package game import ( "maps" "math" "slices" "github.com/google/uuid" e "github.com/iliadenisov/galaxy/internal/error" ) type UpgradeCalc struct { Cost map[Tech]float64 } func (uc UpgradeCalc) UpgradeCost(ships uint) float64 { var sum float64 for v := range maps.Values(uc.Cost) { sum += v } return sum * float64(ships) } func (uc UpgradeCalc) UpgradeMaxShips(resources float64) uint { return uint(math.Floor(resources / uc.UpgradeCost(1))) } func BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech float64) float64 { if blockMass == 0 || targetBlockTech <= currentBlockTech { return 0 } return (1 - currentBlockTech/targetBlockTech) * 10 * blockMass } func GroupUpgradeCost(sg ShipGroup, st ShipType, drive, weapons, shields, cargo float64) UpgradeCalc { uc := &UpgradeCalc{Cost: make(map[Tech]float64)} if drive > 0 { uc.Cost[TechDrive] = BlockUpgradeCost(st.DriveBlockMass(), sg.TechLevel(TechDrive), drive) } if weapons > 0 { uc.Cost[TechWeapons] = BlockUpgradeCost(st.WeaponsBlockMass(), sg.TechLevel(TechWeapons), weapons) } if shields > 0 { uc.Cost[TechShields] = BlockUpgradeCost(st.ShieldsBlockMass(), sg.TechLevel(TechShields), shields) } if cargo > 0 { uc.Cost[TechCargo] = BlockUpgradeCost(st.CargoBlockMass(), sg.TechLevel(TechCargo), cargo) } return *uc } func (g *Game) UpgradeGroup(raceName string, groupIndex uint, techInput string, limitShips uint, limitLevel float64) error { ri, err := g.raceIndex(raceName) if err != nil { return err } return g.upgradeGroupInternal(ri, groupIndex, techInput, limitShips, limitLevel) } func (g *Game) upgradeGroupInternal(ri int, groupIndex uint, techInput string, limitShips uint, limitLevel float64) error { sgi := -1 for i, sg := range g.listIndexShipGroups(ri) { if sgi < 0 && sg.Index == groupIndex { sgi = i } } if sgi < 0 { return e.NewEntityNotExistsError("group #%d", groupIndex) } var sti int if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 { // hard to test, need manual game data invalidation return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID) } st := g.Race[ri].ShipTypes[sti] pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination }) if pl < 0 { return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination) } if g.Map.Planet[pl].Owner != uuid.Nil && g.Map.Planet[pl].Owner != g.Race[ri].ID { return e.NewEntityNotOwnedError("planet #%d for upgrade group #%d", g.Map.Planet[pl].Number, groupIndex) } if g.ShipGroups[sgi].State() != StateInOrbit && g.ShipGroups[sgi].State() != StateUpgrade { return e.NewShipsBusyError() } upgradeValidTech := map[string]Tech{ TechDrive.String(): TechDrive, TechWeapons.String(): TechWeapons, TechShields.String(): TechShields, TechCargo.String(): TechCargo, TechAll.String(): TechAll, } techRequest, ok := upgradeValidTech[techInput] if !ok { return e.NewTechUnknownError(techInput) } var blockMasses map[Tech]float64 = map[Tech]float64{ TechDrive: st.DriveBlockMass(), TechWeapons: st.WeaponsBlockMass(), TechShields: st.ShieldsBlockMass(), TechCargo: st.CargoBlockMass(), } switch { case techRequest != TechAll && blockMasses[techRequest] == 0: return e.NewUpgradeShipTechNotUsedError() case techRequest == TechAll && limitLevel != 0: return e.NewUpgradeParameterNotAllowedError("tech=%s max_level=%f", techRequest.String(), limitLevel) } targetLevel := make(map[Tech]float64) var sumLevels float64 for _, tech := range []Tech{TechDrive, TechWeapons, TechShields, TechCargo} { if techRequest == TechAll || tech == techRequest { if g.Race[ri].TechLevel(tech) < limitLevel { return e.NewUpgradeTechLevelInsufficientError("%s=%.03f < %.03f", tech.String(), g.Race[ri].TechLevel(tech), limitLevel) } targetLevel[tech] = FutureUpgradeLevel(g.Race[ri].TechLevel(tech), g.ShipGroups[sgi].TechLevel(tech), limitLevel) } else { targetLevel[tech] = CurrentUpgradingLevel(g.ShipGroups[sgi], tech) } sumLevels += targetLevel[tech] } productionCapacity := PlanetProductionCapacity(g, g.Map.Planet[pl].Number) if g.ShipGroups[sgi].State() == StateUpgrade { // to calculate actual capacity we must substract upgrade cost of selected group, if is upgrade state productionCapacity -= g.ShipGroups[sgi].StateUpgrade.Cost() } uc := GroupUpgradeCost(g.ShipGroups[sgi], st, targetLevel[TechDrive], targetLevel[TechWeapons], targetLevel[TechShields], targetLevel[TechCargo]) costForShip := uc.UpgradeCost(1) if costForShip == 0 { return e.NewUpgradeShipsAlreadyUpToDateError("%#v", targetLevel) } shipsToUpgrade := g.ShipGroups[sgi].Number // НЕ БОЛЕЕ УКАЗАННОГО if limitShips > 0 && shipsToUpgrade > limitShips { shipsToUpgrade = limitShips } maxUpgradableShips := uc.UpgradeMaxShips(productionCapacity) /* 1. считаем стоимость модернизации одного корабля 2. считаем сколько кораблей можно модернизировать 3. если не хватает даже на 1 корабль, ограничиваемся одним кораблём и пересчитываем коэффициент пропорционально массе блоков 4. иначе, считаем истинное количество кораблей с учётом ограничения maxShips */ blockMassSum := st.EmptyMass() coef := productionCapacity / costForShip if maxUpgradableShips == 0 { if limitLevel > 0 { return e.NewUpgradeInsufficientResourcesError("ship cost=%.03f L=%.03f", costForShip, productionCapacity) } sumLevels = sumLevels * coef for tech := range targetLevel { if blockMasses[tech] > 0 { proportional := sumLevels * (blockMasses[tech] / blockMassSum) targetLevel[tech] = proportional } } maxUpgradableShips = 1 } else if maxUpgradableShips > shipsToUpgrade { maxUpgradableShips = shipsToUpgrade } // sanity check uc = GroupUpgradeCost(g.ShipGroups[sgi], st, targetLevel[TechDrive], targetLevel[TechWeapons], targetLevel[TechShields], targetLevel[TechCargo]) costForGroup := uc.UpgradeCost(maxUpgradableShips) if costForGroup > productionCapacity { e.NewGameStateError("cost recalculation: coef=%f cost(%d)=%f L=%f", coef, maxUpgradableShips, costForGroup, productionCapacity) } // break group if needed if maxUpgradableShips < g.ShipGroups[sgi].Number { if g.ShipGroups[sgi].State() == StateUpgrade { return e.NewUpgradeGroupBreakNotAllowedError("ships=%d max=%d", g.ShipGroups[sgi].Number, maxUpgradableShips) } nsgi, err := g.breakGroupSafe(ri, groupIndex, maxUpgradableShips) if err != nil { return err } sgi = nsgi } // finally, fill group upgrade prefs for tech := range targetLevel { if targetLevel[tech] > 0 { g.ShipGroups[sgi] = UpgradeGroupPreference(g.ShipGroups[sgi], st, tech, targetLevel[tech]) } } return nil } func CurrentUpgradingLevel(sg ShipGroup, tech Tech) float64 { if sg.StateUpgrade == nil { return 0 } ti := slices.IndexFunc(sg.StateUpgrade.UpgradeTech, func(pref UpgradePreference) bool { return pref.Tech == tech }) if ti >= 0 { return sg.StateUpgrade.UpgradeTech[ti].Level } return 0 } func FutureUpgradeLevel(raceLevel, groupLevel, limit float64) float64 { target := limit if target == 0 || target > raceLevel { target = raceLevel } if groupLevel == target { return 0 } return target } func UpgradeGroupPreference(sg ShipGroup, st ShipType, tech Tech, v float64) ShipGroup { if v <= 0 || st.BlockMass(tech) == 0 || sg.TechLevel(tech) >= v { return sg } var su InUpgrade if sg.StateUpgrade != nil { su = *sg.StateUpgrade } else { su = InUpgrade{UpgradeTech: []UpgradePreference{}} } ti := slices.IndexFunc(su.UpgradeTech, func(pref UpgradePreference) bool { return pref.Tech == tech }) if ti < 0 { su.UpgradeTech = append(su.UpgradeTech, UpgradePreference{Tech: tech}) ti = len(su.UpgradeTech) - 1 } su.UpgradeTech[ti].Level = v su.UpgradeTech[ti].Cost = BlockUpgradeCost(st.BlockMass(tech), sg.TechLevel(tech), v) * float64(sg.Number) sg.StateUpgrade = &su return sg }