224 lines
5.9 KiB
Go
224 lines
5.9 KiB
Go
package game
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import (
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"fmt"
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"galaxy/calc"
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"math"
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"strings"
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"github.com/google/uuid"
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)
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type CargoType string
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const (
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CargoColonist CargoType = "COL" // Колонисты
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CargoMaterial CargoType = "MAT" // Сырьё
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CargoCapital CargoType = "CAP" // Промышленность
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)
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var (
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CargoTypeSet map[string]CargoType = map[string]CargoType{
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strings.ToLower(CargoColonist.String()): CargoColonist,
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strings.ToLower(CargoMaterial.String()): CargoMaterial,
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strings.ToLower(CargoCapital.String()): CargoCapital,
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}
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)
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func (ct CargoType) Ref() *CargoType {
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return &ct
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}
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func (ct CargoType) String() string {
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return string(ct)
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}
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type ShipGroupState string
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const (
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StateInOrbit ShipGroupState = "In_Orbit"
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StateLaunched ShipGroupState = "Launched"
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StateInSpace ShipGroupState = "In_Space"
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StateUpgrade ShipGroupState = "Upgrade"
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StateTransfer ShipGroupState = "Transfer" // [ ] Группы будут передаваться мгновенно в начале производства хода
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)
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func (sgs ShipGroupState) String() string {
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return string(sgs)
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}
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type InSpace struct {
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// X, Y are nil for Launched state
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Origin uint `json:"origin"`
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X *Float `json:"x,omitempty"`
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Y *Float `json:"y,omitempty"`
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}
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func (is InSpace) Equal(other InSpace) bool {
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return is.Origin == other.Origin && is.X == other.X && is.Y == other.Y
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}
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func (is InSpace) Launched() bool {
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if (is.X == nil && is.Y != nil) || (is.X != nil && is.Y == nil) {
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panic("group in space state invalid: one of coordinate is not set")
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}
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return is.X == nil && is.Y == is.X
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}
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type InUpgrade struct {
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UpgradeTech []UpgradePreference `json:"preference"`
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}
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func (iu InUpgrade) Cost() float64 {
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var sum float64
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for i := range iu.UpgradeTech {
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sum += iu.UpgradeTech[i].Cost.F()
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}
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return sum
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}
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func (iu InUpgrade) TechCost(t Tech) float64 {
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for i := range iu.UpgradeTech {
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if iu.UpgradeTech[i].Tech == t {
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return iu.UpgradeTech[i].Cost.F()
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}
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}
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return 0.
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}
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type UpgradePreference struct {
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Tech Tech `json:"tech"`
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Level Float `json:"level"`
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Cost Float `json:"cost"`
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}
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type Tech string
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const (
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TechAll Tech = "ALL"
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TechDrive Tech = "DRIVE"
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TechWeapons Tech = "WEAPONS"
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TechShields Tech = "SHIELDS"
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TechCargo Tech = "CARGO"
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)
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func (t Tech) String() string {
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return string(t)
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}
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type ShipGroup struct {
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ID uuid.UUID `json:"id"`
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OwnerID uuid.UUID `json:"ownerId"` // Race reference
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TypeID uuid.UUID `json:"typeId"` // ShipType reference
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FleetID *uuid.UUID `json:"fleetId,omitempty"` // Fleet reference
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Number uint `json:"number"` // Number (quantity) ships of specific ShipType
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CargoType *CargoType `json:"loadType,omitempty"` //
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Load Float `json:"load"` // Cargo loaded - "Масса груза"
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Tech TechSet `json:"tech"` //
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Destination uint `json:"destination"` //
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StateInSpace *InSpace `json:"inSpace,omitempty"` //
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StateUpgrade *InUpgrade `json:"upgrade,omitempty"` //
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StateTransfer bool `json:"transfer,omitempty"` //
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}
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func (sg ShipGroup) TechLevel(t Tech) Float {
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return F(sg.Tech.Value(t))
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}
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func (sg *ShipGroup) SetTechLevel(t Tech, v float64) {
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sg.Tech = sg.Tech.Set(t, v)
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}
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func (sg ShipGroup) State() ShipGroupState {
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switch {
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case sg.StateInSpace == nil && sg.StateUpgrade == nil:
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return StateInOrbit
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case sg.StateInSpace != nil && sg.StateUpgrade == nil:
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if !sg.StateInSpace.Launched() {
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return StateInSpace
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}
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if sg.StateTransfer {
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return StateTransfer
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}
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return StateLaunched
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case sg.StateUpgrade != nil && sg.StateInSpace == nil:
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return StateUpgrade
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default:
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panic(fmt.Sprintf("ambigous group state: in_space=%#v upgrage=%#v", sg.StateInSpace, sg.StateUpgrade))
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}
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}
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func (sg ShipGroup) AtPlanet() (uint, bool) {
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switch sg.State() {
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case StateInOrbit:
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return sg.Destination, true
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case StateLaunched:
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return sg.StateInSpace.Origin, true
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default:
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return 0, false
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}
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}
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func (sg ShipGroup) Coord() (float64, float64, bool) {
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state := sg.State()
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if state == StateInSpace || state == StateLaunched {
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return sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), true
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}
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return 0, 0, false
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}
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func (sg ShipGroup) Equal(other ShipGroup) bool {
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return sg.OwnerID == other.OwnerID &&
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sg.TypeID == other.TypeID &&
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sg.FleetID == other.FleetID &&
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sg.TechLevel(TechDrive) == other.TechLevel(TechDrive) &&
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sg.TechLevel(TechWeapons) == other.TechLevel(TechWeapons) &&
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sg.TechLevel(TechShields) == other.TechLevel(TechShields) &&
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sg.TechLevel(TechCargo) == other.TechLevel(TechCargo) &&
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sg.CargoType == other.CargoType &&
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(sg.Load/F(float64(sg.Number))).F() == (other.Load/F(float64(other.Number))).F() &&
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sg.State() == other.State()
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}
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// Грузоподъёмность группы
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func (sg ShipGroup) CargoCapacity(st *ShipType) float64 {
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return calc.CargoCapacity(st.Cargo.F(), sg.TechLevel(TechCargo).F()) * float64(sg.Number)
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}
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func (sg ShipGroup) CarryingMass() float64 {
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return calc.CarryingMass(sg.Load.F(), sg.TechLevel(TechCargo).F())
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}
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// Масса группы без учёта груза
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func (sg ShipGroup) EmptyMass(st *ShipType) float64 {
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return st.EmptyMass() * float64(sg.Number)
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}
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func (sg ShipGroup) FullMass(st *ShipType) float64 {
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return calc.FullMass(sg.EmptyMass(st), sg.CarryingMass())
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}
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func (sg ShipGroup) DriveEffective(st *ShipType) float64 {
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return calc.DriveEffective(st.Drive.F(), sg.TechLevel(TechDrive).F())
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}
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func (sg ShipGroup) Speed(st *ShipType) float64 {
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return calc.Speed(sg.DriveEffective(st), sg.FullMass(st))
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}
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// Мощность бомбардировки
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func (sg ShipGroup) BombingPower(st *ShipType) float64 {
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return (math.Sqrt(st.Weapons.F()*sg.TechLevel(TechWeapons).F())/10. + 1.) *
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st.Weapons.F() *
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sg.TechLevel(TechWeapons).F() *
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float64(st.Armament) *
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float64(sg.Number)
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}
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func (sg ShipGroup) CargoString() string {
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if sg.CargoType == nil {
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return "-"
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}
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return sg.CargoType.String()
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}
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