8f982278d2
* add multimodule * re-package modules
225 lines
7.3 KiB
Go
225 lines
7.3 KiB
Go
package controller
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import (
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"math"
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"slices"
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"strings"
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e "galaxy/error"
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"github.com/google/uuid"
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"github.com/iliadenisov/galaxy/server/internal/model/game"
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)
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func (c *Cache) shipGroupUpgrade(ri int, groupID uuid.UUID, techInput string, limitLevel float64) error {
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c.validateRaceIndex(ri)
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sgi, ok := c.raceShipGroupIndex(ri, groupID)
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if !ok {
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return e.NewEntityNotExistsError("group %s", groupID)
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}
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st := c.ShipGroupShipClass(sgi)
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sg := c.ShipGroup(sgi)
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if state := sg.State(); state != game.StateInOrbit {
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return e.NewShipsBusyError("state: %s", state)
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}
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p := c.MustPlanet(sg.Destination)
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if p.Owned() && !p.OwnedBy(c.g.Race[ri].ID) {
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return e.NewEntityNotOwnedError("planet #%d for upgrade group %s", p.Number, groupID)
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}
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upgradeValidTech := map[string]game.Tech{
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strings.ToLower(game.TechDrive.String()): game.TechDrive,
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strings.ToLower(game.TechWeapons.String()): game.TechWeapons,
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strings.ToLower(game.TechShields.String()): game.TechShields,
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strings.ToLower(game.TechCargo.String()): game.TechCargo,
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strings.ToLower(game.TechAll.String()): game.TechAll,
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}
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techRequest, ok := upgradeValidTech[strings.ToLower(techInput)]
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if !ok {
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return e.NewTechUnknownError(techInput)
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}
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var blockMasses map[game.Tech]float64 = map[game.Tech]float64{
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game.TechDrive: st.DriveBlockMass(),
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game.TechWeapons: st.WeaponsBlockMass(),
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game.TechShields: st.ShieldsBlockMass(),
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game.TechCargo: st.CargoBlockMass(),
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}
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switch {
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case techRequest != game.TechAll && blockMasses[techRequest] == 0:
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return e.NewUpgradeShipTechNotUsedError()
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case techRequest == game.TechAll && limitLevel != 0:
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return e.NewUpgradeParameterNotAllowedError("tech=%s max_level=%f", techRequest.String(), limitLevel)
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}
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targetLevel := make(map[game.Tech]float64)
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var sumLevels float64
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for _, tech := range []game.Tech{game.TechDrive, game.TechWeapons, game.TechShields, game.TechCargo} {
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if techRequest == game.TechAll || tech == techRequest {
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if c.g.Race[ri].TechLevel(tech) < limitLevel {
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return e.NewUpgradeTechLevelInsufficientError("%s=%.03f < %.03f", tech.String(), c.g.Race[ri].TechLevel(tech), limitLevel)
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}
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targetLevel[tech] = FutureUpgradeLevel(c.g.Race[ri].TechLevel(tech), sg.TechLevel(tech).F(), limitLevel)
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} else {
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targetLevel[tech] = CurrentUpgradingLevel(sg, tech)
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}
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sumLevels += targetLevel[tech]
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}
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productionCapacity := c.PlanetProductionCapacity(p.Number)
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uc := GroupUpgradeCost(sg, *st, targetLevel[game.TechDrive], targetLevel[game.TechWeapons], targetLevel[game.TechShields], targetLevel[game.TechCargo])
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costForShip := uc.UpgradeCost(1)
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if costForShip == 0 {
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return e.NewUpgradeShipsAlreadyUpToDateError("%#v", targetLevel)
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}
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shipsToUpgrade := sg.Number
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maxUpgradableShips := uc.UpgradeMaxShips(productionCapacity)
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/*
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1. считаем стоимость модернизации одного корабля
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2. считаем сколько кораблей можно модернизировать
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3. если не хватает даже на 1 корабль, ограничиваемся одним кораблём и пересчитываем коэффициент пропорционально массе блоков
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4. иначе, считаем истинное количество кораблей с учётом ограничения maxShips
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*/
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blockMassSum := st.EmptyMass()
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coef := productionCapacity / costForShip
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if maxUpgradableShips == 0 {
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if limitLevel > 0 {
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return e.NewUpgradeInsufficientResourcesError("ship cost=%.03f L=%.03f", costForShip, productionCapacity)
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}
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sumLevels = sumLevels * coef
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for tech := range targetLevel {
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if blockMasses[tech] > 0 {
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proportional := sumLevels * (blockMasses[tech] / blockMassSum)
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targetLevel[tech] = proportional
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}
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}
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maxUpgradableShips = 1
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} else if maxUpgradableShips > shipsToUpgrade {
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maxUpgradableShips = shipsToUpgrade
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}
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// sanity check
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uc = GroupUpgradeCost(sg, *st, targetLevel[game.TechDrive], targetLevel[game.TechWeapons], targetLevel[game.TechShields], targetLevel[game.TechCargo])
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costForGroup := uc.UpgradeCost(maxUpgradableShips)
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if costForGroup > productionCapacity {
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e.NewGameStateError("cost recalculation: coef=%f cost(%d)=%f L=%f", coef, maxUpgradableShips, costForGroup, productionCapacity)
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}
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// break group if needed
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if maxUpgradableShips < sg.Number {
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nsgi, err := c.breakGroup(ri, groupID, maxUpgradableShips)
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if err != nil {
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return err
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}
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sgi = nsgi
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}
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// finally, fill group upgrade prefs
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for tech := range targetLevel {
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if targetLevel[tech] > 0 {
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c.UpgradeShipGroup(sgi, tech, targetLevel[tech])
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}
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}
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return nil
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}
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func (c *Cache) UpgradeShipGroup(sgi int, tech game.Tech, v float64) {
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sg := *(c.ShipGroup(sgi))
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st := c.ShipGroupShipClass(sgi)
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c.g.ShipGroups[sgi] = UpgradeGroupPreference(sg, *st, tech, v)
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}
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// helpers
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type UpgradeCalc struct {
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Cost map[game.Tech]float64
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}
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func (uc UpgradeCalc) UpgradeCost(ships uint) float64 {
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var sum float64
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for _, v := range uc.Cost {
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sum += v
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}
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return sum * float64(ships)
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}
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func (uc UpgradeCalc) UpgradeMaxShips(resources float64) uint {
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return uint(math.Floor(resources / uc.UpgradeCost(1)))
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}
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func BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech float64) float64 {
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if blockMass == 0 || targetBlockTech <= currentBlockTech {
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return 0
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}
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return (1 - currentBlockTech/targetBlockTech) * 10 * blockMass
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}
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func GroupUpgradeCost(sg *game.ShipGroup, st game.ShipType, drive, weapons, shields, cargo float64) UpgradeCalc {
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uc := &UpgradeCalc{Cost: make(map[game.Tech]float64)}
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if drive > 0 {
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uc.Cost[game.TechDrive] = BlockUpgradeCost(st.DriveBlockMass(), sg.TechLevel(game.TechDrive).F(), drive)
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}
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if weapons > 0 {
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uc.Cost[game.TechWeapons] = BlockUpgradeCost(st.WeaponsBlockMass(), sg.TechLevel(game.TechWeapons).F(), weapons)
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}
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if shields > 0 {
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uc.Cost[game.TechShields] = BlockUpgradeCost(st.ShieldsBlockMass(), sg.TechLevel(game.TechShields).F(), shields)
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}
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if cargo > 0 {
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uc.Cost[game.TechCargo] = BlockUpgradeCost(st.CargoBlockMass(), sg.TechLevel(game.TechCargo).F(), cargo)
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}
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return *uc
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}
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func CurrentUpgradingLevel(sg *game.ShipGroup, tech game.Tech) float64 {
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if sg.StateUpgrade == nil {
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return 0
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}
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ti := slices.IndexFunc(sg.StateUpgrade.UpgradeTech, func(pref game.UpgradePreference) bool { return pref.Tech == tech })
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if ti >= 0 {
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return sg.StateUpgrade.UpgradeTech[ti].Level.F()
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}
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return 0
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}
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func FutureUpgradeLevel(raceLevel, groupLevel, limit float64) float64 {
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target := limit
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if target == 0 || target > raceLevel {
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target = raceLevel
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}
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if groupLevel == target {
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return 0
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}
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return target
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}
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func UpgradeGroupPreference(sg game.ShipGroup, st game.ShipType, tech game.Tech, v float64) game.ShipGroup {
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if v <= 0 || st.BlockMass(tech) == 0 || sg.TechLevel(tech).F() >= v {
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return sg
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}
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var su game.InUpgrade
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if sg.StateUpgrade != nil {
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su = *sg.StateUpgrade
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} else {
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su = game.InUpgrade{UpgradeTech: []game.UpgradePreference{}}
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}
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ti := slices.IndexFunc(su.UpgradeTech, func(pref game.UpgradePreference) bool { return pref.Tech == tech })
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if ti < 0 {
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su.UpgradeTech = append(su.UpgradeTech, game.UpgradePreference{Tech: tech})
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ti = len(su.UpgradeTech) - 1
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}
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su.UpgradeTech[ti].Level = game.F(v)
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su.UpgradeTech[ti].Cost = game.F(BlockUpgradeCost(st.BlockMass(tech), sg.TechLevel(tech).F(), v) * float64(sg.Number))
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sg.StateUpgrade = &su
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return sg
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}
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