Files
galaxy-game/internal/model/game/group_upgrade.go
T
2026-01-04 19:22:06 +02:00

247 lines
8.1 KiB
Go

package game
import (
"maps"
"math"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
)
type UpgradeCalc struct {
Cost map[Tech]float64
}
func (uc UpgradeCalc) UpgradeCost(ships uint) float64 {
var sum float64
for v := range maps.Values(uc.Cost) {
sum += v
}
return sum * float64(ships)
}
func (uc UpgradeCalc) UpgradeMaxShips(resources float64) uint {
return uint(math.Floor(resources / uc.UpgradeCost(1)))
}
func BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech float64) float64 {
if blockMass == 0 || targetBlockTech <= currentBlockTech {
return 0
}
return (1 - currentBlockTech/targetBlockTech) * 10 * blockMass
}
func GroupUpgradeCost(sg ShipGroup, st ShipType, drive, weapons, shields, cargo float64) UpgradeCalc {
uc := &UpgradeCalc{Cost: make(map[Tech]float64)}
if drive > 0 {
uc.Cost[TechDrive] = BlockUpgradeCost(st.DriveBlockMass(), sg.TechLevel(TechDrive), drive)
}
if weapons > 0 {
uc.Cost[TechWeapons] = BlockUpgradeCost(st.WeaponsBlockMass(), sg.TechLevel(TechWeapons), weapons)
}
if shields > 0 {
uc.Cost[TechShields] = BlockUpgradeCost(st.ShieldsBlockMass(), sg.TechLevel(TechShields), shields)
}
if cargo > 0 {
uc.Cost[TechCargo] = BlockUpgradeCost(st.CargoBlockMass(), sg.TechLevel(TechCargo), cargo)
}
return *uc
}
func (g *Game) UpgradeGroup(raceName string, groupIndex uint, techInput string, limitShips uint, limitLevel float64) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.upgradeGroupInternal(ri, groupIndex, techInput, limitShips, limitLevel)
}
func (g *Game) upgradeGroupInternal(ri int, groupIndex uint, techInput string, limitShips uint, limitLevel float64) error {
sgi := -1
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
var sti int
if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
// hard to test, need manual game data invalidation
return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
}
st := g.Race[ri].ShipTypes[sti]
pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination })
if pl < 0 {
return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
}
if g.Map.Planet[pl].Owner != uuid.Nil && g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d for upgrade group #%d", g.Map.Planet[pl].Number, groupIndex)
}
if g.ShipGroups[sgi].State() != StateInOrbit && g.ShipGroups[sgi].State() != StateUpgrade {
return e.NewShipsBusyError()
}
upgradeValidTech := map[string]Tech{
TechDrive.String(): TechDrive,
TechWeapons.String(): TechWeapons,
TechShields.String(): TechShields,
TechCargo.String(): TechCargo,
TechAll.String(): TechAll,
}
techRequest, ok := upgradeValidTech[techInput]
if !ok {
return e.NewTechUnknownError(techInput)
}
var blockMasses map[Tech]float64 = map[Tech]float64{
TechDrive: st.DriveBlockMass(),
TechWeapons: st.WeaponsBlockMass(),
TechShields: st.ShieldsBlockMass(),
TechCargo: st.CargoBlockMass(),
}
switch {
case techRequest != TechAll && blockMasses[techRequest] == 0:
return e.NewUpgradeShipTechNotUsedError()
case techRequest == TechAll && limitLevel != 0:
return e.NewUpgradeParameterNotAllowedError("tech=%s max_level=%f", techRequest.String(), limitLevel)
}
targetLevel := make(map[Tech]float64)
var sumLevels float64
for _, tech := range []Tech{TechDrive, TechWeapons, TechShields, TechCargo} {
if techRequest == TechAll || tech == techRequest {
if g.Race[ri].TechLevel(tech) < limitLevel {
return e.NewUpgradeTechLevelInsufficientError("%s=%.03f < %.03f", tech.String(), g.Race[ri].TechLevel(tech), limitLevel)
}
targetLevel[tech] = FutureUpgradeLevel(g.Race[ri].TechLevel(tech), g.ShipGroups[sgi].TechLevel(tech), limitLevel)
} else {
targetLevel[tech] = CurrentUpgradingLevel(g.ShipGroups[sgi], tech)
}
sumLevels += targetLevel[tech]
}
productionCapacity := PlanetProductionCapacity(g, g.Map.Planet[pl].Number)
if g.ShipGroups[sgi].State() == StateUpgrade {
// to calculate actual capacity we must substract upgrade cost of selected group, if is upgrade state
productionCapacity -= g.ShipGroups[sgi].StateUpgrade.Cost()
}
uc := GroupUpgradeCost(g.ShipGroups[sgi], st, targetLevel[TechDrive], targetLevel[TechWeapons], targetLevel[TechShields], targetLevel[TechCargo])
costForShip := uc.UpgradeCost(1)
if costForShip == 0 {
return e.NewUpgradeShipsAlreadyUpToDateError("%#v", targetLevel)
}
shipsToUpgrade := g.ShipGroups[sgi].Number
// НЕ БОЛЕЕ УКАЗАННОГО
if limitShips > 0 && shipsToUpgrade > limitShips {
shipsToUpgrade = limitShips
}
maxUpgradableShips := uc.UpgradeMaxShips(productionCapacity)
/*
1. считаем стоимость модернизации одного корабля
2. считаем сколько кораблей можно модернизировать
3. если не хватает даже на 1 корабль, ограничиваемся одним кораблём и пересчитываем коэффициент пропорционально массе блоков
4. иначе, считаем истинное количество кораблей с учётом ограничения maxShips
*/
blockMassSum := st.EmptyMass()
coef := productionCapacity / costForShip
if maxUpgradableShips == 0 {
if limitLevel > 0 {
return e.NewUpgradeInsufficientResourcesError("ship cost=%.03f L=%.03f", costForShip, productionCapacity)
}
sumLevels = sumLevels * coef
for tech := range targetLevel {
if blockMasses[tech] > 0 {
proportional := sumLevels * (blockMasses[tech] / blockMassSum)
targetLevel[tech] = proportional
}
}
maxUpgradableShips = 1
} else if maxUpgradableShips > shipsToUpgrade {
maxUpgradableShips = shipsToUpgrade
}
// sanity check
uc = GroupUpgradeCost(g.ShipGroups[sgi], st, targetLevel[TechDrive], targetLevel[TechWeapons], targetLevel[TechShields], targetLevel[TechCargo])
costForGroup := uc.UpgradeCost(maxUpgradableShips)
if costForGroup > productionCapacity {
e.NewGameStateError("cost recalculation: coef=%f cost(%d)=%f L=%f", coef, maxUpgradableShips, costForGroup, productionCapacity)
}
// break group if needed
if maxUpgradableShips < g.ShipGroups[sgi].Number {
if g.ShipGroups[sgi].State() == StateUpgrade {
return e.NewUpgradeGroupBreakNotAllowedError("ships=%d max=%d", g.ShipGroups[sgi].Number, maxUpgradableShips)
}
nsgi, err := g.breakGroupSafe(ri, groupIndex, maxUpgradableShips)
if err != nil {
return err
}
sgi = nsgi
}
// finally, fill group upgrade prefs
for tech := range targetLevel {
if targetLevel[tech] > 0 {
g.ShipGroups[sgi] = UpgradeGroupPreference(g.ShipGroups[sgi], st, tech, targetLevel[tech])
}
}
return nil
}
func CurrentUpgradingLevel(sg ShipGroup, tech Tech) float64 {
if sg.StateUpgrade == nil {
return 0
}
ti := slices.IndexFunc(sg.StateUpgrade.UpgradeTech, func(pref UpgradePreference) bool { return pref.Tech == tech })
if ti >= 0 {
return sg.StateUpgrade.UpgradeTech[ti].Level
}
return 0
}
func FutureUpgradeLevel(raceLevel, groupLevel, limit float64) float64 {
target := limit
if target == 0 || target > raceLevel {
target = raceLevel
}
if groupLevel == target {
return 0
}
return target
}
func UpgradeGroupPreference(sg ShipGroup, st ShipType, tech Tech, v float64) ShipGroup {
if v <= 0 || st.BlockMass(tech) == 0 || sg.TechLevel(tech) >= v {
return sg
}
var su InUpgrade
if sg.StateUpgrade != nil {
su = *sg.StateUpgrade
} else {
su = InUpgrade{UpgradeTech: []UpgradePreference{}}
}
ti := slices.IndexFunc(su.UpgradeTech, func(pref UpgradePreference) bool { return pref.Tech == tech })
if ti < 0 {
su.UpgradeTech = append(su.UpgradeTech, UpgradePreference{Tech: tech})
ti = len(su.UpgradeTech) - 1
}
su.UpgradeTech[ti].Level = v
su.UpgradeTech[ti].Cost = BlockUpgradeCost(st.BlockMass(tech), sg.TechLevel(tech), v) * float64(sg.Number)
sg.StateUpgrade = &su
return sg
}