rnd: ship production numbers

This commit is contained in:
Ilia Denisov
2026-02-05 15:50:40 +02:00
committed by Ilia Denisov
parent fef1be577d
commit 9088cc77c9
4 changed files with 191 additions and 39 deletions
+88 -3
View File
@@ -301,12 +301,13 @@ func (c *Cache) putMaterial(pn uint, v float64) {
c.MustPlanet(pn).Mat(v)
}
func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
func ProduceShip_old(p *game.Planet, productionAvailable, shipMass float64) uint {
if productionAvailable <= 0 {
return 0
}
CAP_perShip := shipMass / p.Resources.F()
productionForMass := shipMass * 10.
// CAP_perShip := shipMass / p.Resources.F()
CAP_perShip := ShipCapitalCost(shipMass, float64(p.Resources))
productionForMass := ShipProductionCost(shipMass)
ships := uint(0)
flZero := game.F(0.)
p.Production.Progress = &flZero
@@ -324,8 +325,92 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
progress := game.F(productionAvailable / productionCost)
productionAvailable -= productionCost * progress.F()
p.Production.Progress = &progress
v := (productionForMass + CAP_perShip) * float64(progress)
fmt.Println("P=", v)
// fmt.Println("productionForMass", productionForMass, "CAP_perShip", CAP_perShip, "productionCost", productionCost, "productionAvailable", productionAvailable, "progress", progress)
break
}
}
return ships
}
func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
if productionAvailable <= 0 {
return 0
}
// MAT_perShip := shipMass / p.Resources.F()
MAT_perShip := ShipMaterialCost(shipMass, float64(p.Resources))
fmt.Println("MAT_perShip", MAT_perShip)
productionForMass := ShipProductionCost(shipMass)
ships := uint(0)
fval := game.F(0.)
p.Production.Progress = &fval
for productionAvailable > 0 {
var productionExtraMAT float64
MAT_deficit := float64(p.Material) - MAT_perShip
// fmt.Println("> MAT:", p.Material)
if MAT_deficit < 0 {
productionExtraMAT = (-MAT_deficit)
// p.Mat(0)
} else {
// p.Mat(float64(p.Material) - MAT_deficit)
}
// fmt.Println("< MAT:", p.Material)
productionCost := productionExtraMAT + productionForMass
// fmt.Println("ships:", ships, "cost:", productionCost, "avail:", productionAvailable)
fmt.Println()
fmt.Println("productionExtraMAT", productionExtraMAT)
fmt.Println("productionForMass", productionForMass)
fmt.Println("productionCost", productionCost)
fmt.Println("productionAvailable", productionAvailable)
if productionAvailable >= productionCost {
productionAvailable -= productionCost
// fmt.Println("> MAT:", p.Material)
if MAT_deficit < 0 {
// productionExtraMAT = -MAT_deficit
p.Mat(0)
} else {
p.Mat(float64(p.Material) - MAT_deficit)
}
// fmt.Println("< MAT:", p.Material)
// fmt.Println("> MAT:", p.Material)
// p.Mat(float64(p.Material) - (MAT_perShip - productionExtraMAT))
// fmt.Println("< MAT:", p.Material)
ships++
} else {
progress := productionAvailable / productionCost
// productionAvailable -= productionCost * progress
pval := game.F(progress)
p.Production.Progress = &pval
aval := game.F(productionAvailable)
p.Production.FreeProd = &aval
// fmt.Println("MAT_deficit", MAT_deficit)
fmt.Println()
fmt.Println("productionExtraMAT", productionExtraMAT)
fmt.Println("productionForMass", productionForMass)
fmt.Println("productionCost", productionCost)
fmt.Println("productionAvailable", productionAvailable)
fmt.Println("progress", progress)
v := ShipProductionCost(MAT_perShip * float64(progress))
fmt.Println("MAT=", v)
break
}
}
return ships
}
func ShipProductionCost(shipMass float64) float64 {
return shipMass * 10.
}
func ShipMaterialCost(shipMass, planetResource float64) float64 {
return shipMass / planetResource
}
func ShipCapitalCost(shipMass, planetResource float64) float64 {
return shipMass / planetResource
}
// TODO: при смене производства на планете проверить, сколько материалов высвободится в MAT