Files
galaxy-game/server/internal/controller/report.go
T
Ilia Denisov 8f982278d2 support multi-module (#4)
* add multimodule
* re-package modules
2026-02-22 08:57:19 +02:00

777 lines
21 KiB
Go

package controller
import (
"cmp"
"fmt"
"iter"
"slices"
mr "galaxy/model/report"
"galaxy/util"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/server/internal/model/game"
)
func (c *Cache) Report(t uint, battles []*mr.BattleReport, bombings []*mr.Bombing) iter.Seq[*mr.Report] {
report := c.InitReport(t)
return func(yield func(*mr.Report) bool) {
for i := range c.listRaceActingIdx() {
c.ReportRace(i, report, battles, bombings)
if !yield(report) {
break
}
}
}
}
func (c *Cache) InitReport(t uint) *mr.Report {
report := &mr.Report{
Turn: t,
Width: c.g.Map.Width,
Height: c.g.Map.Height,
PlanetCount: uint32(len(c.g.Map.Planet)),
Player: make([]mr.Player, len(c.g.Race)),
LocalScience: make([]mr.Science, 0, 10),
OtherScience: make([]mr.OtherScience, 0, 10),
LocalShipClass: make([]mr.ShipClass, 0, 20),
OtherShipClass: make([]mr.OthersShipClass, 0, 50),
Battle: make([]uuid.UUID, 0, 10),
Bombing: make([]*mr.Bombing, 0, 10),
IncomingGroup: make([]mr.IncomingGroup, 0, 10),
OnPlanetGroupCache: make(map[uint][]int),
InSpaceGroupRangeCache: make(map[int]map[uint]float64),
}
sumVote, sumPop, sumInd := make(map[int]float64), make(map[int]float64), make(map[int]float64)
planets := make(map[int]uint16)
for pi := range c.g.Map.Planet {
p := &c.g.Map.Planet[pi]
if !p.Owned() {
continue
}
ri := c.RaceIndex(*p.Owner)
sumPop[ri] += p.Population.F()
sumInd[ri] += p.Industry.F()
planets[ri] = planets[ri] + 1
}
for ri := range c.listRaceIdx() {
r := &c.g.Race[ri]
rr := &report.Player[ri]
rr.ID = r.ID
rr.Name = r.Name
rr.Extinct = r.Extinct
rr.Drive = mr.F(r.TechLevel(game.TechDrive))
rr.Weapons = mr.F(r.TechLevel(game.TechWeapons))
rr.Shields = mr.F(r.TechLevel(game.TechShields))
rr.Cargo = mr.F(r.TechLevel(game.TechCargo))
rr.Planets = planets[ri]
rr.Population = mr.F(sumPop[ri])
rr.Industry = mr.F(sumInd[ri])
// give voices by race index
if vi := slices.IndexFunc(c.g.Race, func(v game.Race) bool { return r.VoteFor == v.ID }); vi < 0 {
panic(fmt.Sprintf("voting for unknown race, id=%v", r.VoteFor))
} else {
sumVote[vi] += r.Votes.F()
dest := &report.Player[vi]
dest.Votes = mr.F(sumVote[vi])
}
}
slices.SortFunc(report.Player, func(a, b mr.Player) int { return cmp.Compare(a.Name, b.Name) })
for sgi := range c.g.ShipGroups {
sg := &c.g.ShipGroups[sgi]
if sg.State() == game.StateInSpace {
// pre-calculate distances from in_space ship groups to every planet
if _, ok := report.InSpaceGroupRangeCache[sgi]; !ok {
report.InSpaceGroupRangeCache[sgi] = make(map[uint]float64)
}
for pi := range c.g.Map.Planet {
p2 := &c.g.Map.Planet[pi]
distance := util.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F())
report.InSpaceGroupRangeCache[sgi][p2.Number] = distance
}
} else {
// collect all orbiting ship groups by planet
report.OnPlanetGroupCache[sg.Destination] = append(report.OnPlanetGroupCache[sg.Destination], sgi)
}
}
return report
}
func (c *Cache) ReportRace(ri int, rep *mr.Report, battles []*mr.BattleReport, bombings []*mr.Bombing) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
rep.Race = r.Name
rep.RaceID = r.ID
// votes based on population
rep.Votes = mr.F(r.Votes.F())
// relations
for i := range r.Relations {
rii := slices.IndexFunc(rep.Player, func(v mr.Player) bool { return v.ID == r.Relations[i].RaceID })
if rii < 0 {
panic(fmt.Sprintf("opponent race for relation not found, id=%v", r.Relations[i].RaceID))
}
rep.Player[rii].Relation = r.Relations[i].Relation.String()
}
// self-relation is undefined
if i := slices.IndexFunc(rep.Player, func(v mr.Player) bool { return v.ID == r.ID }); i < 0 {
panic(fmt.Sprintf("race not found in report, id=%v", r.ID))
} else {
rep.Player[i].Relation = "-"
}
// sciences
c.ReportLocalScience(ri, rep)
c.ReportOtherScience(ri, rep)
// ship classes
c.ReportLocalShipClass(ri, rep)
c.ReportOtherShipClass(ri, rep)
// battles
c.ReportBattle(ri, rep, battles)
// bombings
c.ReportBombing(ri, rep, bombings)
// incoming groups
c.ReportIncomingGroup(ri, rep)
// player's planets
c.ReportLocalPlanet(ri, rep)
// ships in production
c.ReportShipProduction(ri, rep)
// cargo routes
c.ReportRoute(ri, rep)
// others' planets
c.ReportOtherPlanet(ri, rep)
// uninhabited planets
c.ReportUninhabitedPlanet(ri, rep)
// unidentified planets
c.ReportUnidentifiedPlanet(ri, rep)
// fleets
c.ReportLocalFleet(ri, rep)
// player's groups
c.ReportLocalGroup(ri, rep)
// others' groups
c.ReportOtherGroup(ri, rep)
// unidentified groups
c.ReportUnidentifiedGroup(ri, rep)
}
func (c *Cache) ReportLocalScience(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.LocalScience)
for i := range r.Sciences {
sliceIndexValidate(&rep.LocalScience, i)
rep.LocalScience[i].Name = r.Sciences[i].Name
rep.LocalScience[i].Drive = mr.F(r.Sciences[i].Drive.F())
rep.LocalScience[i].Weapons = mr.F(r.Sciences[i].Weapons.F())
rep.LocalScience[i].Shields = mr.F(r.Sciences[i].Shields.F())
rep.LocalScience[i].Cargo = mr.F(r.Sciences[i].Cargo.F())
}
slices.SortFunc(rep.LocalScience, func(a, b mr.Science) int { return cmp.Compare(a.Name, b.Name) })
}
func (c *Cache) ReportOtherScience(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.OtherScience)
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) || p.Production.Type != game.ResearchScience {
continue
}
ownerIdx := c.RaceIndex(*p.Owner)
owner := &c.g.Race[ownerIdx]
sc := c.mustScience(ownerIdx, *p.Production.SubjectID)
sliceIndexValidate(&rep.OtherScience, i)
rep.OtherScience[i].Name = owner.Name
rep.OtherScience[i].Drive = mr.F(sc.Drive.F())
rep.OtherScience[i].Weapons = mr.F(sc.Weapons.F())
rep.OtherScience[i].Shields = mr.F(sc.Shields.F())
rep.OtherScience[i].Cargo = mr.F(sc.Cargo.F())
i++
}
slices.SortFunc(rep.OtherScience, func(a, b mr.OtherScience) int {
return cmp.Or(cmp.Compare(a.Race, b.Race), cmp.Compare(a.Name, b.Name))
})
}
func (c *Cache) ReportLocalShipClass(ri int, report *mr.Report) {
c.validateRaceIndex(ri)
clear(report.LocalShipClass)
i := 0
for st := range c.ListShipTypes(ri) {
sliceIndexValidate(&report.LocalShipClass, i)
report.LocalShipClass[i].Name = st.Name
report.LocalShipClass[i].Drive = mr.F(st.Drive.F())
report.LocalShipClass[i].Armament = st.Armament
report.LocalShipClass[i].Weapons = mr.F(st.Weapons.F())
report.LocalShipClass[i].Shields = mr.F(st.Shields.F())
report.LocalShipClass[i].Cargo = mr.F(st.Cargo.F())
report.LocalShipClass[i].Mass = mr.F(st.EmptyMass())
i++
}
slices.SortFunc(report.LocalShipClass, func(a, b mr.ShipClass) int { return cmp.Compare(a.Name, b.Name) })
}
func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.OtherShipClass)
i := 0
used := make(map[uuid.UUID]map[string]bool)
skip := func(ownerID uuid.UUID, className string) bool {
if ownerID == r.ID {
return true
}
if _, ok := used[ownerID]; ok {
if _, ok := used[ownerID][className]; ok {
return true
}
} else {
used[ownerID] = make(map[string]bool)
}
used[ownerID][className] = true
return false
}
// add visible ship classes from battles
// for bi := range battle {
// for si := range battle[bi].Ships {
// g := battle[bi].Ships[si]
// if skip(g.OwnerID, g.ClassName) {
// continue
// }
// sliceIndexValidate(&rep.OtherShipClass, i)
// rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(g.OwnerID)].Name
// rep.OtherShipClass[i].Name = g.ClassName
// rep.OtherShipClass[i].Drive = g.DriveTech
// rep.OtherShipClass[i].Armament = g.ClassArmament
// rep.OtherShipClass[i].Weapons = g.WeaponsTech
// rep.OtherShipClass[i].Shields = g.ShieldsTech
// rep.OtherShipClass[i].Cargo = g.CargoTech
// rep.OtherShipClass[i].Mass = g.ClassMass
// i++
// }
// }
// add visible ships 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(sg.OwnerID, st.Name) {
continue
}
sliceIndexValidate(&rep.OtherShipClass, i)
rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(sg.OwnerID)].Name
rep.OtherShipClass[i].Name = st.Name
rep.OtherShipClass[i].Drive = mr.F(st.Drive.F())
rep.OtherShipClass[i].Armament = st.Armament
rep.OtherShipClass[i].Weapons = mr.F(st.Weapons.F())
rep.OtherShipClass[i].Shields = mr.F(st.Shields.F())
rep.OtherShipClass[i].Cargo = mr.F(st.Cargo.F())
rep.OtherShipClass[i].Mass = mr.F(st.EmptyMass())
i++
}
}
}
slices.SortFunc(rep.OtherShipClass, func(a, b mr.OthersShipClass) int {
return cmp.Or(cmp.Compare(a.Race, b.Race), cmp.Compare(a.Name, b.Name))
})
}
func (c *Cache) ReportBattle(ri int, rep *mr.Report, br []*mr.BattleReport) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.Battle)
i := 0
for bi := range br {
visible := false
for k := range br[bi].Races {
visible = visible || br[bi].Races[k] == r.ID
}
if !visible {
continue
}
sliceIndexValidate(&rep.Battle, i)
rep.Battle[i] = br[bi].ID
i++
}
}
func (c *Cache) ReportBombing(ri int, rep *mr.Report, bombing []*mr.Bombing) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.Bombing)
i := 0
for bi := range bombing {
pn := bombing[bi].Number
visible := bombing[bi].PlanetOwnedID == r.ID // planet may be bombed and wiped
for _, sgi := range rep.OnPlanetGroupCache[pn] {
sg := c.ShipGroup(sgi)
visible = visible || (sg.OwnerID == r.ID && sg.Destination == pn)
}
if !visible {
continue
}
sliceIndexValidate(&rep.Bombing, i)
rep.Bombing[i] = bombing[bi]
i++
}
slices.SortFunc(rep.Bombing, func(a, b *mr.Bombing) int {
return cmp.Or(cmp.Compare(a.Number, b.Number), boolCompare(a.Wiped, b.Wiped))
})
}
func (c *Cache) ReportIncomingGroup(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.IncomingGroup)
i := 0
for sgi := range c.ShipGroupsIndex() {
sg := c.ShipGroup(sgi)
st := c.ShipGroupShipClass(sgi)
if sg.OwnerID == r.ID || sg.State() != game.StateInSpace {
continue
}
p1 := c.MustPlanet(sg.StateInSpace.Origin)
p2 := c.MustPlanet(sg.Destination)
if !p2.OwnedBy(r.ID) {
continue
}
distance := util.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
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)
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(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(util.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]
flightDistance := r.FlightDistance()
clear(rep.UnidentifiedGroup)
i := 0
for sgi := range rep.InSpaceGroupRangeCache {
sg := c.ShipGroup(sgi)
if sg.OwnerID == rep.RaceID {
continue
}
if sg.StateInSpace == nil {
panic(fmt.Sprintf("pre-calculated distance group not in space: i=%d", sgi))
}
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 {
panic(fmt.Sprintf("distance cache not pre-calculated: i=%d p=#%d", sgi, p.Number))
} else if v <= flightDistance {
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(util.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())
}
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
}