feat: produce on planets, unload on routes

This commit is contained in:
Ilia Denisov
2026-01-21 23:01:33 +02:00
parent 7e73601bce
commit 9825e05c0e
10 changed files with 319 additions and 60 deletions
+68 -12
View File
@@ -2,6 +2,7 @@ package controller
import (
"fmt"
"iter"
"slices"
"strings"
@@ -196,23 +197,78 @@ func (c *Cache) PlanetProductionCapacity(planetNumber uint) float64 {
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 {
func (c *Cache) TurnPlanetProductions() {
for pn := range c.listProducingPlanets() {
p := c.MustPlanet(pn)
ri := c.RaceIndex(p.Owner)
r := &c.g.Race[ri]
switch pt := p.Production.Type; pt {
case game.ProductionShip:
st := c.MustShipType(ri, *p.Production.SubjectID)
if ships := ProduceShip(p, st.EmptyMass()); ships > 0 {
c.createShipsUnsafe(ri, st.ID, p.Number, ships)
}
case game.ResearchScience:
sc := c.mustScience(ri, *p.Production.SubjectID)
IncreaseTech(r, p, sc.Drive, sc.Weapons, sc.Shields, sc.Cargo)
case game.ResearchDrive:
IncreaseTech(r, p, 1., 0, 0, 0)
case game.ResearchWeapons:
IncreaseTech(r, p, 0, 1., 0, 0)
case game.ResearchShields:
IncreaseTech(r, p, 0, 0, 1., 0)
case game.ResearchCargo:
IncreaseTech(r, p, 0, 0, 0, 1.)
case game.ProductionMaterial:
p.IncreaseMaterial()
case game.ProductionCapital:
p.IncreaseIndustry()
default:
panic(fmt.Sprintf("unprocessed production type: %v", pt))
}
p.IncreasePopulation()
}
c.TurnMergeEqualShipGroups()
}
// listProducingPlanets iterates over all inhabited planet numbers with production not set to None.
// Planets producing ships guaranteed to be iterated first for correct turn actions order.
func (c *Cache) listProducingPlanets() iter.Seq[uint] {
ordered := make([]int, 0)
for i := range c.g.Map.Planet {
if c.g.Map.Planet[i].Owner == uuid.Nil || c.g.Map.Planet[i].Production.Type == game.ProductionNone {
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))
ordered = append(ordered, i)
}
slices.SortFunc(ordered, func(l, r int) int {
if c.g.Map.Planet[l].Production.Type == game.ProductionShip && c.g.Map.Planet[r].Production.Type != game.ProductionShip {
return -1
}
if c.g.Map.Planet[l].Production.Type != game.ProductionShip && c.g.Map.Planet[r].Production.Type == game.ProductionShip {
return 1
}
return 0
})
return func(yield func(uint) bool) {
for _, i := range ordered {
if !yield(c.g.Map.Planet[i].Number) {
return
}
}
}
}
func IncreaseTech(r *game.Race, p *game.Planet, d, w, s, c float64) {
increment := 5000. / p.ProductionCapacity()
r.Tech.Set(game.TechDrive, r.Tech.Value(game.TechDrive)+increment*d)
r.Tech.Set(game.TechWeapons, r.Tech.Value(game.TechWeapons)+increment*w)
r.Tech.Set(game.TechShields, r.Tech.Value(game.TechShields)+increment*s)
r.Tech.Set(game.TechCargo, r.Tech.Value(game.TechCargo)+increment*c)
}
// Internal funcs
func (c *Cache) putPopulation(pn uint, v float64) {
@@ -227,14 +283,14 @@ func (c *Cache) putMaterial(pn uint, v float64) {
c.MustPlanet(pn).Material = v
}
func ProduceShip(p *game.Planet, shipMass float64) int {
func ProduceShip(p *game.Planet, shipMass float64) uint {
productionAvailable := p.ProductionCapacity()
if productionAvailable <= 0 {
return 0
}
CAP_perShip := shipMass / p.Resources
productionForMass := shipMass * 10.
ships := 0
ships := uint(0)
flZero := 0.
p.Production.Progress = &flZero
for productionAvailable > 0 {