fix(game): resolve battles ship by ship, matching the combat rules #76
@@ -1,7 +1,6 @@
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package controller
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import (
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"iter"
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"maps"
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"math/rand/v2"
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"slices"
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@@ -19,8 +18,9 @@ type Battle struct {
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InitialNumbers map[int]uint // Initial number of ships in the group
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Protocol []BattleAction
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shipAmmo map[int]uint
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attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability > 0
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// attacker maps an attacking group to every opponent group it is able to
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// destroy, with that pair's per-ship destruction probability (> 0).
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attacker map[int]map[int]float64
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}
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type BattleAction struct {
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@@ -65,12 +65,20 @@ func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[in
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return true
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}
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defSg := c.ShipGroup(defIdx)
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if defSg.Number == 0 {
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return true
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}
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defSt := c.ShipGroupShipClass(defIdx)
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// The shot targets a single enemy ship, so the defending mass is the
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// per-ship full mass: a group's full mass spreads evenly across its
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// ships, hence FullMass / Number, not the whole group's mass.
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p := calc.DestructionProbability(
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c.ShipGroupShipClass(attIdx).Weapons.F(),
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c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(),
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c.ShipGroupShipClass(defIdx).Shields.F(),
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c.ShipGroup(defIdx).TechLevel(game.TechShields).F(),
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c.ShipGroup(defIdx).FullMass(c.ShipGroupShipClass(defIdx)),
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defSt.Shields.F(),
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defSg.TechLevel(game.TechShields).F(),
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defSg.FullMass(defSt)/float64(defSg.Number),
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)
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// Exclude opponent's group which cannot be probably destroyed
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if p <= 0 {
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@@ -108,7 +116,6 @@ func ProduceBattles(c *Cache) []*Battle {
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ObserverGroups: observerGroups,
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InitialNumbers: make(map[int]uint),
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attacker: make(map[int]map[int]float64),
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shipAmmo: make(map[int]uint),
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}
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for sgi := range observerGroups {
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b.InitialNumbers[sgi] = c.ShipGroup(sgi).Number
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@@ -126,12 +133,11 @@ func ProduceBattles(c *Cache) []*Battle {
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return FilterBattleOpponents(c, attIdx, defIdx, cacheProbability)
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})
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if len(opponents) > 0 {
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b.shipAmmo[attIdx] = c.ShipGroupShipClass(attIdx).Armament
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b.ObserverGroups[attIdx] = true
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if b.attacker[attIdx] == nil {
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b.attacker[attIdx] = make(map[int]float64)
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}
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for _, defIdx := range opponents {
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if _, ok := b.attacker[attIdx][defIdx]; !ok {
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b.attacker[attIdx] = make(map[int]float64)
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}
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b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx]
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b.ObserverGroups[defIdx] = true
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}
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@@ -145,78 +151,111 @@ func ProduceBattles(c *Cache) []*Battle {
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}
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clear(b.attacker)
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clear(b.shipAmmo)
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}
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return result
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}
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// SingleBattle resolves one battle ship by ship. In every round each still
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// living ship gets to fire, chosen in random order across all groups; a ship
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// fires all of its guns (Armament), each at a randomly chosen enemy ship it is
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// able to destroy. A ship destroyed before its turn comes does not fire. The
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// battle ends once no ship can damage any remaining enemy.
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func SingleBattle(c *Cache, b *Battle) {
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roundShooters := make(map[int]bool)
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for len(b.attacker) > 0 {
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// список участников раунда
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clear(roundShooters)
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for sgi := range b.attacker {
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roundShooters[sgi] = true
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for {
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// Snapshot this round's shooters: one entry per living ship of every
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// group that still has destroyable opponents.
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shooters := make([]int, 0)
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for attIdx := range b.attacker {
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for range c.ShipGroup(attIdx).Number {
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shooters = append(shooters, attIdx)
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}
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}
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if len(shooters) == 0 {
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return
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}
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rand.Shuffle(len(shooters), func(i, j int) { shooters[i], shooters[j] = shooters[j], shooters[i] })
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for len(roundShooters) > 0 {
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// attacke group id among round participants
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attIdx := randomValue(maps.Keys(roundShooters))
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delete(roundShooters, attIdx)
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// fired counts, per group, how many of its ships have already shot
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// this round; a token beyond the group's current (post-casualty) ship
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// count belongs to a ship destroyed earlier in the round and is skipped.
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fired := make(map[int]uint)
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progressed := false
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for _, attIdx := range shooters {
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if fired[attIdx] >= c.ShipGroup(attIdx).Number {
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continue
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}
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fired[attIdx]++
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for range b.shipAmmo[attIdx] {
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// defender group id among all attacker's opponents
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defIdx := randomValue(maps.Keys(b.attacker[attIdx]))
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destroyed := false
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probability := b.attacker[attIdx][defIdx]
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switch {
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case probability >= 1:
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destroyed = true
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case probability > 0:
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destroyed = rand.Float64() >= probability
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default:
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panic("SingleBattle: probability unexpected: value <= 0")
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for range c.ShipGroupShipClass(attIdx).Armament {
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defIdx, ok := c.pickTargetShip(b, attIdx)
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if !ok {
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break
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}
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progressed = true
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destroyed := destructionRoll(b.attacker[attIdx][defIdx])
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b.Protocol = append(b.Protocol, BattleAction{
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Attacker: attIdx,
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Defender: defIdx,
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Destroyed: destroyed,
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})
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if destroyed {
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c.ShipGroupDestroyItem(defIdx)
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}
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if c.ShipGroup(defIdx).Number == 0 {
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// Eliminated group cant attack anyone
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delete(b.attacker, defIdx)
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delete(roundShooters, defIdx)
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for attIdx := range b.attacker {
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// Other attackers can't attack eliminated group anymore
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delete(b.attacker[attIdx], defIdx)
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if len(b.attacker[attIdx]) == 0 {
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// Remove attacker if he lost all opponents
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delete(b.attacker, attIdx)
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delete(roundShooters, attIdx)
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}
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if c.ShipGroup(defIdx).Number == 0 {
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b.removeFromBattle(defIdx)
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}
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}
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// When attacker has no more targets to shoot - break its ammo cycle
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if len(b.attacker[attIdx]) == 0 {
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break
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}
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}
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}
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// No shooter found a target this round: every remaining opponent is
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// out of reach, the battle is over.
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if !progressed {
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return
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}
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}
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}
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func randomValue(v iter.Seq[int]) int {
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ids := slices.Collect(v)
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return ids[rand.IntN(len(ids))]
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// pickTargetShip selects a random enemy ship for attacker group attIdx among
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// the groups it is able to destroy, weighted by each group's current ship
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// count so that every living enemy ship is equally likely to be hit.
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func (c *Cache) pickTargetShip(b *Battle, attIdx int) (int, bool) {
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opponents := b.attacker[attIdx]
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var total uint
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for defIdx := range opponents {
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total += c.ShipGroup(defIdx).Number
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}
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if total == 0 {
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return 0, false
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}
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r := rand.IntN(int(total))
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for defIdx := range opponents {
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r -= int(c.ShipGroup(defIdx).Number)
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if r < 0 {
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return defIdx, true
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}
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}
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return 0, false
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}
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// removeFromBattle drops an eliminated group: it can no longer attack, and no
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// one can target it. Attackers left without any opponent are removed as well.
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func (b *Battle) removeFromBattle(groupIdx int) {
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delete(b.attacker, groupIdx)
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for attIdx := range b.attacker {
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delete(b.attacker[attIdx], groupIdx)
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if len(b.attacker[attIdx]) == 0 {
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delete(b.attacker, attIdx)
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}
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}
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}
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func destructionRoll(probability float64) bool {
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switch {
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case probability >= 1:
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return true
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case probability > 0:
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return rand.Float64() < probability
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default:
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panic("SingleBattle: probability unexpected: value <= 0")
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}
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}
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@@ -108,7 +108,11 @@ func TestFilterBattleOpponents(t *testing.T) {
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assert.False(t, controller.FilterBattleOpponents(c, 0, 2, cacheProbability))
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assert.Contains(t, cacheProbability, 0)
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assert.Contains(t, cacheProbability[0], 2)
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assert.InDelta(t, 0.396222, cacheProbability[0][2], 0.0000001)
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// Group 2 holds 15 ships, but a shot targets a single ship, so the
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// defending mass is the per-ship full mass (group mass / 15), which
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// yields a far lower destruction probability than the pre-fix group-mass
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// calculation (which read ~0.396).
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assert.InDelta(t, 0.07064783, cacheProbability[0][2], 0.0000001)
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assert.False(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
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assert.Contains(t, cacheProbability, 2)
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assert.Contains(t, cacheProbability[2], 0)
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@@ -271,3 +275,54 @@ func TestTransformBattleAggregatesSameShipClass(t *testing.T) {
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gunship1.Number, gunship1.NumberLeft)
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}
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}
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// TestDestructionRollDirection guards the corrected probability application:
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// a shot destroys its target with probability p, not 1-p. The pre-fix code
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// compared rand >= p, which inverted the rate (a near-certain hit became a
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// near-certain miss).
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func TestDestructionRollDirection(t *testing.T) {
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const trials = 100000
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for _, p := range []float64{0.1, 0.5, 0.9} {
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hits := 0
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for range trials {
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if controller.DestructionRoll(p) {
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hits++
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}
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}
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rate := float64(hits) / float64(trials)
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assert.InDelta(t, p, rate, 0.02, "destruction rate must track p=%.2f, not 1-p", p)
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}
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assert.True(t, controller.DestructionRoll(1.0))
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assert.True(t, controller.DestructionRoll(1.5))
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assert.Panics(t, func() { controller.DestructionRoll(0) })
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assert.Panics(t, func() { controller.DestructionRoll(-0.1) })
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}
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// TestSingleBattleOneSidedWipe checks the per-ship model end to end: a group
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// of armed ships that always destroys its target wipes a larger group of
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// unarmed transports that cannot fire back, while every shot in the protocol
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// is accounted for and the attacker takes no losses.
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func TestSingleBattleOneSidedWipe(t *testing.T) {
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c, g := newCache()
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assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
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assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
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// Killer's effective attack overwhelms the freighter's shields, so every
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// shot destroys (probability >= 1).
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assert.NoError(t, c.ShipClassCreate(Race_0_idx, "Killer", 10, 1, 40, 10, 0))
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assert.NoError(t, c.CreateShips(Race_0_idx, "Killer", R0_Planet_0_num, 3)) // group 0
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c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Freighter).ID, R0_Planet_0_num, 5) // group 1
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battles := controller.ProduceBattles(c)
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assert.Len(t, battles, 1)
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assert.Zero(t, c.ShipGroup(1).Number, "all unarmed transports must be destroyed")
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assert.Equal(t, uint(3), c.ShipGroup(0).Number, "unarmed transports cannot retaliate")
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kills := 0
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for _, a := range battles[0].Protocol {
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if a.Destroyed {
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kills++
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}
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}
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assert.Equal(t, 5, kills, "exactly the five transports are destroyed")
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}
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@@ -149,3 +149,7 @@ func (c *Cache) WipeRace(ri int) {
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func (c *Cache) UnsafeDeleteShipGroup(sgi int) {
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c.unsafeDeleteShipGroup(sgi)
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}
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func DestructionRoll(probability float64) bool {
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return destructionRoll(probability)
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}
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Reference in New Issue
Block a user