ui calculator
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@@ -3,10 +3,10 @@ package controller
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import (
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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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"galaxy/calc"
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"galaxy/game/internal/model/game"
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"github.com/google/uuid"
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@@ -65,7 +65,7 @@ func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[in
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return true
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}
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p := DestructionProbability(
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p := calc.DestructionProbability(
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c.ShipGroupShipClass(attIdx).Weapons.F(),
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c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(),
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c.ShipGroupShipClass(defIdx).Shields.F(),
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@@ -216,16 +216,6 @@ func SingleBattle(c *Cache, b *Battle) {
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}
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}
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func DestructionProbability(attWeapons, attWeaponsTech, defShields, defShiledsTech, defFullMass float64) float64 {
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effAttack := attWeapons * attWeaponsTech
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effDefence := EffectiveDefence(defShields, defShiledsTech, defFullMass)
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return (math.Log10(effAttack/effDefence)/math.Log10(4) + 1) / 2
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}
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func EffectiveDefence(defShields, defShiledsTech, defFullMass float64) float64 {
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return defShields * defShiledsTech / math.Pow(defFullMass, 1./3.) * math.Pow(30., 1./3.)
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}
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func randomValue(v iter.Seq[int]) int {
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ids := slices.Collect(v)
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return ids[rand.IntN(len(ids))]
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@@ -5,6 +5,7 @@ import (
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"slices"
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"testing"
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"galaxy/calc"
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"galaxy/game/internal/controller"
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"galaxy/game/internal/model/game"
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@@ -39,25 +40,25 @@ var (
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)
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func TestDestructionProbability(t *testing.T) {
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probability := controller.DestructionProbability(ship.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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probability := calc.DestructionProbability(ship.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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assert.Equal(t, .5, probability)
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undefeatedShip := ship
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undefeatedShip.Shields = 55
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probability = controller.DestructionProbability(ship.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass())
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probability = calc.DestructionProbability(ship.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass())
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assert.LessOrEqual(t, probability, 0.)
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disruptiveShip := ship
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disruptiveShip.Weapons = 40
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probability = controller.DestructionProbability(disruptiveShip.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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probability = calc.DestructionProbability(disruptiveShip.Weapons.F(), 1, ship.Shields.F(), 1, ship.EmptyMass())
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assert.GreaterOrEqual(t, probability, 1.)
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}
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func TestEffectiveDefence(t *testing.T) {
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assert.Equal(t, 10., controller.EffectiveDefence(ship.Shields.F(), 1, ship.EmptyMass()))
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assert.Equal(t, 10., calc.EffectiveDefence(ship.Shields.F(), 1, ship.EmptyMass()))
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attackerEffectiveDefence := controller.EffectiveDefence(attacker.Shields.F(), 1, attacker.EmptyMass())
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defenderEffectiveDefence := controller.EffectiveDefence(defender.Shields.F(), 1, defender.EmptyMass())
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attackerEffectiveDefence := calc.EffectiveDefence(attacker.Shields.F(), 1, attacker.EmptyMass())
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defenderEffectiveDefence := calc.EffectiveDefence(defender.Shields.F(), 1, defender.EmptyMass())
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// attacker's effective shields must be 'just' 4 times greater than defender's
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assert.InDelta(t, defenderEffectiveDefence*4, attackerEffectiveDefence, 0)
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@@ -123,7 +124,7 @@ func TestFilterBattleOpponents(t *testing.T) {
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assert.True(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
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assert.NoError(t, c.UpdateRelation(Race_0_idx, Race_1_idx, game.RelationWar))
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assert.LessOrEqual(t, controller.DestructionProbability(Cruiser.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass()), 0.)
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assert.LessOrEqual(t, calc.DestructionProbability(Cruiser.Weapons.F(), 1, undefeatedShip.Shields.F(), 1, undefeatedShip.EmptyMass()), 0.)
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assert.True(t, controller.FilterBattleOpponents(c, 1, 3, cacheProbability))
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assert.NotContains(t, cacheProbability[1], 3)
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}
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@@ -5,6 +5,7 @@ import (
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"iter"
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"slices"
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"galaxy/calc"
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"galaxy/util"
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e "galaxy/error"
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@@ -272,7 +273,7 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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}
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ships := uint(0)
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pa := productionAvailable
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PRODcost := ShipProductionCost(shipMass)
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PRODcost := calc.ShipProductionCost(shipMass)
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var MATneed, MATfarm, totalCost float64
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for {
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MATneed = shipMass - float64(p.Material)
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@@ -281,8 +282,6 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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}
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MATfarm = MATneed / float64(p.Resources)
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totalCost = PRODcost + MATfarm
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// fmt.Printf("PRODcost: %3.03f MATcost: %3.03f MAThave: %3.03f MATneed: %3.03f MATfarm: %3.03f total: %3.03f \n",
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// PRODcost, shipMass, float64(p.Material), MATneed, MATfarm, totalCost)
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if pa < totalCost {
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progress := pa / totalCost
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pval := game.F(progress)
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@@ -292,7 +291,6 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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p.Production.Progress = &pval
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fval := game.F(pa)
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p.Production.ProdUsed = &fval
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// fmt.Println("pa", pa, "progress", progress, "MAT:", progress*shipMass)
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return ships
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} else {
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pa -= totalCost
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@@ -301,10 +299,3 @@ func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
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}
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}
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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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@@ -6,6 +6,7 @@ import (
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"iter"
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"slices"
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"galaxy/calc"
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mr "galaxy/model/report"
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"galaxy/util"
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@@ -540,7 +541,7 @@ func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
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sliceIndexValidate(&rep.ShipProduction, i)
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rep.ShipProduction[pi].Planet = p.Number
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rep.ShipProduction[pi].Class = st.Name
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rep.ShipProduction[pi].Cost = mr.F(ShipProductionCost(st.EmptyMass()))
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rep.ShipProduction[pi].Cost = mr.F(calc.ShipProductionCost(st.EmptyMass()))
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rep.ShipProduction[pi].Free = mr.F(c.PlanetProductionCapacity(p.Number))
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rep.ShipProduction[pi].ProdUsed = mr.F((*p.Production.ProdUsed).F())
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rep.ShipProduction[pi].Percent = mr.F((*p.Production.Progress).F())
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@@ -5,6 +5,7 @@ import (
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"iter"
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"slices"
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"galaxy/calc"
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"galaxy/util"
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e "galaxy/error"
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@@ -16,7 +17,7 @@ import (
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func (c *Cache) ShipClassCreate(ri int, typeName string, drive float64, ammo int, weapons, shileds, cargo float64) error {
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c.validateRaceIndex(ri)
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if err := validateShipTypeValues(drive, ammo, weapons, shileds, cargo); err != nil {
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if err := calc.ValidateShipTypeValues(drive, ammo, weapons, shileds, cargo); err != nil {
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return err
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}
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n, ok := util.ValidateTypeName(typeName)
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@@ -159,32 +160,3 @@ func (c *Cache) MustShipType(ri int, ID uuid.UUID) *game.ShipType {
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}
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panic(fmt.Sprintf("ship class not found: race_idx=%d id=%v", ri, ID))
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}
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func validateShipTypeValues(d float64, a int, w, s, c float64) error {
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if !checkShipTypeValueDWSC(d) {
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return e.NewDriveValueError(d)
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}
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if !checkShipTypeValueDWSC(w) {
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return e.NewWeaponsValueError(w)
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}
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if !checkShipTypeValueDWSC(s) {
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return e.NewShieldsValueError(s)
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}
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if !checkShipTypeValueDWSC(c) {
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return e.NewCargoValueError(s)
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}
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if a < 0 {
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return e.NewShipTypeArmamentValueError(a)
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}
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if (w == 0 && a > 0) || (a == 0 && w > 0) {
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return e.NewShipTypeArmamentAndWeaponsValueError("A=%d W=%.0f", a, w)
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}
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if d == 0 && w == 0 && s == 0 && c == 0 && a == 0 {
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return e.NewShipTypeShipTypeZeroValuesError()
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}
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return nil
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}
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func checkShipTypeValueDWSC(v float64) bool {
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return v == 0 || v >= 1
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}
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