6ec1098f15
Bring the report's foreign-group and foreign-class visibility in line with the rules (game/rules.txt "Движение" and the report sections): - incoming groups (heading to one of the recipient's planets) are shown only within the recipient's visibility range (driveTech*30); beyond it a group is hidden even though it is inbound; - the unidentified-group list now uses the visibility range (it used the flight range, driveTech*40), excludes groups heading to the recipient's planets (those belong to the incoming list), and reports each group once (it previously emitted an entry per in-range owned planet); - ship classes met in a battle the recipient took part in or witnessed now appear in OtherShipClass, with the design looked up from the owner race's ship types (the battle report carries only the class name). The rules already describe this behaviour and the report wire shape is unchanged, so no documentation change. Tests added for all three. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
829 lines
22 KiB
Go
829 lines
22 KiB
Go
package controller
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import (
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"cmp"
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"fmt"
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"iter"
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"slices"
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"galaxy/calc"
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mr "galaxy/model/report"
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"galaxy/game/internal/model/game"
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"github.com/google/uuid"
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)
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func (c *Cache) Report(t uint, battles []*mr.BattleReport, bombings []*mr.Bombing) iter.Seq[*mr.Report] {
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report := c.InitReport(t)
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return func(yield func(*mr.Report) bool) {
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for i := range c.listRaceActingIdx() {
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c.ReportRace(i, report, battles, bombings)
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if !yield(report) {
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break
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}
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}
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}
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}
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func (c *Cache) InitReport(t uint) *mr.Report {
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report := &mr.Report{
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Turn: t,
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Width: c.g.Map.Width,
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Height: c.g.Map.Height,
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PlanetCount: uint32(len(c.g.Map.Planet)),
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Player: make([]mr.Player, len(c.g.Race)),
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LocalScience: make([]mr.Science, 0, 10),
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OtherScience: make([]mr.OtherScience, 0, 10),
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LocalShipClass: make([]mr.ShipClass, 0, 20),
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OtherShipClass: make([]mr.OthersShipClass, 0, 50),
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Battle: make([]mr.BattleSummary, 0, 10),
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Bombing: make([]*mr.Bombing, 0, 10),
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IncomingGroup: make([]mr.IncomingGroup, 0, 10),
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OnPlanetGroupCache: make(map[uint][]int),
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InSpaceGroupRangeCache: make(map[int]map[uint]float64),
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}
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sumVote, sumPop, sumInd := make(map[int]float64), make(map[int]float64), make(map[int]float64)
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planets := make(map[int]uint16)
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for pi := range c.g.Map.Planet {
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p := &c.g.Map.Planet[pi]
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if !p.Owned() {
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continue
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}
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ri := c.RaceIndex(*p.Owner)
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sumPop[ri] += p.Population.F()
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sumInd[ri] += p.Industry.F()
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planets[ri] = planets[ri] + 1
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}
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for ri := range c.listRaceIdx() {
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r := &c.g.Race[ri]
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rr := &report.Player[ri]
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rr.ID = r.ID
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rr.Name = r.Name
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rr.Extinct = r.Extinct
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rr.Drive = mr.F(r.TechLevel(game.TechDrive))
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rr.Weapons = mr.F(r.TechLevel(game.TechWeapons))
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rr.Shields = mr.F(r.TechLevel(game.TechShields))
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rr.Cargo = mr.F(r.TechLevel(game.TechCargo))
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rr.Planets = planets[ri]
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rr.Population = mr.F(sumPop[ri])
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rr.Industry = mr.F(sumInd[ri])
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// give voices by race index
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if vi := slices.IndexFunc(c.g.Race, func(v game.Race) bool { return r.VoteFor == v.ID }); vi < 0 {
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panic(fmt.Sprintf("voting for unknown race, id=%v", r.VoteFor))
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} else {
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sumVote[vi] += r.Votes.F()
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dest := &report.Player[vi]
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dest.Votes = mr.F(sumVote[vi])
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}
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}
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slices.SortFunc(report.Player, func(a, b mr.Player) int { return cmp.Compare(a.Name, b.Name) })
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for sgi := range c.g.ShipGroups {
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sg := &c.g.ShipGroups[sgi]
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if sg.State() == game.StateInSpace {
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// pre-calculate distances from in_space ship groups to every planet
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if _, ok := report.InSpaceGroupRangeCache[sgi]; !ok {
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report.InSpaceGroupRangeCache[sgi] = make(map[uint]float64)
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}
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for pi := range c.g.Map.Planet {
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p2 := &c.g.Map.Planet[pi]
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distance := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F())
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report.InSpaceGroupRangeCache[sgi][p2.Number] = distance
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}
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} else {
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// collect all orbiting ship groups by planet
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report.OnPlanetGroupCache[sg.Destination] = append(report.OnPlanetGroupCache[sg.Destination], sgi)
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}
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}
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return report
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}
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func (c *Cache) ReportRace(ri int, rep *mr.Report, battles []*mr.BattleReport, bombings []*mr.Bombing) {
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c.validateRaceIndex(ri)
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r := &c.g.Race[ri]
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rep.Race = r.Name
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rep.RaceID = r.ID
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// votes based on population
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rep.Votes = mr.F(r.Votes.F())
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// relations
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for i := range r.Relations {
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rii := slices.IndexFunc(rep.Player, func(v mr.Player) bool { return v.ID == r.Relations[i].RaceID })
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if rii < 0 {
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panic(fmt.Sprintf("opponent race for relation not found, id=%v", r.Relations[i].RaceID))
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}
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rep.Player[rii].Relation = r.Relations[i].Relation.String()
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}
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// self-relation is undefined
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if i := slices.IndexFunc(rep.Player, func(v mr.Player) bool { return v.ID == r.ID }); i < 0 {
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panic(fmt.Sprintf("race not found in report, id=%v", r.ID))
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} else {
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rep.Player[i].Relation = "-"
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}
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// sciences
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c.ReportLocalScience(ri, rep)
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c.ReportOtherScience(ri, rep)
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// ship classes
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c.ReportLocalShipClass(ri, rep)
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c.ReportOtherShipClass(ri, rep, battles)
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// battles
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c.ReportBattle(ri, rep, battles)
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// bombings
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c.ReportBombing(ri, rep, bombings)
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// incoming groups
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c.ReportIncomingGroup(ri, rep)
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// player's planets
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c.ReportLocalPlanet(ri, rep)
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// ships in production
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c.ReportShipProduction(ri, rep)
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// cargo routes
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c.ReportRoute(ri, rep)
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// others' planets
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c.ReportOtherPlanet(ri, rep)
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// uninhabited planets
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c.ReportUninhabitedPlanet(ri, rep)
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// unidentified planets
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c.ReportUnidentifiedPlanet(ri, rep)
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// fleets
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c.ReportLocalFleet(ri, rep)
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// player's groups
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c.ReportLocalGroup(ri, rep)
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// others' groups
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c.ReportOtherGroup(ri, rep)
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// unidentified groups
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c.ReportUnidentifiedGroup(ri, rep)
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}
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func (c *Cache) ReportLocalScience(ri int, rep *mr.Report) {
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c.validateRaceIndex(ri)
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r := &c.g.Race[ri]
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clear(rep.LocalScience)
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for i := range r.Sciences {
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sliceIndexValidate(&rep.LocalScience, i)
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rep.LocalScience[i].Name = r.Sciences[i].Name
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rep.LocalScience[i].Drive = mr.F(r.Sciences[i].Drive.F())
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rep.LocalScience[i].Weapons = mr.F(r.Sciences[i].Weapons.F())
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rep.LocalScience[i].Shields = mr.F(r.Sciences[i].Shields.F())
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rep.LocalScience[i].Cargo = mr.F(r.Sciences[i].Cargo.F())
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}
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slices.SortFunc(rep.LocalScience, func(a, b mr.Science) int { return cmp.Compare(a.Name, b.Name) })
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}
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func (c *Cache) ReportOtherScience(ri int, rep *mr.Report) {
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c.validateRaceIndex(ri)
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r := &c.g.Race[ri]
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clear(rep.OtherScience)
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i := 0
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for sg := range c.listShipGroups(ri) {
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if sg.State() != game.StateInOrbit {
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continue
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}
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p := c.MustPlanet(sg.Destination)
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if !p.Owned() || p.OwnedBy(r.ID) || p.Production.Type != game.ResearchScience {
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continue
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}
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ownerIdx := c.RaceIndex(*p.Owner)
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owner := &c.g.Race[ownerIdx]
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sc := c.mustScience(ownerIdx, *p.Production.SubjectID)
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sliceIndexValidate(&rep.OtherScience, i)
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rep.OtherScience[i].Name = owner.Name
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rep.OtherScience[i].Drive = mr.F(sc.Drive.F())
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rep.OtherScience[i].Weapons = mr.F(sc.Weapons.F())
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rep.OtherScience[i].Shields = mr.F(sc.Shields.F())
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rep.OtherScience[i].Cargo = mr.F(sc.Cargo.F())
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i++
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}
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slices.SortFunc(rep.OtherScience, func(a, b mr.OtherScience) int {
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return cmp.Or(cmp.Compare(a.Race, b.Race), cmp.Compare(a.Name, b.Name))
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})
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}
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func (c *Cache) ReportLocalShipClass(ri int, report *mr.Report) {
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c.validateRaceIndex(ri)
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clear(report.LocalShipClass)
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i := 0
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for st := range c.ListShipTypes(ri) {
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sliceIndexValidate(&report.LocalShipClass, i)
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report.LocalShipClass[i].Name = st.Name
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report.LocalShipClass[i].Drive = mr.F(st.Drive.F())
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report.LocalShipClass[i].Armament = st.Armament
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report.LocalShipClass[i].Weapons = mr.F(st.Weapons.F())
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report.LocalShipClass[i].Shields = mr.F(st.Shields.F())
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report.LocalShipClass[i].Cargo = mr.F(st.Cargo.F())
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report.LocalShipClass[i].Mass = mr.F(st.EmptyMass())
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i++
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}
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slices.SortFunc(report.LocalShipClass, func(a, b mr.ShipClass) int { return cmp.Compare(a.Name, b.Name) })
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}
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func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report, battles []*mr.BattleReport) {
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c.validateRaceIndex(ri)
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r := &c.g.Race[ri]
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clear(rep.OtherShipClass)
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i := 0
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used := make(map[uuid.UUID]map[string]bool)
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skip := func(ownerID uuid.UUID, className string) bool {
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if ownerID == r.ID {
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return true
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}
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if _, ok := used[ownerID]; ok {
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if _, ok := used[ownerID][className]; ok {
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return true
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}
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} else {
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used[ownerID] = make(map[string]bool)
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}
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used[ownerID][className] = true
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return false
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}
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// Ship classes seen in battles the recipient took part in or witnessed.
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// The battle report carries the class name and owner race; the class
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// design is looked up from that race's ship types, which stay present in
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// the state even though the groups themselves are deleted before reports
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// are generated.
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for bi := range battles {
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br := battles[bi]
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visible := false
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for k := range br.Races {
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if br.Races[k] == r.ID {
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visible = true
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break
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}
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}
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if !visible {
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continue
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}
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for si := range br.Ships {
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bg := br.Ships[si]
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ownerIdx, err := c.raceIndex(bg.Race)
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if err != nil {
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continue
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}
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ownerID := c.g.Race[ownerIdx].ID
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st, _, ok := c.ShipClass(ownerIdx, bg.ClassName)
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if !ok || skip(ownerID, st.Name) {
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continue
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}
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sliceIndexValidate(&rep.OtherShipClass, i)
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rep.OtherShipClass[i].Race = bg.Race
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rep.OtherShipClass[i].Name = st.Name
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rep.OtherShipClass[i].Drive = mr.F(st.Drive.F())
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rep.OtherShipClass[i].Armament = st.Armament
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rep.OtherShipClass[i].Weapons = mr.F(st.Weapons.F())
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rep.OtherShipClass[i].Shields = mr.F(st.Shields.F())
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rep.OtherShipClass[i].Cargo = mr.F(st.Cargo.F())
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rep.OtherShipClass[i].Mass = mr.F(st.EmptyMass())
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i++
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}
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}
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// add visible ships from owned and observed planets
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for pn := range rep.OnPlanetGroupCache {
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p := c.MustPlanet(pn)
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if p.OwnedBy(r.ID) ||
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slices.IndexFunc(rep.OnPlanetGroupCache[pn], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
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for _, sgi := range rep.OnPlanetGroupCache[pn] {
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sg := c.ShipGroup(sgi)
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st := c.ShipGroupShipClass(sgi)
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if skip(sg.OwnerID, st.Name) {
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continue
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}
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sliceIndexValidate(&rep.OtherShipClass, i)
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rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(sg.OwnerID)].Name
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rep.OtherShipClass[i].Name = st.Name
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rep.OtherShipClass[i].Drive = mr.F(st.Drive.F())
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rep.OtherShipClass[i].Armament = st.Armament
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rep.OtherShipClass[i].Weapons = mr.F(st.Weapons.F())
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rep.OtherShipClass[i].Shields = mr.F(st.Shields.F())
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rep.OtherShipClass[i].Cargo = mr.F(st.Cargo.F())
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rep.OtherShipClass[i].Mass = mr.F(st.EmptyMass())
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i++
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}
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}
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}
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slices.SortFunc(rep.OtherShipClass, func(a, b mr.OthersShipClass) int {
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return cmp.Or(cmp.Compare(a.Race, b.Race), cmp.Compare(a.Name, b.Name))
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})
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}
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func (c *Cache) ReportBattle(ri int, rep *mr.Report, br []*mr.BattleReport) {
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c.validateRaceIndex(ri)
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r := &c.g.Race[ri]
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clear(rep.Battle)
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i := 0
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for bi := range br {
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visible := false
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for k := range br[bi].Races {
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visible = visible || br[bi].Races[k] == r.ID
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}
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if !visible {
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continue
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}
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sliceIndexValidate(&rep.Battle, i)
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rep.Battle[i] = mr.BattleSummary{
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ID: br[bi].ID,
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Planet: br[bi].Planet,
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Shots: uint(len(br[bi].Protocol)),
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}
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i++
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}
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}
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|
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func (c *Cache) ReportBombing(ri int, rep *mr.Report, bombing []*mr.Bombing) {
|
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c.validateRaceIndex(ri)
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r := &c.g.Race[ri]
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|
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clear(rep.Bombing)
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i := 0
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for bi := range bombing {
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pn := bombing[bi].Number
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visible := bombing[bi].PlanetOwnedID == r.ID // planet may be bombed and wiped
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for _, sgi := range rep.OnPlanetGroupCache[pn] {
|
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sg := c.ShipGroup(sgi)
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visible = visible || (sg.OwnerID == r.ID && sg.Destination == pn)
|
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}
|
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if !visible {
|
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continue
|
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}
|
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|
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sliceIndexValidate(&rep.Bombing, i)
|
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rep.Bombing[i] = bombing[bi]
|
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i++
|
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}
|
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|
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slices.SortFunc(rep.Bombing, func(a, b *mr.Bombing) int {
|
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return cmp.Or(cmp.Compare(a.Number, b.Number), boolCompare(a.Wiped, b.Wiped))
|
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})
|
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}
|
|
|
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func (c *Cache) ReportIncomingGroup(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
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r := &c.g.Race[ri]
|
|
|
|
clear(rep.IncomingGroup)
|
|
|
|
i := 0
|
|
for sgi := range c.ShipGroupsIndex() {
|
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sg := c.ShipGroup(sgi)
|
|
st := c.ShipGroupShipClass(sgi)
|
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if sg.OwnerID == r.ID || sg.State() != game.StateInSpace {
|
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continue
|
|
}
|
|
p1 := c.MustPlanet(sg.StateInSpace.Origin)
|
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p2 := c.MustPlanet(sg.Destination)
|
|
if !p2.OwnedBy(r.ID) {
|
|
continue
|
|
}
|
|
// Beyond the visibility range (driveTech*30) of every owned planet the
|
|
// group is not shown at all, even though it heads to one of them.
|
|
visible := false
|
|
for pi := range c.g.Map.Planet {
|
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op := &c.g.Map.Planet[pi]
|
|
if !op.OwnedBy(r.ID) {
|
|
continue
|
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}
|
|
if d, ok := rep.InSpaceGroupRangeCache[sgi][op.Number]; ok && d <= r.VisibilityDistance() {
|
|
visible = true
|
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break
|
|
}
|
|
}
|
|
if !visible {
|
|
continue
|
|
}
|
|
|
|
distance := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X.F(), p1.Y.F(), p2.X.F(), p2.Y.F())
|
|
var speed, mass float64
|
|
if sg.FleetID != nil {
|
|
speed, mass = c.FleetSpeedAndMass(c.MustFleetIndex(*sg.FleetID))
|
|
} else {
|
|
speed, mass = sg.Speed(st), sg.FullMass(st)
|
|
}
|
|
|
|
sliceIndexValidate(&rep.IncomingGroup, i)
|
|
rep.IncomingGroup[i].Origin = sg.StateInSpace.Origin
|
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rep.IncomingGroup[i].Destination = sg.Destination
|
|
rep.IncomingGroup[i].Distance = mr.F(distance)
|
|
rep.IncomingGroup[i].Speed = mr.F(speed)
|
|
rep.IncomingGroup[i].Mass = mr.F(mass)
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportLocalPlanet(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
r := &c.g.Race[ri]
|
|
|
|
clear(rep.LocalPlanet)
|
|
|
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i := 0
|
|
for pi := range c.g.Map.Planet {
|
|
p := &c.g.Map.Planet[pi]
|
|
if !p.OwnedBy(r.ID) {
|
|
continue
|
|
}
|
|
|
|
sliceIndexValidate(&rep.LocalPlanet, i)
|
|
c.localPlanet(&rep.LocalPlanet[i], p)
|
|
// rep.LocalPlanet[i].UnidentifiedPlanet.Number = p.Number
|
|
// rep.LocalPlanet[i].UnidentifiedPlanet.X = mr.F(p.X.F())
|
|
// rep.LocalPlanet[i].UnidentifiedPlanet.Y = mr.F(p.Y.F())
|
|
// rep.LocalPlanet[i].UninhabitedPlanet.Size = mr.F(p.Size.F())
|
|
// rep.LocalPlanet[i].UninhabitedPlanet.Name = p.Name
|
|
// rep.LocalPlanet[i].UninhabitedPlanet.Resources = mr.F(p.Resources.F())
|
|
// rep.LocalPlanet[i].UninhabitedPlanet.Capital = mr.F(p.Capital.F())
|
|
// rep.LocalPlanet[i].UninhabitedPlanet.Material = mr.F(p.Material.F())
|
|
// rep.LocalPlanet[i].Industry = mr.F(p.Industry.F())
|
|
// rep.LocalPlanet[i].Population = mr.F(p.Population.F())
|
|
// rep.LocalPlanet[i].Colonists = mr.F(p.Colonists.F())
|
|
// rep.LocalPlanet[i].Production = c.PlanetProductionDisplayName(p.Number)
|
|
// rep.LocalPlanet[i].FreeIndustry = mr.F(p.ProductionCapacity())
|
|
// for _, sgi := range rep.PlanetGroupsCache[p.Number] {
|
|
// sg := c.ShipGroup(sgi)
|
|
// if sg.StateUpgrade == nil {
|
|
// break
|
|
// }
|
|
// // between-turn report: ships upgrading on the planet decreases free indistrial potential
|
|
// rep.LocalPlanet[i].FreeIndustry -= mr.F(sg.StateUpgrade.Cost())
|
|
// }
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportOtherPlanet(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
r := &c.g.Race[ri]
|
|
|
|
clear(rep.OtherPlanet)
|
|
|
|
i := 0
|
|
for sg := range c.listShipGroups(ri) {
|
|
if sg.State() != game.StateInOrbit {
|
|
continue
|
|
}
|
|
p := c.MustPlanet(sg.Destination)
|
|
if !p.Owned() || p.OwnedBy(r.ID) {
|
|
continue
|
|
}
|
|
|
|
sliceIndexValidate(&rep.OtherPlanet, i)
|
|
c.localPlanet(&rep.OtherPlanet[i].LocalPlanet, p)
|
|
rep.OtherPlanet[i].Owner = c.g.Race[c.RaceIndex(*p.Owner)].Name
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportUninhabitedPlanet(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
|
|
clear(rep.UninhabitedPlanet)
|
|
|
|
i := 0
|
|
for sg := range c.listShipGroups(ri) {
|
|
if sg.State() != game.StateInOrbit {
|
|
continue
|
|
}
|
|
p := c.MustPlanet(sg.Destination)
|
|
if p.Owned() {
|
|
continue
|
|
}
|
|
|
|
sliceIndexValidate(&rep.UninhabitedPlanet, i)
|
|
uninhabitedPlanet(&rep.UninhabitedPlanet[i], p)
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportUnidentifiedPlanet(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
r := &c.g.Race[ri]
|
|
|
|
clear(rep.UnidentifiedPlanet)
|
|
|
|
i := 0
|
|
for pi := range c.g.Map.Planet {
|
|
p := &c.g.Map.Planet[pi]
|
|
|
|
// skip player's owned planets
|
|
if p.OwnedBy(r.ID) {
|
|
continue
|
|
}
|
|
|
|
// skip planets where player's group are orbiting
|
|
if slices.IndexFunc(rep.OnPlanetGroupCache[p.Number], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
|
|
continue
|
|
}
|
|
|
|
sliceIndexValidate(&rep.UnidentifiedPlanet, i)
|
|
unidentifiedPlanet(&rep.UnidentifiedPlanet[i], p)
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
r := &c.g.Race[ri]
|
|
|
|
clear(rep.ShipProduction)
|
|
|
|
i := 0
|
|
for pi := range c.g.Map.Planet {
|
|
p := &c.g.Map.Planet[pi]
|
|
if !p.OwnedBy(r.ID) || p.Production.Type != game.ProductionShip {
|
|
continue
|
|
}
|
|
st := c.MustShipType(ri, *p.Production.SubjectID)
|
|
|
|
sliceIndexValidate(&rep.ShipProduction, i)
|
|
rep.ShipProduction[pi].Planet = p.Number
|
|
rep.ShipProduction[pi].Class = st.Name
|
|
rep.ShipProduction[pi].Cost = mr.F(calc.ShipProductionCost(st.EmptyMass()))
|
|
rep.ShipProduction[pi].Free = mr.F(c.PlanetProductionCapacity(p.Number))
|
|
rep.ShipProduction[pi].ProdUsed = mr.F((*p.Production.ProdUsed).F())
|
|
rep.ShipProduction[pi].Percent = mr.F((*p.Production.Progress).F())
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportRoute(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
r := &c.g.Race[ri]
|
|
|
|
clear(rep.Route)
|
|
|
|
i := 0
|
|
for pi := range c.g.Map.Planet {
|
|
p := &c.g.Map.Planet[pi]
|
|
if !p.OwnedBy(r.ID) || len(p.Route) == 0 {
|
|
continue
|
|
}
|
|
|
|
sliceIndexValidate(&rep.Route, i)
|
|
rep.Route[i].Planet = p.Number
|
|
// rep.Route[i].Route = make(map[uint]string)
|
|
for rt, dest := range p.Route {
|
|
rep.Route[i].Route[dest] = rt.String()
|
|
}
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportLocalFleet(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
|
|
clear(rep.LocalFleet)
|
|
|
|
i := 0
|
|
for fl := range c.listFleets(ri) {
|
|
fi := c.MustFleetIndex(fl.ID)
|
|
gid := slices.Collect(c.fleetGroupIds(ri, fi))
|
|
if len(gid) == 0 {
|
|
continue
|
|
}
|
|
|
|
speed, _ := c.FleetSpeedAndMass(fi)
|
|
fleetState := c.FleetState(fl.ID)
|
|
|
|
sliceIndexValidate(&rep.LocalFleet, i)
|
|
rep.LocalFleet[i].Name = fl.Name
|
|
rep.LocalFleet[i].Groups = uint(len(gid))
|
|
rep.LocalFleet[i].Speed = mr.F(speed)
|
|
rep.LocalFleet[i].State = fleetState.State.String()
|
|
rep.LocalFleet[i].Destination = fleetState.Destination
|
|
if inSpace, ok := fleetState.InSpace(); ok {
|
|
rep.LocalFleet[i].Origin = &inSpace.Origin
|
|
p2 := c.MustPlanet(rep.LocalFleet[i].Destination)
|
|
rangeToDestination := mr.F(calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, inSpace.X.F(), inSpace.Y.F(), p2.X.F(), p2.Y.F()))
|
|
rep.LocalFleet[i].Range = &rangeToDestination
|
|
}
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportLocalGroup(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
|
|
clear(rep.LocalGroup)
|
|
|
|
i := 0
|
|
for sg := range c.listShipGroups(ri) {
|
|
sliceIndexValidate(&rep.LocalGroup, i)
|
|
st := c.MustShipType(ri, sg.TypeID)
|
|
c.otherGroup(&rep.LocalGroup[i].OtherGroup, sg, st)
|
|
rep.LocalGroup[i].ID = sg.ID
|
|
rep.LocalGroup[i].State = sg.State().String()
|
|
if sg.FleetID != nil {
|
|
rep.LocalGroup[i].Fleet = &c.g.Fleets[c.MustFleetIndex(*sg.FleetID)].Name
|
|
}
|
|
// rep.LocalGroup[i].Number = sg.Number
|
|
// rep.LocalGroup[i].Class = st.Name
|
|
// // rep.LocalGroup[i].Tech = make(map[string]mr.Float)
|
|
// for t, v := range sg.Tech {
|
|
// rep.LocalGroup[i].Tech[t.String()] = mr.F(v)
|
|
// }
|
|
// rep.LocalGroup[i].Cargo = sg.CargoString()
|
|
// rep.LocalGroup[i].Load = mr.F(sg.Load.F())
|
|
// rep.LocalGroup[i].Destination = sg.Destination
|
|
// if sg.State() == game.StateInSpace {
|
|
// rep.LocalGroup[i].Origin = &sg.StateInSpace.Origin
|
|
// p2 := c.MustPlanet(rep.LocalGroup[i].Destination)
|
|
// rangeToDestination := mr.F(util.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F()))
|
|
// rep.LocalGroup[i].Range = &rangeToDestination
|
|
// }
|
|
// rep.LocalGroup[i].Speed = mr.F(sg.Speed(st))
|
|
// rep.LocalGroup[i].Mass = mr.F(st.EmptyMass())
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportOtherGroup(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
r := &c.g.Race[ri]
|
|
|
|
clear(rep.OtherGroup)
|
|
|
|
used := make(map[int]bool)
|
|
skip := func(sgi int) bool {
|
|
if c.ShipGroup(sgi).OwnerID == r.ID {
|
|
return true
|
|
}
|
|
if _, ok := used[sgi]; ok {
|
|
return true
|
|
}
|
|
used[sgi] = true
|
|
return false
|
|
}
|
|
|
|
i := 0
|
|
|
|
// visible groups from owned and observed planets
|
|
for pn := range rep.OnPlanetGroupCache {
|
|
p := c.MustPlanet(pn)
|
|
if p.OwnedBy(r.ID) ||
|
|
slices.IndexFunc(rep.OnPlanetGroupCache[pn], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
|
|
for _, sgi := range rep.OnPlanetGroupCache[pn] {
|
|
sg := c.ShipGroup(sgi)
|
|
st := c.ShipGroupShipClass(sgi)
|
|
if skip(sgi) {
|
|
continue
|
|
}
|
|
|
|
sliceIndexValidate(&rep.OtherGroup, i)
|
|
c.otherGroup(&rep.OtherGroup[i], sg, st)
|
|
i++
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func (c *Cache) ReportUnidentifiedGroup(ri int, rep *mr.Report) {
|
|
c.validateRaceIndex(ri)
|
|
r := &c.g.Race[ri]
|
|
visibility := r.VisibilityDistance()
|
|
|
|
clear(rep.UnidentifiedGroup)
|
|
|
|
i := 0
|
|
for sgi := range rep.InSpaceGroupRangeCache {
|
|
sg := c.ShipGroup(sgi)
|
|
if sg.OwnerID == r.ID {
|
|
continue
|
|
}
|
|
if sg.StateInSpace == nil {
|
|
panic(fmt.Sprintf("pre-calculated distance group not in space: i=%d", sgi))
|
|
}
|
|
// Groups heading to one of the recipient's planets are listed in full
|
|
// under "incoming groups"; the unidentified list is for the rest.
|
|
if c.MustPlanet(sg.Destination).OwnedBy(r.ID) {
|
|
continue
|
|
}
|
|
// Shown once, and only within the visibility range (driveTech*30) of at
|
|
// least one of the recipient's planets.
|
|
visible := false
|
|
for pi := range c.g.Map.Planet {
|
|
p := &c.g.Map.Planet[pi]
|
|
if !p.OwnedBy(r.ID) {
|
|
continue
|
|
}
|
|
if v, ok := rep.InSpaceGroupRangeCache[sgi][p.Number]; ok && v <= visibility {
|
|
visible = true
|
|
break
|
|
}
|
|
}
|
|
if !visible {
|
|
continue
|
|
}
|
|
sliceIndexValidate(&rep.UnidentifiedGroup, i)
|
|
rep.UnidentifiedGroup[i].X = mr.F(sg.StateInSpace.X.F())
|
|
rep.UnidentifiedGroup[i].Y = mr.F(sg.StateInSpace.Y.F())
|
|
i++
|
|
}
|
|
}
|
|
|
|
func (c *Cache) otherGroup(v *mr.OtherGroup, sg *game.ShipGroup, st *game.ShipType) {
|
|
v.Number = sg.Number
|
|
v.Class = st.Name
|
|
// rep.LocalGroup[i].Tech = make(map[string]mr.Float)
|
|
for t, val := range sg.Tech {
|
|
v.Tech[t.String()] = mr.F(val.F())
|
|
}
|
|
v.Cargo = sg.CargoString()
|
|
v.Load = mr.F(sg.Load.F())
|
|
v.Destination = sg.Destination
|
|
if sg.State() == game.StateInSpace {
|
|
v.Origin = &sg.StateInSpace.Origin
|
|
p2 := c.MustPlanet(v.Destination)
|
|
rangeToDestination := mr.F(calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F()))
|
|
v.Range = &rangeToDestination
|
|
}
|
|
v.Speed = mr.F(sg.Speed(st))
|
|
v.Mass = mr.F(st.EmptyMass())
|
|
v.Race = c.g.Race[c.RaceIndex(sg.OwnerID)].Name
|
|
}
|
|
|
|
func (c *Cache) localPlanet(v *mr.LocalPlanet, p *game.Planet) {
|
|
uninhabitedPlanet(&v.UninhabitedPlanet, p)
|
|
v.Industry = mr.F(p.Industry.F())
|
|
v.Population = mr.F(p.Population.F())
|
|
v.Colonists = mr.F(p.Colonists.F())
|
|
v.Production = c.PlanetProductionDisplayName(p.Number)
|
|
// between-turn report: ships upgrading on the planet decreases free indistrial potential
|
|
v.FreeIndustry = mr.F(c.PlanetProductionCapacity(p.Number))
|
|
}
|
|
|
|
func uninhabitedPlanet(v *mr.UninhabitedPlanet, p *game.Planet) {
|
|
unidentifiedPlanet(&v.UnidentifiedPlanet, p)
|
|
v.Size = mr.F(p.Size.F())
|
|
v.Name = p.Name
|
|
v.Resources = mr.F(p.Resources.F())
|
|
v.Capital = mr.F(p.Capital.F())
|
|
v.Material = mr.F(p.Material.F())
|
|
}
|
|
|
|
func unidentifiedPlanet(v *mr.UnidentifiedPlanet, p *game.Planet) {
|
|
v.Number = p.Number
|
|
v.X = mr.F(p.X.F())
|
|
v.Y = mr.F(p.Y.F())
|
|
}
|
|
|
|
func sliceIndexValidate[S ~[]E, E any](s *S, i int) {
|
|
if cap(*s) < i+1 {
|
|
*s = slices.Grow(*s, 10)
|
|
}
|
|
if len(*s) < i+1 {
|
|
*s = (*s)[:i+1]
|
|
}
|
|
}
|
|
|
|
func boolCompare(a, b bool) int {
|
|
if a == b {
|
|
return 0
|
|
}
|
|
if a == false {
|
|
return -1
|
|
}
|
|
return 1
|
|
}
|