initial approximation

This commit is contained in:
Ilia Denisov
2023-08-04 07:44:35 +03:00
parent d3f87c3130
commit d95ecbc20c
10 changed files with 841 additions and 0 deletions
+221
View File
@@ -0,0 +1,221 @@
package server
import "math"
type GameIdentifier string
type RaceIdentifier string
type Game struct {
Id GameIdentifier
Name string
Schedule string // TODO: implement somehow
Turn uint
Races []Race
Planets []Planet
warState map[uint]uint
}
type Race struct {
Id RaceIdentifier
Name string
Drive float64
Weapons float64
Shields float64
Cargo float64
Planets []Planet
}
func (r Race) FlightDistance() float64 {
return r.Drive * 40
}
func (r Race) VisibilityDistance() float64 {
return r.Drive * 30
}
type Coordinate struct {
X, Y float64
}
type Planet struct {
Number uint
Name string
Position Coordinate
Size float64
Production string // TODO: kinda enum
Resources float64 // Сырьё
Industry float64 // Промышленность
Population float64 // Население
Capital float64 // CAP $ - Запасы промышленности
Material float64 // MAT M - Запасы сырья
Colonists float64 // COL C - Количество колонистов
// Параметр "L" означает количество свободных производственных единиц.
}
// Производственный потенциал (I)
// промышленность * 0.75 + население * 0.25
func (p Planet) ProductionCapacity() float64 {
return p.Industry*0.75 + p.Population*0.25
}
// Производство промышленности
// TODO: test on real values
func (p *Planet) IncreaseIndustry() {
prod := p.ProductionCapacity() / 5
industryIncrement := math.Min(prod, p.Material)
p.Industry += industryIncrement
if p.Industry > p.Population {
p.Industry = p.Population
p.Capital += p.Population - p.Industry
}
}
// Производство материалов
// TODO: test on real values
func (p *Planet) IncreaseMaterial() {
p.Material += p.ProductionCapacity() * p.Industry
}
// Автоматическое увеличение населения на каждом ходу
func (p *Planet) IncreasePopulation() {
p.Population *= 1.08
var extraPopulation = p.Size - p.Population
if extraPopulation > 0 {
p.Colonists += extraPopulation / 8
p.Population -= extraPopulation
}
}
type Science struct {
Name string
Drive float64
Weapons float64
Shields float64
Cargo float64
}
type ShipType struct {
Name string
Drive float64 // [0], [1...]
Armament uint
Weapons float64 // [0], [1...]
Shields float64 // [0], [1...]
Cargo float64 // [0], [1...]
}
// TODO: test on real values
func (st ShipType) EmptyMass() float64 {
shipMass := st.DriveMass() + st.ShieldsMass() + st.CargoMass() + st.WeaponsMass()
return shipMass
}
func (st ShipType) DriveMass() float64 {
return st.Drive
}
func (st ShipType) ShieldsMass() float64 {
return st.Shields
}
func (st ShipType) CargoMass() float64 {
return st.Cargo
}
func (st ShipType) WeaponsMass() float64 {
return float64(st.Armament)*(st.Weapons/2) + st.Weapons/2
}
type ShipGroup struct {
Type ShipType
Number uint
State string // TODO: kinda enum: In_Orbit, In_Space, Transfer_State, Upgrade
Load float64 // Cargo loaded - "Масса груза"
Drive float64
Weapons float64
Shields float64
Cargo float64
}
// Грузоподъёмность
func (sg ShipGroup) CargoCapacity() float64 {
return sg.Drive * (sg.Type.Cargo + (sg.Type.Cargo*sg.Type.Cargo)/20)
}
// "Масса перевозимого груза"
func (sg ShipGroup) CarryingMass() float64 {
return sg.Load / sg.Cargo
}
func (sg ShipGroup) FullMass() float64 {
return sg.Type.EmptyMass() + sg.CarryingMass()
}
// "Эффективность двигателя"
// равна мощности Двигателей умноженной на текущий технологический уровень блока Двигателей
func (sg ShipGroup) DriveEffective() float64 {
return sg.Type.Drive * sg.Drive
}
// TODO: test this
func (sg ShipGroup) Speed() float64 {
return sg.DriveEffective() * 20 / sg.FullMass()
}
func (sg ShipGroup) UpgradeDriveCost(drive float64) float64 {
return (1 - sg.Drive/drive) * 10 * sg.Type.Drive
}
// TODO: test on other values
func (sg ShipGroup) UpgradeWeaponsCost(weapons float64) float64 {
return (1 - sg.Weapons/weapons) * 10 * sg.Type.WeaponsMass()
}
func (sg ShipGroup) UpgradeShieldsCost(shields float64) float64 {
return (1 - sg.Shields/shields) * 10 * sg.Type.Shields
}
func (sg ShipGroup) UpgradeCargoCost(cargo float64) float64 {
return (1 - sg.Cargo/cargo) * 10 * sg.Type.Cargo
}
// Мощность бомбардировки
// TODO: maybe rounding must be done only for display?
func (sg ShipGroup) BombingPower() float64 {
// return math.Sqrt(sg.Type.Weapons * sg.Weapons)
result := (math.Sqrt(sg.Type.Weapons*sg.Weapons)/10. + 1.) *
sg.Type.Weapons *
sg.Weapons *
float64(sg.Type.Armament) *
float64(sg.Number)
return toFixed3(result)
}
type Fleet struct {
ShipGroups []ShipGroup
}
// TODO: test this
func (fl Fleet) Speed() float64 {
result := math.MaxFloat64
for _, sg := range fl.ShipGroups {
if sg.Speed() < result {
result = sg.Speed()
}
}
return result
}
func round(num float64) int {
return int(num + math.Copysign(0.5, num))
}
// TODO: move to more common place
func toFixed(num float64, precision int) float64 {
output := math.Pow(10, float64(precision))
return float64(round(num*output)) / output
}
func toFixed3(num float64) float64 {
return toFixed(num, 3)
}