Files
2026-05-10 14:55:14 +02:00

301 lines
8.0 KiB
Go

package controller
import (
"cmp"
"iter"
"maps"
"math"
"math/rand/v2"
"slices"
"galaxy/calc"
e "galaxy/error"
"galaxy/game/internal/model/game"
)
func (c *Cache) PlanetRouteSet(ri int, rt game.RouteType, origin, destination uint) error {
c.validateRaceIndex(ri)
p1, ok := c.Planet(origin)
if !ok {
return e.NewEntityNotExistsError("origin planet #%d", origin)
}
if !p1.OwnedBy(c.g.Race[ri].ID) {
return e.NewEntityNotOwnedError("planet #%d", origin)
}
p2, ok := c.Planet(destination)
if !ok {
return e.NewEntityNotExistsError("destination planet #%d", destination)
}
rangeToDestination := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X.F(), p1.Y.F(), p2.X.F(), p2.Y.F())
if rangeToDestination > c.g.Race[ri].FlightDistance() {
return e.NewSendUnreachableDestinationError("range=%.03f max=%.03f", rangeToDestination, c.g.Race[ri].FlightDistance())
}
c.SetPlanetRoute(rt, origin, destination)
return nil
}
func (c *Cache) PlanetRouteRemove(ri int, rt game.RouteType, origin uint) error {
c.validateRaceIndex(ri)
p1, ok := c.Planet(origin)
if !ok {
return e.NewEntityNotExistsError("origin planet #%d", origin)
}
if !p1.OwnedBy(c.g.Race[ri].ID) {
return e.NewEntityNotOwnedError("planet #%d", origin)
}
c.RemovePlanetRoute(rt, origin)
return nil
}
func (c *Cache) SetPlanetRoute(rt game.RouteType, origin, destination uint) {
pi := c.MustPlanetIndex(origin)
if c.g.Map.Planet[pi].Route == nil {
c.g.Map.Planet[pi].Route = make(map[game.RouteType]uint)
}
c.g.Map.Planet[pi].Route[rt] = destination
}
func (c *Cache) RemovePlanetRoute(rt game.RouteType, origin uint) {
pi := c.MustPlanetIndex(origin)
if c.g.Map.Planet[pi].Route != nil {
delete(c.g.Map.Planet[pi].Route, rt)
}
}
func (c *Cache) SendRoutedGroups() {
for pi := range c.g.Map.Planet {
if len(c.g.Map.Planet[pi].Route) == 0 {
continue
}
groups := slices.Collect(c.listRoutedSendGroupIds(c.g.Map.Planet[pi].Number))
if len(groups) == 0 {
continue
}
sortGroups := func(g []int) {
// sort groups by largest CargoCapacity
slices.SortFunc(g, func(l, r int) int {
return cmp.Or(
cmp.Compare(c.ShipGroup(r).CargoCapacity(c.ShipGroupShipClass(r)), c.ShipGroup(l).CargoCapacity(c.ShipGroupShipClass(l))),
cmp.Compare(l, r))
})
}
reorderGroups := func(g []int) []int {
g = slices.DeleteFunc(g, func(i int) bool { return c.ShipGroup(i).State() != game.StateInOrbit })
sortGroups(g)
return g
}
sortGroups(groups)
p := c.MustPlanet(c.g.Map.Planet[pi].Number)
// COL -> CAP -> MAT -> EMPTY
for _, rt := range []game.RouteType{game.RouteColonist, game.RouteCapital, game.RouteMaterial, game.RouteEmpty} {
dest, ok := c.g.Map.Planet[pi].Route[rt]
if !ok {
continue
}
var res *game.Float
var ct game.CargoType
switch rt {
case game.RouteColonist:
res = &p.Colonists
ct = game.CargoColonist
case game.RouteCapital:
res = &p.Capital
ct = game.CargoCapital
case game.RouteMaterial:
res = &p.Material
ct = game.CargoMaterial
case game.RouteEmpty:
// empty routes launched immediately so the're not required to be loaded
for _, sgi := range groups {
c.LaunchShips(sgi, dest)
}
groups = reorderGroups(groups)
continue
default:
continue
}
for res != nil && *res > 0 && len(groups) > 0 {
sgi := groups[0]
sg := c.ShipGroup(sgi)
st := c.ShipGroupShipClass(sgi)
ships := sg.Number
sgCapacity := sg.CargoCapacity(st)
toLoad := (*res).F()
if toLoad > sgCapacity {
toLoad = sgCapacity
} else if maxShips := uint(math.Ceil(toLoad / (sgCapacity / float64(ships)))); maxShips < ships {
newGroupIdx := c.unsafeBreakGroup(c.RaceIndex(sg.OwnerID), sgi, maxShips)
sgi = newGroupIdx
sg = c.ShipGroup(newGroupIdx)
}
// decrease planet resource
*res = (*res).Add(-toLoad)
// load group
sg.Load = sg.Load.Add(toLoad)
sg.CargoType = &ct
c.LaunchShips(sgi, dest)
groups = reorderGroups(groups)
}
}
}
}
func (c *Cache) listRoutedSendGroupIds(pn uint) iter.Seq[int] {
return func(yield func(int) bool) {
p := c.MustPlanet(pn)
for i := range c.ShipGroupsIndex() {
sg := c.ShipGroup(i)
st := c.ShipGroupShipClass(i)
if !p.OwnedBy(sg.OwnerID) || // Planet must be owned by ships owner
sg.FleetID != nil || // Ships must not be part of a Fleet
sg.State() != game.StateInOrbit || // Ships must be only In_Orbit state
st.CargoBlockMass() == 0 || // Ship Class must have Cargo bays
sg.Load != 0 || // Ships must not be loaded for enrouting
sg.Destination != p.Number {
continue
}
if !yield(i) {
return
}
}
}
}
// Невозможно лишь выгрузить колонистов на чужой планете.
func (c *Cache) TurnUnloadEnroutedGroups() {
for i := range c.g.Map.Planet {
p := &c.g.Map.Planet[i]
c.doUnload(c.unloadRoutedColonists(p.Number, c.listRoutedUnloadShipGroupIds(p.Number, game.RouteColonist)))
for _, rt := range []game.RouteType{game.RouteMaterial, game.RouteCapital} {
c.doUnload(c.listRoutedUnloadShipGroupIds(p.Number, rt))
}
p.UnpackColonists()
p.UnpackCapital()
}
}
func (c *Cache) RemoveUnreachableRoutes() {
for i := range c.g.Map.Planet {
p1 := &c.g.Map.Planet[i]
if !p1.Owned() {
continue
}
ri := c.RaceIndex(*p1.Owner)
for rt, destination := range p1.Route {
p2 := c.MustPlanet(destination)
rangeToDestination := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X.F(), p1.Y.F(), p2.X.F(), p2.Y.F())
if rangeToDestination > c.g.Race[ri].FlightDistance() {
delete(p1.Route, rt)
}
}
}
}
func (c *Cache) doUnload(groups iter.Seq[int]) {
for sgi := range groups {
c.unsafeUnloadCargo(sgi, c.ShipGroup(sgi).Load.F())
}
}
func (c *Cache) unloadRoutedColonists(pn uint, groups iter.Seq[int]) iter.Seq[int] {
p := c.MustPlanet(pn)
gr := slices.Collect(groups)
if !p.Owned() {
return c.selectColUnloadGroup(gr)
}
return func(yield func(int) bool) {
for _, sgi := range gr {
sg := c.ShipGroup(sgi)
if !p.OwnedBy(sg.OwnerID) {
continue
}
if !yield(sgi) {
return
}
}
}
}
func (c *Cache) selectColUnloadGroup(groups []int) (result iter.Seq[int]) {
groupByRace := make(map[int][]int)
loadByRace := make(map[int]float64)
for _, i := range groups {
sg := c.ShipGroup(i)
ri := c.RaceIndex(sg.OwnerID)
groupByRace[ri] = append(groupByRace[ri], i)
loadByRace[ri] += sg.Load.F()
}
if len(loadByRace) < 2 {
// only one race has to unload cargo
result = slices.Values(groups)
return
}
// select winner to unload cargo
id := MaxOrRandomLoadId(loadByRace, func(ri int) float64 { return float64(c.g.Race[ri].Votes) })
result = slices.Values(groupByRace[id])
return
}
func (c *Cache) listRoutedUnloadShipGroupIds(pn uint, routeType game.RouteType) iter.Seq[int] {
return func(yield func(int) bool) {
yielded := make(map[int]bool)
for i := range c.g.Map.Planet {
for rt, dest := range c.g.Map.Planet[i].Route {
if dest != pn || rt != routeType {
continue
}
for i := range c.ShipGroupsIndex() {
sg := c.ShipGroup(i)
if _, ok := yielded[i]; ok || sg.FleetID != nil || sg.CargoType == nil || sg.Load == 0. || sg.State() != game.StateInOrbit || sg.Destination != dest {
continue
}
if v, ok := game.RouteToCargo[rt]; !ok || v != *sg.CargoType {
continue
}
if !yield(i) {
return
}
yielded[i] = true
}
}
}
}
}
func MaxOrRandomLoadId(raceLoad map[int]float64, pop func(int) float64) int {
if len(raceLoad) < 2 {
panic("loadByRace must contain at least 2 keys")
}
raceIndex := slices.Collect(maps.Keys(raceLoad))
slices.SortFunc(raceIndex, func(ria, rib int) int {
return cmp.Or(
// maximum quantity of unloading colonists
cmp.Compare(raceLoad[rib], raceLoad[ria]),
// maximum population of the race
cmp.Compare(pop(rib), pop(ria)),
// Random winner
cmp.Compare(rand.Float64(), rand.Float64()),
// in theoty, unreacheable option, but let's randomize again
cmp.Compare(rand.Float64(), rand.Float64()),
)
})
return raceIndex[0]
}