wip: generate rest of report

This commit is contained in:
Ilia Denisov
2026-02-04 13:57:25 +02:00
parent adbe605783
commit abc98ee72f
10 changed files with 521 additions and 155 deletions
+19 -16
View File
@@ -2,7 +2,6 @@ package controller
import (
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/model/report"
)
@@ -23,22 +22,26 @@ func TransformBattle(c *Cache, b *Battle) *report.BattleReport {
shipClass := c.ShipGroupShipClass(groupId)
sg := c.ShipGroup(groupId)
itemNumber := len(r.Ships)
r.Ships[itemNumber] = report.BattleReportGroup{
OwnerID: sg.OwnerID,
Race: c.g.Race[c.RaceIndex(sg.OwnerID)].Name,
InBattle: inBattle,
Number: b.initialNumbers[groupId],
NumberLeft: sg.Number,
ClassName: shipClass.Name,
LoadType: sg.CargoString(),
LoadQuantity: report.F(sg.Load.F()),
DriveTech: report.F(sg.TechLevel(game.TechDrive).F()),
ClassArmament: shipClass.Armament,
WeaponsTech: report.F(sg.TechLevel(game.TechWeapons).F()),
ShieldsTech: report.F(sg.TechLevel(game.TechShields).F()),
CargoTech: report.F(sg.TechLevel(game.TechCargo).F()),
ClassMass: report.F(shipClass.EmptyMass()),
bg := &report.BattleReportGroup{
// OwnerID: sg.OwnerID,
// ClassArmament: shipClass.Armament,
// ClassMass: report.F(shipClass.EmptyMass()),
Race: c.g.Race[c.RaceIndex(sg.OwnerID)].Name,
InBattle: inBattle,
Number: b.initialNumbers[groupId],
NumberLeft: sg.Number,
ClassName: shipClass.Name,
LoadType: sg.CargoString(),
LoadQuantity: report.F(sg.Load.F()),
// DriveTech: report.F(sg.TechLevel(game.TechDrive).F()),
// WeaponsTech: report.F(sg.TechLevel(game.TechWeapons).F()),
// ShieldsTech: report.F(sg.TechLevel(game.TechShields).F()),
// CargoTech: report.F(sg.TechLevel(game.TechCargo).F()),
}
for t, v := range sg.Tech {
bg.Tech[t.String()] = report.F(v)
}
r.Ships[itemNumber] = *bg
cacheShipClass[shipClass.ID] = itemNumber
return itemNumber
}
+3 -3
View File
@@ -31,9 +31,9 @@ func (c *Cache) FleetState(fleetID uuid.UUID) (game.ShipGroupState, *uint, *game
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different states", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
}
if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
for sg := range c.FleetGroups(ri, fi) {
fmt.Println("group", sg.Index, "fleet", sg.FleetID, c.g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
}
// for sg := range c.FleetGroups(ri, fi) {
// fmt.Println("group", sg.Index, "fleet", sg.FleetID, c.g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
// }
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", c.g.Race[ri].Name, c.g.Fleets[fi].Name, *onPlanet, planet))
}
if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) {
+397 -78
View File
@@ -12,11 +12,11 @@ import (
"github.com/iliadenisov/galaxy/internal/util"
)
func (c *Cache) Report(t uint, battleReports []*mr.BattleReport, bombingReports []*mr.Bombing) iter.Seq[*mr.Report] {
func (c *Cache) Report(t uint, battles []*mr.BattleReport, bombings []*mr.Bombing) iter.Seq[*mr.Report] {
report := c.InitReport(t)
return func(yield func(*mr.Report) bool) {
for i := range c.g.Race {
c.ReportRace(i, report, battleReports)
c.ReportRace(i, report, battles, bombings)
if !yield(report) {
break
}
@@ -26,25 +26,26 @@ func (c *Cache) Report(t uint, battleReports []*mr.BattleReport, bombingReports
func (c *Cache) InitReport(t uint) *mr.Report {
report := &mr.Report{
Turn: t,
Width: c.g.Map.Width,
Height: c.g.Map.Height,
PlanetCount: uint32(len(c.g.Map.Planet)),
Player: make([]mr.Player, len(c.g.Race)),
LocalScience: make([]mr.Science, 0, 10),
OtherScience: make([]mr.OtherScience, 0, 10),
LocalShipClass: make([]mr.ShipClass, 0, 20),
OtherShipClass: make([]mr.OthersShipClass, 0, 50),
Battle: make([]uuid.UUID, 0, 10),
Bombing: make([]*mr.Bombing, 0, 10),
IncomingGroup: make([]mr.IncomingGroup, 0, 10),
PlanetGroupsCache: make(map[uint][]int),
Turn: t,
Width: c.g.Map.Width,
Height: c.g.Map.Height,
PlanetCount: uint32(len(c.g.Map.Planet)),
Player: make([]mr.Player, len(c.g.Race)),
LocalScience: make([]mr.Science, 0, 10),
OtherScience: make([]mr.OtherScience, 0, 10),
LocalShipClass: make([]mr.ShipClass, 0, 20),
OtherShipClass: make([]mr.OthersShipClass, 0, 50),
Battle: make([]uuid.UUID, 0, 10),
Bombing: make([]*mr.Bombing, 0, 10),
IncomingGroup: make([]mr.IncomingGroup, 0, 10),
OnPlanetGroupCache: make(map[uint][]int),
InSpaceGroupRangeCache: make(map[int]map[uint]float64),
}
sumVote, sumPop, sumInd := make(map[int]float64), make(map[int]float64), make(map[int]float64)
planets := make(map[int]uint16)
for i := range c.g.Map.Planet {
p := &c.g.Map.Planet[i]
for pi := range c.g.Map.Planet {
p := &c.g.Map.Planet[pi]
if p.Owner == uuid.Nil {
continue
}
@@ -76,22 +77,31 @@ func (c *Cache) InitReport(t uint) *mr.Report {
dest := &report.Player[vi]
dest.Votes = mr.F(sumVote[vi])
}
// collect all orbiting ship groups by planet
for sgi := range c.g.ShipGroups {
sg := &c.g.ShipGroups[sgi]
if sg.State() == game.StateInSpace {
continue
}
report.PlanetGroupsCache[sg.Destination] = append(report.PlanetGroupsCache[sg.Destination], sgi)
}
}
slices.SortFunc(report.Player, func(a, b mr.Player) int { return cmp.Compare(a.Name, b.Name) })
for sgi := range c.g.ShipGroups {
sg := &c.g.ShipGroups[sgi]
if sg.State() == game.StateInSpace {
// pre-calculate distances from in_space ship groups to every planet
if _, ok := report.InSpaceGroupRangeCache[sgi]; !ok {
report.InSpaceGroupRangeCache[sgi] = make(map[uint]float64)
}
for pi := range c.g.Map.Planet {
p2 := &c.g.Map.Planet[pi]
distance := util.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F())
report.InSpaceGroupRangeCache[sgi][p2.Number] = distance
}
} else {
// collect all orbiting ship groups by planet
report.OnPlanetGroupCache[sg.Destination] = append(report.OnPlanetGroupCache[sg.Destination], sgi)
}
}
return report
}
func (c *Cache) ReportRace(ri int, rep *mr.Report, br []*mr.BattleReport) {
func (c *Cache) ReportRace(ri int, rep *mr.Report, battles []*mr.BattleReport, bombings []*mr.Bombing) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
@@ -99,7 +109,7 @@ func (c *Cache) ReportRace(ri int, rep *mr.Report, br []*mr.BattleReport) {
rep.RaceID = r.ID
// votes based on population
// TODO: check votes was calculated
// TODO: check vote values was previously calculated
rep.Votes = mr.F(r.Votes)
// relations
@@ -124,7 +134,46 @@ func (c *Cache) ReportRace(ri int, rep *mr.Report, br []*mr.BattleReport) {
// ship classes
c.ReportLocalShipClass(ri, rep)
c.ReportOtherShipClass(ri, rep, br)
c.ReportOtherShipClass(ri, rep)
// battles
c.ReportBattle(ri, rep, battles)
// bombings
c.ReportBombing(ri, rep, bombings)
// incoming groups
c.ReportIncomingGroup(ri, rep)
// player's planets
c.ReportLocalPlanet(ri, rep)
// ships in production
c.ReportShipProduction(ri, rep)
// cargo routes
c.ReportRoute(ri, rep)
// others' planets
c.ReportOtherPlanet(ri, rep)
// uninhabited planets
c.ReportUninhabitedPlanet(ri, rep)
// unidentified planets
c.ReportUnidentifiedPlanet(ri, rep)
// fleets
c.ReportLocalFleet(ri, rep)
// player's groups
c.ReportLocalGroup(ri, rep)
// others' groups
c.ReportOtherGroup(ri, rep)
// unidentified groups
c.ReportUnidentifiedGroup(ri, rep)
}
func (c *Cache) ReportLocalScience(ri int, rep *mr.Report) {
@@ -199,7 +248,8 @@ func (c *Cache) ReportLocalShipClass(ri int, report *mr.Report) {
slices.SortFunc(report.LocalShipClass, func(a, b mr.ShipClass) int { return cmp.Compare(a.Name, b.Name) })
}
func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report, br []*mr.BattleReport) {
// FIXME: add ships bombed/wiped planets without battles
func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
@@ -208,7 +258,10 @@ func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report, br []*mr.BattleRepo
i := 0
used := make(map[uuid.UUID]map[string]bool)
usedFn := func(ownerID uuid.UUID, className string) bool {
skip := func(ownerID uuid.UUID, className string) bool {
if ownerID == r.ID {
return true
}
if _, ok := used[ownerID]; ok {
if _, ok := used[ownerID][className]; ok {
return true
@@ -216,40 +269,42 @@ func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report, br []*mr.BattleRepo
} else {
used[ownerID] = make(map[string]bool)
}
used[ownerID][className] = true
return false
}
// add visible ship classes from battles
for bi := range br {
for si := range br[bi].Ships {
g := br[bi].Ships[si]
if g.OwnerID == r.ID || usedFn(g.OwnerID, g.ClassName) {
continue
}
used[g.OwnerID][g.ClassName] = true
// for bi := range battle {
// for si := range battle[bi].Ships {
// g := battle[bi].Ships[si]
// if skip(g.OwnerID, g.ClassName) {
// continue
// }
sliceIndexValidate(&rep.OtherShipClass, i)
rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(g.OwnerID)].Name
rep.OtherShipClass[i].Name = g.ClassName
rep.OtherShipClass[i].Drive = g.DriveTech
rep.OtherShipClass[i].Armament = g.ClassArmament
rep.OtherShipClass[i].Weapons = g.WeaponsTech
rep.OtherShipClass[i].Shields = g.ShieldsTech
rep.OtherShipClass[i].Cargo = g.CargoTech
rep.OtherShipClass[i].Mass = g.ClassMass
i++
}
}
// sliceIndexValidate(&rep.OtherShipClass, i)
// rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(g.OwnerID)].Name
// rep.OtherShipClass[i].Name = g.ClassName
// rep.OtherShipClass[i].Drive = g.DriveTech
// rep.OtherShipClass[i].Armament = g.ClassArmament
// rep.OtherShipClass[i].Weapons = g.WeaponsTech
// rep.OtherShipClass[i].Shields = g.ShieldsTech
// rep.OtherShipClass[i].Cargo = g.CargoTech
// rep.OtherShipClass[i].Mass = g.ClassMass
// i++
// }
// }
// add visible ship classes from observable planets
for pn := range rep.PlanetGroupsCache {
if slices.IndexFunc(rep.PlanetGroupsCache[pn], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
for _, sgi := range rep.PlanetGroupsCache[pn] {
// add visible ships from owned and observed planets
for pn := range rep.OnPlanetGroupCache {
p := c.MustPlanet(pn)
if p.Owner == r.ID ||
slices.IndexFunc(rep.OnPlanetGroupCache[pn], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
for _, sgi := range rep.OnPlanetGroupCache[pn] {
sg := c.ShipGroup(sgi)
if sg.OwnerID == r.ID {
st := c.ShipGroupShipClass(sgi)
if skip(sg.OwnerID, st.Name) {
continue
}
st := c.ShipGroupShipClass(sgi)
sliceIndexValidate(&rep.OtherShipClass, i)
rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(sg.OwnerID)].Name
@@ -292,7 +347,7 @@ func (c *Cache) ReportBattle(ri int, rep *mr.Report, br []*mr.BattleReport) {
}
}
func (c *Cache) ReportBombing(ri int, rep *mr.Report, bombing []*mr.Bombing, battle []*mr.BattleReport) {
func (c *Cache) ReportBombing(ri int, rep *mr.Report, bombing []*mr.Bombing) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
@@ -302,7 +357,7 @@ func (c *Cache) ReportBombing(ri int, rep *mr.Report, bombing []*mr.Bombing, bat
for bi := range bombing {
pn := bombing[bi].Number
visible := bombing[bi].PlanetOwnedID == r.ID // planet may be bombed and wiped
for _, sgi := range rep.PlanetGroupsCache[pn] {
for _, sgi := range rep.OnPlanetGroupCache[pn] {
sg := c.ShipGroup(sgi)
visible = visible || (sg.OwnerID == r.ID && sg.Destination == pn)
}
@@ -371,27 +426,98 @@ func (c *Cache) ReportLocalPlanet(ri int, rep *mr.Report) {
}
sliceIndexValidate(&rep.LocalPlanet, i)
rep.LocalPlanet[i].Number = p.Number
rep.LocalPlanet[i].X = mr.F(p.X.F())
rep.LocalPlanet[i].Y = mr.F(p.Y.F())
rep.LocalPlanet[i].Size = mr.F(p.Size.F())
rep.LocalPlanet[i].Name = p.Name
rep.LocalPlanet[i].Resources = mr.F(p.Resources.F())
rep.LocalPlanet[i].Capital = mr.F(p.Capital.F())
rep.LocalPlanet[i].Material = mr.F(p.Material.F())
rep.LocalPlanet[i].Industry = mr.F(p.Industry.F())
rep.LocalPlanet[i].Population = mr.F(p.Population.F())
rep.LocalPlanet[i].Colonists = mr.F(p.Colonists.F())
rep.LocalPlanet[i].Production = c.PlanetProductionDisplayName(p.Number)
rep.LocalPlanet[i].FreeIndustry = mr.F(p.ProductionCapacity())
for _, sgi := range rep.PlanetGroupsCache[p.Number] {
sg := c.ShipGroup(sgi)
if sg.StateUpgrade == nil {
break
}
// between-turn report: ships upgrading on the planet decreases free indistrial potential
rep.LocalPlanet[i].FreeIndustry -= mr.F(sg.StateUpgrade.Cost())
c.localPlanet(&rep.LocalPlanet[i], p, rep)
// rep.LocalPlanet[i].UnidentifiedPlanet.Number = p.Number
// rep.LocalPlanet[i].UnidentifiedPlanet.X = mr.F(p.X.F())
// rep.LocalPlanet[i].UnidentifiedPlanet.Y = mr.F(p.Y.F())
// rep.LocalPlanet[i].UninhabitedPlanet.Size = mr.F(p.Size.F())
// rep.LocalPlanet[i].UninhabitedPlanet.Name = p.Name
// rep.LocalPlanet[i].UninhabitedPlanet.Resources = mr.F(p.Resources.F())
// rep.LocalPlanet[i].UninhabitedPlanet.Capital = mr.F(p.Capital.F())
// rep.LocalPlanet[i].UninhabitedPlanet.Material = mr.F(p.Material.F())
// rep.LocalPlanet[i].Industry = mr.F(p.Industry.F())
// rep.LocalPlanet[i].Population = mr.F(p.Population.F())
// rep.LocalPlanet[i].Colonists = mr.F(p.Colonists.F())
// rep.LocalPlanet[i].Production = c.PlanetProductionDisplayName(p.Number)
// rep.LocalPlanet[i].FreeIndustry = mr.F(p.ProductionCapacity())
// for _, sgi := range rep.PlanetGroupsCache[p.Number] {
// sg := c.ShipGroup(sgi)
// if sg.StateUpgrade == nil {
// break
// }
// // between-turn report: ships upgrading on the planet decreases free indistrial potential
// rep.LocalPlanet[i].FreeIndustry -= mr.F(sg.StateUpgrade.Cost())
// }
i++
}
}
func (c *Cache) ReportOtherPlanet(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.OtherPlanet)
i := 0
for sg := range c.listShipGroups(ri) {
if sg.State() != game.StateInOrbit {
continue
}
p := c.MustPlanet(sg.Destination)
if p.Owner == r.ID || p.Owner == uuid.Nil {
continue
}
sliceIndexValidate(&rep.OtherPlanet, i)
c.localPlanet(&rep.OtherPlanet[i].LocalPlanet, p, rep)
rep.OtherPlanet[i].Owner = c.g.Race[c.RaceIndex(p.Owner)].Name
i++
}
}
func (c *Cache) ReportUninhabitedPlanet(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
clear(rep.UninhabitedPlanet)
i := 0
for sg := range c.listShipGroups(ri) {
if sg.State() != game.StateInOrbit {
continue
}
p := c.MustPlanet(sg.Destination)
if p.Owner != uuid.Nil {
continue
}
sliceIndexValidate(&rep.UninhabitedPlanet, i)
uninhabitedPlanet(&rep.UninhabitedPlanet[i], p)
i++
}
}
func (c *Cache) ReportUnidentifiedPlanet(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.UnidentifiedPlanet)
i := 0
for pi := range c.g.Map.Planet {
p := &c.g.Map.Planet[pi]
// skip player's owned planets
if p.Owner == r.ID {
continue
}
// skip planets where player's group are orbiting
if slices.IndexFunc(rep.OnPlanetGroupCache[p.Number], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
continue
}
sliceIndexValidate(&rep.UnidentifiedPlanet, i)
unidentifiedPlanet(&rep.UnidentifiedPlanet[i], p)
i++
}
}
@@ -446,6 +572,199 @@ func (c *Cache) ReportRoute(ri int, rep *mr.Report) {
}
}
func (c *Cache) ReportLocalFleet(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
clear(rep.LocalFleet)
i := 0
for fl := range c.listFleets(ri) {
fi := c.MustFleetIndex(fl.ID)
gid := slices.Collect(c.fleetGroupIds(ri, fi))
if len(gid) == 0 {
continue
}
speed, _ := c.FleetSpeedAndMass(fi)
state, _, inSpace := c.FleetState(fl.ID)
sliceIndexValidate(&rep.LocalFleet, i)
rep.LocalFleet[i].Name = fl.Name
rep.LocalFleet[i].Groups = uint(len(gid))
rep.LocalFleet[i].Speed = mr.F(speed)
rep.LocalFleet[i].State = state.String()
rep.LocalFleet[i].Destination = c.ShipGroup(gid[0]).Destination // FIXME: get fleet destination with some nicer way
if inSpace != nil {
rep.LocalFleet[i].Origin = &inSpace.Origin
p2 := c.MustPlanet(rep.LocalFleet[i].Destination)
rangeToDestination := mr.F(util.ShortDistance(c.g.Map.Width, c.g.Map.Height, inSpace.X.F(), inSpace.Y.F(), p2.X.F(), p2.Y.F()))
rep.LocalFleet[i].Range = &rangeToDestination
}
i++
}
}
func (c *Cache) ReportLocalGroup(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
clear(rep.LocalGroup)
i := 0
for sg := range c.listShipGroups(ri) {
sliceIndexValidate(&rep.LocalGroup, i)
st := c.MustShipType(ri, sg.TypeID)
c.otherGroup(&rep.LocalGroup[i].OtherGroup, sg, st)
rep.LocalGroup[i].Index = sg.Index
rep.LocalGroup[i].State = sg.State().String()
if sg.FleetID != nil {
rep.LocalGroup[i].Fleet = &c.g.Fleets[c.MustFleetIndex(*sg.FleetID)].Name
}
// rep.LocalGroup[i].Number = sg.Number
// rep.LocalGroup[i].Class = st.Name
// // rep.LocalGroup[i].Tech = make(map[string]mr.Float)
// for t, v := range sg.Tech {
// rep.LocalGroup[i].Tech[t.String()] = mr.F(v)
// }
// rep.LocalGroup[i].Cargo = sg.CargoString()
// rep.LocalGroup[i].Load = mr.F(sg.Load.F())
// rep.LocalGroup[i].Destination = sg.Destination
// if sg.State() == game.StateInSpace {
// rep.LocalGroup[i].Origin = &sg.StateInSpace.Origin
// p2 := c.MustPlanet(rep.LocalGroup[i].Destination)
// rangeToDestination := mr.F(util.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F()))
// rep.LocalGroup[i].Range = &rangeToDestination
// }
// rep.LocalGroup[i].Speed = mr.F(sg.Speed(st))
// rep.LocalGroup[i].Mass = mr.F(st.EmptyMass())
i++
}
}
func (c *Cache) ReportOtherGroup(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.OtherGroup)
used := make(map[int]bool)
skip := func(sgi int) bool {
if c.ShipGroup(sgi).OwnerID == r.ID {
return true
}
if _, ok := used[sgi]; ok {
return true
}
used[sgi] = true
return false
}
i := 0
// visible groups from owned and observed planets
for pn := range rep.OnPlanetGroupCache {
p := c.MustPlanet(pn)
if p.Owner == r.ID ||
slices.IndexFunc(rep.OnPlanetGroupCache[pn], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
for _, sgi := range rep.OnPlanetGroupCache[pn] {
sg := c.ShipGroup(sgi)
st := c.ShipGroupShipClass(sgi)
if skip(sgi) {
continue
}
sliceIndexValidate(&rep.OtherGroup, i)
c.otherGroup(&rep.OtherGroup[i], sg, st)
i++
}
}
}
}
func (c *Cache) ReportUnidentifiedGroup(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
flightDistance := r.FlightDistance()
clear(rep.UnidentifiedGroup)
i := 0
for sgi := range rep.InSpaceGroupRangeCache {
sg := c.ShipGroup(sgi)
if sg.OwnerID == rep.RaceID {
continue
}
if sg.StateInSpace == nil {
panic(fmt.Sprintf("pre-calculated distance group not in space: i=%d", sgi))
}
for pi := range c.g.Map.Planet {
p := &c.g.Map.Planet[pi]
if p.Owner != r.ID {
continue
}
if v, ok := rep.InSpaceGroupRangeCache[sgi][p.Number]; !ok {
panic(fmt.Sprintf("distance cache not pre-calculated: i=%d p=#%d", sgi, p.Number))
} else if v <= flightDistance {
sliceIndexValidate(&rep.UnidentifiedGroup, i)
rep.UnidentifiedGroup[i].X = mr.F(sg.StateInSpace.X.F())
rep.UnidentifiedGroup[i].Y = mr.F(sg.StateInSpace.Y.F())
i++
}
}
}
}
func (c *Cache) otherGroup(v *mr.OtherGroup, sg *game.ShipGroup, st *game.ShipType) {
v.Number = sg.Number
v.Class = st.Name
// rep.LocalGroup[i].Tech = make(map[string]mr.Float)
for t, val := range sg.Tech {
v.Tech[t.String()] = mr.F(val)
}
v.Cargo = sg.CargoString()
v.Load = mr.F(sg.Load.F())
v.Destination = sg.Destination
if sg.State() == game.StateInSpace {
v.Origin = &sg.StateInSpace.Origin
p2 := c.MustPlanet(v.Destination)
rangeToDestination := mr.F(util.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F()))
v.Range = &rangeToDestination
}
v.Speed = mr.F(sg.Speed(st))
v.Mass = mr.F(st.EmptyMass())
}
func (c *Cache) localPlanet(v *mr.LocalPlanet, p *game.Planet, rep *mr.Report) {
uninhabitedPlanet(&v.UninhabitedPlanet, p)
v.Industry = mr.F(p.Industry.F())
v.Population = mr.F(p.Population.F())
v.Colonists = mr.F(p.Colonists.F())
v.Production = c.PlanetProductionDisplayName(p.Number)
v.FreeIndustry = mr.F(p.ProductionCapacity())
for _, sgi := range rep.OnPlanetGroupCache[p.Number] {
sg := c.ShipGroup(sgi)
if sg.StateUpgrade == nil {
break
}
// between-turn report: ships upgrading on the planet decreases free indistrial potential
v.FreeIndustry -= mr.F(sg.StateUpgrade.Cost())
}
}
func uninhabitedPlanet(v *mr.UninhabitedPlanet, p *game.Planet) {
unidentifiedPlanet(&v.UnidentifiedPlanet, p)
v.Size = mr.F(p.Size.F())
v.Name = p.Name
v.Resources = mr.F(p.Resources.F())
v.Capital = mr.F(p.Capital.F())
v.Material = mr.F(p.Material.F())
}
func unidentifiedPlanet(v *mr.UnidentifiedPlanet, p *game.Planet) {
v.Number = p.Number
v.X = mr.F(p.X.F())
v.Y = mr.F(p.Y.F())
}
func sliceIndexValidate[S ~[]E, E any](s *S, i int) {
if cap(*s) < i+1 {
*s = slices.Grow(*s, 10)
+1
View File
@@ -173,6 +173,7 @@ func (c *Cache) ShipClass(ri int, name string) (*game.ShipType, int, bool) {
}
func (c *Cache) ShipType(ri int, ID uuid.UUID) (*game.ShipType, bool) {
// TODO: cache + invalidate
c.validateRaceIndex(ri)
for i := range c.g.Race[ri].ShipTypes {
if c.g.Race[ri].ShipTypes[i].ID == ID {
+4 -1
View File
@@ -39,8 +39,11 @@ func (c *Cache) moveShipGroup(i int, delta float64) {
}
destPlanet := c.MustPlanet(sg.Destination)
arrived := false
sg.StateInSpace.X, sg.StateInSpace.Y, arrived =
var x, y float64
x, y, arrived =
util.NextTravelCoord(c.g.Map.Width, c.g.Map.Height, originX, originY, destPlanet.X.F(), destPlanet.Y.F(), delta)
sg.StateInSpace.X = game.F(x)
sg.StateInSpace.Y = game.F(y)
if arrived {
sg.StateInSpace = nil
}
+2 -2
View File
@@ -105,8 +105,8 @@ func (c *Cache) UnsendShips(sg *game.ShipGroup) *game.ShipGroup {
func LaunchShips(sg game.ShipGroup, destination uint, originX, originY float64) game.ShipGroup {
sg.StateInSpace = &game.InSpace{
Origin: sg.Destination,
X: originX,
Y: originY,
X: game.F(originX),
Y: game.F(originY),
}
sg.Destination = destination
return sg
+10 -5
View File
@@ -41,13 +41,17 @@ const (
StateTransfer ShipGroupState = "Transfer_Status"
)
func (sgs ShipGroupState) String() string {
return string(sgs)
}
type InSpace struct {
Origin uint `json:"origin"`
X float64 `json:"x"`
Y float64 `json:"y"`
Origin uint `json:"origin"`
X Float `json:"x"`
Y Float `json:"y"`
// zero is for Launched status
// TODO: calculate range dynamically -BUT- if affects ShipGroup.State()
Range float64 `json:"range"`
Range Float `json:"range"`
}
func (is InSpace) Equal(other InSpace) bool {
@@ -138,6 +142,7 @@ func (sg ShipGroup) State() ShipGroupState {
}
}
// FIXME: ambigous func, refactor
func (sg ShipGroup) OnPlanet() (uint, bool) {
switch sg.State() {
case StateInOrbit:
@@ -152,7 +157,7 @@ func (sg ShipGroup) OnPlanet() (uint, bool) {
func (sg ShipGroup) Coord() (float64, float64, bool) {
state := sg.State()
if state == StateInSpace || state == StateLaunched {
return sg.StateInSpace.X, sg.StateInSpace.Y, true
return sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), true
}
return 0, 0, false
}
+21 -21
View File
@@ -7,30 +7,30 @@ import (
)
type BattleReport struct {
ID uuid.UUID `json:"id"`
Planet uint `json:"planet"`
PlanetName string `json:"planetName"`
// PlanetOwnedID uuid.UUID `json:"-"` // TODO: need this? for make report: bombings: initial owher of a planet
Races map[int]uuid.UUID `json:"races"`
Ships map[int]BattleReportGroup `json:"ships"`
Protocol []BattleActionReport `json:"protocol"`
ID uuid.UUID `json:"id"`
Planet uint `json:"planet"`
PlanetName string `json:"planetName"`
Races map[int]uuid.UUID `json:"races"`
Ships map[int]BattleReportGroup `json:"ships"`
Protocol []BattleActionReport `json:"protocol"`
}
type BattleReportGroup struct {
OwnerID uuid.UUID `json:"-"` // make report: visible ship class
InBattle bool `json:"inBattle"`
Number uint `json:"num"`
NumberLeft uint `json:"numLeft"`
ClassArmament uint `json:"-"` // make report: visible ship class
ClassMass Float `json:"-"` // make report: visible ship class
LoadQuantity Float `json:"loadQuantity"`
DriveTech Float `json:"drive"`
WeaponsTech Float `json:"wwapons"`
ShieldsTech Float `json:"shields"`
CargoTech Float `json:"cargo"`
Race string `json:"race"`
ClassName string `json:"className"`
LoadType string `json:"loadType"`
// OwnerID uuid.UUID `json:"-"` // make report: visible ship class
InBattle bool `json:"inBattle"`
Number uint `json:"num"`
NumberLeft uint `json:"numLeft"`
// ClassArmament uint `json:"-"` // make report: visible ship class
// ClassMass Float `json:"-"` // make report: visible ship class
LoadQuantity Float `json:"loadQuantity"`
Tech map[string]Float `json:"tech"`
// DriveTech Float `json:"drive"`
// WeaponsTech Float `json:"weapons"`
// ShieldsTech Float `json:"shields"`
// CargoTech Float `json:"cargo"`
Race string `json:"race"`
ClassName string `json:"className"`
LoadType string `json:"loadType"`
}
type BattleActionReport struct {
+29 -29
View File
@@ -14,36 +14,36 @@ func F(v float64) Float {
}
type Report struct {
Version uint `json:"version"`
Turn uint `json:"turn"`
Width uint32 `json:"mapWidth"`
Height uint32 `json:"mapHeight"`
PlanetCount uint32 `json:"mapPlanets"`
Race string `json:"race"`
RaceID uuid.UUID `json:"-"`
Votes Float `json:"votes"`
VoteFor string `json:"voteFor"`
Player []Player `json:"player"`
LocalScience []Science `json:"localScience,omitempty"`
OtherScience []OtherScience `json:"otherScience,omitempty"`
LocalShipClass []ShipClass `json:"localShipClass,omitempty"`
OtherShipClass []OthersShipClass `json:"otherShipClass,omitempty"`
Battle []uuid.UUID `json:"battle,omitempty"`
Bombing []*Bombing `json:"bombing,omitempty"`
IncomingGroup []IncomingGroup `json:"incomingGroup,omitempty"`
LocalPlanet []LocalPlanet `json:"localPlanet,omitempty"`
ShipProduction []ShipProduction `json:"shipProduction,omitempty"`
Route []Route `json:"route,omitempty"`
Version uint `json:"version"`
Turn uint `json:"turn"`
Width uint32 `json:"mapWidth"`
Height uint32 `json:"mapHeight"`
PlanetCount uint32 `json:"mapPlanets"`
Race string `json:"race"`
RaceID uuid.UUID `json:"-"`
Votes Float `json:"votes"`
VoteFor string `json:"voteFor"`
Player []Player `json:"player"`
LocalScience []Science `json:"localScience,omitempty"`
OtherScience []OtherScience `json:"otherScience,omitempty"`
LocalShipClass []ShipClass `json:"localShipClass,omitempty"`
OtherShipClass []OthersShipClass `json:"otherShipClass,omitempty"`
Battle []uuid.UUID `json:"battle,omitempty"`
Bombing []*Bombing `json:"bombing,omitempty"`
IncomingGroup []IncomingGroup `json:"incomingGroup,omitempty"`
LocalPlanet []LocalPlanet `json:"localPlanet,omitempty"`
ShipProduction []ShipProduction `json:"shipProduction,omitempty"`
Route []Route `json:"route,omitempty"`
OtherPlanet []OtherPlanet `json:"otherPlanet,omitempty"`
UninhabitedPlanet []UninhabitedPlanet `json:"uninhabitedPlanet,omitempty"`
UnidentifiedPlanet []UnidentifiedPlanet `json:"unidentifiedPlanet,omitempty"`
LocalFleet []LocalFleet `json:"localFleet,omitempty"`
LocalGroup []LocalGroup `json:"localGroup,omitempty"`
OtherGroup []OtherGroup `json:"otherGroup,omitempty"`
UnidentifiedGroup []UnidentifiedGroup `json:"unidentifiedGroup,omitempty"`
OtherPlanet []OtherPlanet
UninhabitedPlanet []UninhabitedPlanet
UnidentifiedPlanet []UnidentifiedPlanet
Fleet []any // TODO: tbd
LocalShipGroup []any // TODO: tbd
OtherShipGroup []any // TODO: tbd
UnidentifiedGroups []any // TODO: tbd
PlanetGroupsCache map[uint][]int `json:"-"`
OnPlanetGroupCache map[uint][]int `json:"-"`
InSpaceGroupRangeCache map[int]map[uint]float64 `json:"-"`
}
type Route struct {
+35
View File
@@ -30,3 +30,38 @@ type IncomingGroup struct {
Speed Float `json:"speed"`
Mass Float `json:"mass"`
}
type LocalGroup struct {
OtherGroup
Index uint `json:"index"`
State string `json:"state"`
Fleet *string `json:"fleet"`
}
type OtherGroup struct {
Number uint `json:"number"`
Class string `json:"class"`
Tech map[string]Float `json:"tech"`
Cargo string `json:"cargo"`
Load Float `json:"load"`
Destination uint `json:"destination"`
Origin *uint `json:"origin,omitempty"`
Range *Float `json:"range,omitempty"`
Speed Float `json:"speed"`
Mass Float `json:"mass"`
}
type UnidentifiedGroup struct {
X Float `json:"x"`
Y Float `json:"y"`
}
type LocalFleet struct {
Name string `json:"name"`
Groups uint `json:"groups"`
Destination uint `json:"destination"`
Origin *uint `json:"origin,omitempty"`
Range *Float `json:"range,omitempty"`
Speed Float `json:"speed"`
State string `json:"state"`
}