ui calculator

This commit is contained in:
Ilia Denisov
2026-03-30 19:38:24 +02:00
committed by GitHub
parent 17f366cd6b
commit a7793f5416
37 changed files with 2046 additions and 270 deletions
+2 -12
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@@ -3,10 +3,10 @@ package controller
import (
"iter"
"maps"
"math"
"math/rand/v2"
"slices"
"galaxy/calc"
"galaxy/game/internal/model/game"
"github.com/google/uuid"
@@ -65,7 +65,7 @@ func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[in
return true
}
p := DestructionProbability(
p := calc.DestructionProbability(
c.ShipGroupShipClass(attIdx).Weapons.F(),
c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(),
c.ShipGroupShipClass(defIdx).Shields.F(),
@@ -216,16 +216,6 @@ func SingleBattle(c *Cache, b *Battle) {
}
}
func DestructionProbability(attWeapons, attWeaponsTech, defShields, defShiledsTech, defFullMass float64) float64 {
effAttack := attWeapons * attWeaponsTech
effDefence := EffectiveDefence(defShields, defShiledsTech, defFullMass)
return (math.Log10(effAttack/effDefence)/math.Log10(4) + 1) / 2
}
func EffectiveDefence(defShields, defShiledsTech, defFullMass float64) float64 {
return defShields * defShiledsTech / math.Pow(defFullMass, 1./3.) * math.Pow(30., 1./3.)
}
func randomValue(v iter.Seq[int]) int {
ids := slices.Collect(v)
return ids[rand.IntN(len(ids))]
+8 -7
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@@ -5,6 +5,7 @@ import (
"slices"
"testing"
"galaxy/calc"
"galaxy/game/internal/controller"
"galaxy/game/internal/model/game"
@@ -39,25 +40,25 @@ var (
)
func TestDestructionProbability(t *testing.T) {
probability := controller.DestructionProbability(ship.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
probability := calc.DestructionProbability(ship.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
assert.Equal(t, .5, probability)
undefeatedShip := ship
undefeatedShip.Shields = 55
probability = controller.DestructionProbability(ship.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass())
probability = calc.DestructionProbability(ship.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass())
assert.LessOrEqual(t, probability, 0.)
disruptiveShip := ship
disruptiveShip.Weapons = 40
probability = controller.DestructionProbability(disruptiveShip.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
probability = calc.DestructionProbability(disruptiveShip.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
assert.GreaterOrEqual(t, probability, 1.)
}
func TestEffectiveDefence(t *testing.T) {
assert.Equal(t, 10., controller.EffectiveDefence(ship.Shields.F(), 1, ship.EmptyMass()))
assert.Equal(t, 10., calc.EffectiveDefence(ship.Shields.F(), 1, ship.EmptyMass()))
attackerEffectiveDefence := controller.EffectiveDefence(attacker.Shields.F(), 1, attacker.EmptyMass())
defenderEffectiveDefence := controller.EffectiveDefence(defender.Shields.F(), 1, defender.EmptyMass())
attackerEffectiveDefence := calc.EffectiveDefence(attacker.Shields.F(), 1, attacker.EmptyMass())
defenderEffectiveDefence := calc.EffectiveDefence(defender.Shields.F(), 1, defender.EmptyMass())
// attacker's effective shields must be 'just' 4 times greater than defender's
assert.InDelta(t, defenderEffectiveDefence*4, attackerEffectiveDefence, 0)
@@ -123,7 +124,7 @@ func TestFilterBattleOpponents(t *testing.T) {
assert.True(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
assert.NoError(t, c.UpdateRelation(Race_0_idx, Race_1_idx, game.RelationWar))
assert.LessOrEqual(t, controller.DestructionProbability(Cruiser.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass()), 0.)
assert.LessOrEqual(t, calc.DestructionProbability(Cruiser.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass()), 0.)
assert.True(t, controller.FilterBattleOpponents(c, 1, 3, cacheProbability))
assert.NotContains(t, cacheProbability[1], 3)
}
+2 -11
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@@ -5,6 +5,7 @@ import (
"iter"
"slices"
"galaxy/calc"
"galaxy/util"
e "galaxy/error"
@@ -272,7 +273,7 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
}
ships := uint(0)
pa := productionAvailable
PRODcost := ShipProductionCost(shipMass)
PRODcost := calc.ShipProductionCost(shipMass)
var MATneed, MATfarm, totalCost float64
for {
MATneed = shipMass - float64(p.Material)
@@ -281,8 +282,6 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
}
MATfarm = MATneed / float64(p.Resources)
totalCost = PRODcost + MATfarm
// fmt.Printf("PRODcost: %3.03f MATcost: %3.03f MAThave: %3.03f MATneed: %3.03f MATfarm: %3.03f total: %3.03f \n",
// PRODcost, shipMass, float64(p.Material), MATneed, MATfarm, totalCost)
if pa < totalCost {
progress := pa / totalCost
pval := game.F(progress)
@@ -292,7 +291,6 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
p.Production.Progress = &pval
fval := game.F(pa)
p.Production.ProdUsed = &fval
// fmt.Println("pa", pa, "progress", progress, "MAT:", progress*shipMass)
return ships
} else {
pa -= totalCost
@@ -301,10 +299,3 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
}
}
}
func ShipProductionCost(shipMass float64) float64 {
return shipMass * 10.
}
func ShipMaterialCost(shipMass, planetResource float64) float64 {
return shipMass / planetResource
}
+2 -1
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@@ -6,6 +6,7 @@ import (
"iter"
"slices"
"galaxy/calc"
mr "galaxy/model/report"
"galaxy/util"
@@ -540,7 +541,7 @@ func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
sliceIndexValidate(&rep.ShipProduction, i)
rep.ShipProduction[pi].Planet = p.Number
rep.ShipProduction[pi].Class = st.Name
rep.ShipProduction[pi].Cost = mr.F(ShipProductionCost(st.EmptyMass()))
rep.ShipProduction[pi].Cost = mr.F(calc.ShipProductionCost(st.EmptyMass()))
rep.ShipProduction[pi].Free = mr.F(c.PlanetProductionCapacity(p.Number))
rep.ShipProduction[pi].ProdUsed = mr.F((*p.Production.ProdUsed).F())
rep.ShipProduction[pi].Percent = mr.F((*p.Production.Progress).F())
+2 -30
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@@ -5,6 +5,7 @@ import (
"iter"
"slices"
"galaxy/calc"
"galaxy/util"
e "galaxy/error"
@@ -16,7 +17,7 @@ import (
func (c *Cache) ShipClassCreate(ri int, typeName string, drive float64, ammo int, weapons, shileds, cargo float64) error {
c.validateRaceIndex(ri)
if err := validateShipTypeValues(drive, ammo, weapons, shileds, cargo); err != nil {
if err := calc.ValidateShipTypeValues(drive, ammo, weapons, shileds, cargo); err != nil {
return err
}
n, ok := util.ValidateTypeName(typeName)
@@ -159,32 +160,3 @@ func (c *Cache) MustShipType(ri int, ID uuid.UUID) *game.ShipType {
}
panic(fmt.Sprintf("ship class not found: race_idx=%d id=%v", ri, ID))
}
func validateShipTypeValues(d float64, a int, w, s, c float64) error {
if !checkShipTypeValueDWSC(d) {
return e.NewDriveValueError(d)
}
if !checkShipTypeValueDWSC(w) {
return e.NewWeaponsValueError(w)
}
if !checkShipTypeValueDWSC(s) {
return e.NewShieldsValueError(s)
}
if !checkShipTypeValueDWSC(c) {
return e.NewCargoValueError(s)
}
if a < 0 {
return e.NewShipTypeArmamentValueError(a)
}
if (w == 0 && a > 0) || (a == 0 && w > 0) {
return e.NewShipTypeArmamentAndWeaponsValueError("A=%d W=%.0f", a, w)
}
if d == 0 && w == 0 && s == 0 && c == 0 && a == 0 {
return e.NewShipTypeShipTypeZeroValuesError()
}
return nil
}
func checkShipTypeValueDWSC(v float64) bool {
return v == 0 || v >= 1
}
+7 -17
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@@ -2,6 +2,7 @@ package game
import (
"fmt"
"galaxy/calc"
"math"
"strings"
@@ -179,18 +180,13 @@ func (sg ShipGroup) Equal(other ShipGroup) bool {
sg.State() == other.State()
}
// Грузоподъёмность
// Грузоподъёмность группы
func (sg ShipGroup) CargoCapacity(st *ShipType) float64 {
return sg.TechLevel(TechCargo).F() * (st.Cargo.F() + (st.Cargo.F()*st.Cargo.F())/20) * float64(sg.Number)
return calc.CargoCapacity(st.Cargo.F(), sg.TechLevel(TechCargo).F()) * float64(sg.Number)
}
// Масса перевозимого груза -
// общее количество единиц груза, деленное на технологический уровень Грузоперевозок
func (sg ShipGroup) CarryingMass() float64 {
if sg.Load.F() == 0 {
return 0
}
return sg.Load.F() / sg.TechLevel(TechCargo).F()
return calc.CarryingMass(sg.Load.F(), sg.TechLevel(TechCargo).F())
}
// Масса группы без учёта груза
@@ -198,22 +194,16 @@ func (sg ShipGroup) EmptyMass(st *ShipType) float64 {
return st.EmptyMass() * float64(sg.Number)
}
// Полная масса -
// массу корабля самого по себе плюс масса перевозимого груза
func (sg ShipGroup) FullMass(st *ShipType) float64 {
return sg.EmptyMass(st) + sg.CarryingMass()
return calc.FullMass(sg.EmptyMass(st), sg.CarryingMass())
}
// Эффективность двигателя -
// равна мощности Двигателей, умноженной на технологический уровень блока Двигателей
func (sg ShipGroup) DriveEffective(st *ShipType) float64 {
return st.Drive.F() * sg.TechLevel(TechDrive).F()
return calc.DriveEffective(st.Drive.F(), sg.TechLevel(TechDrive).F())
}
// Корабли перемещаются за один ход на количество световых лет, равное
// эффективности двигателя, умноженной на 20 и деленной на "Полную массу" корабля
func (sg ShipGroup) Speed(st *ShipType) float64 {
return sg.DriveEffective(st) * 20 / sg.FullMass(st)
return calc.Speed(sg.DriveEffective(st), sg.FullMass(st))
}
// Мощность бомбардировки
+10 -4
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@@ -2,6 +2,7 @@ package game
import (
"fmt"
"galaxy/calc"
"github.com/google/uuid"
)
@@ -44,10 +45,11 @@ func (st ShipType) DriveBlockMass() float64 {
}
func (st ShipType) WeaponsBlockMass() float64 {
if (st.Armament == 0 && st.Weapons != 0) || (st.Armament != 0 && st.Weapons == 0) {
if v, ok := calc.WeaponsBlockMass(st.Weapons.F(), st.Armament); !ok {
panic(fmt.Sprintf("ship class invalid design: A=%d W=%.03f", st.Armament, st.Weapons))
} else {
return v
}
return float64(st.Armament+1) * (st.Weapons.F() / 2)
}
func (st ShipType) ShieldsBlockMass() float64 {
@@ -59,6 +61,10 @@ func (st ShipType) CargoBlockMass() float64 {
}
func (st ShipType) EmptyMass() float64 {
shipMass := st.DriveBlockMass() + st.ShieldsBlockMass() + st.CargoBlockMass() + st.WeaponsBlockMass()
return shipMass
if v, ok := calc.EmptyMass(st.Drive.F(), st.Weapons.F(), st.Armament, st.Shields.F(), st.Cargo.F()); !ok {
panic(fmt.Sprintf("ship class invalid design: D=%.03f A=%d W=%.03f S=%.03f C=%.03f",
st.Drive, st.Armament, st.Weapons, st.Shields, st.Cargo))
} else {
return v
}
}