Files
galaxy-game/internal/model/game/battle.go
T
2026-01-11 20:27:43 +02:00

248 lines
6.4 KiB
Go

package game
import (
"fmt"
"maps"
"math"
"math/rand/v2"
"slices"
"github.com/google/uuid"
)
type Battle struct {
Planet uint
BattleReport BattleReport
shipAmmo map[int]uint
attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability
}
type BattleReport struct {
BattleAction []BattleAction
}
type BattleAction struct {
Attacker int
Defenter int
Destroyed bool
}
func CollectPlanetGroups(g *Game, cacheShipGroupRaceID map[int]int, cacheShipClass map[int]*ShipType) map[uint][]int {
planetGroup := make(map[uint][]int)
for groupIndex := range g.ShipGroups {
if g.ShipGroups[groupIndex].State() == StateInOrbit {
planetNumber := g.ShipGroups[groupIndex].Destination
planetGroup[planetNumber] = append(planetGroup[planetNumber], groupIndex)
if _, ok := cacheShipGroupRaceID[groupIndex]; !ok {
cacheShipGroupRaceID[groupIndex] = RaceIndex(g, g.ShipGroups[groupIndex].OwnerID)
}
ri := cacheShipGroupRaceID[groupIndex]
if _, ok := cacheShipClass[groupIndex]; !ok {
sti, ok := ShipClassIndex(g, ri, g.ShipGroups[groupIndex].TypeID)
if !ok {
panic(fmt.Sprintf("CollectPlanetGroups: ship class not found for race=%q group=%v", g.Race[ri].Name, g.ShipGroups[groupIndex].Index))
}
cacheShipClass[groupIndex] = &g.Race[ri].ShipTypes[sti]
}
}
}
for pl := range planetGroup {
if len(planetGroup[pl]) < 2 {
delete(planetGroup, pl)
}
}
return planetGroup
}
func CacheRelations(g *Game, cacheShipGroupRaceID map[int]int) map[int]map[int]Relation {
cache := make(map[int]map[int]Relation)
ri := make(map[int]bool)
for _, raceIdx := range cacheShipGroupRaceID {
ri[raceIdx] = true
}
for r1 := range ri {
for r2 := range ri {
if r1 == r2 {
continue
}
rel, err := g.relationInternal(r1, r2)
if err != nil {
panic(err)
}
if _, ok := cache[r1]; !ok {
cache[r1] = make(map[int]Relation)
}
cache[r1][r2] = rel.Relation
}
}
return cache
}
func FilterBattleOpponents(
g *Game,
attIdx, defIdx int,
cacheShipGroupRaceID map[int]int,
cacheRelation map[int]map[int]Relation,
cacheShipClass map[int]*ShipType,
cacheProbability map[int]map[int]float64,
) bool {
// Same Race's groups can't attack themselves
if attIdx == defIdx || g.ShipGroups[attIdx].OwnerID == g.ShipGroups[defIdx].OwnerID {
return true
}
// If any opponent has War relation to another, both will stay in battle
if cacheRelation[cacheShipGroupRaceID[attIdx]][cacheShipGroupRaceID[defIdx]] == RelationPeace &&
cacheRelation[cacheShipGroupRaceID[defIdx]][cacheShipGroupRaceID[attIdx]] == RelationPeace {
return true
}
p := DestructionProbability(
cacheShipClass[attIdx].Weapons,
g.ShipGroups[attIdx].TechLevel(TechWeapons),
cacheShipClass[defIdx].Shields,
g.ShipGroups[defIdx].TechLevel(TechShields),
g.ShipGroups[defIdx].FullMass(cacheShipClass[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(g *Game) []*Battle {
cacheShipGroupRaceID := make(map[int]int)
cacheShipClass := make(map[int]*ShipType)
cacheProbability := make(map[int]map[int]float64)
defer func() {
clear(cacheShipGroupRaceID)
clear(cacheShipClass)
clear(cacheProbability)
}()
planetGroup := CollectPlanetGroups(g, cacheShipGroupRaceID, cacheShipClass)
if len(planetGroup) == 0 {
return nil
}
cacheRelation := CacheRelations(g, cacheShipGroupRaceID)
defer func() {
clear(cacheRelation)
}()
result := make([]*Battle, 0)
for pl, groups := range planetGroup {
b := &Battle{
Planet: pl,
attacker: make(map[int]map[int]float64),
shipAmmo: make(map[int]uint),
}
for i := range groups {
attIdx := groups[i]
// Ships with no Ammo will never attack somebody
if cacheShipClass[attIdx].Armament == 0 {
continue
}
// TODO: remove slices.Clone?
opponents := slices.DeleteFunc(slices.Clone(groups), func(defIdx int) bool {
return FilterBattleOpponents(g, attIdx, defIdx, cacheShipGroupRaceID, cacheRelation, cacheShipClass, cacheProbability)
})
if len(opponents) > 0 {
b.shipAmmo[attIdx] = cacheShipClass[attIdx].Armament
for _, defIdx := range opponents {
b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx]
}
}
}
if len(b.attacker) > 0 {
SingleBattle(g, b)
result = append(result, b)
}
clear(b.attacker)
clear(b.shipAmmo)
}
return result
}
func SingleBattle(g *Game, b *Battle) {
for len(b.attacker) > 0 {
attackers := slices.Collect(maps.Keys(b.attacker))
attIdx := attackers[rand.IntN(len(attackers))]
for range b.shipAmmo[attIdx] {
defenders := slices.Collect(maps.Keys(b.attacker[attIdx]))
defIdx := defenders[rand.IntN(len(defenders))]
destroyed := false
probability := b.attacker[attIdx][defIdx]
switch {
case probability >= 1:
destroyed = true
case probability > 0:
destroyed = rand.Float64() >= probability
default:
panic("probabilities cache returned unexpected value")
}
b.BattleReport.BattleAction = append(b.BattleReport.BattleAction, BattleAction{
Attacker: attIdx,
Defenter: defIdx,
Destroyed: destroyed,
})
if destroyed {
g.ShipGroups[defIdx].Number--
}
if g.ShipGroups[defIdx].Number == 0 {
delete(b.attacker, defIdx) // Eliminated group cant attack anyone
for attIdx := range b.attacker {
delete(b.attacker[attIdx], defIdx) // Attackers can't attack eliminated group anymore
if len(b.attacker[attIdx]) == 0 {
delete(b.attacker, attIdx) // Remove attacker if he lost all opponents
}
}
}
if len(b.attacker) == 0 {
break
}
}
}
}
func RaceIndex(g *Game, ID uuid.UUID) int {
i := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == ID })
if i < 0 {
panic(fmt.Sprintf("RaceIndex: race not found by ID=%v", ID))
}
return i
}
func DestructionProbability(attWeapons, attWeaponsTech, defShields, defShiledsTech, defFullMass float64) float64 {
effAttack := attWeapons * attWeaponsTech
effDefence := EffectiveDefence(defShields, defShiledsTech, defFullMass)
return (math.Log10(effAttack/effDefence)/math.Log10(4) + 1) / 2
}
func EffectiveDefence(defShields, defShiledsTech, defFullMass float64) float64 {
return defShields * defShiledsTech / math.Pow(defFullMass, 1./3.) * math.Pow(30., 1./3.)
}