wip: refactor controller

This commit is contained in:
Ilia Denisov
2026-01-14 22:17:24 +02:00
parent 1bfc9242af
commit fe8a8d4150
43 changed files with 4710 additions and 2188 deletions
+39
View File
@@ -27,3 +27,42 @@ func (c *Cache) MustPlanet(planetNumber uint) *game.Planet {
panic(fmt.Sprintf("Planet: not found by number=%d", planetNumber))
}
}
// Свободный производственный потенциал (L)
// промышленность * 0.75 + население * 0.25
// за вычетом затрат, расходуемых в течение хода на модернизацию кораблей
func (c *Cache) PlanetProductionCapacity(planetNumber uint) float64 {
p := c.MustPlanet(planetNumber)
// p, err := g.PlanetByNumber(planetNumber)
// if err != nil {
// panic(err)
// }
var busyResources float64
for sg := range c.g.ShipsInUpgrade(p.Number) {
busyResources += sg.StateUpgrade.Cost()
}
return game.PlanetProduction(p.Industry, p.Population) - busyResources
}
// Internal fincs
func (c *Cache) putPopulation(pn uint, v float64) {
c.MustPlanet(pn).Population = v
}
func (c *Cache) putColonists(pn uint, v float64) {
c.MustPlanet(pn).Colonists = v
}
func (c *Cache) putMaterial(pn uint, v float64) {
c.MustPlanet(pn).Material = v
}
func UnloadColonists(p game.Planet, v float64) game.Planet {
p.Population += v * 8
if p.Population > p.Size {
p.Colonists += (p.Population - p.Size) / 8
p.Population = p.Size
}
return p
}