/model/game"
)
type BombingReport struct {
Planets []BombingPlanetReport `json:"planets"`
}
type BombingPlanetReport struct {
Planet string `json:"name"`
Number uint `json:"number"`
Owner string `json:"owner"`
Attacker string `json:"attacker"`
Production string `json:"production"`
Industry float64 `json:"industry"` // I - Промышленность
Population float64 `json:"population"` // P - Население
Colonists float64 `json:"colonists"` // COL C - Количество колонистов
Capital float64 `json:"capital"` // CAP $ - Запасы промышленности
Material float64 `json:"material"` // MAT M - Запасы ресурсов / сырья
AttackPower float64 `json:"attack"`
Wiped bool `json:"wiped"`
}
func (c *Cache) bombingReport(p *game.Planet, ri int, groups []int) BombingPlanetReport {
attackPower := 0.
for _, i := range groups {
sg := c.ShipGroup(i)
st := c.ShipGroupShipClass(i)
attackPower += sg.BombingPower(st)
}
r := &BombingPlanetReport{
Planet: p.Name,
Number: p.Number,
Owner: c.g.Race[c.RaceIndex(p.Owner)].Name,
Attacker: c.g.Race[ri].Name,
Production: c.PlanetProductionDisplayName(p.Number),
Industry: p.Industry,
Population: p.Population,
Colonists: p.Colonists,
Capital: p.Capital,
Material: p.Material,
AttackPower: attackPower,
}
bombPlanet(p, attackPower)
r.Wiped = p.Population == 0
return *r
}
func (c *Cache) ProduceBombings() []BombingPlanetReport {
report := make([]BombingPlanetReport, 0)
for pn, enemies := range c.collectBombingGroups() {
p := c.MustPlanet(pn)
for ri, groups := range enemies {
br := c.bombingReport(p, ri, groups)
report = append(report, br)
if br.Wiped {
break
}
}
if p.Population == 0 {
// TODO: what aboul colonists left on planet?
p.Owner = uuid.Nil
clear(p.Route)
} else {
// Если на планете остались также и колонисты, то они превращаются в население,
// а накопленная промышленность возмещает потери производства.
p.UnpackCOLtoPOP()
p.UnpackCAPtoIND()
}
}
return report
}
func bombPlanet(p *game.Planet, power float64) {
// Уничтожается население и колонисты в количестве равном [суммарной] мощности бомбардировки
if power > p.Population {
p.Population = 0
} else {
p.Population -= power
}
if power > p.Colonists {
p.Colonists = 0
} else {
p.Colonists -= power
}
// Такое же количество промышленности превращается в сырье
if power > p.Industry {
p.Material += p.Industry
p.Industry = 0
} else {
p.Material += power
p.Industry -= power
}
}
// [planet_num] -> [enemy_race_id] -> []group_id
func (c *Cache) collectBombingGroups() map[uint]map[int][]int {
result := make(map[uint]map[int][]int)
for i := range c.ShipGroupsIndex() {
sg := c.ShipGroup(i)
if sg.State() != game.StateInOrbit {
continue
}
st := c.ShipGroupShipClass(i)
if st.WeaponsBlockMass() == 0 {
continue
}
p := c.MustPlanet(sg.Destination)
if p.Owner == sg.OwnerID || p.Owner == uuid.Nil {
continue
}
r1 := c.RaceIndex(sg.OwnerID)
r2 := c.RaceIndex(p.Owner)
if c.Relation(r1, r2) == game.RelationPeace {
continue
}
// add result
if _, ok := result[p.Number]; !ok {
result[p.Number] = make(map[int][]int)
}
result[p.Number][r1] = append(result[p.Number][r1], i)
}
return result
}