cmd: disassebmle group
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@@ -41,16 +41,22 @@ var (
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},
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Map: Map,
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}
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Race_0_idx = 0
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Race_0_Gunship = "R0_Gunship"
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Race_0_Freighter = "R0_Freighter"
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R0_Planet_0_num uint = 0
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R0_Planet_2_num uint = 2
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Race_0_idx = 0
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Race_0_Gunship = "R0_Gunship"
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Race_0_Freighter = "R0_Freighter"
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R0_Planet_0_num uint = 0
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R0_Planet_2_num uint = 2
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Race_0_Gunship_idx = 0
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Race_0_Freighter_idx = 1
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Race_0_Cruiser_idx = 2
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Race_1_idx = 1
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Race_1_Gunship = "R1_Gunship"
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Race_1_Freighter = "R1_Freighter"
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R1_Planet_1_num uint = 1
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Race_1_idx = 1
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Race_1_Gunship = "R1_Gunship"
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Race_1_Freighter = "R1_Freighter"
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R1_Planet_1_num uint = 1
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Race_1_Gunship_idx = 0
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Race_1_Freighter_idx = 1
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Race_1_Cruiser_idx = 2
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ShipType_Cruiser = "Cruiser"
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)
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@@ -81,10 +81,15 @@ func (sg ShipGroup) CarryingMass() float64 {
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return sg.Load / sg.Cargo
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}
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// Полная масса -
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// массу корабля самого по себе плюс масса перевозимого груза.
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// Масса группы без учёта груза
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func (sg ShipGroup) EmptyMass(st *ShipType) float64 {
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return st.EmptyMass() * float64(sg.Number)
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}
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// Полная масса -
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// массу корабля самого по себе плюс масса перевозимого груза
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func (sg ShipGroup) FullMass(st *ShipType) float64 {
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return st.EmptyMass() + sg.CarryingMass()
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return sg.EmptyMass(st) + sg.CarryingMass()
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}
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// Эффективность двигателя -
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@@ -94,7 +99,7 @@ func (sg ShipGroup) DriveEffective(st *ShipType) float64 {
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}
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// Корабли перемещаются за один ход на количество световых лет, равное
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// эффективности двигателя, умноженной на 20 и деленной на "Полную массу" корабля.
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// эффективности двигателя, умноженной на 20 и деленной на "Полную массу" корабля
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func (sg ShipGroup) Speed(st *ShipType) float64 {
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return sg.DriveEffective(st) * 20 / sg.FullMass(st)
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}
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@@ -145,6 +150,78 @@ func (g *Game) BreakGroup(raceName string, groupIndex, quantity uint) error {
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return g.breakGroupInternal(ri, groupIndex, quantity)
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}
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func (g *Game) DisassembleGroup(raceName string, groupIndex, quantity uint) error {
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ri, err := g.raceIndex(raceName)
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if err != nil {
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return err
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}
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return g.disassembleGroupInternal(ri, groupIndex, quantity)
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}
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func (g *Game) disassembleGroupInternal(ri int, groupIndex, quantity uint) error {
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sgi := -1
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var maxIndex uint
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for i, sg := range g.listIndexShipGroups(ri) {
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if sgi < 0 && sg.Index == groupIndex {
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sgi = i
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}
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if sg.Index > maxIndex {
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maxIndex = sg.Index
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}
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}
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if sgi < 0 {
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return e.NewEntityNotExistsError("group #%d", groupIndex)
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}
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if g.ShipGroups[sgi].State != "In_Orbit" || g.ShipGroups[sgi].Origin != nil || g.ShipGroups[sgi].Range != nil {
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return e.NewShipsBusyError()
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}
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if g.ShipGroups[sgi].Number < quantity {
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return e.NewBeakGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
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}
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pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination })
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if pl < 0 {
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return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
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}
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var sti int
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if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
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// hard to test, need manual game data invalidation
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return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
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}
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if quantity > 0 && quantity < g.ShipGroups[sgi].Number {
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// make new group for disassembly
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nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity)
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if err != nil {
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return err
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}
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sgi = nsgi
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}
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if g.ShipGroups[sgi].CargoType != nil {
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ct := *g.ShipGroups[sgi].CargoType
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load := g.ShipGroups[sgi].Load
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switch ct {
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case CargoColonist:
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if g.Map.Planet[pl].Owner == g.Race[ri].ID {
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g.Map.Planet[pl] = UnloadColonists(g.Map.Planet[pl], load)
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}
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case CargoMaterial:
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g.Map.Planet[pl].Material += load
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case CargoCapital:
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g.Map.Planet[pl].Capital += load
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}
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}
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g.Map.Planet[pl].Material += g.ShipGroups[sgi].EmptyMass(&g.Race[ri].ShipTypes[sti])
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g.ShipGroups = append(g.ShipGroups[:sgi], g.ShipGroups[sgi+1:]...)
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return nil
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}
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func (g *Game) LoadCargo(raceName string, groupIndex uint, cargoType string, ships uint, quantity float64) error {
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ri, err := g.raceIndex(raceName)
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if err != nil {
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@@ -605,7 +605,7 @@ func TestLoadCargo(t *testing.T) {
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func TestUnloadCargo(t *testing.T) {
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g := copyGame()
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// 1: idx = 0 / Ready to unload COL
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// 1: idx = 0 / empty
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 10))
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// 2: idx = 1 / Has no cargo bay
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@@ -697,3 +697,87 @@ func TestUnloadCargo(t *testing.T) {
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assert.Nil(t, g.ShipGroups[0].CargoType)
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assert.Equal(t, 0.0, number.Fixed3(g.ShipGroups[0].Load))
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}
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func TestDisassembleGroup(t *testing.T) {
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g := copyGame()
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// 1: idx = 0 / empty
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 10))
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// 2: idx = 1 / In_Space
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 7))
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g.ShipGroups[1].Origin = &R0_Planet_2_num
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rng := 31.337
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g.ShipGroups[1].Range = &rng
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g.ShipGroups[1].State = "In_Space"
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// 3: idx = 2 / loaded with COL
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 10))
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g.ShipGroups[2].CargoType = game.CargoColonist.Ref()
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g.ShipGroups[2].Load = 80.0
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// 4: idx = 3 / on foreign planet / loaded with MAT
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 11))
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g.ShipGroups[3].Destination = R1_Planet_1_num
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g.ShipGroups[3].CargoType = game.CargoMaterial.Ref()
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g.ShipGroups[3].Load = 100.0
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// 5: idx = 4 / on foreign planet / loaded with COL
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 11))
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g.ShipGroups[4].Destination = R1_Planet_1_num
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g.ShipGroups[4].CargoType = game.CargoColonist.Ref()
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g.ShipGroups[4].Load = 2.345
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assert.Len(t, slices.Collect(g.ListShipGroups(Race_0_idx)), 5)
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// tests
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assert.ErrorContains(t,
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g.DisassembleGroup("UnknownRace", 1, 0),
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e.GenericErrorText(e.ErrInputUnknownRace))
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assert.ErrorContains(t,
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g.DisassembleGroup(Race_0.Name, 555, 0),
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e.GenericErrorText(e.ErrInputEntityNotExists))
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assert.ErrorContains(t,
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g.DisassembleGroup(Race_0.Name, 2, 0),
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e.GenericErrorText(e.ErrShipsBusy))
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assert.ErrorContains(t,
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g.DisassembleGroup(Race_0.Name, 3, 12),
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e.GenericErrorText(e.ErrBeakGroupNumberNotEnough))
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groupEmptyMass := g.ShipGroups[4].EmptyMass(&g.Race[Race_0_idx].ShipTypes[Race_0_Freighter_idx])
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// groupLoadCOL := g.ShipGroups[4].Load
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planetMAT := g.Map.Planet[1].Material
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planetCOL := g.Map.Planet[1].Colonists
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assert.NoError(t, g.DisassembleGroup(Race_0.Name, 5, 0))
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assert.Len(t, slices.Collect(g.ListShipGroups(Race_0_idx)), 4)
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assert.Equal(t, planetMAT+groupEmptyMass, g.Map.Planet[1].Material)
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assert.Equal(t, planetCOL, g.Map.Planet[1].Colonists)
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groupEmptyMass = g.ShipGroups[3].EmptyMass(&g.Race[Race_0_idx].ShipTypes[Race_0_Freighter_idx])
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groupLoadMAT := g.ShipGroups[3].Load
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planetMAT = g.Map.Planet[1].Material
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assert.NoError(t, g.DisassembleGroup(Race_0.Name, 4, 0))
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assert.Len(t, slices.Collect(g.ListShipGroups(Race_0_idx)), 3)
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assert.Equal(t, planetMAT+groupEmptyMass+groupLoadMAT, g.Map.Planet[1].Material)
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groupEmptyMass = g.ShipGroups[2].EmptyMass(&g.Race[Race_0_idx].ShipTypes[Race_0_Freighter_idx])
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planetMAT = g.Map.Planet[0].Material
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planetCOL = g.Map.Planet[0].Colonists
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planetPOP := 90.0
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g.Map.Planet[0].Population = planetPOP
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var shipsDisassembling uint = 3
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groupEmptyMass = groupEmptyMass / float64(g.ShipGroups[2].Number) * float64(shipsDisassembling)
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newGroupUnloadedCOL := g.ShipGroups[2].Load / float64(g.ShipGroups[2].Number) * float64(shipsDisassembling)
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expectPOPIncrease := newGroupUnloadedCOL * 8
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freePOPLeft := g.Map.Planet[0].Size - g.Map.Planet[0].Population
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expectAddedCOL := (expectPOPIncrease - freePOPLeft) / 8
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expectAddedPOP := freePOPLeft
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assert.NoError(t, g.DisassembleGroup(Race_0.Name, 3, shipsDisassembling))
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assert.Len(t, slices.Collect(g.ListShipGroups(Race_0_idx)), 3)
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assert.Equal(t, planetCOL+expectAddedCOL, g.Map.Planet[0].Colonists)
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assert.Equal(t, planetPOP+expectAddedPOP, g.Map.Planet[0].Population)
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assert.Equal(t, planetMAT+groupEmptyMass, g.Map.Planet[0].Material)
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assert.Equal(t, uint(7), g.ShipGroups[2].Number)
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assert.Equal(t, 56.0, g.ShipGroups[2].Load)
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}
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@@ -18,7 +18,7 @@ type UninhabitedPlanet struct {
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UnidentifiedPlanet
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Size float64 `json:"size"`
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Name string `json:"name"`
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Resources float64 `json:"resources"` // R - Ресурсы / сырьё
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Resources float64 `json:"resources"` // R - Ресурсы
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Capital float64 `json:"capital"` // CAP $ - Запасы промышленности
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Material float64 `json:"material"` // MAT M - Запасы ресурсов / сырья
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}
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@@ -70,13 +70,21 @@ func (p *Planet) IncreaseMaterial() {
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// Автоматическое увеличение населения на каждом ходу
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func (p *Planet) IncreasePopulation() {
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p.Population *= 1.08
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var extraPopulation = p.Size - p.Population
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if extraPopulation > 0 {
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p.Colonists += extraPopulation / 8
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p.Population -= extraPopulation
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if p.Population > p.Size {
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p.Colonists += (p.Population - p.Size) / 8
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p.Population = p.Size
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}
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}
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func UnloadColonists(p Planet, v float64) Planet {
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p.Population += v * 8
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if p.Population > p.Size {
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p.Colonists += (p.Population - p.Size) / 8
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p.Population = p.Size
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}
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return p
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}
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func (g Game) RenamePlanet(raceName string, planetNumber int, typeName string) error {
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ri, err := g.raceIndex(raceName)
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if err != nil {
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