initial approximation
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package server
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import "math"
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type GameIdentifier string
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type RaceIdentifier string
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type Game struct {
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Id GameIdentifier
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Name string
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Schedule string // TODO: implement somehow
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Turn uint
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Races []Race
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Planets []Planet
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warState map[uint]uint
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}
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type Race struct {
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Id RaceIdentifier
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Name string
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Drive float64
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Weapons float64
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Shields float64
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Cargo float64
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Planets []Planet
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}
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func (r Race) FlightDistance() float64 {
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return r.Drive * 40
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}
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func (r Race) VisibilityDistance() float64 {
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return r.Drive * 30
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}
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type Coordinate struct {
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X, Y float64
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}
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type Planet struct {
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Number uint
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Name string
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Position Coordinate
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Size float64
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Production string // TODO: kinda enum
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Resources float64 // Сырьё
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Industry float64 // Промышленность
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Population float64 // Население
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Capital float64 // CAP $ - Запасы промышленности
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Material float64 // MAT M - Запасы сырья
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Colonists float64 // COL C - Количество колонистов
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// Параметр "L" означает количество свободных производственных единиц.
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}
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// Производственный потенциал (I)
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// промышленность * 0.75 + население * 0.25
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func (p Planet) ProductionCapacity() float64 {
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return p.Industry*0.75 + p.Population*0.25
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}
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// Производство промышленности
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// TODO: test on real values
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func (p *Planet) IncreaseIndustry() {
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prod := p.ProductionCapacity() / 5
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industryIncrement := math.Min(prod, p.Material)
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p.Industry += industryIncrement
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if p.Industry > p.Population {
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p.Industry = p.Population
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p.Capital += p.Population - p.Industry
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}
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}
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// Производство материалов
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// TODO: test on real values
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func (p *Planet) IncreaseMaterial() {
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p.Material += p.ProductionCapacity() * p.Industry
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}
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// Автоматическое увеличение населения на каждом ходу
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func (p *Planet) IncreasePopulation() {
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p.Population *= 1.08
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var extraPopulation = p.Size - p.Population
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if extraPopulation > 0 {
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p.Colonists += extraPopulation / 8
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p.Population -= extraPopulation
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}
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}
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type Science struct {
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Name string
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Drive float64
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Weapons float64
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Shields float64
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Cargo float64
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}
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type ShipType struct {
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Name string
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Drive float64 // [0], [1...]
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Armament uint
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Weapons float64 // [0], [1...]
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Shields float64 // [0], [1...]
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Cargo float64 // [0], [1...]
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}
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// TODO: test on real values
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func (st ShipType) EmptyMass() float64 {
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shipMass := st.DriveMass() + st.ShieldsMass() + st.CargoMass() + st.WeaponsMass()
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return shipMass
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}
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func (st ShipType) DriveMass() float64 {
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return st.Drive
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}
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func (st ShipType) ShieldsMass() float64 {
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return st.Shields
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}
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func (st ShipType) CargoMass() float64 {
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return st.Cargo
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}
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func (st ShipType) WeaponsMass() float64 {
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return float64(st.Armament)*(st.Weapons/2) + st.Weapons/2
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}
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type ShipGroup struct {
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Type ShipType
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Number uint
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State string // TODO: kinda enum: In_Orbit, In_Space, Transfer_State, Upgrade
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Load float64 // Cargo loaded - "Масса груза"
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Drive float64
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Weapons float64
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Shields float64
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Cargo float64
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}
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// Грузоподъёмность
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func (sg ShipGroup) CargoCapacity() float64 {
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return sg.Drive * (sg.Type.Cargo + (sg.Type.Cargo*sg.Type.Cargo)/20)
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}
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// "Масса перевозимого груза"
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func (sg ShipGroup) CarryingMass() float64 {
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return sg.Load / sg.Cargo
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}
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func (sg ShipGroup) FullMass() float64 {
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return sg.Type.EmptyMass() + sg.CarryingMass()
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}
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// "Эффективность двигателя"
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// равна мощности Двигателей умноженной на текущий технологический уровень блока Двигателей
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func (sg ShipGroup) DriveEffective() float64 {
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return sg.Type.Drive * sg.Drive
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}
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// TODO: test this
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func (sg ShipGroup) Speed() float64 {
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return sg.DriveEffective() * 20 / sg.FullMass()
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}
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func (sg ShipGroup) UpgradeDriveCost(drive float64) float64 {
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return (1 - sg.Drive/drive) * 10 * sg.Type.Drive
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}
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// TODO: test on other values
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func (sg ShipGroup) UpgradeWeaponsCost(weapons float64) float64 {
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return (1 - sg.Weapons/weapons) * 10 * sg.Type.WeaponsMass()
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}
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func (sg ShipGroup) UpgradeShieldsCost(shields float64) float64 {
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return (1 - sg.Shields/shields) * 10 * sg.Type.Shields
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}
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func (sg ShipGroup) UpgradeCargoCost(cargo float64) float64 {
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return (1 - sg.Cargo/cargo) * 10 * sg.Type.Cargo
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}
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// Мощность бомбардировки
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// TODO: maybe rounding must be done only for display?
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func (sg ShipGroup) BombingPower() float64 {
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// return math.Sqrt(sg.Type.Weapons * sg.Weapons)
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result := (math.Sqrt(sg.Type.Weapons*sg.Weapons)/10. + 1.) *
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sg.Type.Weapons *
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sg.Weapons *
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float64(sg.Type.Armament) *
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float64(sg.Number)
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return toFixed3(result)
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}
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type Fleet struct {
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ShipGroups []ShipGroup
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}
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// TODO: test this
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func (fl Fleet) Speed() float64 {
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result := math.MaxFloat64
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for _, sg := range fl.ShipGroups {
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if sg.Speed() < result {
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result = sg.Speed()
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}
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}
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return result
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}
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func round(num float64) int {
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return int(num + math.Copysign(0.5, num))
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}
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// TODO: move to more common place
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func toFixed(num float64, precision int) float64 {
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output := math.Pow(10, float64(precision))
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return float64(round(num*output)) / output
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}
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func toFixed3(num float64) float64 {
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return toFixed(num, 3)
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}
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