128 lines
3.6 KiB
Go
128 lines
3.6 KiB
Go
package game
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import (
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"fmt"
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"math"
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"math/rand/v2"
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"slices"
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)
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type Battle struct {
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Planet uint
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Groups []int // ShipGroup indexes
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BattleReport BattleReport
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}
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type BattleReport struct {
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BattleAction []BattleAction
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}
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type BattleAction struct {
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Attacker int
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Defenter int
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Destroyed bool
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}
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type BattleOpponent struct {
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RaceIndex int
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ShipGroupIndex int
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ShipType ShipType
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}
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func ProduceBattles(g *Game) error {
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battleOnPlanet := Battle{}
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_ = battleOnPlanet
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return nil
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}
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func SingleBattle(g *Game, b Battle) {
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attacker := SelectAttackShip(g, b.Groups)
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for shots := range attacker.ShipType.Armament {
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// groupsCopy := slices.Clone(b.Groups)
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// groupsWithoutAttacker := append(groupsCopy[:attackerIdx], groupsCopy[attackerIdx+1:]...)
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_ = SelectDefendShip(g, slices.Clone(b.Groups), attacker)
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_ = shots
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}
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}
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func SelectAttackShip(g *Game, battleGroups []int) BattleOpponent {
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sgi := rand.IntN(len(battleGroups))
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if sgi > len(g.ShipGroups)-1 {
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panic("SelectAttackShip: battleGroups is bigger than game's ship groups")
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}
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sg := g.ShipGroups[sgi]
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ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == sg.OwnerID })
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if ri < 0 {
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panic(fmt.Sprintf("SelectAttackShip: ship group #%v owner race not found by ID=%v", sg.Index, sg.OwnerID))
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}
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st, ok := ShipClass(g, ri, sg.TypeID)
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if !ok {
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panic(fmt.Sprintf("SelectAttackShip: ship class not found for race=%q group=%v", g.Race[ri].Name, sg.Index))
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}
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if st.Weapons == 0 || st.Armament == 0 {
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panic(fmt.Sprintf("SelectAttackShip: ship_class=%q of race=%q has no weapons for attack", st.Name, g.Race[ri].Name))
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}
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return BattleOpponent{
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RaceIndex: ri,
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ShipGroupIndex: sgi,
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ShipType: st,
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}
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}
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func SelectDefendShip(g *Game, battleGroups []int, attacker BattleOpponent) BattleOpponent {
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enemyGroups := FilterAttackingPretendent(g, attacker.RaceIndex, battleGroups)
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sgi := rand.IntN(len(enemyGroups))
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if sgi > len(g.ShipGroups)-1 {
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panic("SelectDefendShip: battleGroups is bigger than game's ship groups")
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}
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sg := g.ShipGroups[sgi]
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ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == sg.OwnerID })
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if ri < 0 {
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panic(fmt.Sprintf("SelectDefendShip: ship group #%v owner race not found by ID=%v", sg.Index, sg.OwnerID))
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}
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st, ok := ShipClass(g, ri, sg.TypeID)
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if !ok {
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panic(fmt.Sprintf("SelectDefendShip: ship class not found for race=%q group=%v", g.Race[ri].Name, sg.Index))
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}
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return BattleOpponent{
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RaceIndex: ri,
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ShipGroupIndex: sgi,
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ShipType: st,
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}
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}
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// attackerIdx - attacker race index
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func FilterAttackingPretendent(g *Game, attackerIdx int, battleGroups []int) []int {
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result := make([]int, 0)
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for sgi := range battleGroups {
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sg := g.ShipGroups[sgi]
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enemyIdx := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == sg.OwnerID })
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if enemyIdx < 0 {
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panic(fmt.Sprintf("FilterAttackingPretendent: ship group #%v owner race not found by ID=%v", sg.Index, sg.OwnerID))
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}
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rel, err := g.relationInternal(attackerIdx, enemyIdx)
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if err != nil {
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panic(err)
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}
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// attacker race will be in peace with itself, so attacker ships will be filtered out as well
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if rel.Relation == RelationPeace {
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continue
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}
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result = append(result, sgi)
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}
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return result
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}
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func DestroyProbability(attWeapons, attWeaponsTech, defShields, defShiledsTech, defFullMass float64) float64 {
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effAttack := attWeapons * attWeaponsTech
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effDefence := EffectiveDefence(defShields, defShiledsTech, defFullMass)
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return (math.Log10(effAttack/effDefence)/math.Log10(4) + 1) / 2
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}
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func EffectiveDefence(defShields, defShiledsTech, defFullMass float64) float64 {
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return defShields * defShiledsTech / math.Pow(defFullMass, 1./3.) * math.Pow(30., 1./3.)
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}
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