wip: battle
This commit is contained in:
@@ -20,10 +20,14 @@ type Repo interface {
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// SaveState stores current game state updated between turns
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SaveState(*game.Game) error
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// LoadState retrieves game current state
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// LoadState retrieves game current state with required lock acquisition
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LoadState() (*game.Game, error)
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// LoadStateSafe retrieves game current state without preliminary locking
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LoadStateSafe() (*game.Game, error)
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// SaveBattle stores
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SaveBattle(t uint, b *game.BattleReport) error
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}
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type Controller struct {
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@@ -1,13 +1,76 @@
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package turn
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import "github.com/iliadenisov/galaxy/internal/model/game"
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import (
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"fmt"
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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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"github.com/iliadenisov/galaxy/internal/model/game"
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)
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func MakeTurn(r controller.Repo, g *game.Game) error {
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// Next turn
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g.Age += 1
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func MakeTurn(g *game.Game) error {
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// 01. Корабли, где это возможно, объединяются в группы.
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game.JoinEqualGroups(g)
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// 02. Враждующие корабли вступают в схватку.
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game.ProduceBattles(g)
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battles := game.ProduceBattles(g)
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// Internal control: after battles there are can't be groups with no ships left
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for i := range g.ShipGroups {
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if g.ShipGroups[i].Number == 0 {
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return e.NewGameStateError("")
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}
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}
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// Last step: storing battles
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if len(battles) > 0 {
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for i := range battles {
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br := TransformBattle(g, battles[i])
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if err := r.SaveBattle(g.Age, br); err != nil {
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return err
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}
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}
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}
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return nil
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}
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func TransformBattle(g *game.Game, b *game.Battle) *game.BattleReport {
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p, ok := game.PlanetByNum(g, b.Planet)
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if !ok {
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panic(fmt.Sprintf("TransformBattle: no planet with number #%d", b.Planet))
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}
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r := &game.BattleReport{
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ID: b.ID,
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Planet: b.Planet,
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PlanetName: p.Name,
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Races: make(map[int]string),
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Ships: make(map[int]string),
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Protocol: make([]game.BattleActionReport, len(b.Protocol)),
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}
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cacheShipClass := make(map[string]int)
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shipClass := func(shipClass string) int {
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if v, ok := cacheShipClass[shipClass]; ok {
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return v
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} else {
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l := len(r.Ships)
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r.Ships[l] = shipClass
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cacheShipClass[shipClass] = l
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return l
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}
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}
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for i := range b.Protocol {
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r.Protocol[i] = game.BattleActionReport{
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AttackerShipClass: shipClass(b.ShipClassName(b.Protocol[i].Attacker)),
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DefenderShipClass: shipClass(b.ShipClassName(b.Protocol[i].Defenter)),
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Destroyed: b.Protocol[i].Destroyed,
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}
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}
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return r
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}
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@@ -1,6 +1,7 @@
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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"
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@@ -11,29 +12,67 @@ import (
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)
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type Battle struct {
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Planet uint
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BattleReport BattleReport
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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 BattleReport struct {
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BattleAction []BattleAction
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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 CollectPlanetGroups(g *Game, cacheShipGroupRaceID map[int]int, cacheShipClass map[int]*ShipType) map[uint][]int {
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planetGroup := make(map[uint][]int)
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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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PlanetName string `json:"planet_name"`
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Races map[int]string `json:"races"`
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Ships map[int]string `json:"ships"`
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Protocol []BattleActionReport `json:"protocol"`
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}
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type BattleActionReport struct {
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Attacker int `json:"r1"`
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AttackerShipClass int `json:"s1"`
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Defender int `json:"r2"`
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DefenderShipClass int `json:"s2"`
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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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if g.ShipGroups[groupIndex].State() == StateInOrbit {
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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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planetGroup[planetNumber] = append(planetGroup[planetNumber], groupIndex)
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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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@@ -57,6 +96,10 @@ func CollectPlanetGroups(g *Game, cacheShipGroupRaceID map[int]int, cacheShipCla
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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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@@ -132,8 +175,8 @@ func ProduceBattles(g *Game) []*Battle {
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clear(cacheProbability)
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}()
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planetGroup := CollectPlanetGroups(g, cacheShipGroupRaceID, cacheShipClass)
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if len(planetGroup) == 0 {
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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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@@ -144,35 +187,42 @@ func ProduceBattles(g *Game) []*Battle {
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result := make([]*Battle, 0)
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for pl, groups := range planetGroup {
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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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attacker: make(map[int]map[int]float64),
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shipAmmo: make(map[int]uint),
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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 groups {
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attIdx := groups[i]
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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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// TODO: remove slices.Clone?
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opponents := slices.DeleteFunc(slices.Clone(groups), func(defIdx int) bool {
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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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@@ -203,7 +253,7 @@ func SingleBattle(g *Game, b *Battle) {
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panic("SingleBattle: probability unexpected: value <= 0")
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}
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b.BattleReport.BattleAction = append(b.BattleReport.BattleAction, BattleAction{
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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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@@ -220,6 +270,8 @@ func SingleBattle(g *Game, b *Battle) {
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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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@@ -245,3 +297,11 @@ func DestructionProbability(attWeapons, attWeaponsTech, defShields, defShiledsTe
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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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func (b *BattleReport) UnmarshalBinary(data []byte) error {
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return json.Unmarshal(data, b)
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}
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@@ -1,6 +1,7 @@
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package game_test
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import (
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"slices"
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"testing"
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"github.com/iliadenisov/galaxy/internal/model/game"
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@@ -161,3 +162,20 @@ func TestFilterBattleOpponents(t *testing.T) {
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assert.True(t, game.FilterBattleOpponents(g, 1, 3, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability))
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assert.NotContains(t, cacheProbability[1], 3)
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}
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func TestSlicesDeleteFunc(t *testing.T) {
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type Container struct {
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S []int
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}
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c := Container{S: []int{0, 1, 2, 3, 4, 5, 6, 7, 8, 9}}
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r1 := slices.DeleteFunc(c.S, func(e int) bool { return e%2 != 0 })
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assert.Len(t, r1, 5)
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for i := range r1 {
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assert.Equal(t, i*2, r1[i], "elem #%d", i)
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assert.Equal(t, i*2, c.S[i], "elem #%d", i)
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}
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assert.Len(t, c.S, 10)
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for i := len(r1); i < len(c.S); i++ {
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assert.Equal(t, 0, c.S[i], "elem #%d", i)
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}
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}
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+27
-5
@@ -2,10 +2,9 @@ package repo
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/*
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/state.json
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/000/state.json
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/000/race/{UUID}/order/001.json
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/000/race/{UUID}/report.json
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/000/battle/{planet_UUID}
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/0001/state.json
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/0001/race/{UUID}/report.json
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/0001/battle/{UUID}.json
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*/
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import (
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@@ -23,7 +22,7 @@ func (r *repo) SaveTurn(t uint, g *game.Game) error {
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}
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func saveTurn(s Storage, t uint, g *game.Game) error {
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path := fmt.Sprintf("%03d/state.json", t)
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path := fmt.Sprintf("%s/state.json", turnDir(t))
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exist, err := s.Exists(path)
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if err != nil {
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return NewStorageError(err)
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@@ -86,3 +85,26 @@ func loadState(s Storage, locked bool) (*game.Game, error) {
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}
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return g, nil
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}
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func (r *repo) SaveBattle(t uint, b *game.BattleReport) error {
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return saveBattle(r.s, t, b)
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}
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func saveBattle(s Storage, t uint, b *game.BattleReport) error {
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path := fmt.Sprintf("%s/battle/%s.json", turnDir(t), b.ID)
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exist, err := s.Exists(path)
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if err != nil {
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return NewStorageError(err)
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}
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if exist {
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return NewStateError(fmt.Sprintf("battle %s for turn %d already has been saved", b.ID, t))
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}
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if err := s.Write(path, b); err != nil {
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return NewStorageError(err)
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}
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return nil
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}
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func turnDir(t uint) string {
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return fmt.Sprintf("%04d", t)
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}
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Reference in New Issue
Block a user