feat: produce on planets, unload on routes
This commit is contained in:
@@ -66,6 +66,7 @@ func (c *Cache) ProduceBombings() []BombingPlanetReport {
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if p.Population == 0 {
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// TODO: what aboul colonists left on planet?
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p.Owner = uuid.Nil
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p.Production = game.ProductionNone.AsType(uuid.Nil)
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clear(p.Route)
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} else {
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// Если на планете остались также и колонисты, то они превращаются в население,
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@@ -82,3 +82,7 @@ func (c *Cache) CollectBombingGroups() map[uint]map[int][]int {
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func BombPlanet(p *game.Planet, power float64) {
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bombPlanet(p, power)
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}
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func (c *Cache) ListProducingPlanets() iter.Seq[uint] {
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return c.listProducingPlanets()
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}
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@@ -10,7 +10,7 @@ func MakeTurn(c *Controller, r Repo, g *game.Game) error {
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g.Age += 1
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// 01. Корабли, где это возможно, объединяются в группы.
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c.Cache.CmdJoinEqualGroups()
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c.Cache.TurnMergeEqualShipGroups()
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// 02. Враждующие корабли вступают в схватку.
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battles := ProduceBattles(c.Cache)
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@@ -22,7 +22,7 @@ func MakeTurn(c *Controller, r Repo, g *game.Game) error {
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c.Cache.MoveShipGroups()
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// 05. Корабли, где это возможно, объединяются в группы.
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c.Cache.CmdJoinEqualGroups()
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c.Cache.TurnMergeEqualShipGroups()
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// 06. Враждующие корабли снова вступают в схватку (это происходит после выхода из гиперпространства).
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battles = append(battles, ProduceBattles(c.Cache)...)
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@@ -31,7 +31,15 @@ func MakeTurn(c *Controller, r Repo, g *game.Game) error {
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_ = c.Cache.ProduceBombings()
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// 08. На планетах строятся корабли.
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c.Cache.ProduceShips()
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// 09. Корабли, где это возможно, объединяются в группы.
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// 10. На планетах производится промышленность, добывается сырье, разрабатываются новые технологии.
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// 11. Увеличивается население планет.
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// TODO: tests
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c.Cache.TurnPlanetProductions()
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// 12. Товары выгружаются в конце грузовых маршрутов.
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// TODO: tests
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c.Cache.TurnUnloadEnroutedGroups()
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/*** Last steps ***/
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@@ -2,6 +2,7 @@ package controller
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import (
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"fmt"
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"iter"
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"slices"
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"strings"
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@@ -196,23 +197,78 @@ func (c *Cache) PlanetProductionCapacity(planetNumber uint) float64 {
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return p.ProductionCapacity() - busyResources
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}
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func (c *Cache) ProduceShips() {
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for pl := range c.g.Map.Planet {
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p := c.MustPlanet(c.g.Map.Planet[pl].Number)
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if p.Owner == uuid.Nil || p.Production.Type != game.ProductionShip {
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func (c *Cache) TurnPlanetProductions() {
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for pn := range c.listProducingPlanets() {
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p := c.MustPlanet(pn)
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ri := c.RaceIndex(p.Owner)
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r := &c.g.Race[ri]
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switch pt := p.Production.Type; pt {
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case game.ProductionShip:
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st := c.MustShipType(ri, *p.Production.SubjectID)
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if ships := ProduceShip(p, st.EmptyMass()); ships > 0 {
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c.createShipsUnsafe(ri, st.ID, p.Number, ships)
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}
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case game.ResearchScience:
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sc := c.mustScience(ri, *p.Production.SubjectID)
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IncreaseTech(r, p, sc.Drive, sc.Weapons, sc.Shields, sc.Cargo)
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case game.ResearchDrive:
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IncreaseTech(r, p, 1., 0, 0, 0)
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case game.ResearchWeapons:
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IncreaseTech(r, p, 0, 1., 0, 0)
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case game.ResearchShields:
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IncreaseTech(r, p, 0, 0, 1., 0)
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case game.ResearchCargo:
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IncreaseTech(r, p, 0, 0, 0, 1.)
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case game.ProductionMaterial:
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p.IncreaseMaterial()
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case game.ProductionCapital:
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p.IncreaseIndustry()
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default:
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panic(fmt.Sprintf("unprocessed production type: %v", pt))
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}
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p.IncreasePopulation()
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}
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c.TurnMergeEqualShipGroups()
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}
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// listProducingPlanets iterates over all inhabited planet numbers with production not set to None.
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// Planets producing ships guaranteed to be iterated first for correct turn actions order.
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func (c *Cache) listProducingPlanets() iter.Seq[uint] {
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ordered := make([]int, 0)
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for i := range c.g.Map.Planet {
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if c.g.Map.Planet[i].Owner == uuid.Nil || c.g.Map.Planet[i].Production.Type == game.ProductionNone {
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continue
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}
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ri := c.RaceIndex(p.Owner)
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st := c.MustShipType(ri, *p.Production.SubjectID)
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ships := ProduceShip(p, st.EmptyMass())
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if ships > 0 {
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if err := c.CreateShips(ri, st.Name, p.Number, ships); err != nil {
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panic(fmt.Sprintf("ProduceShips: CreateShip: %s", err))
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ordered = append(ordered, i)
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}
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slices.SortFunc(ordered, func(l, r int) int {
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if c.g.Map.Planet[l].Production.Type == game.ProductionShip && c.g.Map.Planet[r].Production.Type != game.ProductionShip {
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return -1
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}
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if c.g.Map.Planet[l].Production.Type != game.ProductionShip && c.g.Map.Planet[r].Production.Type == game.ProductionShip {
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return 1
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}
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return 0
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})
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return func(yield func(uint) bool) {
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for _, i := range ordered {
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if !yield(c.g.Map.Planet[i].Number) {
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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 IncreaseTech(r *game.Race, p *game.Planet, d, w, s, c float64) {
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increment := 5000. / p.ProductionCapacity()
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r.Tech.Set(game.TechDrive, r.Tech.Value(game.TechDrive)+increment*d)
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r.Tech.Set(game.TechWeapons, r.Tech.Value(game.TechWeapons)+increment*w)
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r.Tech.Set(game.TechShields, r.Tech.Value(game.TechShields)+increment*s)
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r.Tech.Set(game.TechCargo, r.Tech.Value(game.TechCargo)+increment*c)
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}
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// Internal funcs
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func (c *Cache) putPopulation(pn uint, v float64) {
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@@ -227,14 +283,14 @@ func (c *Cache) putMaterial(pn uint, v float64) {
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c.MustPlanet(pn).Material = v
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}
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func ProduceShip(p *game.Planet, shipMass float64) int {
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func ProduceShip(p *game.Planet, shipMass float64) uint {
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productionAvailable := p.ProductionCapacity()
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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
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productionForMass := shipMass * 10.
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ships := 0
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ships := uint(0)
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flZero := 0.
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p.Production.Progress = &flZero
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for productionAvailable > 0 {
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@@ -134,12 +134,13 @@ func TestProduceShips(t *testing.T) {
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st := c.MustShipClass(Race_0_idx, Race_0_Gunship)
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assert.Equal(t, st.ID, *c.MustPlanet(R0_Planet_0_num).Production.SubjectID)
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c.MustPlanet(R0_Planet_0_num).Size = 1000.
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c.MustPlanet(R0_Planet_0_num).Population = 1000.
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c.MustPlanet(R0_Planet_0_num).Industry = 1000.
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c.MustPlanet(R0_Planet_0_num).Resources = 10.
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shipMass := st.EmptyMass()
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c.ProduceShips()
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c.TurnPlanetProductions()
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 0)
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assert.NotNil(t, c.MustPlanet(R0_Planet_0_num).Production.Progress)
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@@ -147,13 +148,19 @@ func TestProduceShips(t *testing.T) {
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assert.InDelta(t, 0.45, progress, 0.001)
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assert.NoError(t, c.CreateShipType(Race_0_idx, "Drone", 1, 0, 0, 0, 0))
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assert.NoError(t, c.CreateShips(Race_0_idx, "Drone", uint(pn), 7))
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 1)
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assert.Equal(t, uint(7), c.ShipGroup(0).Number)
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assert.NoError(t, g.PlanetProduction(Race_0.Name, pn, "SHIP", "Drone"))
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assert.InDelta(t, shipMass*progress, c.MustPlanet(R0_Planet_0_num).Material, 0.00001) // 99.(0099) material build
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c.ProduceShips()
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c.MustPlanet(R0_Planet_0_num).Material = 0
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c.MustPlanet(R0_Planet_0_num).Colonists = 0
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c.TurnPlanetProductions()
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 1)
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assert.Equal(t, uint(99), c.ShipGroup(0).Number)
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assert.Equal(t, uint(106), c.ShipGroup(0).Number)
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progress = *c.MustPlanet(R0_Planet_0_num).Production.Progress
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assert.InDelta(t, 0.0099, progress, 0.00001) // 1.(0099) drones with no CAP on planet
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}
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@@ -182,25 +189,43 @@ func TestProduceShip(t *testing.T) {
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p := controller.NewPlanet(0, "Planet_0", uuid.New(), 1, 1, 1000, 1000, 1000, 10, game.ProductionShip.AsType(uuid.Nil))
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r := controller.ProduceShip(&p, Drone.EmptyMass())
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assert.Equal(t, 99, r)
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assert.Equal(t, uint(99), r)
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assert.InDelta(t, 0.0099, *p.Production.Progress, 0.000001)
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(&p).Production = game.ProductionShip.AsType(uuid.Nil)
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(&p).Capital = 10.
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r = controller.ProduceShip(&p, Drone.EmptyMass())
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assert.Equal(t, 100, r)
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assert.Equal(t, uint(100), r)
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assert.Equal(t, 0., *p.Production.Progress)
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assert.Equal(t, 0., number.Fixed3(p.Capital)) // TODO: zero CAP is not actual zero after series of decrements
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assert.Equal(t, 0., number.Fixed3(p.Capital)) // TODO: zero CAP is not actual '0.0' after series of decrements
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(&p).Production = game.ProductionShip.AsType(uuid.Nil)
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(&p).Capital = 0.
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r = controller.ProduceShip(&p, BattleShip.EmptyMass())
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assert.Equal(t, 1, r)
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assert.Equal(t, uint(1), r)
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assert.InDelta(t, 0.1, *p.Production.Progress, 0.001)
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(&p).Production = game.ProductionShip.AsType(uuid.Nil)
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(&p).Capital = 20.
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r = controller.ProduceShip(&p, BattleShip.EmptyMass())
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assert.Equal(t, 1, r)
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assert.Equal(t, uint(1), r)
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assert.Equal(t, 1./9., *p.Production.Progress)
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}
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func TestListProducingPlanets(t *testing.T) {
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c, g := newCache()
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planets := slices.Collect(c.ListProducingPlanets())
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assert.Len(t, planets, 0)
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assert.NoError(t, g.PlanetProduction(Race_0.Name, int(R0_Planet_0_num), "CAP", ""))
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planets = slices.Collect(c.ListProducingPlanets())
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assert.Len(t, planets, 1)
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assert.Equal(t, R0_Planet_0_num, c.MustPlanet(planets[0]).Number)
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assert.NoError(t, g.PlanetProduction(Race_0.Name, int(R0_Planet_2_num), "SHIP", Race_0_Gunship))
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planets = slices.Collect(c.ListProducingPlanets())
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assert.Len(t, planets, 2)
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assert.Equal(t, R0_Planet_2_num, c.MustPlanet(planets[0]).Number)
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assert.Equal(t, R0_Planet_0_num, c.MustPlanet(planets[1]).Number)
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}
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@@ -3,9 +3,12 @@ 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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"github.com/google/uuid"
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e "github.com/iliadenisov/galaxy/internal/error"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/util"
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@@ -88,7 +91,7 @@ func (c *Cache) RemovePlanetRoute(rt game.RouteType, origin uint) {
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}
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}
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// TODO: NOT IN THIS FUNC: remove routes if planet became uninhabited
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// TODO: NOT IN THIS FUNC: remove routes if planet became uninhabited (bombing, quit game, etc)
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func (c *Cache) EnrouteGroups() {
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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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@@ -188,3 +191,81 @@ func (c *Cache) listRouteEligibleGroupIds(pn uint) iter.Seq[int] {
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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 pi := range c.g.Map.Planet {
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p := &c.g.Map.Planet[pi]
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colGroups := c.listUnloadEligibleShipGroupIds(p.Number, game.RouteColonist)
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if p.Owner == uuid.Nil {
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c.selectColUnloadGroup(colGroups)
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} else {
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for sgi := range colGroups {
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sg := c.ShipGroup(sgi)
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if sg.OwnerID != p.Owner {
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continue
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}
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c.unloadCargoUnsafe(sgi, sg.Load)
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}
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}
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for _, rt := range []game.RouteType{game.RouteMaterial, game.RouteCapital} {
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for sgi := range c.listUnloadEligibleShipGroupIds(p.Number, rt) {
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c.unloadCargoUnsafe(sgi, c.ShipGroup(sgi).Load)
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}
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}
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}
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}
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func (c *Cache) selectColUnloadGroup(seq 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 seq {
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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
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}
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if len(loadByRace) < 2 {
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for _, gr := range groupByRace {
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for _, sgi := range gr {
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c.unloadCargoUnsafe(sgi, c.ShipGroup(sgi).Load)
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}
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}
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return
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}
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// select winner to unload
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raceIdx := slices.Collect(maps.Keys(loadByRace))
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slices.SortFunc(raceIdx, func(ri1, ri2 int) int { return cmp.Compare(loadByRace[ri2], loadByRace[ri1]) })
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if loadByRace[raceIdx[0]] == loadByRace[raceIdx[1]] {
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// no single winner with highest load
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raceIdx = slices.DeleteFunc(raceIdx, func(v int) bool { return loadByRace[v] < loadByRace[raceIdx[0]] })
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rand.Shuffle(len(raceIdx), func(i, j int) { raceIdx[i], raceIdx[j] = raceIdx[j], raceIdx[i] })
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// now raceIdx[0] has a random race index
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}
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for _, sgi := range groupByRace[raceIdx[0]] {
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c.unloadCargoUnsafe(sgi, c.ShipGroup(sgi).Load)
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}
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}
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func (c *Cache) listUnloadEligibleShipGroupIds(pn uint, routeType game.RouteType) iter.Seq[int] {
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return func(yield func(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 sg.FleetID != nil || sg.State() != game.StateInOrbit || sg.CargoType == nil {
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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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}
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}
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@@ -1,6 +1,7 @@
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package controller
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import (
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"fmt"
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"slices"
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"github.com/google/uuid"
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@@ -86,3 +87,14 @@ func (c *Cache) raceScience(ri int) []game.Science {
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c.validateRaceIndex(ri)
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return c.g.Race[ri].Sciences
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}
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func (c *Cache) mustScience(ri int, id uuid.UUID) *game.Science {
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c.validateRaceIndex(ri)
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r := &c.g.Race[ri]
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i := slices.IndexFunc(r.Sciences, func(s game.Science) bool { return s.ID == id })
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if i < 0 {
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panic(fmt.Sprintf("science not found for race=%q id=%v", r.Name, id))
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}
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return &c.g.Race[ri].Sciences[i]
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}
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@@ -25,10 +25,16 @@ func (c *Cache) CreateShips(ri int, shipTypeName string, planetNumber uint, quan
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return e.NewEntityNotOwnedError("planet #%d", planetNumber)
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}
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c.createShipsUnsafe(ri, class.ID, p.Number, uint(quantity))
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return nil
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}
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func (c *Cache) createShipsUnsafe(ri int, classID uuid.UUID, planet uint, quantity uint) {
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c.appendShipGroup(ri, &game.ShipGroup{
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OwnerID: c.g.Race[ri].ID,
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TypeID: class.ID,
|
||||
Destination: p.Number,
|
||||
TypeID: classID,
|
||||
Destination: planet,
|
||||
Number: uint(quantity),
|
||||
Tech: map[game.Tech]float64{
|
||||
game.TechDrive: c.g.Race[ri].TechLevel(game.TechDrive),
|
||||
@@ -37,7 +43,7 @@ func (c *Cache) CreateShips(ri int, shipTypeName string, planetNumber uint, quan
|
||||
game.TechCargo: c.g.Race[ri].TechLevel(game.TechCargo),
|
||||
},
|
||||
})
|
||||
return nil
|
||||
|
||||
}
|
||||
|
||||
// ShipGroup is a proxy func, nothing to cache
|
||||
@@ -123,7 +129,7 @@ func (c *Controller) JoinEqualGroups(raceName string) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *Cache) CmdJoinEqualGroups() {
|
||||
func (c *Cache) TurnMergeEqualShipGroups() {
|
||||
for i := range c.g.Race {
|
||||
c.JoinEqualGroups(i)
|
||||
}
|
||||
@@ -354,30 +360,13 @@ func (c *Cache) UnloadCargo(ri int, groupIndex uint, ships uint, quantity float6
|
||||
if c.ShipGroup(sgi).CargoType == nil || c.ShipGroup(sgi).Load == 0 {
|
||||
return e.NewCargoUnloadEmptyError()
|
||||
}
|
||||
|
||||
ct := *c.ShipGroup(sgi).CargoType
|
||||
p, ok := c.Planet(c.ShipGroup(sgi).Destination)
|
||||
if !ok {
|
||||
return e.NewGameStateError("planet #%d", c.ShipGroup(sgi).Destination)
|
||||
}
|
||||
if ct == game.CargoColonist {
|
||||
if p.Owner != uuid.Nil && p.Owner != c.g.Race[ri].ID {
|
||||
p := c.MustPlanet(c.ShipGroup(sgi).Destination)
|
||||
|
||||
if ct == game.CargoColonist && p.Owner != uuid.Nil && p.Owner != c.g.Race[ri].ID {
|
||||
return e.NewEntityNotOwnedError("planet #%d unload %v", p.Number, ct)
|
||||
}
|
||||
if p.Owner == uuid.Nil {
|
||||
p.Owner = c.g.Race[ri].ID
|
||||
}
|
||||
}
|
||||
var availableOnPlanet *float64
|
||||
switch ct {
|
||||
case game.CargoMaterial:
|
||||
availableOnPlanet = &p.Material
|
||||
case game.CargoCapital:
|
||||
availableOnPlanet = &p.Capital
|
||||
case game.CargoColonist:
|
||||
availableOnPlanet = &p.Colonists
|
||||
default:
|
||||
return e.NewGameStateError("CargoType not accepted: %v", ct)
|
||||
}
|
||||
if ships > 0 && ships < c.ShipGroup(sgi).Number {
|
||||
nsgi, err := c.breakGroupSafe(ri, groupIndex, ships)
|
||||
if err != nil {
|
||||
@@ -385,6 +374,7 @@ func (c *Cache) UnloadCargo(ri int, groupIndex uint, ships uint, quantity float6
|
||||
}
|
||||
sgi = nsgi
|
||||
}
|
||||
|
||||
toBeUnloaded := quantity
|
||||
if quantity == 0 {
|
||||
toBeUnloaded = c.ShipGroup(sgi).Load
|
||||
@@ -392,13 +382,43 @@ func (c *Cache) UnloadCargo(ri int, groupIndex uint, ships uint, quantity float6
|
||||
if toBeUnloaded > c.ShipGroup(sgi).Load {
|
||||
return e.NewCargoUnoadNotEnoughError("load: %.03f", c.ShipGroup(sgi).Load)
|
||||
}
|
||||
*availableOnPlanet += toBeUnloaded
|
||||
c.ShipGroup(sgi).Load -= toBeUnloaded
|
||||
|
||||
c.unloadCargoUnsafe(sgi, toBeUnloaded)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *Cache) unloadCargoUnsafe(sgi int, q float64) {
|
||||
if q <= 0 {
|
||||
return
|
||||
}
|
||||
c.validateShipGroupIndex(sgi)
|
||||
p := c.MustPlanet(c.ShipGroup(sgi).Destination)
|
||||
ct := *c.ShipGroup(sgi).CargoType
|
||||
|
||||
var availableOnPlanet *float64
|
||||
switch ct {
|
||||
case game.CargoColonist:
|
||||
availableOnPlanet = &p.Colonists
|
||||
if p.Owner == uuid.Nil {
|
||||
p.Owner = c.ShipGroup(sgi).OwnerID
|
||||
p.Production = game.ProductionCapital.AsType(uuid.Nil)
|
||||
}
|
||||
case game.CargoMaterial:
|
||||
availableOnPlanet = &p.Material
|
||||
case game.CargoCapital:
|
||||
availableOnPlanet = &p.Capital
|
||||
}
|
||||
*availableOnPlanet += q
|
||||
|
||||
// FIXME: unpack COL / CAP
|
||||
|
||||
c.ShipGroup(sgi).Load -= q
|
||||
if c.ShipGroup(sgi).Load == 0 {
|
||||
c.ShipGroup(sgi).CargoType = nil
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *Controller) GiveawayGroup(raceName, raceAcceptor string, groupIndex, quantity uint) error {
|
||||
ri, err := c.Cache.raceIndex(raceName)
|
||||
if err != nil {
|
||||
|
||||
@@ -18,7 +18,7 @@ type UninhabitedPlanet struct {
|
||||
Name string `json:"name"`
|
||||
Resources float64 `json:"resources"` // R - Ресурсы
|
||||
Capital float64 `json:"capital"` // CAP $ - Запасы промышленности
|
||||
Material float64 `json:"material"` // MAT M - Запасы ресурсов / сырья
|
||||
Material float64 `json:"material"` // MAT M - Запасы ресурсов / сырьё
|
||||
}
|
||||
|
||||
type PlanetReport struct {
|
||||
@@ -52,13 +52,23 @@ func PlanetProduction(industry, population float64) float64 {
|
||||
|
||||
// Производство промышленности
|
||||
// TODO: test on real values
|
||||
// [x] ind * 5 + ind / res = prod
|
||||
// [x] ind = (res * prod) / (5 * res + 1)
|
||||
// ind = 10 * 1000 / (5 * 10 + 1) = 10000 / 55 = 181.(81)
|
||||
// int = 10 * 500 / 55 = 5000 / 55
|
||||
func (p *Planet) IncreaseIndustry() {
|
||||
prod := p.ProductionCapacity() / 5.
|
||||
industryIncrement := math.Min(prod, p.Material)
|
||||
p.Industry += industryIncrement
|
||||
production := p.ProductionCapacity()
|
||||
var ind float64
|
||||
if p.Material > 0 {
|
||||
ind = math.Min(production/5, p.Material)
|
||||
p.Material -= ind
|
||||
production -= ind * 5.
|
||||
}
|
||||
ind += (production * p.Resources) / (5.*p.Resources + 1.)
|
||||
p.Industry += ind
|
||||
if p.Industry > p.Population {
|
||||
p.Capital += p.Industry - p.Population
|
||||
p.Industry = p.Population
|
||||
p.Capital += p.Population - p.Industry
|
||||
}
|
||||
}
|
||||
|
||||
@@ -77,11 +87,11 @@ func (p *Planet) UnpackCAPtoIND() {
|
||||
// Производство материалов
|
||||
// TODO: test on real values
|
||||
func (p *Planet) IncreaseMaterial() {
|
||||
p.Material += p.ProductionCapacity() * p.Industry
|
||||
p.Material += p.ProductionCapacity() * p.Resources
|
||||
}
|
||||
|
||||
// Автоматическое увеличение населения на каждом ходу
|
||||
// TODO: test
|
||||
// TODO: test - whether POP is busy on production or not?
|
||||
func (p *Planet) IncreasePopulation() {
|
||||
p.Population *= 1.08
|
||||
if p.Population > p.Size {
|
||||
|
||||
@@ -13,3 +13,45 @@ func TestPlanetProduction(t *testing.T) {
|
||||
assert.Equal(t, 750., game.PlanetProduction(1000., 0.))
|
||||
assert.Equal(t, 250., game.PlanetProduction(0., 1000.))
|
||||
}
|
||||
|
||||
func TestIncreaseIndustry(t *testing.T) {
|
||||
HW := &game.Planet{
|
||||
PlanetReport: game.PlanetReport{
|
||||
UninhabitedPlanet: game.UninhabitedPlanet{
|
||||
Size: 1000,
|
||||
Resources: 10,
|
||||
},
|
||||
Population: 1000,
|
||||
Industry: 1000,
|
||||
},
|
||||
}
|
||||
DW := &game.Planet{
|
||||
PlanetReport: game.PlanetReport{
|
||||
UninhabitedPlanet: game.UninhabitedPlanet{
|
||||
Size: 500,
|
||||
Resources: 10,
|
||||
},
|
||||
Population: 500,
|
||||
Industry: 500,
|
||||
},
|
||||
}
|
||||
HW.IncreaseIndustry()
|
||||
assert.InDelta(t, 196.078, HW.Capital, 0.0005)
|
||||
|
||||
HW.Capital = 0
|
||||
HW.Material = 200
|
||||
|
||||
HW.IncreaseIndustry()
|
||||
assert.Equal(t, 200., HW.Capital)
|
||||
assert.Equal(t, 0., HW.Material)
|
||||
|
||||
DW.IncreaseIndustry()
|
||||
assert.InDelta(t, 98.039, DW.Capital, 0.0003)
|
||||
|
||||
DW.Capital = 0
|
||||
DW.Material = 100
|
||||
|
||||
DW.IncreaseIndustry()
|
||||
assert.Equal(t, 100., DW.Capital)
|
||||
assert.Equal(t, 0., DW.Material)
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user