package game import ( "fmt" "maps" "math" "math/rand/v2" "slices" "github.com/google/uuid" ) type Battle struct { Planet uint BattleReport BattleReport shipAmmo map[int]uint attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability } type BattleReport struct { BattleAction []BattleAction } type BattleAction struct { Attacker int Defenter int Destroyed bool } func CollectPlanetGroups(g *Game, cacheShipGroupRaceID map[int]int, cacheShipClass map[int]*ShipType) map[uint][]int { planetGroup := make(map[uint][]int) for groupIndex := range g.ShipGroups { if g.ShipGroups[groupIndex].State() == StateInOrbit { planetNumber := g.ShipGroups[groupIndex].Destination planetGroup[planetNumber] = append(planetGroup[planetNumber], groupIndex) if _, ok := cacheShipGroupRaceID[groupIndex]; !ok { cacheShipGroupRaceID[groupIndex] = RaceIndex(g, g.ShipGroups[groupIndex].OwnerID) } ri := cacheShipGroupRaceID[groupIndex] if _, ok := cacheShipClass[groupIndex]; !ok { sti, ok := ShipClassIndex(g, ri, g.ShipGroups[groupIndex].TypeID) if !ok { panic(fmt.Sprintf("CollectPlanetGroups: ship class not found for race=%q group=%v", g.Race[ri].Name, g.ShipGroups[groupIndex].Index)) } cacheShipClass[groupIndex] = &g.Race[ri].ShipTypes[sti] } } } for pl := range planetGroup { if len(planetGroup[pl]) < 2 { delete(planetGroup, pl) } } return planetGroup } func CacheRelations(g *Game, cacheShipGroupRaceID map[int]int) map[int]map[int]Relation { cache := make(map[int]map[int]Relation) ri := make(map[int]bool) for _, raceIdx := range cacheShipGroupRaceID { ri[raceIdx] = true } for r1 := range ri { for r2 := range ri { if r1 == r2 { continue } rel, err := g.relationInternal(r1, r2) if err != nil { panic(err) } if _, ok := cache[r1]; !ok { cache[r1] = make(map[int]Relation) } cache[r1][r2] = rel.Relation } } return cache } func FilterBattleOpponents( g *Game, attIdx, defIdx int, cacheShipGroupRaceID map[int]int, cacheRelation map[int]map[int]Relation, cacheShipClass map[int]*ShipType, cacheProbability map[int]map[int]float64, ) bool { // Same Race's groups can't attack themselves if attIdx == defIdx || g.ShipGroups[attIdx].OwnerID == g.ShipGroups[defIdx].OwnerID { return true } // If any opponent has War relation to another, both will stay in battle if cacheRelation[cacheShipGroupRaceID[attIdx]][cacheShipGroupRaceID[defIdx]] == RelationPeace && cacheRelation[cacheShipGroupRaceID[defIdx]][cacheShipGroupRaceID[attIdx]] == RelationPeace { return true } p := DestructionProbability( cacheShipClass[attIdx].Weapons, g.ShipGroups[attIdx].TechLevel(TechWeapons), cacheShipClass[defIdx].Shields, g.ShipGroups[defIdx].TechLevel(TechShields), g.ShipGroups[defIdx].FullMass(cacheShipClass[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(g *Game) []*Battle { cacheShipGroupRaceID := make(map[int]int) cacheShipClass := make(map[int]*ShipType) cacheProbability := make(map[int]map[int]float64) defer func() { clear(cacheShipGroupRaceID) clear(cacheShipClass) clear(cacheProbability) }() planetGroup := CollectPlanetGroups(g, cacheShipGroupRaceID, cacheShipClass) if len(planetGroup) == 0 { return nil } cacheRelation := CacheRelations(g, cacheShipGroupRaceID) defer func() { clear(cacheRelation) }() result := make([]*Battle, 0) for pl, groups := range planetGroup { b := &Battle{ Planet: pl, attacker: make(map[int]map[int]float64), shipAmmo: make(map[int]uint), } for i := range groups { attIdx := groups[i] // Ships with no Ammo will never attack somebody if cacheShipClass[attIdx].Armament == 0 { continue } // TODO: remove slices.Clone? opponents := slices.DeleteFunc(slices.Clone(groups), func(defIdx int) bool { return FilterBattleOpponents(g, attIdx, defIdx, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability) }) if len(opponents) > 0 { b.shipAmmo[attIdx] = cacheShipClass[attIdx].Armament for _, defIdx := range opponents { b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx] } } } if len(b.attacker) > 0 { SingleBattle(g, b) result = append(result, b) } clear(b.attacker) clear(b.shipAmmo) } return result } func SingleBattle(g *Game, b *Battle) { for len(b.attacker) > 0 { attackers := slices.Collect(maps.Keys(b.attacker)) attIdx := attackers[rand.IntN(len(attackers))] for range b.shipAmmo[attIdx] { defenders := slices.Collect(maps.Keys(b.attacker[attIdx])) defIdx := defenders[rand.IntN(len(defenders))] destroyed := false probability := b.attacker[attIdx][defIdx] switch { case probability >= 1: destroyed = true case probability > 0: destroyed = rand.Float64() >= probability default: panic("probabilities cache returned unexpected value") } b.BattleReport.BattleAction = append(b.BattleReport.BattleAction, BattleAction{ Attacker: attIdx, Defenter: defIdx, Destroyed: destroyed, }) if destroyed { g.ShipGroups[defIdx].Number-- } if g.ShipGroups[defIdx].Number == 0 { delete(b.attacker, defIdx) // Eliminated group cant attack anyone for attIdx := range b.attacker { delete(b.attacker[attIdx], defIdx) // Attackers can't attack eliminated group anymore if len(b.attacker[attIdx]) == 0 { delete(b.attacker, attIdx) // Remove attacker if he lost all opponents } } } if len(b.attacker) == 0 { break } } } } func RaceIndex(g *Game, ID uuid.UUID) int { i := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == ID }) if i < 0 { panic(fmt.Sprintf("RaceIndex: race not found by ID=%v", ID)) } return i } func DestructionProbability(attWeapons, attWeaponsTech, defShields, defShiledsTech, defFullMass float64) float64 { effAttack := attWeapons * attWeaponsTech effDefence := EffectiveDefence(defShields, defShiledsTech, defFullMass) return (math.Log10(effAttack/effDefence)/math.Log10(4) + 1) / 2 } func EffectiveDefence(defShields, defShiledsTech, defFullMass float64) float64 { return defShields * defShiledsTech / math.Pow(defFullMass, 1./3.) * math.Pow(30., 1./3.) }