@@ -0,0 +1,300 @@
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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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"maps"
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"math"
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"math/rand/v2"
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"slices"
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"galaxy/util"
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e "galaxy/error"
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"github.com/iliadenisov/galaxy/server/internal/model/game"
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)
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func (c *Cache) PlanetRouteSet(ri int, rt game.RouteType, origin, destination uint) error {
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c.validateRaceIndex(ri)
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p1, ok := c.Planet(origin)
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if !ok {
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return e.NewEntityNotExistsError("origin planet #%d", origin)
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}
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if !p1.OwnedBy(c.g.Race[ri].ID) {
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return e.NewEntityNotOwnedError("planet #%d", origin)
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}
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p2, ok := c.Planet(destination)
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if !ok {
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return e.NewEntityNotExistsError("destination planet #%d", destination)
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}
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rangeToDestination := util.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X.F(), p1.Y.F(), p2.X.F(), p2.Y.F())
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if rangeToDestination > c.g.Race[ri].FlightDistance() {
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return e.NewSendUnreachableDestinationError("range=%.03f max=%.03f", rangeToDestination, c.g.Race[ri].FlightDistance())
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}
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c.SetPlanetRoute(rt, origin, destination)
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return nil
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}
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func (c *Cache) PlanetRouteRemove(ri int, rt game.RouteType, origin uint) error {
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c.validateRaceIndex(ri)
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p1, ok := c.Planet(origin)
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if !ok {
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return e.NewEntityNotExistsError("origin planet #%d", origin)
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}
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if !p1.OwnedBy(c.g.Race[ri].ID) {
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return e.NewEntityNotOwnedError("planet #%d", origin)
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}
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c.RemovePlanetRoute(rt, origin)
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return nil
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}
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func (c *Cache) SetPlanetRoute(rt game.RouteType, origin, destination uint) {
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pi := c.MustPlanetIndex(origin)
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if c.g.Map.Planet[pi].Route == nil {
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c.g.Map.Planet[pi].Route = make(map[game.RouteType]uint)
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}
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c.g.Map.Planet[pi].Route[rt] = destination
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}
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func (c *Cache) RemovePlanetRoute(rt game.RouteType, origin uint) {
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pi := c.MustPlanetIndex(origin)
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if c.g.Map.Planet[pi].Route != nil {
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delete(c.g.Map.Planet[pi].Route, rt)
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}
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}
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func (c *Cache) SendRoutedGroups() {
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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.listRoutedSendGroupIds(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(
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cmp.Compare(c.ShipGroup(r).CargoCapacity(c.ShipGroupShipClass(r)), 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 *game.Float
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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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case game.RouteEmpty:
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// empty routes launched immediately so the're not required to be loaded
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for _, sgi := range groups {
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c.LaunchShips(sgi, dest)
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}
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groups = reorderGroups(groups)
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continue
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default:
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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).F()
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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.unsafeBreakGroup(c.RaceIndex(sg.OwnerID), sgi, maxShips)
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sgi = newGroupIdx
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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).Add(-toLoad)
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// load group
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sg.Load = sg.Load.Add(toLoad)
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sg.CargoType = &ct
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c.LaunchShips(sgi, 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) listRoutedSendGroupIds(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 !p.OwnedBy(sg.OwnerID) || // 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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// Невозможно лишь выгрузить колонистов на чужой планете.
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func (c *Cache) TurnUnloadEnroutedGroups() {
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for i := range c.g.Map.Planet {
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p := &c.g.Map.Planet[i]
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c.doUnload(c.unloadRoutedColonists(p.Number, c.listRoutedUnloadShipGroupIds(p.Number, game.RouteColonist)))
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for _, rt := range []game.RouteType{game.RouteMaterial, game.RouteCapital} {
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c.doUnload(c.listRoutedUnloadShipGroupIds(p.Number, rt))
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}
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p.UnpackColonists()
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p.UnpackCapital()
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}
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}
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func (c *Cache) RemoveUnreachableRoutes() {
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for i := range c.g.Map.Planet {
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p1 := &c.g.Map.Planet[i]
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if !p1.Owned() {
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continue
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}
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ri := c.RaceIndex(*p1.Owner)
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for rt, destination := range p1.Route {
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p2 := c.MustPlanet(destination)
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rangeToDestination := util.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X.F(), p1.Y.F(), p2.X.F(), p2.Y.F())
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if rangeToDestination > c.g.Race[ri].FlightDistance() {
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delete(p1.Route, rt)
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}
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}
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}
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}
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func (c *Cache) doUnload(groups iter.Seq[int]) {
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for sgi := range groups {
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c.unsafeUnloadCargo(sgi, c.ShipGroup(sgi).Load.F())
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}
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}
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func (c *Cache) unloadRoutedColonists(pn uint, groups iter.Seq[int]) iter.Seq[int] {
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p := c.MustPlanet(pn)
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gr := slices.Collect(groups)
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if !p.Owned() {
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return c.selectColUnloadGroup(gr)
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}
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return func(yield func(int) bool) {
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for _, sgi := range gr {
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sg := c.ShipGroup(sgi)
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if !p.OwnedBy(sg.OwnerID) {
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continue
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}
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if !yield(sgi) {
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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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func (c *Cache) selectColUnloadGroup(groups []int) (result iter.Seq[int]) {
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groupByRace := make(map[int][]int)
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loadByRace := make(map[int]float64)
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for _, i := range groups {
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sg := c.ShipGroup(i)
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ri := c.RaceIndex(sg.OwnerID)
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groupByRace[ri] = append(groupByRace[ri], i)
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loadByRace[ri] += sg.Load.F()
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}
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if len(loadByRace) < 2 {
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// only one race has to unload cargo
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result = slices.Values(groups)
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return
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}
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// select winner to unload cargo
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id := MaxOrRandomLoadId(loadByRace, func(ri int) float64 { return float64(c.g.Race[ri].Votes) })
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result = slices.Values(groupByRace[id])
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return
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}
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func (c *Cache) listRoutedUnloadShipGroupIds(pn uint, routeType game.RouteType) iter.Seq[int] {
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return func(yield func(int) bool) {
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yielded := make(map[int]bool)
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for i := range c.g.Map.Planet {
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for rt, dest := range c.g.Map.Planet[i].Route {
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if dest != pn || rt != routeType {
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continue
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}
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for i := range c.ShipGroupsIndex() {
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sg := c.ShipGroup(i)
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if _, ok := yielded[i]; ok || sg.FleetID != nil || sg.CargoType == nil || sg.Load == 0. || sg.State() != game.StateInOrbit || sg.Destination != dest {
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continue
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}
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if v, ok := game.RouteToCargo[rt]; !ok || v != *sg.CargoType {
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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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yielded[i] = true
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}
|
||||
}
|
||||
}
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}
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}
|
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func MaxOrRandomLoadId(raceLoad map[int]float64, pop func(int) float64) int {
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if len(raceLoad) < 2 {
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||||
panic("loadByRace must contain at least 2 keys")
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}
|
||||
raceIndex := slices.Collect(maps.Keys(raceLoad))
|
||||
slices.SortFunc(raceIndex, func(ria, rib int) int {
|
||||
return cmp.Or(
|
||||
// maximum quantity of unloading colonists
|
||||
cmp.Compare(raceLoad[rib], raceLoad[ria]),
|
||||
|
||||
// maximum population of the race
|
||||
cmp.Compare(pop(rib), pop(ria)),
|
||||
|
||||
// Random winner
|
||||
cmp.Compare(rand.Float64(), rand.Float64()),
|
||||
|
||||
// in theoty, unreacheable option, but let's randomize again
|
||||
cmp.Compare(rand.Float64(), rand.Float64()),
|
||||
)
|
||||
})
|
||||
return raceIndex[0]
|
||||
}
|
||||
Reference in New Issue
Block a user