package controller import ( "iter" "maps" "math/rand/v2" "slices" "galaxy/calc" "galaxy/game/internal/model/game" "github.com/google/uuid" ) type Battle struct { ID uuid.UUID Planet uint ObserverGroups map[int]bool // True = In_Battle, False = Out_Battle InitialNumbers map[int]uint // Initial number of ships in the group Protocol []BattleAction shipAmmo map[int]uint attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability > 0 } type BattleAction struct { Attacker int Defender int Destroyed bool } func CollectPlanetGroups(c *Cache) map[uint]map[int]bool { planetGroup := make(map[uint]map[int]bool) for groupIndex := range c.ShipGroupsIndex() { state := c.ShipGroup(groupIndex).State() if state == game.StateInOrbit || state == game.StateUpgrade { planetNumber := c.ShipGroup(groupIndex).Destination if _, ok := planetGroup[planetNumber]; !ok { planetGroup[planetNumber] = make(map[int]bool) } planetGroup[planetNumber][groupIndex] = false } } for pl := range planetGroup { if len(planetGroup[pl]) < 2 { delete(planetGroup, pl) } } return planetGroup } func FilterBattleGroups(c *Cache, groups map[int]bool) []int { return slices.DeleteFunc(slices.Collect(maps.Keys(groups)), func(groupIndex int) bool { return c.ShipGroup(groupIndex).State() != game.StateInOrbit }) } func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[int]map[int]float64) bool { // Same Race's groups can't attack themselves if attIdx == defIdx || c.ShipGroupOwnerRaceIndex(attIdx) == c.ShipGroupOwnerRaceIndex(defIdx) { return true } // If any opponent has War relation to another, both will stay in battle if c.Relation(c.ShipGroupOwnerRaceIndex(attIdx), c.ShipGroupOwnerRaceIndex(defIdx)) == game.RelationPeace && c.Relation(c.ShipGroupOwnerRaceIndex(defIdx), c.ShipGroupOwnerRaceIndex(attIdx)) == game.RelationPeace { return true } p := calc.DestructionProbability( c.ShipGroupShipClass(attIdx).Weapons.F(), c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(), c.ShipGroupShipClass(defIdx).Shields.F(), c.ShipGroup(defIdx).TechLevel(game.TechShields).F(), c.ShipGroup(defIdx).FullMass(c.ShipGroupShipClass(defIdx)), ) // Exclude opponent's group which cannot be probably destroyed if p <= 0 { return true } if _, ok := cacheProbability[attIdx]; !ok { cacheProbability[attIdx] = make(map[int]float64) } cacheProbability[attIdx][defIdx] = p return false } func ProduceBattles(c *Cache) []*Battle { cacheProbability := make(map[int]map[int]float64) defer func() { clear(cacheProbability) }() planetGroups := CollectPlanetGroups(c) if len(planetGroups) == 0 { return nil } result := make([]*Battle, 0) // Multiple battles on single planet shoul be produced as single battle: // A <--> B // C <--> D // where: [A] and [B] are mutual enemies, as well [C] and [D] for pl, observerGroups := range planetGroups { battleGroups := FilterBattleGroups(c, observerGroups) b := &Battle{ Planet: pl, ObserverGroups: observerGroups, InitialNumbers: make(map[int]uint), attacker: make(map[int]map[int]float64), shipAmmo: make(map[int]uint), } for sgi := range observerGroups { b.InitialNumbers[sgi] = c.ShipGroup(sgi).Number } for i := range battleGroups { attIdx := battleGroups[i] // Ships with no Ammo will never attack somebody if c.ShipGroupShipClass(attIdx).Armament == 0 { continue } opponents := slices.DeleteFunc(slices.Clone(battleGroups), func(defIdx int) bool { return FilterBattleOpponents(c, attIdx, defIdx, cacheProbability) }) if len(opponents) > 0 { b.shipAmmo[attIdx] = c.ShipGroupShipClass(attIdx).Armament b.ObserverGroups[attIdx] = true for _, defIdx := range opponents { if _, ok := b.attacker[attIdx][defIdx]; !ok { b.attacker[attIdx] = make(map[int]float64) } b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx] b.ObserverGroups[defIdx] = true } } } if len(b.attacker) > 0 { SingleBattle(c, b) b.ID = uuid.New() result = append(result, b) } clear(b.attacker) clear(b.shipAmmo) } return result } func SingleBattle(c *Cache, b *Battle) { roundShooters := make(map[int]bool) for len(b.attacker) > 0 { // список участников раунда clear(roundShooters) for sgi := range b.attacker { roundShooters[sgi] = true } for len(roundShooters) > 0 { // attacke group id among round participants attIdx := randomValue(maps.Keys(roundShooters)) delete(roundShooters, attIdx) for range b.shipAmmo[attIdx] { // defender group id among all attacker's opponents defIdx := randomValue(maps.Keys(b.attacker[attIdx])) destroyed := false probability := b.attacker[attIdx][defIdx] switch { case probability >= 1: destroyed = true case probability > 0: destroyed = rand.Float64() >= probability default: panic("SingleBattle: probability unexpected: value <= 0") } b.Protocol = append(b.Protocol, BattleAction{ Attacker: attIdx, Defender: defIdx, Destroyed: destroyed, }) if destroyed { c.ShipGroupDestroyItem(defIdx) } if c.ShipGroup(defIdx).Number == 0 { // Eliminated group cant attack anyone delete(b.attacker, defIdx) delete(roundShooters, defIdx) for attIdx := range b.attacker { // Other attackers can't attack eliminated group anymore delete(b.attacker[attIdx], defIdx) if len(b.attacker[attIdx]) == 0 { // Remove attacker if he lost all opponents delete(b.attacker, attIdx) delete(roundShooters, attIdx) } } } // When attacker has no more targets to shoot - break its ammo cycle if len(b.attacker[attIdx]) == 0 { break } } } } } func randomValue(v iter.Seq[int]) int { ids := slices.Collect(v) return ids[rand.IntN(len(ids))] }