Files
galaxy-game/game/internal/controller/battle.go
T
Ilia Denisov a7793f5416 ui calculator
2026-03-30 19:38:24 +02:00

223 lines
5.9 KiB
Go

package controller
import (
"iter"
"maps"
"math/rand/v2"
"slices"
"galaxy/calc"
"galaxy/game/internal/model/game"
"github.com/google/uuid"
)
type Battle struct {
ID uuid.UUID
Planet uint
ObserverGroups map[int]bool // True = In_Battle, False = Out_Battle
InitialNumbers map[int]uint // Initial number of ships in the group
Protocol []BattleAction
shipAmmo map[int]uint
attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability > 0
}
type BattleAction struct {
Attacker int
Defender int
Destroyed bool
}
func CollectPlanetGroups(c *Cache) map[uint]map[int]bool {
planetGroup := make(map[uint]map[int]bool)
for groupIndex := range c.ShipGroupsIndex() {
state := c.ShipGroup(groupIndex).State()
if state == game.StateInOrbit || state == game.StateUpgrade {
planetNumber := c.ShipGroup(groupIndex).Destination
if _, ok := planetGroup[planetNumber]; !ok {
planetGroup[planetNumber] = make(map[int]bool)
}
planetGroup[planetNumber][groupIndex] = false
}
}
for pl := range planetGroup {
if len(planetGroup[pl]) < 2 {
delete(planetGroup, pl)
}
}
return planetGroup
}
func FilterBattleGroups(c *Cache, groups map[int]bool) []int {
return slices.DeleteFunc(slices.Collect(maps.Keys(groups)), func(groupIndex int) bool { return c.ShipGroup(groupIndex).State() != game.StateInOrbit })
}
func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[int]map[int]float64) bool {
// Same Race's groups can't attack themselves
if attIdx == defIdx || c.ShipGroupOwnerRaceIndex(attIdx) == c.ShipGroupOwnerRaceIndex(defIdx) {
return true
}
// If any opponent has War relation to another, both will stay in battle
if c.Relation(c.ShipGroupOwnerRaceIndex(attIdx), c.ShipGroupOwnerRaceIndex(defIdx)) == game.RelationPeace &&
c.Relation(c.ShipGroupOwnerRaceIndex(defIdx), c.ShipGroupOwnerRaceIndex(attIdx)) == game.RelationPeace {
return true
}
p := calc.DestructionProbability(
c.ShipGroupShipClass(attIdx).Weapons.F(),
c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(),
c.ShipGroupShipClass(defIdx).Shields.F(),
c.ShipGroup(defIdx).TechLevel(game.TechShields).F(),
c.ShipGroup(defIdx).FullMass(c.ShipGroupShipClass(defIdx)),
)
// 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(c *Cache) []*Battle {
cacheProbability := make(map[int]map[int]float64)
defer func() { clear(cacheProbability) }()
planetGroups := CollectPlanetGroups(c)
if len(planetGroups) == 0 {
return nil
}
result := make([]*Battle, 0)
// Multiple battles on single planet shoul be produced as single battle:
// A <--> B
// C <--> D
// where: [A] and [B] are mutual enemies, as well [C] and [D]
for pl, observerGroups := range planetGroups {
battleGroups := FilterBattleGroups(c, observerGroups)
b := &Battle{
Planet: pl,
ObserverGroups: observerGroups,
InitialNumbers: make(map[int]uint),
attacker: make(map[int]map[int]float64),
shipAmmo: make(map[int]uint),
}
for sgi := range observerGroups {
b.InitialNumbers[sgi] = c.ShipGroup(sgi).Number
}
for i := range battleGroups {
attIdx := battleGroups[i]
// Ships with no Ammo will never attack somebody
if c.ShipGroupShipClass(attIdx).Armament == 0 {
continue
}
opponents := slices.DeleteFunc(slices.Clone(battleGroups), func(defIdx int) bool {
return FilterBattleOpponents(c, attIdx, defIdx, cacheProbability)
})
if len(opponents) > 0 {
b.shipAmmo[attIdx] = c.ShipGroupShipClass(attIdx).Armament
b.ObserverGroups[attIdx] = true
for _, defIdx := range opponents {
if _, ok := b.attacker[attIdx][defIdx]; !ok {
b.attacker[attIdx] = make(map[int]float64)
}
b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx]
b.ObserverGroups[defIdx] = true
}
}
}
if len(b.attacker) > 0 {
SingleBattle(c, b)
b.ID = uuid.New()
result = append(result, b)
}
clear(b.attacker)
clear(b.shipAmmo)
}
return result
}
func SingleBattle(c *Cache, b *Battle) {
roundShooters := make(map[int]bool)
for len(b.attacker) > 0 {
// список участников раунда
clear(roundShooters)
for sgi := range b.attacker {
roundShooters[sgi] = true
}
for len(roundShooters) > 0 {
// attacke group id among round participants
attIdx := randomValue(maps.Keys(roundShooters))
delete(roundShooters, attIdx)
for range b.shipAmmo[attIdx] {
// defender group id among all attacker's opponents
defIdx := randomValue(maps.Keys(b.attacker[attIdx]))
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,
Defender: defIdx,
Destroyed: destroyed,
})
if destroyed {
c.ShipGroupDestroyItem(defIdx)
}
if c.ShipGroup(defIdx).Number == 0 {
// Eliminated group cant attack anyone
delete(b.attacker, defIdx)
delete(roundShooters, defIdx)
for attIdx := range b.attacker {
// Other attackers can't attack eliminated group anymore
delete(b.attacker[attIdx], defIdx)
if len(b.attacker[attIdx]) == 0 {
// Remove attacker if he lost all opponents
delete(b.attacker, attIdx)
delete(roundShooters, attIdx)
}
}
}
// When attacker has no more targets to shoot - break its ammo cycle
if len(b.attacker[attIdx]) == 0 {
break
}
}
}
}
}
func randomValue(v iter.Seq[int]) int {
ids := slices.Collect(v)
return ids[rand.IntN(len(ids))]
}