Files
galaxy-game/internal/model/game/battle.go
T
2026-01-13 22:16:23 +02:00

308 lines
8.5 KiB
Go

package game
import (
"encoding/json"
"fmt"
"maps"
"math/rand/v2"
"slices"
"github.com/google/uuid"
)
type Battle struct {
ID uuid.UUID
Planet uint
// True = In_Battle, False = Out_Battle
observerGroups map[int]bool
Protocol []BattleAction
shipAmmo map[int]uint
shipName map[int]string
attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability > 0
}
type BattleAction struct {
Attacker int
Defenter int
Destroyed bool
}
func (b Battle) ShipClassName(groupIndex int) string {
if v, ok := b.shipName[groupIndex]; ok {
return v
} else {
panic(fmt.Sprintf("Battle.ShipClassName: no name stored for groupIndex=%d", groupIndex))
}
}
type BattleReport struct {
ID uuid.UUID `json:"id"`
Planet uint `json:"planet"`
PlanetName string `json:"planet_name"`
Races map[int]string `json:"races"`
Ships map[int]string `json:"ships"`
Protocol []BattleActionReport `json:"protocol"`
}
type BattleActionReport struct {
Attacker int `json:"r1"`
AttackerShipClass int `json:"s1"`
Defender int `json:"r2"`
DefenderShipClass int `json:"s2"`
Destroyed bool `json:"d"`
}
type ShipClassBattle struct {
ClassName string `json:"class"`
Tech TechSet `json:"tech"`
Number uint `json:"number"`
CargoType *CargoType `json:"loadType,omitempty"`
Quantity float64 `json:"quantity"`
Left uint `json:"left"`
}
func CollectPlanetGroups(g *Game, cacheShipGroupRaceID map[int]int, cacheShipClass map[int]*ShipType) map[uint]map[int]bool {
planetGroup := make(map[uint]map[int]bool)
for groupIndex := range g.ShipGroups {
state := g.ShipGroups[groupIndex].State()
if state == StateInOrbit || state == StateUpgrade {
planetNumber := g.ShipGroups[groupIndex].Destination
if _, ok := planetGroup[planetNumber]; !ok {
planetGroup[planetNumber] = make(map[int]bool)
}
planetGroup[planetNumber][groupIndex] = false
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 FilterBattleGroups(g *Game, groups map[int]bool) []int {
return slices.DeleteFunc(slices.Collect(maps.Keys(groups)), func(groupIndex int) bool { return g.ShipGroups[groupIndex].State() != StateInOrbit })
}
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]),
// )
p := 0.
// 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)
}()
planetGroups := CollectPlanetGroups(g, cacheShipGroupRaceID, cacheShipClass)
if len(planetGroups) == 0 {
return nil
}
cacheRelation := CacheRelations(g, cacheShipGroupRaceID)
defer func() {
clear(cacheRelation)
}()
result := make([]*Battle, 0)
for pl, observerGroups := range planetGroups {
battleGroups := FilterBattleGroups(g, observerGroups)
b := &Battle{
Planet: pl,
observerGroups: observerGroups,
attacker: make(map[int]map[int]float64),
shipAmmo: make(map[int]uint),
shipName: make(map[int]string),
}
for i := range battleGroups {
attIdx := battleGroups[i]
// Ships with no Ammo will never attack somebody
if cacheShipClass[attIdx].Armament == 0 {
continue
}
opponents := slices.DeleteFunc(slices.Clone(battleGroups), func(defIdx int) bool {
return FilterBattleOpponents(g, attIdx, defIdx, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability)
})
if len(opponents) > 0 {
b.shipAmmo[attIdx] = cacheShipClass[attIdx].Armament
b.shipName[attIdx] = cacheShipClass[attIdx].Name
b.observerGroups[attIdx] = true
for _, defIdx := range opponents {
b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx]
b.shipName[defIdx] = cacheShipClass[defIdx].Name
b.observerGroups[defIdx] = true
}
}
}
if len(b.attacker) > 0 {
SingleBattle(g, b)
b.ID = uuid.New()
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("SingleBattle: probability unexpected: value <= 0")
}
b.Protocol = append(b.Protocol, 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
}
}
// FIXME: удалять ShipGroups после генерирования пользовательского отчёта
// g.ShipGroups = append(g.ShipGroups[:defIdx], g.ShipGroups[defIdx+1:]...)
}
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.)
// }
func (b BattleReport) MarshalBinary() (data []byte, err error) {
return json.Marshal(&b)
}
func (b *BattleReport) UnmarshalBinary(data []byte) error {
return json.Unmarshal(data, b)
}