rnd: ship production numbers
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committed by
Ilia Denisov
parent
fef1be577d
commit
9088cc77c9
@@ -301,12 +301,13 @@ func (c *Cache) putMaterial(pn uint, v float64) {
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c.MustPlanet(pn).Mat(v)
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}
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func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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func ProduceShip_old(p *game.Planet, productionAvailable, shipMass float64) uint {
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if productionAvailable <= 0 {
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return 0
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}
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CAP_perShip := shipMass / p.Resources.F()
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productionForMass := shipMass * 10.
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// CAP_perShip := shipMass / p.Resources.F()
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CAP_perShip := ShipCapitalCost(shipMass, float64(p.Resources))
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productionForMass := ShipProductionCost(shipMass)
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ships := uint(0)
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flZero := game.F(0.)
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p.Production.Progress = &flZero
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@@ -324,8 +325,92 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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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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v := (productionForMass + CAP_perShip) * float64(progress)
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fmt.Println("P=", v)
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// fmt.Println("productionForMass", productionForMass, "CAP_perShip", CAP_perShip, "productionCost", productionCost, "productionAvailable", productionAvailable, "progress", progress)
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break
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}
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}
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return ships
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}
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func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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if productionAvailable <= 0 {
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return 0
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}
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// MAT_perShip := shipMass / p.Resources.F()
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MAT_perShip := ShipMaterialCost(shipMass, float64(p.Resources))
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fmt.Println("MAT_perShip", MAT_perShip)
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productionForMass := ShipProductionCost(shipMass)
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ships := uint(0)
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fval := game.F(0.)
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p.Production.Progress = &fval
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for productionAvailable > 0 {
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var productionExtraMAT float64
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MAT_deficit := float64(p.Material) - MAT_perShip
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// fmt.Println("> MAT:", p.Material)
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if MAT_deficit < 0 {
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productionExtraMAT = (-MAT_deficit)
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// p.Mat(0)
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} else {
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// p.Mat(float64(p.Material) - MAT_deficit)
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}
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// fmt.Println("< MAT:", p.Material)
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productionCost := productionExtraMAT + productionForMass
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// fmt.Println("ships:", ships, "cost:", productionCost, "avail:", productionAvailable)
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fmt.Println()
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fmt.Println("productionExtraMAT", productionExtraMAT)
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fmt.Println("productionForMass", productionForMass)
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fmt.Println("productionCost", productionCost)
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fmt.Println("productionAvailable", productionAvailable)
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if productionAvailable >= productionCost {
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productionAvailable -= productionCost
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// fmt.Println("> MAT:", p.Material)
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if MAT_deficit < 0 {
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// productionExtraMAT = -MAT_deficit
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p.Mat(0)
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} else {
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p.Mat(float64(p.Material) - MAT_deficit)
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}
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// fmt.Println("< MAT:", p.Material)
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// fmt.Println("> MAT:", p.Material)
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// p.Mat(float64(p.Material) - (MAT_perShip - productionExtraMAT))
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// fmt.Println("< MAT:", p.Material)
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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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pval := game.F(progress)
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p.Production.Progress = &pval
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aval := game.F(productionAvailable)
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p.Production.FreeProd = &aval
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// fmt.Println("MAT_deficit", MAT_deficit)
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fmt.Println()
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fmt.Println("productionExtraMAT", productionExtraMAT)
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fmt.Println("productionForMass", productionForMass)
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fmt.Println("productionCost", productionCost)
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fmt.Println("productionAvailable", productionAvailable)
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fmt.Println("progress", progress)
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v := ShipProductionCost(MAT_perShip * float64(progress))
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fmt.Println("MAT=", v)
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break
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}
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}
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return ships
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}
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func ShipProductionCost(shipMass float64) float64 {
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return shipMass * 10.
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}
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func ShipMaterialCost(shipMass, planetResource float64) float64 {
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return shipMass / planetResource
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}
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func ShipCapitalCost(shipMass, planetResource float64) float64 {
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return shipMass / planetResource
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}
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// TODO: при смене производства на планете проверить, сколько материалов высвободится в MAT
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