Files
galaxy-game/pkg/model/game/ship.go
T
2025-09-23 18:36:22 +03:00

133 lines
3.1 KiB
Go

package game
import "math"
type Ship struct {
TypeName string
}
type ShipType struct {
Name string
Drive float64 // [0], [1...]
Armament uint
Weapons float64 // [0], [1...]
Shields float64 // [0], [1...]
Cargo float64 // [0], [1...]
}
type ShipGroup struct {
Type ShipType
Number uint
State string // TODO: kinda enum: In_Orbit, In_Space, Transfer_State, Upgrade
Load float64 // Cargo loaded - "Масса груза"
Drive float64
Weapons float64
Shields float64
Cargo float64
}
type Fleet struct {
ShipGroups []ShipGroup
}
// TODO: test on real values
func (st ShipType) EmptyMass() float64 {
shipMass := st.DriveMass() + st.ShieldsMass() + st.CargoMass() + st.WeaponsMass()
return shipMass
}
func (st ShipType) DriveMass() float64 {
return st.Drive
}
func (st ShipType) ShieldsMass() float64 {
return st.Shields
}
func (st ShipType) CargoMass() float64 {
return st.Cargo
}
func (st ShipType) WeaponsMass() float64 {
return float64(st.Armament)*(st.Weapons/2) + st.Weapons/2
}
// Грузоподъёмность
func (sg ShipGroup) CargoCapacity() float64 {
return sg.Drive * (sg.Type.Cargo + (sg.Type.Cargo*sg.Type.Cargo)/20)
}
// "Масса перевозимого груза"
func (sg ShipGroup) CarryingMass() float64 {
return sg.Load / sg.Cargo
}
func (sg ShipGroup) FullMass() float64 {
return sg.Type.EmptyMass() + sg.CarryingMass()
}
// "Эффективность двигателя"
// равна мощности Двигателей умноженной на текущий технологический уровень блока Двигателей
func (sg ShipGroup) DriveEffective() float64 {
return sg.Type.Drive * sg.Drive
}
// TODO: test this
func (sg ShipGroup) Speed() float64 {
return sg.DriveEffective() * 20 / sg.FullMass()
}
func (sg ShipGroup) UpgradeDriveCost(drive float64) float64 {
return (1 - sg.Drive/drive) * 10 * sg.Type.Drive
}
// TODO: test on other values
func (sg ShipGroup) UpgradeWeaponsCost(weapons float64) float64 {
return (1 - sg.Weapons/weapons) * 10 * sg.Type.WeaponsMass()
}
func (sg ShipGroup) UpgradeShieldsCost(shields float64) float64 {
return (1 - sg.Shields/shields) * 10 * sg.Type.Shields
}
func (sg ShipGroup) UpgradeCargoCost(cargo float64) float64 {
return (1 - sg.Cargo/cargo) * 10 * sg.Type.Cargo
}
// Мощность бомбардировки
// TODO: maybe rounding must be done only for display?
func (sg ShipGroup) BombingPower() float64 {
// return math.Sqrt(sg.Type.Weapons * sg.Weapons)
result := (math.Sqrt(sg.Type.Weapons*sg.Weapons)/10. + 1.) *
sg.Type.Weapons *
sg.Weapons *
float64(sg.Type.Armament) *
float64(sg.Number)
return toFixed3(result)
}
// TODO: test this
func (fl Fleet) Speed() float64 {
result := math.MaxFloat64
for _, sg := range fl.ShipGroups {
if sg.Speed() < result {
result = sg.Speed()
}
}
return result
}
func toFixed3(num float64) float64 {
return toFixed(num, 3)
}
// TODO: move to more common place
func toFixed(num float64, precision int) float64 {
output := math.Pow(10, float64(precision))
return float64(round(num*output)) / output
}
func round(num float64) int {
return int(num + math.Copysign(0.5, num))
}