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minefield.go
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minefield.go
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package cs
import (
"fmt"
"math"
"github.com/rs/zerolog/log"
)
type MineFieldType string
const (
MineFieldTypeStandard MineFieldType = "Standard"
MineFieldTypeHeavy MineFieldType = "Heavy"
MineFieldTypeSpeedBump MineFieldType = "SpeedBump"
)
type MineField struct {
MapObject
MineFieldOrders
MineFieldType MineFieldType `json:"mineFieldType"`
NumMines int `json:"numMines"`
Spec MineFieldSpec `json:"spec"`
}
type MineFieldOrders struct {
Detonate bool `json:"detonate,omitempty"`
}
type MineFieldSpec struct {
Radius float64 `json:"radius"`
DecayRate int `json:"decayRate"`
}
type MineFieldStats struct {
MinDamagePerFleetRS int `json:"minDamagePerFleetRS"`
DamagePerEngineRS int `json:"damagePerEngineRS"`
MaxSpeed int `json:"maxSpeed"`
ChanceOfHit float64 `json:"chanceOfHit"`
MinDamagePerFleet int `json:"minDamagePerFleet"`
DamagePerEngine int `json:"damagePerEngine"`
SweepFactor float64 `json:"sweepFactor"`
MinDecay int `json:"minDecay"`
CanDetonate bool `json:"canDetonate"`
}
// The radius of a minefield is the sqrt of its mines
func (mf *MineField) Radius() float64 {
return math.Sqrt(float64(mf.NumMines))
}
func computeMinefieldSpec(rules *Rules, player *Player, mineField *MineField, numPlanets int) MineFieldSpec {
spec := MineFieldSpec{}
spec.Radius = mineField.Radius()
spec.DecayRate = mineField.getDecayRate(rules, player, numPlanets)
return spec
}
func newMineField(player *Player, mineFieldType MineFieldType, numMines int, num int, position Vector) *MineField {
return &MineField{
MapObject: MapObject{
Type: MapObjectTypeMineField,
PlayerNum: player.Num,
Dirty: true,
Num: num,
Name: fmt.Sprintf("%s Mine Field #%d", player.Race.PluralName, num),
Position: position,
},
MineFieldType: mineFieldType,
NumMines: numMines,
}
}
func (mineField *MineField) withOrders(orders MineFieldOrders) *MineField {
mineField.MineFieldOrders = orders
return mineField
}
// get the number of mines that will decay this year
// * The base rate for minefield decay is 2% per year.
// * Minefields will decay an additional 4% per planet that is within the field, or 1% per planet for SD races.
// * A detonating SD minefield has an additional 25% decay each year.
// * Normal and Heavy Minefields have a minimum total decay rate of 10 mines per year
// * Speed Bump Minefields have a minimum total decay rate of 2 mines per year
// * There is a maximum total decay rate of 50% per year.
func (mineField *MineField) getDecayRate(rules *Rules, player *Player, numPlanets int) int {
if !mineField.Owned() {
// we can't determine decay rate for minefields we don't own
return -1
}
decayRate := player.Race.Spec.MineFieldBaseDecayRate
decayRate += player.Race.Spec.MineFieldPlanetDecayRate * float64(numPlanets)
if mineField.Detonate {
decayRate += player.Race.Spec.MineFieldDetonateDecayRate
}
// Space Demolition mines decay slower
decayFactor := player.Race.Spec.MineFieldMinDecayFactor
decayRate *= decayFactor
decayRate = math.Min(decayRate, player.Race.Spec.MineFieldMaxDecayRate)
// we decay at least 10 mines a year for normal and standard mines
decayedMines := MaxInt(rules.MineFieldStatsByType[mineField.MineFieldType].MinDecay, int(float64(mineField.NumMines)*decayRate+0.5))
return decayedMines
}
// damage a fleet that hit this minefield
// https://wiki.starsautohost.org/wiki/Guts_of_Minefields
func (mineField *MineField) damageFleet(player *Player, fleet *Fleet, fleetPlayer *Player, stats MineFieldStats) {
hasRamScoop := false
for _, token := range fleet.Tokens {
if token.design.Spec.Engine.FreeSpeed > 1 {
hasRamScoop = true
break
}
}
minDamage := stats.MinDamagePerFleet
damagePerEngine := stats.DamagePerEngine
if hasRamScoop {
minDamage = stats.MinDamagePerFleetRS
damagePerEngine = stats.DamagePerEngineRS
}
totalDamage := 0
shipsDestroyed := 0
if minDamage > 0 {
if fleet.Spec.TotalShips <= 5 {
firstDesignNumEngines := 0
for i := range fleet.Tokens {
token := &fleet.Tokens[i]
if mineField.Detonate && token.design.Spec.ImmuneToOwnDetonation && mineField.OwnedBy(fleetPlayer.Num) {
continue
}
design := token.design
if firstDesignNumEngines == 0 {
firstDesignNumEngines = design.Spec.NumEngines
tokenDamage := firstDesignNumEngines * minDamage
totalDamage += tokenDamage
result := token.applyMineDamage(tokenDamage)
shipsDestroyed += result.shipsDestroyed
} else if design.Spec.NumEngines > firstDesignNumEngines {
tokenDamage := damagePerEngine * (design.Spec.NumEngines - firstDesignNumEngines) * token.Quantity
totalDamage += tokenDamage
result := token.applyMineDamage(tokenDamage)
shipsDestroyed += result.shipsDestroyed
}
}
} else {
for i := range fleet.Tokens {
token := &fleet.Tokens[i]
if mineField.Detonate && token.design.Spec.ImmuneToOwnDetonation && mineField.OwnedBy(fleetPlayer.Num) {
continue
}
design := token.design
tokenDamage := damagePerEngine * design.Spec.NumEngines * token.Quantity
totalDamage += tokenDamage
result := token.applyMineDamage(tokenDamage)
shipsDestroyed += result.shipsDestroyed
}
}
}
messager.fleetMineFieldHit(fleetPlayer, fleet, fleetPlayer, mineField, totalDamage, shipsDestroyed)
if mineField.PlayerNum != fleetPlayer.Num {
messager.fleetMineFieldHit(player, fleet, fleetPlayer, mineField, totalDamage, shipsDestroyed)
}
log.Debug().
Int64("GameID", mineField.GameID).
Int("Player", mineField.PlayerNum).
Str("MineField", mineField.Name).
Str("Fleet", fleet.Name).
Int("FleetPlayer", fleetPlayer.Num).
Int("TotalDamage", totalDamage).
Int("ShipsDestroyed", shipsDestroyed).
Msgf("minefield damaged fleet")
}
// When a minefield is collided with, reduce it's number of mines
func (mineField *MineField) reduceMineFieldOnImpact() {
numMines := mineField.NumMines
if numMines <= 10 {
numMines = 0
} else if numMines <= 200 {
numMines -= 10
} else if numMines <= 1000 {
numMines = int(float64(numMines) * 0.95)
} else if numMines <= 5000 {
numMines -= 50
} else {
numMines = int(float64(numMines) * 0.95)
}
mineField.NumMines = numMines
}
func (mineField *MineField) sweep(rules *Rules, fleet *Fleet, fleetPlayer *Player, mineFieldPlayer *Player) {
old := mineField.NumMines
mineField.NumMines -= int(float64(fleet.Spec.MineSweep) * rules.MineFieldStatsByType[mineField.MineFieldType].SweepFactor)
mineField.NumMines = MaxInt(mineField.NumMines, 0)
numSwept := old - mineField.NumMines
messager.fleetMineFieldSwept(fleetPlayer, fleet, mineField, numSwept)
messager.fleetMineFieldSwept(mineFieldPlayer, fleet, mineField, numSwept)
}
// / Check for mine field collisions. If we collide with one, do damage and stop the fleet
func checkForMineFieldCollision(rules *Rules, playerGetter playerGetter, mapObjectGetter mapObjectGetter, fleet *Fleet, dest Waypoint, distance float64) float64 {
fleetPlayer := playerGetter.getPlayer(fleet.PlayerNum)
safeWarpBonus := fleetPlayer.Race.Spec.MineFieldSafeWarpBonus
// see if we are colliding with any of these minefields
for _, mineField := range mapObjectGetter.getAllMineFields() {
if mineField.PlayerNum != fleet.PlayerNum {
// we only check if we are going faster than allowed by the minefield.
stats := rules.MineFieldStatsByType[mineField.MineFieldType]
if dest.WarpSpeed > stats.MaxSpeed+safeWarpBonus {
// this is not our minefield, and we are going fast, check if we intersect.
from := fleet.Position
to := (dest.Position.Subtract(fleet.Position).Normalized()).Scale(distance).Add(from)
collision := segmentIntersectsCircle(from, to, mineField.Position, mineField.Spec.Radius)
if collision == -1 {
// miss! phew, that was close!
return distance
} else {
// we are travelling through this minefield, for each light year we go through, check for a hit
// collision is 0 to 1, which is the percent of our travel segment that is NOT in the field.
// figure out what that is in lightYears
// if we are travelling 32 light years and 3/4 of it is through the minefield, we need to check
// for collision 24 times
lightYearsInField := int(math.Min(float64(mineField.Spec.Radius), math.Ceil(float64((1-collision)*distance))))
lightYearsBeforeField := collision * distance
// Each type of minefield has a chance to hit based on how fast
// the fleet is travelling through the field. A normal mine has a .3% chance
// of hitting a ship per extra warp over warp 4, so a warp 9 ship
// has a 1.5% chance of hitting a mine per lightyear travelled
unsafeWarp := dest.WarpSpeed - (stats.MaxSpeed + safeWarpBonus)
chanceToHit := stats.ChanceOfHit * float64(unsafeWarp)
for checkNum := 0; checkNum < lightYearsInField; checkNum++ {
if chanceToHit >= rules.random.Float64() {
// ouch, we hit a minefield!
// we stop moving at the hit, so if we made it 8 checks out of 24 for our above example
// we only travel 8 lightyears through the field (plus whatever distance we travelled to get to the field)
fleet.struckMineField = true
actualDistanceTravelled := lightYearsBeforeField + float64(checkNum)
mineFieldPlayer := playerGetter.getPlayer(mineField.PlayerNum)
mineField.damageFleet(mineFieldPlayer, fleet, fleetPlayer, stats)
mineField.reduceMineFieldOnImpact()
if mineFieldPlayer.Race.Spec.MineFieldsAreScanners {
// SD races discover the exact fleet makeup
for _, token := range fleet.Tokens {
discoverer := newDiscoverer(mineFieldPlayer)
discoverer.discoverDesign(mineFieldPlayer, token.design, true)
}
}
return actualDistanceTravelled
}
}
}
}
}
}
return distance
}
// Move this minefield closer to us (in case it's not in our location)
// This was taken from the FreeStars codebase (like many other things)
func (mineField *MineField) moveTowardsMineLayer(position Vector, minesLaid int) {
totalDist := position.DistanceTo(mineField.Position)
moveTowardsFactor := math.Min(1, float64(minesLaid)/float64(mineField.NumMines))
heading := position.Subtract(mineField.Position).Normalized()
// move the minefield towards the fleet
mineField.Position = mineField.Position.Add(heading.Normalized().Scale(totalDist * moveTowardsFactor)).Round()
}