feat: produce ships

This commit is contained in:
Ilia Denisov
2026-01-20 13:33:53 +02:00
parent 40b2cb27f6
commit 7e73601bce
7 changed files with 96 additions and 43 deletions
+2
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@@ -10,6 +10,7 @@ type BombingReport struct {
} }
type BombingPlanetReport struct { type BombingPlanetReport struct {
ID uuid.UUID `json:"id"`
Planet string `json:"name"` Planet string `json:"name"`
Number uint `json:"number"` Number uint `json:"number"`
Owner string `json:"owner"` Owner string `json:"owner"`
@@ -32,6 +33,7 @@ func (c *Cache) bombingReport(p *game.Planet, ri int, groups []int) BombingPlane
attackPower += sg.BombingPower(st) attackPower += sg.BombingPower(st)
} }
r := &BombingPlanetReport{ r := &BombingPlanetReport{
ID: uuid.New(),
Planet: p.Name, Planet: p.Name,
Number: p.Number, Number: p.Number,
Owner: c.g.Race[c.RaceIndex(p.Owner)].Name, Owner: c.g.Race[c.RaceIndex(p.Owner)].Name,
+1
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@@ -121,6 +121,7 @@ func TestProduceBombings(t *testing.T) {
reports := c.ProduceBombings() reports := c.ProduceBombings()
assert.Len(t, reports, 2) assert.Len(t, reports, 2)
for _, r := range reports { for _, r := range reports {
assert.NotEqual(t, uuid.Nil, r.ID)
switch pn := r.Number; pn { switch pn := r.Number; pn {
case R1_Planet_1_num: case R1_Planet_1_num:
assert.Equal(t, Race_1.Name, r.Owner) assert.Equal(t, Race_1.Name, r.Owner)
+4 -1
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@@ -28,7 +28,10 @@ func MakeTurn(c *Controller, r Repo, g *game.Game) error {
battles = append(battles, ProduceBattles(c.Cache)...) battles = append(battles, ProduceBattles(c.Cache)...)
// 07. Корабли бомбят вражеские планеты. // 07. Корабли бомбят вражеские планеты.
_ = c.Cache.ProduceBombings() // TODO: store bombings for reports _ = c.Cache.ProduceBombings()
// 08. На планетах строятся корабли.
c.Cache.ProduceShips()
/*** Last steps ***/ /*** Last steps ***/
+39 -29
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@@ -78,11 +78,11 @@ func (c *Cache) PlanetProduction(ri int, number int, prod game.ProductionType, s
if p.Owner != c.g.Race[ri].ID { if p.Owner != c.g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d", number) return e.NewEntityNotOwnedError("planet #%d", number)
} }
i := c.MustPlanetIndex(p.Number)
var subjectID *uuid.UUID var subjectID *uuid.UUID
if (prod == game.ResearchScience || prod == game.ProductionShip) && subj == "" { if (prod == game.ResearchScience || prod == game.ProductionShip) && subj == "" {
return e.NewEntityTypeNameValidationError("%s=%q", prod, subj) return e.NewEntityTypeNameValidationError("%s=%q", prod, subj)
} }
if prod == game.ResearchScience { if prod == game.ResearchScience {
i := slices.IndexFunc(c.g.Race[ri].Sciences, func(s game.Science) bool { return s.Name == subj }) i := slices.IndexFunc(c.g.Race[ri].Sciences, func(s game.Science) bool { return s.Name == subj })
if i < 0 { if i < 0 {
@@ -90,6 +90,7 @@ func (c *Cache) PlanetProduction(ri int, number int, prod game.ProductionType, s
} }
subjectID = &c.g.Race[ri].Sciences[i].ID subjectID = &c.g.Race[ri].Sciences[i].ID
} }
if prod == game.ProductionShip { if prod == game.ProductionShip {
st, _, ok := c.ShipClass(ri, subj) st, _, ok := c.ShipClass(ri, subj)
if !ok { if !ok {
@@ -102,30 +103,24 @@ func (c *Cache) PlanetProduction(ri int, number int, prod game.ProductionType, s
return nil return nil
} }
subjectID = &st.ID subjectID = &st.ID
}
if p.Production.Type == game.ProductionShip && (prod != game.ProductionShip || *subjectID != *p.Production.SubjectID) {
mat, _ := c.MustShipType(ri, *p.Production.SubjectID).ProductionCost()
p.Material += mat * (*p.Production.Progress)
*p.Production.Progress = 0.
} else if prod == game.ProductionShip {
// new ship class to produce; otherwise we must have been returned from the func earlier
var progress float64 = 0. var progress float64 = 0.
c.g.Map.Planet[i].Production.Progress = &progress p.Production.Progress = &progress
} else {
c.g.Map.Planet[i].Production.Progress = nil
} }
if p.Production.Type == game.ProductionShip && prod != game.ProductionShip {
if p.Production.SubjectID == nil { if prod != game.ProductionShip {
return e.NewGameStateError("planet #%d produces ship but SubjectID is empty", p.Number) p.Production.Progress = nil
} }
s := *p.Production.SubjectID
if p.Production.Progress == nil { p.Production.Type = prod
return e.NewGameStateError("planet #%d produces ship but Progress is empty", p.Number) p.Production.SubjectID = subjectID
}
progress := *p.Production.Progress
st, ok := c.ShipType(ri, s)
if !ok {
return e.NewGameStateError("planet #%d produces ship but ShipType was not found for race %s", p.Number, c.g.Race[ri].Name)
}
mat, _ := st.ProductionCost()
extra := mat * progress
c.g.Map.Planet[i].Material += extra
}
c.g.Map.Planet[i].Production.Type = prod
c.g.Map.Planet[i].Production.SubjectID = subjectID
return nil return nil
} }
@@ -201,6 +196,23 @@ func (c *Cache) PlanetProductionCapacity(planetNumber uint) float64 {
return p.ProductionCapacity() - busyResources return p.ProductionCapacity() - busyResources
} }
func (c *Cache) ProduceShips() {
for pl := range c.g.Map.Planet {
p := c.MustPlanet(c.g.Map.Planet[pl].Number)
if p.Owner == uuid.Nil || p.Production.Type != game.ProductionShip {
continue
}
ri := c.RaceIndex(p.Owner)
st := c.MustShipType(ri, *p.Production.SubjectID)
ships := ProduceShip(p, st.EmptyMass())
if ships > 0 {
if err := c.CreateShips(ri, st.Name, p.Number, ships); err != nil {
panic(fmt.Sprintf("ProduceShips: CreateShip: %s", err))
}
}
}
}
// Internal funcs // Internal funcs
func (c *Cache) putPopulation(pn uint, v float64) { func (c *Cache) putPopulation(pn uint, v float64) {
@@ -230,16 +242,14 @@ func ProduceShip(p *game.Planet, shipMass float64) int {
if CAP_deficit := p.Capital - CAP_perShip; CAP_deficit < 0 { if CAP_deficit := p.Capital - CAP_perShip; CAP_deficit < 0 {
productionExtraCAP = -CAP_deficit productionExtraCAP = -CAP_deficit
} }
productionCost := productionExtraCAP + productionForMass
ship_prod := productionExtraCAP + productionForMass if productionAvailable >= productionCost {
productionAvailable -= productionCost
if productionAvailable >= ship_prod {
productionAvailable -= ship_prod
p.Capital = p.Capital - (CAP_perShip - productionExtraCAP) p.Capital = p.Capital - (CAP_perShip - productionExtraCAP)
ships++ ships++
} else { } else {
progress := productionAvailable / ship_prod progress := productionAvailable / productionCost
productionAvailable -= ship_prod * progress productionAvailable -= productionCost * progress
p.Production.Progress = &progress p.Production.Progress = &progress
break break
} }
+36
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@@ -1,6 +1,7 @@
package controller_test package controller_test
import ( import (
"slices"
"testing" "testing"
"github.com/google/uuid" "github.com/google/uuid"
@@ -122,6 +123,41 @@ func TestPlanetProductionCapacity(t *testing.T) {
assert.Equal(t, 53.125, c.PlanetProductionCapacity(R0_Planet_0_num)) assert.Equal(t, 53.125, c.PlanetProductionCapacity(R0_Planet_0_num))
} }
func TestProduceShips(t *testing.T) {
c, g := newCache()
pn := int(R0_Planet_0_num)
assert.NoError(t, g.PlanetProduction(Race_0.Name, pn, "SHIP", Race_0_Gunship))
assert.Equal(t, game.ProductionShip, c.MustPlanet(R0_Planet_0_num).Production.Type)
assert.NotNil(t, c.MustPlanet(R0_Planet_0_num).Production.Progress)
assert.NotNil(t, c.MustPlanet(R0_Planet_0_num).Production.SubjectID)
st := c.MustShipClass(Race_0_idx, Race_0_Gunship)
assert.Equal(t, st.ID, *c.MustPlanet(R0_Planet_0_num).Production.SubjectID)
c.MustPlanet(R0_Planet_0_num).Population = 1000.
c.MustPlanet(R0_Planet_0_num).Industry = 1000.
c.MustPlanet(R0_Planet_0_num).Resources = 10.
shipMass := st.EmptyMass()
c.ProduceShips()
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 0)
assert.NotNil(t, c.MustPlanet(R0_Planet_0_num).Production.Progress)
progress := *c.MustPlanet(R0_Planet_0_num).Production.Progress
assert.InDelta(t, 0.45, progress, 0.001)
assert.NoError(t, c.CreateShipType(Race_0_idx, "Drone", 1, 0, 0, 0, 0))
assert.NoError(t, g.PlanetProduction(Race_0.Name, pn, "SHIP", "Drone"))
assert.InDelta(t, shipMass*progress, c.MustPlanet(R0_Planet_0_num).Material, 0.00001) // 99.(0099) material build
c.ProduceShips()
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 1)
assert.Equal(t, uint(99), c.ShipGroup(0).Number)
progress = *c.MustPlanet(R0_Planet_0_num).Production.Progress
assert.InDelta(t, 0.0099, progress, 0.00001) // 1.(0099) drones with no CAP on planet
}
func TestProduceShip(t *testing.T) { func TestProduceShip(t *testing.T) {
Drone := game.ShipType{ Drone := game.ShipType{
ShipTypeReport: game.ShipTypeReport{ ShipTypeReport: game.ShipTypeReport{
+1 -1
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@@ -22,7 +22,7 @@ const (
type Production struct { type Production struct {
Type ProductionType `json:"type"` Type ProductionType `json:"type"`
SubjectID *uuid.UUID `json:"subjectId"` SubjectID *uuid.UUID `json:"subjectId"` // TODO: get rid of Nils?
Progress *float64 `json:"progress"` Progress *float64 `json:"progress"`
} }
+1
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@@ -71,6 +71,7 @@ func (st ShipType) EmptyMass() float64 {
} }
// ProductionCost returns Material (MAT) and Population (POP) to produce this [ShipType] // ProductionCost returns Material (MAT) and Population (POP) to produce this [ShipType]
// TODO: do we need this?
func (st ShipType) ProductionCost() (mat float64, pop float64) { func (st ShipType) ProductionCost() (mat float64, pop float64) {
mat = st.EmptyMass() mat = st.EmptyMass()
pop = mat * 10 pop = mat * 10