feat: enroute groups
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@@ -1,6 +1,11 @@
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package controller
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import (
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"cmp"
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"iter"
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"math"
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"slices"
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e "github.com/iliadenisov/galaxy/internal/error"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/util"
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@@ -82,3 +87,104 @@ func (c *Cache) RemovePlanetRoute(rt game.RouteType, origin uint) {
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delete(c.g.Map.Planet[pi].Route, rt)
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}
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}
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// TODO: NOT IN THIS FUNC: remove routes if planet became uninhabited
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func (c *Cache) EnrouteGroups() {
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for pi := range c.g.Map.Planet {
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if len(c.g.Map.Planet[pi].Route) == 0 {
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continue
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}
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groups := slices.Collect(c.listRouteEligibleGroupIds(c.g.Map.Planet[pi].Number))
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if len(groups) == 0 {
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continue
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}
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sortGroups := func(g []int) {
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// sort groups by largest CargoCapacity
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slices.SortFunc(g, func(l, r int) int {
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return cmp.Or(cmp.Compare(c.ShipGroup(r).CargoCapacity(c.ShipGroupShipClass(r)),
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c.ShipGroup(l).CargoCapacity(c.ShipGroupShipClass(l))),
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cmp.Compare(l, r))
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})
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}
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reorderGroups := func(g []int) []int {
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g = slices.DeleteFunc(g, func(i int) bool { return c.ShipGroup(i).State() != game.StateInOrbit })
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sortGroups(g)
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return g
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}
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sortGroups(groups)
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p := c.MustPlanet(c.g.Map.Planet[pi].Number)
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// COL -> CAP -> MAT -> EMPTY
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for _, rt := range []game.RouteType{game.RouteColonist, game.RouteCapital, game.RouteMaterial, game.RouteEmpty} {
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dest, ok := c.g.Map.Planet[pi].Route[rt]
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if !ok {
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continue
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}
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var res *float64
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var ct game.CargoType
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switch rt {
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case game.RouteColonist:
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res = &p.Colonists
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ct = game.CargoColonist
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case game.RouteCapital:
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res = &p.Capital
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ct = game.CargoCapital
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case game.RouteMaterial:
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res = &p.Material
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ct = game.CargoMaterial
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default:
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for _, sgi := range groups {
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c.LaunchShips(c.ShipGroup(sgi), dest)
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}
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groups = reorderGroups(groups)
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continue
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}
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for res != nil && *res > 0 && len(groups) > 0 {
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sgi := groups[0]
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sg := c.ShipGroup(sgi)
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st := c.ShipGroupShipClass(sgi)
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ships := sg.Number
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sgCapacity := sg.CargoCapacity(st)
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toLoad := *res
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if toLoad > sgCapacity {
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toLoad = sgCapacity
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} else if maxShips := uint(math.Ceil(toLoad / (sgCapacity / float64(ships)))); maxShips < ships {
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newGroupIdx := c.breakGroupUnsafe(c.RaceIndex(sg.OwnerID), sgi, maxShips)
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sg = c.ShipGroup(newGroupIdx)
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}
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// decrease planet resource
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*res = *res - toLoad
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// load group
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sg.Load += toLoad
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sg.CargoType = &ct
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c.LaunchShips(sg, dest)
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groups = reorderGroups(groups)
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}
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}
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}
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}
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func (c *Cache) listRouteEligibleGroupIds(pn uint) iter.Seq[int] {
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return func(yield func(int) bool) {
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p := c.MustPlanet(pn)
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for i := range c.ShipGroupsIndex() {
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sg := c.ShipGroup(i)
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st := c.ShipGroupShipClass(i)
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if sg.OwnerID != p.Owner || // Planet must be owned by ships owner
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sg.FleetID != nil || // Ships must not be part of a Fleet
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sg.State() != game.StateInOrbit || // Ships must be only In_Orbit state
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st.CargoBlockMass() == 0 || // Ship Class must have Cargo bays
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sg.Load != 0 || // Ships must not be loaded for enrouting
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sg.Destination != p.Number {
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continue
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}
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if !yield(i) {
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return
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}
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}
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}
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}
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