Files
galaxy-game/game/internal/controller/planet.go
T
Ilia Denisov b4abf90ec5
Tests · Go / test (push) Successful in 1m58s
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fix(game): fight before departure and reorder the turn sequence
Per the documented turn order (game/rules.txt "Последовательность
действий"), no ship should dodge the pre-departure battle by slipping
into hyperspace. MakeTurn now runs merge -> battle -> load+launch routed
groups -> fly -> merge -> battle, so:

- ships ordered to depart (Launched) and ships being upgraded now take
  part in the pre-departure battle at their planet (CollectPlanetGroups /
  FilterBattleGroups); only survivors then enter hyperspace;
- routed transports are loaded and launched AFTER that battle, so they
  fight empty and cannot escape it.

A just-launched group has no stored hyperspace position, so moveShipGroup
starts its first leg from the origin planet; the previous code read the
nil launch coordinate and would panic.

Because upgrading groups can now lose ships in the battle, the pending
upgrade cost is recomputed from the group's current ship count instead of
the value stored when the order was validated.

Rules: reordered "Последовательность действий" and rewrote the combat
note that ordered/routed ships skip the battle.

Tests: launched-group move from origin, launched/upgrade groups taking
part in battle, upgrade cost tracking ship losses.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 00:25:46 +02:00

291 lines
8.3 KiB
Go

package controller
import (
"fmt"
"iter"
"slices"
"galaxy/calc"
"galaxy/util"
e "galaxy/error"
"galaxy/game/internal/model/game"
"github.com/google/uuid"
)
func (c *Cache) PlanetRename(ri int, number int, name string) error {
n, ok := util.ValidateTypeName(name)
if !ok {
return e.NewEntityTypeNameValidationError("%q", n)
}
if number < 0 {
return e.NewPlanetNumberError(number)
}
p, ok := c.Planet(uint(number))
if !ok {
return e.NewEntityNotExistsError("planet #%d", number)
}
if !p.OwnedBy(c.g.Race[ri].ID) {
return e.NewEntityNotOwnedError("planet #%d", number)
}
c.g.Map.Planet[c.MustPlanetIndex(p.Number)].Name = n
return nil
}
func (c *Cache) PlanetProduce(ri int, number int, prod game.ProductionType, subj string) error {
c.validateRaceIndex(ri)
if number < 0 {
return e.NewPlanetNumberError(number)
}
p, ok := c.Planet(uint(number))
if !ok {
return e.NewEntityNotExistsError("planet #%d", number)
}
if !p.OwnedBy(c.g.Race[ri].ID) {
return e.NewEntityNotOwnedError("planet #%d", number)
}
var subjectID *uuid.UUID
if prod == game.ResearchScience || prod == game.ProductionShip {
if _, ok := util.ValidateTypeName(subj); !ok {
return e.NewEntityTypeNameValidationError("%s=%q", prod, subj)
}
}
if prod == game.ResearchScience {
i := slices.IndexFunc(c.g.Race[ri].Sciences, func(s game.Science) bool { return s.Name == subj })
if i < 0 {
return e.NewEntityNotExistsError("science %q", subj)
}
subjectID = &c.g.Race[ri].Sciences[i].ID
}
if prod == game.ProductionShip {
st, _, ok := c.ShipClass(ri, subj)
if !ok {
return e.NewEntityNotExistsError("ship type %q", subj)
}
if p.Production.Type == game.ProductionShip &&
p.Production.SubjectID != nil &&
*p.Production.SubjectID == st.ID {
// Planet already produces this ship type, keeping progress intact
return nil
}
subjectID = &st.ID
}
if p.Production.Type == game.ProductionShip && (prod != game.ProductionShip || *subjectID != *p.Production.SubjectID) {
p.ReleaseMaterial(c.MustShipType(ri, *p.Production.SubjectID).EmptyMass())
} else if prod == game.ProductionShip {
// new ship class to produce; otherwise we must have been returned from the func earlier
p.Production.Progress = new(game.Float)
p.Production.ProdUsed = new(game.Float)
}
if prod != game.ProductionShip {
p.Production.Progress = nil
p.Production.ProdUsed = nil
}
p.Production.Type = prod
p.Production.SubjectID = subjectID
return nil
}
func (c *Cache) PlanetProductionDisplayName(pn uint) string {
p := c.MustPlanet(pn)
if !p.Owned() {
return "-"
}
ri := c.RaceIndex(*p.Owner)
switch pt := p.Production.Type; pt {
case game.ResearchDrive:
return "Drive"
case game.ResearchWeapons:
return "Weapons"
case game.ResearchShields:
return "Shields"
case game.ResearchCargo:
return "Cargo"
case game.ProductionMaterial:
return "Material"
case game.ProductionCapital:
return "Capital"
case game.ProductionShip:
return c.MustShipType(ri, *p.Production.SubjectID).Name
case game.ResearchScience:
i := slices.IndexFunc(c.g.Race[ri].Sciences, func(sc game.Science) bool { return sc.ID == *p.Production.SubjectID })
if i < 0 {
panic("researching science not found")
}
return c.g.Race[ri].Sciences[i].Name
default:
return string(pt)
}
}
func (c *Cache) Planet(planetNumber uint) (*game.Planet, bool) {
if c.cachePlanetByPlanetNumber == nil {
c.cachePlanetByPlanetNumber = make(map[uint]*game.Planet)
for p := range c.g.Map.Planet {
c.cachePlanetByPlanetNumber[c.g.Map.Planet[p].Number] = &c.g.Map.Planet[p]
}
}
if v, ok := c.cachePlanetByPlanetNumber[planetNumber]; ok {
return v, true
} else {
return nil, false
}
}
func (c *Cache) MustPlanet(pn uint) *game.Planet {
if v, ok := c.Planet(pn); ok {
return v
} else {
panic(fmt.Sprintf("planet not found by number=%d", pn))
}
}
func (c *Cache) MustPlanetIndex(pn uint) int {
if idx := slices.IndexFunc(c.g.Map.Planet, func(p game.Planet) bool { return p.Number == pn }); idx < 0 {
panic(fmt.Sprintf("planet not found by number=%d", pn))
} else {
return idx
}
}
// Свободный "Производственный Потенциал" (L)
// промышленность * 0.75 + население * 0.25
// за вычетом затрат, расходуемых в течение хода на модернизацию кораблей
func (c *Cache) PlanetProductionCapacity(planetNumber uint) float64 {
p := c.MustPlanet(planetNumber)
var busyResources float64
for sg := range c.shipGroupsInUpgrade(p.Number) {
busyResources += c.upgradeCostNow(sg)
}
return p.ProductionCapacity() - busyResources
}
func (c *Cache) TurnPlanetProductions() {
for sgi := range c.ShipGroupsIndex() {
sg := c.ShipGroup(sgi)
// cancel upgrade for groups on wiped planets
if sg.State() == game.StateUpgrade && !c.MustPlanet(sg.Destination).Owned() {
sg.StateUpgrade = nil
}
}
for pn := range c.listProducingPlanets() {
p := c.MustPlanet(pn)
ri := c.RaceIndex(*p.Owner)
r := &c.g.Race[ri]
// upgrade groups and return to in_orbit state
productionAvailable := c.PlanetProductionCapacity(pn)
for sg := range c.shipGroupsInUpgrade(p.Number) {
cost := c.upgradeCostNow(sg)
if productionAvailable >= cost {
for i := range sg.StateUpgrade.UpgradeTech {
sg.Tech = sg.Tech.Set(sg.StateUpgrade.UpgradeTech[i].Tech, util.Fixed3(sg.StateUpgrade.UpgradeTech[i].Level.F()))
}
productionAvailable -= cost
}
sg.StateUpgrade = nil
}
switch pt := p.Production.Type; pt {
case game.ProductionShip:
st := c.MustShipType(ri, *p.Production.SubjectID)
if ships := ProduceShip(p, productionAvailable, st.EmptyMass()); ships > 0 {
c.unsafeCreateShips(ri, st.ID, p.Number, ships)
}
case game.ResearchScience:
sc := c.mustScience(ri, *p.Production.SubjectID)
ResearchTech(r, productionAvailable, sc.Drive.F(), sc.Weapons.F(), sc.Shields.F(), sc.Cargo.F())
case game.ResearchDrive:
ResearchTech(r, productionAvailable, 1., 0, 0, 0)
case game.ResearchWeapons:
ResearchTech(r, productionAvailable, 0, 1., 0, 0)
case game.ResearchShields:
ResearchTech(r, productionAvailable, 0, 0, 1., 0)
case game.ResearchCargo:
ResearchTech(r, productionAvailable, 0, 0, 0, 1.)
case game.ProductionMaterial:
p.ProduceMaterial(productionAvailable)
case game.ProductionCapital:
p.ProduceIndustry(productionAvailable)
default:
panic(fmt.Sprintf("unprocessed production type: '%v' for planet: #%d owner=%v", pt, pn, p.Owner))
}
// last step: increase population / colonists
p.ProducePopulation()
}
c.TurnMergeEqualShipGroups()
}
// listProducingPlanets iterates over all inhabited planet numbers with defined production type.
// Planets producing ships guaranteed to be iterated first for correct turn actions order.
func (c *Cache) listProducingPlanets() iter.Seq[uint] {
ordered := make([]int, 0)
for i := range c.g.Map.Planet {
if !c.g.Map.Planet[i].Owned() || c.g.Map.Planet[i].Production.Type == game.ProductionNone {
continue
}
ordered = append(ordered, i)
}
slices.SortFunc(ordered, func(l, r int) int {
if c.g.Map.Planet[l].Production.Type == game.ProductionShip && c.g.Map.Planet[r].Production.Type != game.ProductionShip {
return -1
}
if c.g.Map.Planet[l].Production.Type != game.ProductionShip && c.g.Map.Planet[r].Production.Type == game.ProductionShip {
return 1
}
return 0
})
return func(yield func(uint) bool) {
for _, i := range ordered {
if !yield(c.g.Map.Planet[i].Number) {
return
}
}
}
}
// Internal funcs
func (c *Cache) putPopulation(pn uint, v float64) {
c.MustPlanet(pn).Pop(v)
}
func (c *Cache) putColonists(pn uint, v float64) {
c.MustPlanet(pn).Col(v)
}
func (c *Cache) putMaterial(pn uint, v float64) {
c.MustPlanet(pn).Mat(v)
}
// ProduceShip returns number of ships with shipMass planet p can produce in one turn
func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
if productionAvailable <= 0 {
return 0
}
ships, materialLeft, productionUsed, progress := calc.ProduceShipsInTurn(
productionAvailable,
float64(p.Material),
float64(p.Resources),
shipMass,
)
p.Mat(materialLeft)
pval := game.F(progress)
if p.Production.Progress != nil {
pval += *p.Production.Progress
}
p.Production.Progress = &pval
used := game.F(productionUsed)
p.Production.ProdUsed = &used
return ships
}