towards generation
This commit is contained in:
@@ -0,0 +1,146 @@
|
||||
package game
|
||||
|
||||
import "math"
|
||||
|
||||
func (r Race) FlightDistance() float64 {
|
||||
return r.Drive * 40
|
||||
}
|
||||
|
||||
func (r Race) VisibilityDistance() float64 {
|
||||
return r.Drive * 30
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
|
||||
// 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)
|
||||
}
|
||||
@@ -0,0 +1,100 @@
|
||||
package game
|
||||
|
||||
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[RaceIdentifier]RaceIdentifier
|
||||
}
|
||||
|
||||
type Race struct {
|
||||
Id RaceIdentifier
|
||||
Name string
|
||||
Drive float64
|
||||
Weapons float64
|
||||
Shields float64
|
||||
Cargo float64
|
||||
}
|
||||
|
||||
type PlanetProduction string
|
||||
|
||||
const (
|
||||
ProductionMaterial PlanetProduction = "MAT"
|
||||
ProductionCapital PlanetProduction = "CAP"
|
||||
ProductionDrive PlanetProduction = "DRIVE"
|
||||
ProductionWeapons PlanetProduction = "WEAPONS"
|
||||
ProductionShields PlanetProduction = "SHIELDS"
|
||||
ProductionCargo PlanetProduction = "CARGO"
|
||||
|
||||
ProductionScience PlanetProduction = "SCIENCE"
|
||||
ProductionShip PlanetProduction = "SHIP"
|
||||
)
|
||||
|
||||
type ProductionType struct {
|
||||
Production PlanetProduction
|
||||
SubjectName string
|
||||
}
|
||||
|
||||
type Planet struct {
|
||||
Number uint
|
||||
Name string
|
||||
Position Coordinate
|
||||
Size float64
|
||||
|
||||
Owner RaceIdentifier
|
||||
Production ProductionType
|
||||
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.
|
||||
}
|
||||
|
||||
func (p *Planet) setOwner(id RaceIdentifier) {
|
||||
p.Owner = id
|
||||
}
|
||||
|
||||
type Coordinate struct {
|
||||
X, Y float64
|
||||
}
|
||||
|
||||
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...]
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
type Fleet struct {
|
||||
ShipGroups []ShipGroup
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
package game
|
||||
|
||||
func CreateGame(id GameIdentifier, name string, races []Race, planets []Planet) Game {
|
||||
return Game{
|
||||
Id: id,
|
||||
Name: name,
|
||||
Turn: 0,
|
||||
Races: races,
|
||||
Planets: planets,
|
||||
}
|
||||
}
|
||||
|
||||
func CreateRace(id RaceIdentifier, name string) Race {
|
||||
return Race{
|
||||
Id: id,
|
||||
Name: name,
|
||||
Drive: 1.0,
|
||||
Weapons: 1.0,
|
||||
Shields: 1.0,
|
||||
Cargo: 1.0,
|
||||
}
|
||||
}
|
||||
|
||||
func CreatePlanet(number uint, name string, position Coordinate, size float64, res float64, pop float64) Planet {
|
||||
return Planet{
|
||||
Number: number,
|
||||
Name: name,
|
||||
Position: position,
|
||||
Size: size,
|
||||
Production: ProductionType{ProductionDrive, ""},
|
||||
Resources: res,
|
||||
Population: pop,
|
||||
|
||||
Industry: 0,
|
||||
Capital: 0,
|
||||
Material: 0,
|
||||
Colonists: 0,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
package game
|
||||
|
||||
type GameParameter struct {
|
||||
Series string
|
||||
Players uint
|
||||
Public bool
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
package game_test
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"github.com/iliadenisov/galaxy/pkg/game"
|
||||
)
|
||||
|
||||
func Test_ShipType(t *testing.T) {
|
||||
Gunship := game.ShipType{
|
||||
Drive: 4,
|
||||
Armament: 2,
|
||||
Weapons: 2,
|
||||
Shields: 4,
|
||||
Cargo: 0,
|
||||
}
|
||||
|
||||
if Gunship.EmptyMass() != 11. {
|
||||
t.Errorf("Cruiser mass expected %.3f but %.3f given", 11., Gunship.EmptyMass())
|
||||
}
|
||||
|
||||
Cruiser := game.ShipType{
|
||||
Drive: 15,
|
||||
Armament: 1,
|
||||
Weapons: 15,
|
||||
Shields: 15,
|
||||
Cargo: 0,
|
||||
}
|
||||
|
||||
if Cruiser.EmptyMass() != 45. {
|
||||
t.Errorf("Cruiser mass expected %.3f but %.3f given", 45., Cruiser.EmptyMass())
|
||||
}
|
||||
|
||||
sg := game.ShipGroup{
|
||||
Type: Cruiser,
|
||||
Number: 1,
|
||||
State: "In_Orbit",
|
||||
Drive: 1.0,
|
||||
Weapons: 1.0,
|
||||
Shields: 1.0,
|
||||
Cargo: 1.0,
|
||||
}
|
||||
|
||||
upgradeCost := sg.UpgradeDriveCost(2.0) +
|
||||
sg.UpgradeWeaponsCost(2.0) +
|
||||
sg.UpgradeShieldsCost(2.0) +
|
||||
sg.UpgradeCargoCost(2.0)
|
||||
|
||||
if upgradeCost != 225. {
|
||||
t.Errorf("Cruiser upgrade cost expected %.3f but %.3f given", 225., upgradeCost)
|
||||
}
|
||||
}
|
||||
|
||||
func Test_CargoCapacity(t *testing.T) {
|
||||
test := func(cargoSize float64, expectCapacity float64) {
|
||||
ship := game.ShipType{
|
||||
Drive: 1,
|
||||
Armament: 1,
|
||||
Weapons: 1,
|
||||
Shields: 1,
|
||||
Cargo: cargoSize,
|
||||
}
|
||||
sg := game.ShipGroup{
|
||||
Type: ship,
|
||||
Number: 1,
|
||||
State: "In_Orbit",
|
||||
Drive: 1.0,
|
||||
Weapons: 1.0,
|
||||
Shields: 1.0,
|
||||
Cargo: 1.0,
|
||||
}
|
||||
if sg.CargoCapacity() != expectCapacity {
|
||||
t.Errorf("expected CargoCapacity=%.3f but %.3f given", expectCapacity, sg.CargoCapacity())
|
||||
}
|
||||
}
|
||||
test(1, 1.05)
|
||||
test(5, 6.25)
|
||||
test(10, 15)
|
||||
test(50, 175)
|
||||
test(100, 600)
|
||||
}
|
||||
|
||||
func Test_BombingPower(t *testing.T) {
|
||||
Gunship := game.ShipType{
|
||||
Drive: 60.0,
|
||||
Armament: 3,
|
||||
Weapons: 30.0,
|
||||
Shields: 100.0,
|
||||
Cargo: 0.0,
|
||||
}
|
||||
sg := game.ShipGroup{
|
||||
Type: Gunship,
|
||||
Number: 1,
|
||||
State: "In_Orbit",
|
||||
Drive: 1.0,
|
||||
Weapons: 1.0,
|
||||
Shields: 1.0,
|
||||
Cargo: 1.0,
|
||||
}
|
||||
expectedBombingPower := 139.295
|
||||
result := sg.BombingPower()
|
||||
if result != expectedBombingPower {
|
||||
t.Errorf("expected BombingPower=%.3f but %.3f given", expectedBombingPower, result)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user