Files
galaxy-game/pkg/game/game.go
T
2025-09-23 23:33:47 +03:00

215 lines
5.7 KiB
Go

package game
import (
"fmt"
"math"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/pkg/generator"
"github.com/iliadenisov/galaxy/pkg/model/game"
"github.com/iliadenisov/galaxy/pkg/number"
)
type Repo interface {
Persist(game.Game) error
}
func NewGame(r Repo, races []string) (uuid.UUID, error) {
id, err := uuid.NewRandom()
if err != nil {
return uuid.Nil, fmt.Errorf("generate uuid: %s", err)
}
m, err := generator.Generate(func(ms *generator.MapSetting) {
ms.Players = uint32(len(races))
})
if err != nil {
return uuid.Nil, fmt.Errorf("generate map: %s", err)
}
if len(races) != len(m.HomePlanets) {
return uuid.Nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
}
g := &game.Game{
ID: id,
Race: make([]game.Race, len(races)),
}
gameMap := &game.Map{
Width: m.Width,
Height: m.Height,
Planet: make([]game.Planet, 0),
}
for hw := range races {
g.Race[hw] = game.Race{
Name: races[hw],
Votes: 1, // TODO: check with rules
VoteFor: races[hw],
Drive: 1,
Weapons: 1,
Shields: 1,
Cargo: 1,
}
gameMap.Planet = append(gameMap.Planet, game.Planet{
Owner: races[hw],
X: m.HomePlanets[hw].HW.Position.X,
Y: m.HomePlanets[hw].HW.Position.Y,
Size: m.HomePlanets[hw].HW.Size,
Resources: m.HomePlanets[hw].HW.Resources,
Production: game.ProductionCapital.AsType(""), // TODO: check default production
})
for dw := range m.HomePlanets[hw].DW {
gameMap.Planet = append(gameMap.Planet, game.Planet{
X: m.HomePlanets[hw].DW[dw].Position.X,
Y: m.HomePlanets[hw].DW[dw].Position.Y,
Size: m.HomePlanets[hw].DW[dw].Size,
Resources: m.HomePlanets[hw].DW[dw].Resources,
Production: game.ProductionNone.AsType(""),
})
}
}
for i := range m.FreePlanets {
gameMap.Planet = append(gameMap.Planet, game.Planet{
X: m.FreePlanets[i].Position.X,
Y: m.FreePlanets[i].Position.Y,
Size: m.FreePlanets[i].Size,
Resources: m.FreePlanets[i].Resources,
Production: game.ProductionNone.AsType(""),
})
}
g.Map = *gameMap
if err := r.Persist(*g); err != nil {
return uuid.Nil, fmt.Errorf("persist: %s", err)
}
return g.ID, nil
}
func (r Race) FlightDistance() float64 {
return r.Drive * 40
}
func (r Race) VisibilityDistance() float64 {
return r.Drive * 30
}
// Производственный потенциал (I)
// промышленность * 0.75 + население * 0.25
func (p Planet) ProductionCapacity() float64 {
return p.Industry*0.75 + p.Population*0.25
}
// Производство промышленности
// TODO: test on real values
func (p *Planet) IncreaseIndustry() {
prod := p.ProductionCapacity() / 5
industryIncrement := math.Min(prod, p.Material)
p.Industry += industryIncrement
if p.Industry > p.Population {
p.Industry = p.Population
p.Capital += p.Population - p.Industry
}
}
// Производство материалов
// TODO: test on real values
func (p *Planet) IncreaseMaterial() {
p.Material += p.ProductionCapacity() * p.Industry
}
// Автоматическое увеличение населения на каждом ходу
func (p *Planet) IncreasePopulation() {
p.Population *= 1.08
var extraPopulation = p.Size - p.Population
if extraPopulation > 0 {
p.Colonists += extraPopulation / 8
p.Population -= extraPopulation
}
}
// 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 number.Fixed3(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
}