refactor: floats, tests
This commit is contained in:
@@ -64,9 +64,9 @@ func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[in
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}
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p := DestructionProbability(
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c.ShipGroupShipClass(attIdx).Weapons,
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c.ShipGroupShipClass(attIdx).Weapons.F(),
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c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(),
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c.ShipGroupShipClass(defIdx).Shields,
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c.ShipGroupShipClass(defIdx).Shields.F(),
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c.ShipGroup(defIdx).TechLevel(game.TechShields).F(),
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c.ShipGroup(defIdx).FullMass(c.ShipGroupShipClass(defIdx)),
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)
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@@ -36,25 +36,25 @@ var (
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)
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func TestDestructionProbability(t *testing.T) {
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probability := controller.DestructionProbability(ship.Weapons, 1, ship.Shields, 1, ship.EmptyMass())
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probability := controller.DestructionProbability(ship.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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assert.Equal(t, .5, probability)
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undefeatedShip := ship
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undefeatedShip.Shields = 55
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probability = controller.DestructionProbability(ship.Weapons, 1, undefeatedShip.Shields, 1, undefeatedShip.EmptyMass())
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probability = controller.DestructionProbability(ship.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass())
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assert.LessOrEqual(t, probability, 0.)
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disruptiveShip := ship
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disruptiveShip.Weapons = 40
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probability = controller.DestructionProbability(disruptiveShip.Weapons, 1, ship.Shields, 1, ship.EmptyMass())
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probability = controller.DestructionProbability(disruptiveShip.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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assert.GreaterOrEqual(t, probability, 1.)
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}
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func TestEffectiveDefence(t *testing.T) {
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assert.Equal(t, 10., controller.EffectiveDefence(ship.Shields, 1, ship.EmptyMass()))
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assert.Equal(t, 10., controller.EffectiveDefence(ship.Shields.F(), 1, ship.EmptyMass()))
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attackerEffectiveDefence := controller.EffectiveDefence(attacker.Shields, 1, attacker.EmptyMass())
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defenderEffectiveDefence := controller.EffectiveDefence(defender.Shields, 1, defender.EmptyMass())
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attackerEffectiveDefence := controller.EffectiveDefence(attacker.Shields.F(), 1, attacker.EmptyMass())
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defenderEffectiveDefence := controller.EffectiveDefence(defender.Shields.F(), 1, defender.EmptyMass())
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// attacker's effective shields must be 'just' 4 times greater than defender's
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assert.InDelta(t, defenderEffectiveDefence*4, attackerEffectiveDefence, 0)
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@@ -95,7 +95,7 @@ func TestFilterBattleOpponents(t *testing.T) {
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assert.NoError(t, c.CreateShips(Race_1_idx, Race_1_Gunship, R1_Planet_1_num, 15)) // 2
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undefeatedShip := ship
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undefeatedShip.Shields = 100
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assert.NoError(t, c.CreateShipType(Race_1_idx, undefeatedShip.Name, undefeatedShip.Drive, int(undefeatedShip.Armament), undefeatedShip.Weapons, undefeatedShip.Shields, undefeatedShip.Cargo))
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assert.NoError(t, c.CreateShipType(Race_1_idx, undefeatedShip.Name, undefeatedShip.Drive.F(), int(undefeatedShip.Armament), undefeatedShip.Weapons.F(), undefeatedShip.Shields.F(), undefeatedShip.Cargo.F()))
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assert.NoError(t, c.CreateShips(Race_1_idx, undefeatedShip.Name, R1_Planet_1_num, 1)) // 3
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cacheProbability := make(map[int]map[int]float64)
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@@ -120,7 +120,7 @@ func TestFilterBattleOpponents(t *testing.T) {
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assert.True(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
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assert.NoError(t, c.UpdateRelation(Race_0_idx, Race_1_idx, game.RelationWar))
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assert.LessOrEqual(t, controller.DestructionProbability(Cruiser.Weapons, 1, undefeatedShip.Shields, 1, undefeatedShip.EmptyMass()), 0.)
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assert.LessOrEqual(t, controller.DestructionProbability(Cruiser.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass()), 0.)
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assert.True(t, controller.FilterBattleOpponents(c, 1, 3, cacheProbability))
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assert.NotContains(t, cacheProbability[1], 3)
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}
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@@ -39,7 +39,7 @@ func TransformBattle(c *Cache, b *Battle) *report.BattleReport {
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// CargoTech: report.F(sg.TechLevel(game.TechCargo).F()),
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}
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for t, v := range sg.Tech {
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bg.Tech[t.String()] = report.F(v)
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bg.Tech[t.String()] = report.F(v.F())
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}
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r.Ships[itemNumber] = *bg
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cacheShipClass[shipClass.ID] = itemNumber
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@@ -134,7 +134,7 @@ func TestProduceBombings(t *testing.T) {
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case R0_Planet_2_num:
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assert.Equal(t, Race_0.Name, b.Owner)
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assert.Equal(t, Race_1.Name, b.Attacker)
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assert.Equal(t, 358.856, b.AttackPower.F())
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assert.InDelta(t, 358.856, b.AttackPower.F(), 0.0001)
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assert.False(t, b.Wiped)
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assert.Equal(t, Race_0_ID, c.MustPlanet(pn).Owner)
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assert.NotEmpty(t, c.MustPlanet(pn).Route)
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@@ -16,7 +16,7 @@ var (
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ID: Race_0_ID,
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VoteFor: Race_0_ID,
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Name: "Race_0",
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Tech: map[game.Tech]float64{
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Tech: map[game.Tech]game.Float{
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game.TechDrive: 1.1,
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game.TechWeapons: 1.2,
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game.TechShields: 1.3,
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@@ -28,7 +28,7 @@ var (
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ID: Race_1_ID,
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VoteFor: Race_1_ID,
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Name: "Race_1",
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Tech: map[game.Tech]float64{
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Tech: map[game.Tech]game.Float{
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game.TechDrive: 2.1,
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game.TechWeapons: 2.2,
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game.TechShields: 2.3,
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@@ -95,9 +95,9 @@ func newGame() *game.Game {
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Width: 1000,
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Height: 1000,
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Planet: []game.Planet{
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controller.NewPlanet(R0_Planet_0_num, "Planet_0", Race_0.ID, 1, 1, 100, 100, 100, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R1_Planet_1_num, "Planet_1", Race_1.ID, 2, 2, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R0_Planet_2_num, "Planet_2", Race_0.ID, 3, 3, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R0_Planet_0_num, "Planet_0", Race_0.ID, 1, 1, 100, 100, 100, 0, game.ProductionCapital.AsType(uuid.Nil)),
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controller.NewPlanet(R1_Planet_1_num, "Planet_1", Race_1.ID, 2, 2, 100, 0, 0, 0, game.ProductionCapital.AsType(uuid.Nil)),
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controller.NewPlanet(R0_Planet_2_num, "Planet_2", Race_0.ID, 3, 3, 100, 0, 0, 0, game.ProductionCapital.AsType(uuid.Nil)),
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controller.NewPlanet(Uninhabited_Planet_3_num, "Planet_3", uuid.Nil, 500, 500, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(Uninhabited_Planet_4_num, "Planet_4", uuid.Nil, 10, 10, 500, 0, 0, 10, game.ProductionNone.AsType(uuid.Nil)),
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},
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@@ -111,7 +111,7 @@ func newCache() (*controller.Cache, *controller.Controller) {
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c := controller.NewCache(g)
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assertNoError(c.CreateShipType(Race_0_idx, Race_0_Gunship, 60, 3, 30, 100, 0))
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assertNoError(c.CreateShipType(Race_0_idx, Race_0_Freighter, 8, 0, 0, 2, 10))
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assertNoError(c.CreateShipType(Race_0_idx, ShipType_Cruiser, Cruiser.Drive, int(Cruiser.Armament), Cruiser.Weapons, Cruiser.Shields, Cruiser.Cargo))
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assertNoError(c.CreateShipType(Race_0_idx, ShipType_Cruiser, Cruiser.Drive.F(), int(Cruiser.Armament), Cruiser.Weapons.F(), Cruiser.Shields.F(), Cruiser.Cargo.F()))
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assertNoError(c.CreateShipType(Race_1_idx, Race_1_Gunship, 60, 3, 30, 100, 0))
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assertNoError(c.CreateShipType(Race_1_idx, Race_1_Freighter, 8, 0, 0, 2, 10))
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@@ -61,7 +61,7 @@ func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
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ID: raceID,
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Name: races[i],
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VoteFor: raceID,
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Tech: map[game.Tech]float64{
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Tech: map[game.Tech]game.Float{
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game.TechDrive: 1,
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game.TechWeapons: 1,
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game.TechShields: 1,
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@@ -108,11 +108,11 @@ func (c *Cache) PlanetProduction(ri int, number int, prod game.ProductionType, s
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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.Mat(p.Material.F() + mat*(*p.Production.Progress))
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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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// new ship class to produce; otherwise we must have been returned from the func earlier
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var progress float64 = 0.
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progress := game.F(0.)
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p.Production.Progress = &progress
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}
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@@ -218,7 +218,7 @@ func (c *Cache) TurnPlanetProductions() {
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cost := sg.StateUpgrade.Cost()
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if productionAvailable >= cost {
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for i := range sg.StateUpgrade.UpgradeTech {
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sg.Tech = sg.Tech.Set(sg.StateUpgrade.UpgradeTech[i].Tech, sg.StateUpgrade.UpgradeTech[i].Level)
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sg.Tech = sg.Tech.Set(sg.StateUpgrade.UpgradeTech[i].Tech, sg.StateUpgrade.UpgradeTech[i].Level.F())
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}
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productionAvailable -= cost
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}
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@@ -233,7 +233,7 @@ func (c *Cache) TurnPlanetProductions() {
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}
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case game.ResearchScience:
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sc := c.mustScience(ri, *p.Production.SubjectID)
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ResearchTech(r, p.ProductionCapacity(), sc.Drive, sc.Weapons, sc.Shields, sc.Cargo)
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ResearchTech(r, p.ProductionCapacity(), sc.Drive.F(), sc.Weapons.F(), sc.Shields.F(), sc.Cargo.F())
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case game.ResearchDrive:
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ResearchTech(r, p.ProductionCapacity(), 1., 0, 0, 0)
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case game.ResearchWeapons:
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@@ -247,7 +247,7 @@ func (c *Cache) TurnPlanetProductions() {
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case game.ProductionCapital:
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p.ProduceIndustry()
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default:
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panic(fmt.Sprintf("unprocessed production type: %v", pt))
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panic(fmt.Sprintf("unprocessed production type: '%v' for planet: #%d owner=%v", pt, pn, p.Owner))
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}
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// last step: increase population / colonists
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@@ -261,7 +261,7 @@ func (c *Cache) TurnPlanetProductions() {
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func (c *Cache) listProducingPlanets() iter.Seq[uint] {
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ordered := make([]int, 0)
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for i := range c.g.Map.Planet {
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if c.g.Map.Planet[i].Owner == uuid.Nil {
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if c.g.Map.Planet[i].Owner == uuid.Nil || c.g.Map.Planet[i].Production.Type == game.ProductionNone {
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continue
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}
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ordered = append(ordered, i)
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@@ -305,7 +305,7 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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CAP_perShip := shipMass / p.Resources.F()
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productionForMass := shipMass * 10.
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ships := uint(0)
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flZero := 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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@@ -318,8 +318,8 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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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 := productionAvailable / productionCost
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productionAvailable -= productionCost * progress
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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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break
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}
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@@ -145,14 +145,14 @@ func TestProduceShips(t *testing.T) {
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 0)
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assert.NotNil(t, c.MustPlanet(R0_Planet_0_num).Production.Progress)
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progress := *c.MustPlanet(R0_Planet_0_num).Production.Progress
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assert.InDelta(t, 0.45, progress, 0.001)
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assert.InDelta(t, 0.45, progress.F(), 0.001)
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assert.NoError(t, c.CreateShipType(Race_0_idx, "Drone", 1, 0, 0, 0, 0))
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assert.NoError(t, c.CreateShips(Race_0_idx, "Drone", uint(pn), 7))
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 1)
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assert.Equal(t, uint(7), c.ShipGroup(0).Number)
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assert.NoError(t, g.PlanetProduction(Race_0.Name, pn, "SHIP", "Drone"))
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assert.InDelta(t, shipMass*progress, c.MustPlanet(R0_Planet_0_num).Material.F(), 0.00001) // 99.(0099) material build
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assert.InDelta(t, shipMass*progress.F(), c.MustPlanet(R0_Planet_0_num).Material.F(), 0.00001) // 99.(0099) material build
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c.MustPlanet(R0_Planet_0_num).Material = 0
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c.MustPlanet(R0_Planet_0_num).Colonists = 0
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@@ -162,7 +162,7 @@ func TestProduceShips(t *testing.T) {
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 1)
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assert.Equal(t, uint(106), c.ShipGroup(0).Number)
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progress = *c.MustPlanet(R0_Planet_0_num).Production.Progress
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assert.InDelta(t, 0.0099, progress, 0.00001) // 1.(0099) drones with no CAP on planet
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assert.InDelta(t, 0.0099, progress.F(), 0.00001) // 1.(0099) drones with no CAP on planet
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}
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func TestProduceShip(t *testing.T) {
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@@ -186,26 +186,26 @@ func TestProduceShip(t *testing.T) {
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r := controller.ProduceShip(&p, p.ProductionCapacity(), Drone.EmptyMass())
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assert.Equal(t, uint(99), r)
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assert.InDelta(t, 0.0099, *p.Production.Progress, 0.000001)
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assert.InDelta(t, 0.0099, (*p.Production.Progress).F(), 0.000001)
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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)
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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, 0.001)
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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, 1./9., *p.Production.Progress)
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assert.Equal(t, 1./9., (*p.Production.Progress).F())
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// TODO: test with insufficient production capacity
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}
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@@ -213,6 +213,10 @@ func TestProduceShip(t *testing.T) {
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func TestListProducingPlanets(t *testing.T) {
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c, g := newCache()
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c.MustPlanet(0).Production = game.ProductionNone.AsType(uuid.Nil)
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c.MustPlanet(1).Production = game.ProductionNone.AsType(uuid.Nil)
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c.MustPlanet(2).Production = game.ProductionNone.AsType(uuid.Nil)
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planets := slices.Collect(c.ListProducingPlanets())
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assert.Len(t, planets, 0)
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@@ -73,7 +73,7 @@ func (c *Cache) InitReport(t uint) *mr.Report {
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if vi := slices.IndexFunc(c.g.Race, func(v game.Race) bool { return r.VoteFor == v.ID }); vi < 0 {
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panic(fmt.Sprintf("voting for unknown race, id=%v", r.VoteFor))
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} else {
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sumVote[vi] += r.Votes
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sumVote[vi] += r.Votes.F()
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dest := &report.Player[vi]
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dest.Votes = mr.F(sumVote[vi])
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}
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@@ -110,7 +110,7 @@ func (c *Cache) ReportRace(ri int, rep *mr.Report, battles []*mr.BattleReport, b
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// votes based on population
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// TODO: check vote values was previously calculated
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rep.Votes = mr.F(r.Votes)
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rep.Votes = mr.F(r.Votes.F())
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// relations
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for i := range r.Relations {
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@@ -185,10 +185,10 @@ func (c *Cache) ReportLocalScience(ri int, rep *mr.Report) {
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for i := range r.Sciences {
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sliceIndexValidate(&rep.LocalScience, i)
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rep.LocalScience[i].Name = r.Sciences[i].Name
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rep.LocalScience[i].Drive = mr.F(r.Sciences[i].Drive)
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rep.LocalScience[i].Weapons = mr.F(r.Sciences[i].Weapons)
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rep.LocalScience[i].Shields = mr.F(r.Sciences[i].Shields)
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rep.LocalScience[i].Cargo = mr.F(r.Sciences[i].Cargo)
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rep.LocalScience[i].Drive = mr.F(r.Sciences[i].Drive.F())
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rep.LocalScience[i].Weapons = mr.F(r.Sciences[i].Weapons.F())
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rep.LocalScience[i].Shields = mr.F(r.Sciences[i].Shields.F())
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rep.LocalScience[i].Cargo = mr.F(r.Sciences[i].Cargo.F())
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}
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slices.SortFunc(rep.LocalScience, func(a, b mr.Science) int { return cmp.Compare(a.Name, b.Name) })
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@@ -215,10 +215,10 @@ func (c *Cache) ReportOtherScience(ri int, rep *mr.Report) {
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sliceIndexValidate(&rep.OtherScience, i)
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rep.OtherScience[i].Name = owner.Name
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rep.OtherScience[i].Drive = mr.F(sc.Drive)
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rep.OtherScience[i].Weapons = mr.F(sc.Weapons)
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rep.OtherScience[i].Shields = mr.F(sc.Shields)
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rep.OtherScience[i].Cargo = mr.F(sc.Cargo)
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rep.OtherScience[i].Drive = mr.F(sc.Drive.F())
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rep.OtherScience[i].Weapons = mr.F(sc.Weapons.F())
|
||||
rep.OtherScience[i].Shields = mr.F(sc.Shields.F())
|
||||
rep.OtherScience[i].Cargo = mr.F(sc.Cargo.F())
|
||||
i++
|
||||
}
|
||||
|
||||
@@ -236,11 +236,11 @@ func (c *Cache) ReportLocalShipClass(ri int, report *mr.Report) {
|
||||
for st := range c.ListShipTypes(ri) {
|
||||
sliceIndexValidate(&report.LocalShipClass, i)
|
||||
report.LocalShipClass[i].Name = st.Name
|
||||
report.LocalShipClass[i].Drive = mr.F(st.Drive)
|
||||
report.LocalShipClass[i].Drive = mr.F(st.Drive.F())
|
||||
report.LocalShipClass[i].Armament = st.Armament
|
||||
report.LocalShipClass[i].Weapons = mr.F(st.Weapons)
|
||||
report.LocalShipClass[i].Shields = mr.F(st.Shields)
|
||||
report.LocalShipClass[i].Cargo = mr.F(st.Cargo)
|
||||
report.LocalShipClass[i].Weapons = mr.F(st.Weapons.F())
|
||||
report.LocalShipClass[i].Shields = mr.F(st.Shields.F())
|
||||
report.LocalShipClass[i].Cargo = mr.F(st.Cargo.F())
|
||||
report.LocalShipClass[i].Mass = mr.F(st.EmptyMass())
|
||||
i++
|
||||
}
|
||||
@@ -308,11 +308,11 @@ func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report) {
|
||||
sliceIndexValidate(&rep.OtherShipClass, i)
|
||||
rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(sg.OwnerID)].Name
|
||||
rep.OtherShipClass[i].Name = st.Name
|
||||
rep.OtherShipClass[i].Drive = mr.F(st.Drive)
|
||||
rep.OtherShipClass[i].Drive = mr.F(st.Drive.F())
|
||||
rep.OtherShipClass[i].Armament = st.Armament
|
||||
rep.OtherShipClass[i].Weapons = mr.F(st.Weapons)
|
||||
rep.OtherShipClass[i].Shields = mr.F(st.Shields)
|
||||
rep.OtherShipClass[i].Cargo = mr.F(st.Cargo)
|
||||
rep.OtherShipClass[i].Weapons = mr.F(st.Weapons.F())
|
||||
rep.OtherShipClass[i].Shields = mr.F(st.Shields.F())
|
||||
rep.OtherShipClass[i].Cargo = mr.F(st.Cargo.F())
|
||||
rep.OtherShipClass[i].Mass = mr.F(st.EmptyMass())
|
||||
i++
|
||||
}
|
||||
@@ -543,7 +543,7 @@ func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
|
||||
rep.ShipProduction[pi].Free = mr.F(free)
|
||||
|
||||
// FIXME: take logic from [ProduceShip] and test at [controller_test.TestProduceShip]
|
||||
rep.ShipProduction[pi].Wasted = mr.F(free * *p.Production.Progress)
|
||||
rep.ShipProduction[pi].Wasted = mr.F(free * (*p.Production.Progress).F())
|
||||
i++
|
||||
}
|
||||
}
|
||||
@@ -717,7 +717,7 @@ func (c *Cache) otherGroup(v *mr.OtherGroup, sg *game.ShipGroup, st *game.ShipTy
|
||||
v.Class = st.Name
|
||||
// rep.LocalGroup[i].Tech = make(map[string]mr.Float)
|
||||
for t, val := range sg.Tech {
|
||||
v.Tech[t.String()] = mr.F(val)
|
||||
v.Tech[t.String()] = mr.F(val.F())
|
||||
}
|
||||
v.Cargo = sg.CargoString()
|
||||
v.Load = mr.F(sg.Load.F())
|
||||
|
||||
@@ -21,11 +21,11 @@ func TestReportLocalShipClass(t *testing.T) {
|
||||
assert.NotEmpty(t, r.LocalShipClass[i].Name)
|
||||
switch n := r.LocalShipClass[i].Name; n {
|
||||
case Cruiser.Name:
|
||||
assert.Equal(t, report.F(Cruiser.Drive), r.LocalShipClass[i].Drive)
|
||||
assert.Equal(t, report.F(Cruiser.Drive.F()), r.LocalShipClass[i].Drive)
|
||||
assert.Equal(t, Cruiser.Armament, r.LocalShipClass[i].Armament)
|
||||
assert.Equal(t, report.F(Cruiser.Weapons), r.LocalShipClass[i].Weapons)
|
||||
assert.Equal(t, report.F(Cruiser.Shields), r.LocalShipClass[i].Shields)
|
||||
assert.Equal(t, report.F(Cruiser.Cargo), r.LocalShipClass[i].Cargo)
|
||||
assert.Equal(t, report.F(Cruiser.Weapons.F()), r.LocalShipClass[i].Weapons)
|
||||
assert.Equal(t, report.F(Cruiser.Shields.F()), r.LocalShipClass[i].Shields)
|
||||
assert.Equal(t, report.F(Cruiser.Cargo.F()), r.LocalShipClass[i].Cargo)
|
||||
case Race_0_Gunship:
|
||||
assert.Equal(t, report.F(60.), r.LocalShipClass[i].Drive)
|
||||
assert.Equal(t, uint(3), r.LocalShipClass[i].Armament)
|
||||
|
||||
@@ -46,10 +46,10 @@ func (c *Cache) CreateScience(ri int, name string, drive, weapons, shileds, carg
|
||||
c.g.Race[ri].Sciences = append(c.g.Race[ri].Sciences, game.Science{
|
||||
ID: uuid.New(),
|
||||
Name: n,
|
||||
Drive: drive,
|
||||
Weapons: weapons,
|
||||
Shields: shileds,
|
||||
Cargo: cargo,
|
||||
Drive: game.Float(drive),
|
||||
Weapons: game.Float(weapons),
|
||||
Shields: game.Float(shileds),
|
||||
Cargo: game.Float(cargo),
|
||||
})
|
||||
return nil
|
||||
}
|
||||
|
||||
@@ -22,10 +22,10 @@ func TestCreateScience(t *testing.T) {
|
||||
sc := c.RaceScience(Race_0_idx)[0]
|
||||
assert.NoError(t, uuid.Validate(sc.ID.String()))
|
||||
assert.Equal(t, first, sc.Name)
|
||||
assert.Equal(t, 0.4, sc.Drive)
|
||||
assert.Equal(t, 0., sc.Weapons)
|
||||
assert.Equal(t, 0.6, sc.Shields)
|
||||
assert.Equal(t, 0., sc.Cargo)
|
||||
assert.Equal(t, 0.4, sc.Drive.F())
|
||||
assert.Equal(t, 0., sc.Weapons.F())
|
||||
assert.Equal(t, 0.6, sc.Shields.F())
|
||||
assert.Equal(t, 0., sc.Cargo.F())
|
||||
|
||||
assert.ErrorContains(t,
|
||||
g.CreateScience("UnknownRace", second, 0.4, 0, 0.6, 0),
|
||||
@@ -66,10 +66,10 @@ func TestCreateScience(t *testing.T) {
|
||||
sc = c.RaceScience(Race_0_idx)[1]
|
||||
assert.NoError(t, uuid.Validate(sc.ID.String()))
|
||||
assert.Equal(t, second, sc.Name)
|
||||
assert.Equal(t, 0.25, sc.Drive)
|
||||
assert.Equal(t, 0.25, sc.Weapons)
|
||||
assert.Equal(t, 0.25, sc.Shields)
|
||||
assert.Equal(t, 0.25, sc.Cargo)
|
||||
assert.Equal(t, 0.25, sc.Drive.F())
|
||||
assert.Equal(t, 0.25, sc.Weapons.F())
|
||||
assert.Equal(t, 0.25, sc.Shields.F())
|
||||
assert.Equal(t, 0.25, sc.Cargo.F())
|
||||
}
|
||||
|
||||
func TestDeleteScience(t *testing.T) {
|
||||
|
||||
@@ -33,11 +33,11 @@ func (c *Cache) CreateShipType(ri int, typeName string, drive float64, ammo int,
|
||||
c.g.Race[ri].ShipTypes = append(c.g.Race[ri].ShipTypes, game.ShipType{
|
||||
ID: uuid.New(),
|
||||
Name: n,
|
||||
Drive: drive,
|
||||
Drive: game.Float(drive),
|
||||
Armament: uint(ammo),
|
||||
Weapons: weapons,
|
||||
Shields: shileds,
|
||||
Cargo: cargo,
|
||||
Weapons: game.Float(weapons),
|
||||
Shields: game.Float(shileds),
|
||||
Cargo: game.Float(cargo),
|
||||
})
|
||||
c.invalidateShipGroupCache()
|
||||
c.invalidateFleetCache()
|
||||
|
||||
@@ -36,11 +36,11 @@ func (c *Cache) createShipsUnsafe(ri int, classID uuid.UUID, planet uint, quanti
|
||||
TypeID: classID,
|
||||
Destination: planet,
|
||||
Number: uint(quantity),
|
||||
Tech: map[game.Tech]float64{
|
||||
game.TechDrive: c.g.Race[ri].TechLevel(game.TechDrive),
|
||||
game.TechWeapons: c.g.Race[ri].TechLevel(game.TechWeapons),
|
||||
game.TechShields: c.g.Race[ri].TechLevel(game.TechShields),
|
||||
game.TechCargo: c.g.Race[ri].TechLevel(game.TechCargo),
|
||||
Tech: map[game.Tech]game.Float{
|
||||
game.TechDrive: game.F(c.g.Race[ri].TechLevel(game.TechDrive)),
|
||||
game.TechWeapons: game.F(c.g.Race[ri].TechLevel(game.TechWeapons)),
|
||||
game.TechShields: game.F(c.g.Race[ri].TechLevel(game.TechShields)),
|
||||
game.TechCargo: game.F(c.g.Race[ri].TechLevel(game.TechCargo)),
|
||||
},
|
||||
})
|
||||
|
||||
@@ -459,11 +459,11 @@ func (c *Cache) GiveawayGroup(ri, riAccept int, groupIndex, quantity uint) (err
|
||||
if stAcc < 0 {
|
||||
err = c.CreateShipType(riAccept,
|
||||
st.Name,
|
||||
st.Drive,
|
||||
st.Drive.F(),
|
||||
int(st.Armament),
|
||||
st.Weapons,
|
||||
st.Shields,
|
||||
st.Cargo)
|
||||
st.Weapons.F(),
|
||||
st.Shields.F(),
|
||||
st.Cargo.F())
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
@@ -51,8 +51,8 @@ func TestSendGroup(t *testing.T) {
|
||||
assert.Equal(t, uint(3), c.ShipGroup(3).Number)
|
||||
assert.Equal(t, game.StateLaunched, c.ShipGroup(3).State())
|
||||
assert.NotNil(t, c.ShipGroup(3).StateInSpace)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).X.F(), c.ShipGroup(3).StateInSpace.X)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).Y.F(), c.ShipGroup(3).StateInSpace.Y)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).X, c.ShipGroup(3).StateInSpace.X)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).Y, c.ShipGroup(3).StateInSpace.Y)
|
||||
|
||||
assert.NoError(t, g.SendGroup(Race_0.Name, 4, R0_Planet_0_num, 2)) // un-send 2 of 3
|
||||
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 4)
|
||||
@@ -61,8 +61,8 @@ func TestSendGroup(t *testing.T) {
|
||||
assert.Equal(t, uint(1), c.MustShipGroup(Race_0_idx, 4).Number)
|
||||
assert.Equal(t, game.StateLaunched, c.MustShipGroup(Race_0_idx, 4).State())
|
||||
assert.NotNil(t, c.MustShipGroup(Race_0_idx, 4).StateInSpace)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).X.F(), c.MustShipGroup(Race_0_idx, 4).StateInSpace.X)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).Y.F(), c.MustShipGroup(Race_0_idx, 4).StateInSpace.Y)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).X, c.MustShipGroup(Race_0_idx, 4).StateInSpace.X)
|
||||
assert.Equal(t, c.MustPlanet(R0_Planet_0_num).Y, c.MustShipGroup(Race_0_idx, 4).StateInSpace.Y)
|
||||
|
||||
assert.NoError(t, g.SendGroup(Race_0.Name, 4, R0_Planet_0_num, 0)) // un-send the rest 1
|
||||
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 3)
|
||||
|
||||
@@ -52,7 +52,7 @@ func TestJoinEqualGroups(t *testing.T) {
|
||||
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 7)
|
||||
|
||||
c.RaceTechLevel(Race_1_idx, game.TechShields, 2.0)
|
||||
assert.Equal(t, 2.0, c.Race(Race_1_idx).Tech[game.TechShields])
|
||||
assert.Equal(t, 2.0, c.Race(Race_1_idx).Tech[game.TechShields].F())
|
||||
assert.NoError(t, c.CreateShips(1, Race_1_Freighter, R1_Planet_1_num, 1))
|
||||
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_1_idx)), 3)
|
||||
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
package controller
|
||||
|
||||
import (
|
||||
"math"
|
||||
"slices"
|
||||
|
||||
"github.com/google/uuid"
|
||||
e "github.com/iliadenisov/galaxy/internal/error"
|
||||
"github.com/iliadenisov/galaxy/internal/model/game"
|
||||
@@ -66,19 +69,15 @@ func (c *Cache) UpgradeGroup(ri int, groupIndex uint, techInput string, limitShi
|
||||
if c.g.Race[ri].TechLevel(tech) < limitLevel {
|
||||
return e.NewUpgradeTechLevelInsufficientError("%s=%.03f < %.03f", tech.String(), c.g.Race[ri].TechLevel(tech), limitLevel)
|
||||
}
|
||||
targetLevel[tech] = game.FutureUpgradeLevel(c.g.Race[ri].TechLevel(tech), sg.TechLevel(tech).F(), limitLevel)
|
||||
targetLevel[tech] = FutureUpgradeLevel(c.g.Race[ri].TechLevel(tech), sg.TechLevel(tech).F(), limitLevel)
|
||||
} else {
|
||||
targetLevel[tech] = game.CurrentUpgradingLevel(sg, tech)
|
||||
targetLevel[tech] = CurrentUpgradingLevel(sg, tech)
|
||||
}
|
||||
sumLevels += targetLevel[tech]
|
||||
}
|
||||
|
||||
productionCapacity := c.PlanetProductionCapacity(p.Number)
|
||||
// if sg.State() == game.StateUpgrade {
|
||||
// // to calculate actual capacity we must "compensate" upgrade cost of selected group, if it is in upgrade state
|
||||
// productionCapacity += sg.StateUpgrade.Cost()
|
||||
// }
|
||||
uc := game.GroupUpgradeCost(sg, *st, targetLevel[game.TechDrive], targetLevel[game.TechWeapons], targetLevel[game.TechShields], targetLevel[game.TechCargo])
|
||||
uc := GroupUpgradeCost(sg, *st, targetLevel[game.TechDrive], targetLevel[game.TechWeapons], targetLevel[game.TechShields], targetLevel[game.TechCargo])
|
||||
costForShip := uc.UpgradeCost(1)
|
||||
if costForShip == 0 {
|
||||
return e.NewUpgradeShipsAlreadyUpToDateError("%#v", targetLevel)
|
||||
@@ -118,7 +117,7 @@ func (c *Cache) UpgradeGroup(ri int, groupIndex uint, techInput string, limitShi
|
||||
}
|
||||
|
||||
// sanity check
|
||||
uc = game.GroupUpgradeCost(sg, *st, targetLevel[game.TechDrive], targetLevel[game.TechWeapons], targetLevel[game.TechShields], targetLevel[game.TechCargo])
|
||||
uc = GroupUpgradeCost(sg, *st, targetLevel[game.TechDrive], targetLevel[game.TechWeapons], targetLevel[game.TechShields], targetLevel[game.TechCargo])
|
||||
costForGroup := uc.UpgradeCost(maxUpgradableShips)
|
||||
if costForGroup > productionCapacity {
|
||||
e.NewGameStateError("cost recalculation: coef=%f cost(%d)=%f L=%f", coef, maxUpgradableShips, costForGroup, productionCapacity)
|
||||
@@ -126,9 +125,6 @@ func (c *Cache) UpgradeGroup(ri int, groupIndex uint, techInput string, limitShi
|
||||
|
||||
// break group if needed
|
||||
if maxUpgradableShips < sg.Number {
|
||||
if sg.State() == game.StateUpgrade {
|
||||
return e.NewUpgradeGroupBreakNotAllowedError("ships=%d max=%d", sg.Number, maxUpgradableShips)
|
||||
}
|
||||
nsgi, err := c.breakGroupSafe(ri, groupIndex, maxUpgradableShips)
|
||||
if err != nil {
|
||||
return err
|
||||
@@ -149,5 +145,91 @@ func (c *Cache) UpgradeGroup(ri int, groupIndex uint, techInput string, limitShi
|
||||
func (c *Cache) UpgradeShipGroup(sgi int, tech game.Tech, v float64) {
|
||||
sg := *(c.ShipGroup(sgi))
|
||||
st := c.ShipGroupShipClass(sgi)
|
||||
c.g.ShipGroups[sgi] = game.UpgradeGroupPreference(sg, *st, tech, v)
|
||||
c.g.ShipGroups[sgi] = UpgradeGroupPreference(sg, *st, tech, v)
|
||||
}
|
||||
|
||||
// helpers
|
||||
|
||||
type UpgradeCalc struct {
|
||||
Cost map[game.Tech]float64
|
||||
}
|
||||
|
||||
func (uc UpgradeCalc) UpgradeCost(ships uint) float64 {
|
||||
var sum float64
|
||||
for _, v := range uc.Cost {
|
||||
sum += v
|
||||
}
|
||||
return sum * float64(ships)
|
||||
}
|
||||
|
||||
func (uc UpgradeCalc) UpgradeMaxShips(resources float64) uint {
|
||||
return uint(math.Floor(resources / uc.UpgradeCost(1)))
|
||||
}
|
||||
|
||||
func BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech float64) float64 {
|
||||
if blockMass == 0 || targetBlockTech <= currentBlockTech {
|
||||
return 0
|
||||
}
|
||||
return (1 - currentBlockTech/targetBlockTech) * 10 * blockMass
|
||||
}
|
||||
|
||||
func GroupUpgradeCost(sg *game.ShipGroup, st game.ShipType, drive, weapons, shields, cargo float64) UpgradeCalc {
|
||||
uc := &UpgradeCalc{Cost: make(map[game.Tech]float64)}
|
||||
if drive > 0 {
|
||||
uc.Cost[game.TechDrive] = BlockUpgradeCost(st.DriveBlockMass(), sg.TechLevel(game.TechDrive).F(), drive)
|
||||
}
|
||||
if weapons > 0 {
|
||||
uc.Cost[game.TechWeapons] = BlockUpgradeCost(st.WeaponsBlockMass(), sg.TechLevel(game.TechWeapons).F(), weapons)
|
||||
}
|
||||
if shields > 0 {
|
||||
uc.Cost[game.TechShields] = BlockUpgradeCost(st.ShieldsBlockMass(), sg.TechLevel(game.TechShields).F(), shields)
|
||||
}
|
||||
if cargo > 0 {
|
||||
uc.Cost[game.TechCargo] = BlockUpgradeCost(st.CargoBlockMass(), sg.TechLevel(game.TechCargo).F(), cargo)
|
||||
}
|
||||
return *uc
|
||||
}
|
||||
|
||||
func CurrentUpgradingLevel(sg *game.ShipGroup, tech game.Tech) float64 {
|
||||
if sg.StateUpgrade == nil {
|
||||
return 0
|
||||
}
|
||||
ti := slices.IndexFunc(sg.StateUpgrade.UpgradeTech, func(pref game.UpgradePreference) bool { return pref.Tech == tech })
|
||||
if ti >= 0 {
|
||||
return sg.StateUpgrade.UpgradeTech[ti].Level.F()
|
||||
}
|
||||
return 0
|
||||
}
|
||||
|
||||
func FutureUpgradeLevel(raceLevel, groupLevel, limit float64) float64 {
|
||||
target := limit
|
||||
if target == 0 || target > raceLevel {
|
||||
target = raceLevel
|
||||
}
|
||||
if groupLevel == target {
|
||||
return 0
|
||||
}
|
||||
return target
|
||||
}
|
||||
|
||||
func UpgradeGroupPreference(sg game.ShipGroup, st game.ShipType, tech game.Tech, v float64) game.ShipGroup {
|
||||
if v <= 0 || st.BlockMass(tech) == 0 || sg.TechLevel(tech).F() >= v {
|
||||
return sg
|
||||
}
|
||||
var su game.InUpgrade
|
||||
if sg.StateUpgrade != nil {
|
||||
su = *sg.StateUpgrade
|
||||
} else {
|
||||
su = game.InUpgrade{UpgradeTech: []game.UpgradePreference{}}
|
||||
}
|
||||
ti := slices.IndexFunc(su.UpgradeTech, func(pref game.UpgradePreference) bool { return pref.Tech == tech })
|
||||
if ti < 0 {
|
||||
su.UpgradeTech = append(su.UpgradeTech, game.UpgradePreference{Tech: tech})
|
||||
ti = len(su.UpgradeTech) - 1
|
||||
}
|
||||
su.UpgradeTech[ti].Level = game.F(v)
|
||||
su.UpgradeTech[ti].Cost = game.F(BlockUpgradeCost(st.BlockMass(tech), sg.TechLevel(tech).F(), v) * float64(sg.Number))
|
||||
|
||||
sg.StateUpgrade = &su
|
||||
return sg
|
||||
}
|
||||
|
||||
@@ -4,11 +4,126 @@ import (
|
||||
"slices"
|
||||
"testing"
|
||||
|
||||
"github.com/iliadenisov/galaxy/internal/controller"
|
||||
e "github.com/iliadenisov/galaxy/internal/error"
|
||||
"github.com/iliadenisov/galaxy/internal/model/game"
|
||||
g "github.com/iliadenisov/galaxy/internal/model/game"
|
||||
"github.com/stretchr/testify/assert"
|
||||
)
|
||||
|
||||
// var (
|
||||
// Cruiser = game.ShipType{
|
||||
// Name: "Cruiser",
|
||||
// Drive: 15,
|
||||
// Armament: 1,
|
||||
// Weapons: 15,
|
||||
// Shields: 15,
|
||||
// Cargo: 0,
|
||||
// }
|
||||
// )
|
||||
|
||||
func TestBlockUpgradeCost(t *testing.T) {
|
||||
assert.Equal(t, 00.0, controller.BlockUpgradeCost(1, 1.0, 1.0))
|
||||
assert.Equal(t, 25.0, controller.BlockUpgradeCost(5, 1.0, 2.0))
|
||||
assert.Equal(t, 50.0, controller.BlockUpgradeCost(10, 1.0, 2.0))
|
||||
}
|
||||
|
||||
func TestGroupUpgradeCost(t *testing.T) {
|
||||
sg := &g.ShipGroup{
|
||||
Tech: map[g.Tech]g.Float{
|
||||
g.TechDrive: 1.0,
|
||||
g.TechWeapons: 1.0,
|
||||
g.TechShields: 1.0,
|
||||
g.TechCargo: 1.0,
|
||||
},
|
||||
Number: 1,
|
||||
}
|
||||
assert.Equal(t, 225.0, controller.GroupUpgradeCost(sg, Cruiser, 2.0, 2.0, 2.0, 2.0).UpgradeCost(1))
|
||||
}
|
||||
|
||||
func TestUpgradeMaxShips(t *testing.T) {
|
||||
sg := &g.ShipGroup{
|
||||
Tech: map[g.Tech]g.Float{
|
||||
g.TechDrive: 1.0,
|
||||
g.TechWeapons: 1.0,
|
||||
g.TechShields: 1.0,
|
||||
g.TechCargo: 1.0,
|
||||
},
|
||||
Number: 10,
|
||||
}
|
||||
uc := controller.GroupUpgradeCost(sg, Cruiser, 2.0, 2.0, 2.0, 2.0)
|
||||
assert.Equal(t, uint(4), uc.UpgradeMaxShips(1000))
|
||||
}
|
||||
|
||||
func TestCurrentUpgradingLevel(t *testing.T) {
|
||||
sg := &g.ShipGroup{
|
||||
StateUpgrade: nil,
|
||||
}
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechDrive))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechWeapons))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechShields))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechCargo))
|
||||
|
||||
sg.StateUpgrade = &g.InUpgrade{
|
||||
UpgradeTech: []g.UpgradePreference{
|
||||
{Tech: g.TechDrive, Level: 1.5, Cost: 100.1},
|
||||
},
|
||||
}
|
||||
assert.Equal(t, 1.5, controller.CurrentUpgradingLevel(sg, g.TechDrive))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechWeapons))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechShields))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechCargo))
|
||||
|
||||
sg.StateUpgrade.UpgradeTech = append(sg.StateUpgrade.UpgradeTech, g.UpgradePreference{Tech: g.TechCargo, Level: 2.2, Cost: 200.2})
|
||||
assert.Equal(t, 1.5, controller.CurrentUpgradingLevel(sg, g.TechDrive))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechWeapons))
|
||||
assert.Equal(t, 0.0, controller.CurrentUpgradingLevel(sg, g.TechShields))
|
||||
assert.Equal(t, 2.2, controller.CurrentUpgradingLevel(sg, g.TechCargo))
|
||||
}
|
||||
|
||||
func TestFutureUpgradeLevel(t *testing.T) {
|
||||
assert.Equal(t, 0.0, controller.FutureUpgradeLevel(2.0, 2.0, 2.0))
|
||||
assert.Equal(t, 0.0, controller.FutureUpgradeLevel(2.0, 2.0, 3.0))
|
||||
assert.Equal(t, 1.5, controller.FutureUpgradeLevel(1.5, 2.0, 3.0))
|
||||
assert.Equal(t, 2.0, controller.FutureUpgradeLevel(2.5, 1.0, 2.0))
|
||||
assert.Equal(t, 2.5, controller.FutureUpgradeLevel(2.5, 1.0, 0.0))
|
||||
}
|
||||
|
||||
func TestUpgradeGroupPreference(t *testing.T) {
|
||||
sg := g.ShipGroup{
|
||||
Number: 4,
|
||||
Tech: g.TechSet{
|
||||
g.TechDrive: 1.0,
|
||||
g.TechWeapons: 1.0,
|
||||
g.TechShields: 1.0,
|
||||
g.TechCargo: 1.0,
|
||||
},
|
||||
}
|
||||
assert.Nil(t, sg.StateUpgrade)
|
||||
sg = controller.UpgradeGroupPreference(sg, Cruiser, g.TechDrive, 0)
|
||||
assert.Nil(t, sg.StateUpgrade)
|
||||
|
||||
sg = controller.UpgradeGroupPreference(sg, Cruiser, g.TechDrive, 2.0)
|
||||
assert.NotNil(t, sg.StateUpgrade)
|
||||
assert.Equal(t, 300., sg.StateUpgrade.TechCost(g.TechDrive))
|
||||
assert.Equal(t, 300., sg.StateUpgrade.Cost())
|
||||
|
||||
sg = controller.UpgradeGroupPreference(sg, Cruiser, g.TechWeapons, 2.0)
|
||||
assert.NotNil(t, sg.StateUpgrade)
|
||||
assert.Equal(t, 300., sg.StateUpgrade.TechCost(g.TechWeapons))
|
||||
assert.Equal(t, 600., sg.StateUpgrade.Cost())
|
||||
|
||||
sg = controller.UpgradeGroupPreference(sg, Cruiser, g.TechShields, 2.0)
|
||||
assert.NotNil(t, sg.StateUpgrade)
|
||||
assert.Equal(t, 300., sg.StateUpgrade.TechCost(g.TechShields))
|
||||
assert.Equal(t, 900., sg.StateUpgrade.Cost())
|
||||
|
||||
sg = controller.UpgradeGroupPreference(sg, Cruiser, g.TechCargo, 2.0)
|
||||
assert.NotNil(t, sg.StateUpgrade)
|
||||
assert.Equal(t, 0., sg.StateUpgrade.TechCost(g.TechCargo))
|
||||
assert.Equal(t, 900., sg.StateUpgrade.Cost())
|
||||
}
|
||||
|
||||
func TestUpgradeGroup(t *testing.T) {
|
||||
c, g := newCache()
|
||||
// group #1 - in_orbit, free to upgrade
|
||||
@@ -63,5 +178,5 @@ func TestUpgradeGroup(t *testing.T) {
|
||||
|
||||
assert.ErrorContains(t,
|
||||
g.UpgradeGroup(Race_0.Name, 4, "DRIVE", 1, 1.3),
|
||||
e.GenericErrorText(e.ErrInputUpgradeGroupBreakNotAllowed))
|
||||
e.GenericErrorText(e.ErrShipsBusy))
|
||||
}
|
||||
|
||||
@@ -48,11 +48,12 @@ func (c *Cache) TurnCalculateVotes() []int {
|
||||
|
||||
c.g.Votes = 0
|
||||
for ri, votes := range raceVotes {
|
||||
c.g.Race[ri].Votes = votes
|
||||
c.g.Votes += votes
|
||||
v := game.F(votes)
|
||||
c.g.Race[ri].Votes = v
|
||||
c.g.Votes += v
|
||||
}
|
||||
|
||||
return votingWinners(calc, c.g.Votes)
|
||||
return votingWinners(calc, c.g.Votes.F())
|
||||
}
|
||||
|
||||
func VotingGraph(races []game.Race, raceIndex func(uuid.UUID) int) []*VoteNode {
|
||||
|
||||
Reference in New Issue
Block a user