wip: turn generation

This commit is contained in:
Ilia Denisov
2026-01-08 22:17:37 +02:00
parent 972cfd82be
commit b3de13b6e1
6 changed files with 223 additions and 2 deletions
+3 -2
View File
@@ -41,6 +41,7 @@ func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
}
g := &game.Game{
ID: gameID,
Age: 0,
Race: make([]game.Race, len(races)),
}
gameMap := &game.Map{
@@ -98,8 +99,8 @@ func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
}
for i := range g.Race {
rel := slices.Clone(relations)
ri := slices.IndexFunc(rel, func(a game.RaceRelation) bool { return a.RaceID == g.Race[i].ID })
g.Race[i].Relations = append(rel[:ri], rel[ri+1:]...)
selfIdx := slices.IndexFunc(rel, func(a game.RaceRelation) bool { return a.RaceID == g.Race[i].ID })
g.Race[i].Relations = append(rel[:selfIdx], rel[selfIdx+1:]...)
}
for i := range m.FreePlanets {
+13
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@@ -0,0 +1,13 @@
package turn
import "github.com/iliadenisov/galaxy/internal/model/game"
func MakeTurn(g *game.Game) error {
// 01. Корабли, где это возможно, объединяются в группы.
game.JoinEqualGroups(g)
// 02. Враждующие корабли вступают в схватку.
game.ProduceBattles(g)
return nil
}
+127
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@@ -0,0 +1,127 @@
package game
import (
"fmt"
"math"
"math/rand/v2"
"slices"
)
type Battle struct {
Planet uint
Groups []int // ShipGroup indexes
BattleReport BattleReport
}
type BattleReport struct {
BattleAction []BattleAction
}
type BattleAction struct {
Attacker int
Defenter int
Destroyed bool
}
type BattleOpponent struct {
RaceIndex int
ShipGroupIndex int
ShipType ShipType
}
func ProduceBattles(g *Game) error {
battleOnPlanet := Battle{}
_ = battleOnPlanet
return nil
}
func SingleBattle(g *Game, b Battle) {
attacker := SelectAttackShip(g, b.Groups)
for shots := range attacker.ShipType.Armament {
// groupsCopy := slices.Clone(b.Groups)
// groupsWithoutAttacker := append(groupsCopy[:attackerIdx], groupsCopy[attackerIdx+1:]...)
_ = SelectDefendShip(g, slices.Clone(b.Groups), attacker)
_ = shots
}
}
func SelectAttackShip(g *Game, battleGroups []int) BattleOpponent {
sgi := rand.IntN(len(battleGroups))
if sgi > len(g.ShipGroups)-1 {
panic("SelectAttackShip: battleGroups is bigger than game's ship groups")
}
sg := g.ShipGroups[sgi]
ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == sg.OwnerID })
if ri < 0 {
panic(fmt.Sprintf("SelectAttackShip: ship group #%v owner race not found by ID=%v", sg.Index, sg.OwnerID))
}
st, ok := ShipClass(g, ri, sg.TypeID)
if !ok {
panic(fmt.Sprintf("SelectAttackShip: ship class not found for race=%q group=%v", g.Race[ri].Name, sg.Index))
}
if st.Weapons == 0 || st.Armament == 0 {
panic(fmt.Sprintf("SelectAttackShip: ship_class=%q of race=%q has no weapons for attack", st.Name, g.Race[ri].Name))
}
return BattleOpponent{
RaceIndex: ri,
ShipGroupIndex: sgi,
ShipType: st,
}
}
func SelectDefendShip(g *Game, battleGroups []int, attacker BattleOpponent) BattleOpponent {
enemyGroups := FilterAttackingPretendent(g, attacker.RaceIndex, battleGroups)
sgi := rand.IntN(len(enemyGroups))
if sgi > len(g.ShipGroups)-1 {
panic("SelectDefendShip: battleGroups is bigger than game's ship groups")
}
sg := g.ShipGroups[sgi]
ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == sg.OwnerID })
if ri < 0 {
panic(fmt.Sprintf("SelectDefendShip: ship group #%v owner race not found by ID=%v", sg.Index, sg.OwnerID))
}
st, ok := ShipClass(g, ri, sg.TypeID)
if !ok {
panic(fmt.Sprintf("SelectDefendShip: ship class not found for race=%q group=%v", g.Race[ri].Name, sg.Index))
}
return BattleOpponent{
RaceIndex: ri,
ShipGroupIndex: sgi,
ShipType: st,
}
}
// attackerIdx - attacker race index
func FilterAttackingPretendent(g *Game, attackerIdx int, battleGroups []int) []int {
result := make([]int, 0)
for sgi := range battleGroups {
sg := g.ShipGroups[sgi]
enemyIdx := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == sg.OwnerID })
if enemyIdx < 0 {
panic(fmt.Sprintf("FilterAttackingPretendent: ship group #%v owner race not found by ID=%v", sg.Index, sg.OwnerID))
}
rel, err := g.relationInternal(attackerIdx, enemyIdx)
if err != nil {
panic(err)
}
// attacker race will be in peace with itself, so attacker ships will be filtered out as well
if rel.Relation == RelationPeace {
continue
}
result = append(result, sgi)
}
return result
}
func DestroyProbability(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.)
}
+66
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@@ -0,0 +1,66 @@
package game_test
import (
"testing"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/stretchr/testify/assert"
)
var (
attacker = game.ShipType{
ShipTypeReport: game.ShipTypeReport{
Name: "Attacker",
Drive: 8,
Armament: 1,
Weapons: 8,
Shields: 8,
Cargo: 0,
},
}
defender = game.ShipType{
ShipTypeReport: game.ShipTypeReport{
Name: "Defender",
Drive: 1,
Armament: 1,
Weapons: 1,
Shields: 1,
Cargo: 0,
},
}
ship = game.ShipType{
ShipTypeReport: game.ShipTypeReport{
Name: "Ship",
Drive: 10,
Armament: 1,
Weapons: 10,
Shields: 10,
Cargo: 0,
},
}
)
func TestDestroyProbability(t *testing.T) {
probability := game.DestroyProbability(ship.Weapons, 1, ship.Shields, 1, ship.EmptyMass())
assert.Equal(t, .5, probability)
unsinkableShip := ship
unsinkableShip.Shields = 55
probability = game.DestroyProbability(ship.Weapons, 1, unsinkableShip.Shields, 1, unsinkableShip.EmptyMass())
assert.LessOrEqual(t, probability, 0.)
disruptiveShip := ship
disruptiveShip.Weapons = 40
probability = game.DestroyProbability(disruptiveShip.Weapons, 1, ship.Shields, 1, ship.EmptyMass())
assert.GreaterOrEqual(t, probability, 1.)
}
func TestEffectiveDefence(t *testing.T) {
assert.Equal(t, 10., game.EffectiveDefence(ship.Shields, 1, ship.EmptyMass()))
attackerEffectiveDefence := game.EffectiveDefence(attacker.Shields, 1, attacker.EmptyMass())
defenderEffectiveDefence := game.EffectiveDefence(defender.Shields, 1, defender.EmptyMass())
// attacker's effective shields must be 'just' 4 times greater than defender's
assert.InDelta(t, defenderEffectiveDefence*4, attackerEffectiveDefence, 0)
}
+8
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@@ -234,6 +234,14 @@ func (sg ShipGroup) BombingPower(st *ShipType) float64 {
return number.Fixed3(result)
}
// JoinEqualGroups iterates over all races and joins their respective equal ship groups.
// Used in turn production.
func JoinEqualGroups(g *Game) {
for i := range g.Race {
g.joinEqualGroupsInternal(i)
}
}
func (g *Game) JoinEqualGroups(raceName string) error {
ri, err := g.raceIndex(raceName)
if err != nil {
+6
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@@ -94,6 +94,12 @@ func (g *Game) GiveVotes(race, recipient string) error {
}
func (g Game) relationInternal(ri, other int) (RaceRelation, error) {
if ri == other {
return RaceRelation{
RaceID: g.Race[ri].ID,
Relation: RelationPeace,
}, nil
}
rel := slices.IndexFunc(g.Race[ri].Relations, func(r RaceRelation) bool { return r.RaceID == g.Race[other].ID })
if rel < 0 {
return RaceRelation{}, e.NewGameStateError("Relation: opponent not found")