Files
galaxy-game/internal/controller/report.go
T
2026-02-03 23:41:18 +02:00

467 lines
13 KiB
Go

package controller
import (
"cmp"
"fmt"
"iter"
"slices"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/model/game"
mr "github.com/iliadenisov/galaxy/internal/model/report"
"github.com/iliadenisov/galaxy/internal/util"
)
func (c *Cache) Report(t uint, battleReports []*mr.BattleReport, bombingReports []*mr.Bombing) iter.Seq[*mr.Report] {
report := c.InitReport(t)
return func(yield func(*mr.Report) bool) {
for i := range c.g.Race {
c.ReportRace(i, report, battleReports)
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),
PlanetGroupsCache: make(map[uint][]int),
}
sumVote, sumPop, sumInd := make(map[int]float64), make(map[int]float64), make(map[int]float64)
planets := make(map[int]uint16)
for i := range c.g.Map.Planet {
p := &c.g.Map.Planet[i]
if p.Owner == uuid.Nil {
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.g.Race {
r := &c.g.Race[ri]
rr := &report.Player[ri]
rr.ID = r.ID
rr.Name = r.Name
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
dest := &report.Player[vi]
dest.Votes = mr.F(sumVote[vi])
}
// collect all orbiting ship groups by planet
for sgi := range c.g.ShipGroups {
sg := &c.g.ShipGroups[sgi]
if sg.State() == game.StateInSpace {
continue
}
report.PlanetGroupsCache[sg.Destination] = append(report.PlanetGroupsCache[sg.Destination], sgi)
}
}
slices.SortFunc(report.Player, func(a, b mr.Player) int { return cmp.Compare(a.Name, b.Name) })
return report
}
func (c *Cache) ReportRace(ri int, rep *mr.Report, br []*mr.BattleReport) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
rep.Race = r.Name
rep.RaceID = r.ID
// votes based on population
// TODO: check votes was calculated
rep.Votes = mr.F(r.Votes)
// 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("relation race 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, br)
}
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)
rep.LocalScience[i].Weapons = mr.F(r.Sciences[i].Weapons)
rep.LocalScience[i].Shields = mr.F(r.Sciences[i].Shields)
rep.LocalScience[i].Cargo = mr.F(r.Sciences[i].Cargo)
}
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.Owner == uuid.Nil || p.Owner == 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)
rep.OtherScience[i].Weapons = mr.F(sc.Weapons)
rep.OtherScience[i].Shields = mr.F(sc.Shields)
rep.OtherScience[i].Cargo = mr.F(sc.Cargo)
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)
report.LocalShipClass[i].Armament = st.Armament
report.LocalShipClass[i].Weapons = mr.F(st.Weapons)
report.LocalShipClass[i].Shields = mr.F(st.Shields)
report.LocalShipClass[i].Cargo = mr.F(st.Cargo)
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, br []*mr.BattleReport) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
clear(rep.OtherShipClass)
i := 0
used := make(map[uuid.UUID]map[string]bool)
usedFn := func(ownerID uuid.UUID, className string) bool {
if _, ok := used[ownerID]; ok {
if _, ok := used[ownerID][className]; ok {
return true
}
} else {
used[ownerID] = make(map[string]bool)
}
return false
}
// add visible ship classes from battles
for bi := range br {
for si := range br[bi].Ships {
g := br[bi].Ships[si]
if g.OwnerID == r.ID || usedFn(g.OwnerID, g.ClassName) {
continue
}
used[g.OwnerID][g.ClassName] = true
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 ship classes from observable planets
for pn := range rep.PlanetGroupsCache {
if slices.IndexFunc(rep.PlanetGroupsCache[pn], func(sgi int) bool { return c.ShipGroup(sgi).OwnerID == r.ID }) >= 0 {
for _, sgi := range rep.PlanetGroupsCache[pn] {
sg := c.ShipGroup(sgi)
if sg.OwnerID == r.ID {
continue
}
st := c.ShipGroupShipClass(sgi)
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)
rep.OtherShipClass[i].Armament = st.Armament
rep.OtherShipClass[i].Weapons = mr.F(st.Weapons)
rep.OtherShipClass[i].Shields = mr.F(st.Shields)
rep.OtherShipClass[i].Cargo = mr.F(st.Cargo)
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, battle []*mr.BattleReport) {
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.PlanetGroupsCache[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.Owner != 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.Owner != r.ID {
continue
}
sliceIndexValidate(&rep.LocalPlanet, i)
rep.LocalPlanet[i].Number = p.Number
rep.LocalPlanet[i].X = mr.F(p.X.F())
rep.LocalPlanet[i].Y = mr.F(p.Y.F())
rep.LocalPlanet[i].Size = mr.F(p.Size.F())
rep.LocalPlanet[i].Name = p.Name
rep.LocalPlanet[i].Resources = mr.F(p.Resources.F())
rep.LocalPlanet[i].Capital = mr.F(p.Capital.F())
rep.LocalPlanet[i].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) 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.Owner != r.ID || p.Production.Type != game.ProductionShip {
continue
}
st := c.MustShipType(ri, *p.Production.SubjectID)
sliceIndexValidate(&rep.ShipProduction, i)
free := c.PlanetProductionCapacity(p.Number)
rep.ShipProduction[pi].Planet = p.Number
rep.ShipProduction[pi].Class = st.Name
rep.ShipProduction[pi].Cost = mr.F(st.EmptyMass())
rep.ShipProduction[pi].Free = mr.F(free)
// FIXME: take logic from [ProduceShip] and test at [controller_test.TestProduceShip]
rep.ShipProduction[pi].Wasted = mr.F(free * *p.Production.Progress)
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.Owner != 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 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
}