cc67364113
The battle engine diverged from the documented combat model (game/rules.txt "Сражения") in three ways: - the destruction roll was inverted (rand >= p), so a near-certain hit destroyed its target only ~(1-p) of the time; - a whole group fired as a single ship (Armament shots per round) regardless of its ship count, so fleet size never affected offence; - the defending mass used the whole group's full mass instead of one target ship's, weakening grouped ships' shields by ~Number^(1/3). SingleBattle now resolves ship by ship: every living ship fires once per round in random order across all groups, each gun targets a random enemy ship (weighted by group size), and the destruction roll matches the documented probability. FilterBattleOpponents evaluates per-ship mass. Also fixes opponent-map initialisation in ProduceBattles that kept only an attacker's last opponent. The rules already describe this model, so no documentation change is needed. Tests: per-ship one-sided wipe, destruction-roll direction, and the updated per-ship-mass probability expectation. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
262 lines
7.4 KiB
Go
262 lines
7.4 KiB
Go
package controller
|
|
|
|
import (
|
|
"maps"
|
|
"math/rand/v2"
|
|
"slices"
|
|
|
|
"galaxy/calc"
|
|
"galaxy/game/internal/model/game"
|
|
|
|
"github.com/google/uuid"
|
|
)
|
|
|
|
type Battle struct {
|
|
ID uuid.UUID
|
|
Planet uint
|
|
ObserverGroups map[int]bool // True = In_Battle, False = Out_Battle
|
|
InitialNumbers map[int]uint // Initial number of ships in the group
|
|
Protocol []BattleAction
|
|
|
|
// attacker maps an attacking group to every opponent group it is able to
|
|
// destroy, with that pair's per-ship destruction probability (> 0).
|
|
attacker map[int]map[int]float64
|
|
}
|
|
|
|
type BattleAction struct {
|
|
Attacker int
|
|
Defender int
|
|
Destroyed bool
|
|
}
|
|
|
|
func CollectPlanetGroups(c *Cache) map[uint]map[int]bool {
|
|
planetGroup := make(map[uint]map[int]bool)
|
|
for groupIndex := range c.ShipGroupsIndex() {
|
|
state := c.ShipGroup(groupIndex).State()
|
|
if state == game.StateInOrbit || state == game.StateUpgrade {
|
|
planetNumber := c.ShipGroup(groupIndex).Destination
|
|
if _, ok := planetGroup[planetNumber]; !ok {
|
|
planetGroup[planetNumber] = make(map[int]bool)
|
|
}
|
|
planetGroup[planetNumber][groupIndex] = false
|
|
}
|
|
}
|
|
for pl := range planetGroup {
|
|
if len(planetGroup[pl]) < 2 {
|
|
delete(planetGroup, pl)
|
|
}
|
|
}
|
|
return planetGroup
|
|
}
|
|
|
|
func FilterBattleGroups(c *Cache, groups map[int]bool) []int {
|
|
return slices.DeleteFunc(slices.Collect(maps.Keys(groups)), func(groupIndex int) bool { return c.ShipGroup(groupIndex).State() != game.StateInOrbit })
|
|
}
|
|
|
|
func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[int]map[int]float64) bool {
|
|
// Same Race's groups can't attack themselves
|
|
if attIdx == defIdx || c.ShipGroupOwnerRaceIndex(attIdx) == c.ShipGroupOwnerRaceIndex(defIdx) {
|
|
return true
|
|
}
|
|
|
|
// If any opponent has War relation to another, both will stay in battle
|
|
if c.Relation(c.ShipGroupOwnerRaceIndex(attIdx), c.ShipGroupOwnerRaceIndex(defIdx)) == game.RelationPeace &&
|
|
c.Relation(c.ShipGroupOwnerRaceIndex(defIdx), c.ShipGroupOwnerRaceIndex(attIdx)) == game.RelationPeace {
|
|
return true
|
|
}
|
|
|
|
defSg := c.ShipGroup(defIdx)
|
|
if defSg.Number == 0 {
|
|
return true
|
|
}
|
|
defSt := c.ShipGroupShipClass(defIdx)
|
|
// The shot targets a single enemy ship, so the defending mass is the
|
|
// per-ship full mass: a group's full mass spreads evenly across its
|
|
// ships, hence FullMass / Number, not the whole group's mass.
|
|
p := calc.DestructionProbability(
|
|
c.ShipGroupShipClass(attIdx).Weapons.F(),
|
|
c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(),
|
|
defSt.Shields.F(),
|
|
defSg.TechLevel(game.TechShields).F(),
|
|
defSg.FullMass(defSt)/float64(defSg.Number),
|
|
)
|
|
// 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(c *Cache) []*Battle {
|
|
cacheProbability := make(map[int]map[int]float64)
|
|
defer func() { clear(cacheProbability) }()
|
|
|
|
planetGroups := CollectPlanetGroups(c)
|
|
if len(planetGroups) == 0 {
|
|
return nil
|
|
}
|
|
|
|
result := make([]*Battle, 0)
|
|
|
|
// Multiple battles on single planet shoul be produced as single battle:
|
|
// A <--> B
|
|
// C <--> D
|
|
// where: [A] and [B] are mutual enemies, as well [C] and [D]
|
|
for pl, observerGroups := range planetGroups {
|
|
battleGroups := FilterBattleGroups(c, observerGroups)
|
|
b := &Battle{
|
|
Planet: pl,
|
|
ObserverGroups: observerGroups,
|
|
InitialNumbers: make(map[int]uint),
|
|
attacker: make(map[int]map[int]float64),
|
|
}
|
|
for sgi := range observerGroups {
|
|
b.InitialNumbers[sgi] = c.ShipGroup(sgi).Number
|
|
}
|
|
|
|
for i := range battleGroups {
|
|
attIdx := battleGroups[i]
|
|
|
|
// Ships with no Ammo will never attack somebody
|
|
if c.ShipGroupShipClass(attIdx).Armament == 0 {
|
|
continue
|
|
}
|
|
|
|
opponents := slices.DeleteFunc(slices.Clone(battleGroups), func(defIdx int) bool {
|
|
return FilterBattleOpponents(c, attIdx, defIdx, cacheProbability)
|
|
})
|
|
if len(opponents) > 0 {
|
|
b.ObserverGroups[attIdx] = true
|
|
if b.attacker[attIdx] == nil {
|
|
b.attacker[attIdx] = make(map[int]float64)
|
|
}
|
|
for _, defIdx := range opponents {
|
|
b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx]
|
|
b.ObserverGroups[defIdx] = true
|
|
}
|
|
}
|
|
}
|
|
|
|
if len(b.attacker) > 0 {
|
|
SingleBattle(c, b)
|
|
b.ID = uuid.New()
|
|
result = append(result, b)
|
|
}
|
|
|
|
clear(b.attacker)
|
|
}
|
|
|
|
return result
|
|
}
|
|
|
|
// SingleBattle resolves one battle ship by ship. In every round each still
|
|
// living ship gets to fire, chosen in random order across all groups; a ship
|
|
// fires all of its guns (Armament), each at a randomly chosen enemy ship it is
|
|
// able to destroy. A ship destroyed before its turn comes does not fire. The
|
|
// battle ends once no ship can damage any remaining enemy.
|
|
func SingleBattle(c *Cache, b *Battle) {
|
|
for {
|
|
// Snapshot this round's shooters: one entry per living ship of every
|
|
// group that still has destroyable opponents.
|
|
shooters := make([]int, 0)
|
|
for attIdx := range b.attacker {
|
|
for range c.ShipGroup(attIdx).Number {
|
|
shooters = append(shooters, attIdx)
|
|
}
|
|
}
|
|
if len(shooters) == 0 {
|
|
return
|
|
}
|
|
rand.Shuffle(len(shooters), func(i, j int) { shooters[i], shooters[j] = shooters[j], shooters[i] })
|
|
|
|
// fired counts, per group, how many of its ships have already shot
|
|
// this round; a token beyond the group's current (post-casualty) ship
|
|
// count belongs to a ship destroyed earlier in the round and is skipped.
|
|
fired := make(map[int]uint)
|
|
progressed := false
|
|
for _, attIdx := range shooters {
|
|
if fired[attIdx] >= c.ShipGroup(attIdx).Number {
|
|
continue
|
|
}
|
|
fired[attIdx]++
|
|
|
|
for range c.ShipGroupShipClass(attIdx).Armament {
|
|
defIdx, ok := c.pickTargetShip(b, attIdx)
|
|
if !ok {
|
|
break
|
|
}
|
|
progressed = true
|
|
destroyed := destructionRoll(b.attacker[attIdx][defIdx])
|
|
b.Protocol = append(b.Protocol, BattleAction{
|
|
Attacker: attIdx,
|
|
Defender: defIdx,
|
|
Destroyed: destroyed,
|
|
})
|
|
if destroyed {
|
|
c.ShipGroupDestroyItem(defIdx)
|
|
if c.ShipGroup(defIdx).Number == 0 {
|
|
b.removeFromBattle(defIdx)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// No shooter found a target this round: every remaining opponent is
|
|
// out of reach, the battle is over.
|
|
if !progressed {
|
|
return
|
|
}
|
|
}
|
|
}
|
|
|
|
// pickTargetShip selects a random enemy ship for attacker group attIdx among
|
|
// the groups it is able to destroy, weighted by each group's current ship
|
|
// count so that every living enemy ship is equally likely to be hit.
|
|
func (c *Cache) pickTargetShip(b *Battle, attIdx int) (int, bool) {
|
|
opponents := b.attacker[attIdx]
|
|
var total uint
|
|
for defIdx := range opponents {
|
|
total += c.ShipGroup(defIdx).Number
|
|
}
|
|
if total == 0 {
|
|
return 0, false
|
|
}
|
|
r := rand.IntN(int(total))
|
|
for defIdx := range opponents {
|
|
r -= int(c.ShipGroup(defIdx).Number)
|
|
if r < 0 {
|
|
return defIdx, true
|
|
}
|
|
}
|
|
return 0, false
|
|
}
|
|
|
|
// removeFromBattle drops an eliminated group: it can no longer attack, and no
|
|
// one can target it. Attackers left without any opponent are removed as well.
|
|
func (b *Battle) removeFromBattle(groupIdx int) {
|
|
delete(b.attacker, groupIdx)
|
|
for attIdx := range b.attacker {
|
|
delete(b.attacker[attIdx], groupIdx)
|
|
if len(b.attacker[attIdx]) == 0 {
|
|
delete(b.attacker, attIdx)
|
|
}
|
|
}
|
|
}
|
|
|
|
func destructionRoll(probability float64) bool {
|
|
switch {
|
|
case probability >= 1:
|
|
return true
|
|
case probability > 0:
|
|
return rand.Float64() < probability
|
|
default:
|
|
panic("SingleBattle: probability unexpected: value <= 0")
|
|
}
|
|
}
|