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universegenerator.go
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universegenerator.go
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package cs
import (
"fmt"
"math"
mapset "github.com/deckarep/golang-set/v2"
"github.com/rs/zerolog/log"
)
// The UniverseGenerator generates a new universe based on some game settings and players.
type UniverseGenerator interface {
Generate() (*Universe, error)
Area() Vector
}
type universeGenerator struct {
*Game
universe Universe
players []*Player
area Vector
}
func NewUniverseGenerator(game *Game, players []*Player) UniverseGenerator {
return &universeGenerator{
Game: game,
players: players,
}
}
func (ug *universeGenerator) Area() Vector {
return ug.area
}
// Generate a new universe using a UniverseGenerator
func (ug *universeGenerator) Generate() (*Universe, error) {
log.Debug().Msgf("%s: Generating universe", ug.Size)
ug.universe = NewUniverse(&ug.Rules)
area, err := ug.Rules.GetArea(ug.Size)
if err != nil {
return nil, err
}
ug.area = area
if err := ug.generatePlanets(); err != nil {
return nil, err
}
if err := ug.generateWormholes(); err != nil {
return nil, err
}
ug.generateAIPlayers()
ug.generatePlayerTechLevels()
ug.generatePlayerPlans()
ug.generatePlayerShipDesigns()
ug.generatePlayerRelations()
if err := ug.generatePlayerHomeworlds(ug.area); err != nil {
return nil, err
}
if err := ug.generatePlayerPlanetReports(); err != nil {
return nil, err
}
ug.applyGameStartModeModifier()
// setup all the specs for planets, fleets, etc
for _, player := range ug.players {
player.Spec = computePlayerSpec(player, &ug.Rules, ug.universe.Planets)
}
for _, planet := range ug.universe.Planets {
if planet.Owned() {
player := ug.players[planet.PlayerNum-1]
planet.Spec = computePlanetSpec(&ug.Rules, player, planet)
if err := planet.PopulateProductionQueueDesigns(player); err != nil {
return nil, fmt.Errorf("%s failed to populate queue designs: %w", planet, err)
}
planet.PopulateProductionQueueEstimates(&ug.Rules, player)
}
}
// TODO: chicken and egg problem. Player spec needs planet spec for resources, planet spec needs player spec for defense/scanner
for _, player := range ug.players {
player.Spec = computePlayerSpec(player, &ug.Rules, ug.universe.Planets)
}
// do one scan run
ug.generatePlayerIntel()
return &ug.universe, nil
}
func (ug *universeGenerator) generatePlanets() error {
numPlanets, err := ug.Rules.GetNumPlanets(ug.Size, ug.Density)
if err != nil {
return err
}
log.Debug().Msgf("Generating %d planets in universe size %0.0fx%0.0f for ", numPlanets, ug.area.X, ug.area.Y)
names := planetNames
rules := &ug.Rules
rules.random.Shuffle(len(names), func(i, j int) { names[i], names[j] = names[j], names[i] })
ug.universe.Planets = make([]*Planet, numPlanets)
planetsByPosition := make(map[Vector]*Planet, numPlanets)
occupiedLocations := make([]Vector, numPlanets)
width, height := int(ug.area.X), int(ug.area.Y)
for i := 0; i < numPlanets; i++ {
// find a valid position for the planet
posCheckCount := 0
pos := Vector{X: float64(rules.random.Intn(width)), Y: float64(rules.random.Intn(height))}
for !ug.universe.isPositionValid(pos, &occupiedLocations, float64(rules.PlanetMinDistance)) {
pos = Vector{X: float64(rules.random.Intn(width)), Y: float64(rules.random.Intn(height))}
posCheckCount++
if posCheckCount > 1000 {
return fmt.Errorf("find a valid position for a wormhole in 1000 tries, min: %d, numPlanets: %d, area: %v", rules.PlanetMinDistance, numPlanets, ug.area)
}
}
// setup a new planet
planet := NewPlanet()
planet.Name = names[i]
planet.Num = i + 1
planet.Position = pos
planet.randomize(rules)
if ug.MaxMinerals {
planet.MineralConcentration = Mineral{100, 100, 100}
}
if !ug.RandomEvents {
planet.RandomArtifact = false
}
ug.universe.Planets[i] = planet
planetsByPosition[pos] = planet
occupiedLocations = append(occupiedLocations, pos)
}
// TODO: to make it easier to develop and troubleshoot data, currently leaving this unshuffled
// shuffle these so id 1 is not always the first planet in the list
// later on we will add homeworlds based on first planet, second planet, etc
// gu.rules.Random.Shuffle(len(gu.planets), func(i, j int) { gu.planets[i], gu.planets[j] = gu.planets[j], gu.planets[i] })
return nil
}
func (ug *universeGenerator) generateWormholes() error {
numPairs := ug.Rules.WormholePairsForSize[ug.Size]
wormholes := make([]*Wormhole, numPairs*2)
planetPositions := make([]Vector, len(ug.universe.Planets))
wormholePositions := make([]Vector, len(wormholes))
for i, planet := range ug.universe.Planets {
planetPositions[i] = planet.Position
}
for i := 0; i < numPairs*2; i++ {
position, stability, err := generateWormhole(&ug.universe, ug.area, ug.Rules.random, planetPositions, wormholePositions, ug.Rules.WormholeMinPlanetDistance)
if err != nil {
return err
}
var companion *Wormhole
if i%2 > 0 {
companion = wormholes[i-1]
}
wormhole := ug.universe.createWormhole(&ug.Rules, position, stability, companion)
log.Debug().Msgf("generated Wormhole at (%0.0f, %0.0f)", wormhole.Position.X, wormhole.Position.Y)
wormholePositions[i] = wormhole.Position
wormholes[i] = wormhole
}
ug.universe.Wormholes = wormholes
return nil
}
func (ug *universeGenerator) generateAIPlayers() {
names := AINames
ug.Rules.random.Shuffle(len(names), func(i, j int) { names[i], names[j] = names[j], names[i] })
for index, player := range ug.players {
if player.AIControlled {
name := names[index%len(names)]
player.Race.Name = name
player.Race.PluralName = name + "s"
}
}
}
func (ug *universeGenerator) generatePlayerTechLevels() {
for _, player := range ug.players {
player.TechLevels = TechLevel(player.Race.Spec.StartingTechLevels)
}
}
func (ug *universeGenerator) generatePlayerPlans() {
for _, player := range ug.players {
player.PlayerPlans = player.defaultPlans()
}
}
// generate designs for each player
func (ug *universeGenerator) generatePlayerShipDesigns() {
for _, player := range ug.players {
designNames := mapset.NewSet[string]()
num := 1
for _, startingPlanet := range player.Race.Spec.StartingPlanets {
for _, startingFleet := range startingPlanet.StartingFleets {
if designNames.Contains(startingFleet.Name) {
// only one design per name, i.e. Scout, Armored Probe
continue
}
techStore := ug.Rules.techs
hull := techStore.GetHull(string(startingFleet.HullName))
design := DesignShip(techStore, hull, startingFleet.Name, player, num, player.DefaultHullSet, startingFleet.Purpose, FleetPurposeFromShipDesignPurpose(startingFleet.Purpose))
design.HullSetNumber = int(startingFleet.HullSetNumber)
design.Purpose = startingFleet.Purpose
design.Spec = ComputeShipDesignSpec(&ug.Rules, player.TechLevels, player.Race.Spec, design)
player.Designs = append(player.Designs, design)
designNames.Add(design.Name)
num++
}
}
starbaseDesigns := ug.getStartingStarbaseDesigns(ug.Rules.techs, player, num)
for i := range starbaseDesigns {
design := &starbaseDesigns[i]
design.Spec = ComputeShipDesignSpec(&ug.Rules, player.TechLevels, player.Race.Spec, design)
player.Designs = append(player.Designs, design)
}
}
}
// have each player discover all the planets in the universe
func (ug *universeGenerator) generatePlayerPlanetReports() error {
for _, player := range ug.players {
player.initDefaultPlanetIntels(&ug.Rules, ug.universe.Planets)
}
return nil
}
func (ug *universeGenerator) generatePlayerHomeworlds(area Vector) error {
ownedPlanets := []*Planet{}
rules := &ug.Rules
random := rules.random
// each player homeworld has the same random mineral concentration, for fairness
homeworldMinConc := Mineral{
Ironium: rules.MinHomeworldMineralConcentration + random.Intn(rules.MaxStartingMineralConcentration),
Boranium: rules.MinHomeworldMineralConcentration + random.Intn(rules.MaxStartingMineralConcentration),
Germanium: rules.MinHomeworldMineralConcentration + random.Intn(rules.MaxStartingMineralConcentration),
}
if ug.MaxMinerals {
homeworldMinConc = Mineral{100, 100, 100}
}
homeworldSurfaceMinerals := Mineral{
Ironium: rules.MinStartingMineralSurface + random.Intn(rules.MaxStartingMineralSurface),
Boranium: rules.MinStartingMineralSurface + random.Intn(rules.MaxStartingMineralSurface),
Germanium: rules.MinStartingMineralSurface + random.Intn(rules.MaxStartingMineralSurface),
}
extraWorldSurfaceMinerals := Mineral{
Ironium: rules.MinStartingMineralSurface + random.Intn(rules.MaxStartingMineralSurface),
Boranium: rules.MinStartingMineralSurface + random.Intn(rules.MaxStartingMineralSurface),
Germanium: rules.MinStartingMineralSurface + random.Intn(rules.MaxStartingMineralSurface),
}
for _, player := range ug.players {
minPlayerDistance := float64(area.X+area.Y) / 2.0 / float64(len(ug.players)+1)
fleetNum := 1
var homeworld *Planet
for startingPlanetIndex, startingPlanet := range player.Race.Spec.StartingPlanets {
// find a playerPlanet that is a min distance from other homeworlds
var playerPlanet *Planet
farthestDistance := float64(math.MinInt)
closestDistance := math.MaxFloat64
if startingPlanetIndex > 0 {
// extra planets are close to the homeworld
for _, planet := range ug.universe.Planets {
if planet.Owned() {
continue
}
// if we can't find a planet within tolerances, pick the closest one
distToHomeworld := planet.Position.DistanceSquaredTo(homeworld.Position)
if distToHomeworld <= closestDistance {
closestDistance = distToHomeworld
playerPlanet = planet
}
if distToHomeworld <= float64(rules.MaxExtraWorldDistance*rules.MaxExtraWorldDistance) && distToHomeworld >= float64(rules.MinExtraWorldDistance*rules.MinExtraWorldDistance) {
playerPlanet = planet
break
}
}
} else {
// homeworld should be distant from other players
for _, planet := range ug.universe.Planets {
if planet.Owned() {
continue
}
// if we can't find a planet within tolerances, pick the farthest one
shortedDistanceToPlanets := planet.shortestDistanceToPlanets(&ownedPlanets)
if shortedDistanceToPlanets >= farthestDistance {
farthestDistance = shortedDistanceToPlanets
playerPlanet = planet
}
if len(ownedPlanets) == 0 || shortedDistanceToPlanets > minPlayerDistance {
playerPlanet = planet
break
}
}
homeworld = playerPlanet
}
if playerPlanet == nil {
return fmt.Errorf("find homeworld for player %v among %d planets, minDistance: %0.1f", player, len(ug.universe.Planets), minPlayerDistance)
}
ownedPlanets = append(ownedPlanets, playerPlanet)
// our starting planet starts with default fleets
surfaceMinerals := homeworldSurfaceMinerals
if startingPlanetIndex != 0 {
surfaceMinerals = extraWorldSurfaceMinerals
}
// make a new starter world
playerPlanet.initStartingWorld(player, &ug.Rules, startingPlanet, homeworldMinConc, surfaceMinerals)
// add a starbase to this homewrold
if startingPlanet.StarbaseDesignName != "" {
if err := ug.buildStarbase(player, playerPlanet, startingPlanet.StarbaseDesignName); err != nil {
return err
}
}
// tell theplayer about the homeworld
messager.planetHomeworld(player, playerPlanet)
// generate some fleets on the homeworld
if err := ug.generatePlayerFleets(player, playerPlanet, &fleetNum, startingPlanet.StartingFleets); err != nil {
return err
}
}
}
return nil
}
// build a starbase on a planet
func (ug *universeGenerator) buildStarbase(player *Player, planet *Planet, designName string) error {
// // the homeworld gets a starbase
design := player.GetDesignByName(designName)
if design == nil {
return fmt.Errorf("no design named %s found", designName)
}
design.Spec.NumBuilt++
design.Spec.NumInstances++
starbase := newStarbase(player, planet, design, design.Name)
starbase.Spec = ComputeFleetSpec(&ug.Rules, player, &starbase)
planet.setStarbase(&ug.Rules, player, &starbase)
ug.universe.Starbases = append(ug.universe.Starbases, &starbase)
return nil
}
func (ug *universeGenerator) generatePlayerFleets(player *Player, planet *Planet, fleetNum *int, startingFleets []StartingFleet) error {
for _, startingFleet := range startingFleets {
design := player.GetDesignByName(startingFleet.Name)
if design == nil {
return fmt.Errorf("no design named %s found for player %s", startingFleet.Name, player)
}
fleet := newFleetForDesign(player, design, 1, *fleetNum, startingFleet.Name, []Waypoint{NewPlanetWaypoint(planet.Position, planet.Num, planet.Name, design.Spec.Engine.IdealSpeed)})
fleet.OrbitingPlanetNum = planet.Num
fleet.Spec = ComputeFleetSpec(&ug.Rules, player, &fleet)
fleet.Fuel = fleet.Spec.FuelCapacity
fleet.Spec.EstimatedRange = fleet.getEstimatedRange(player, fleet.Spec.Engine.IdealSpeed, fleet.Spec.CargoCapacity)
purpose := FleetPurposeFromShipDesignPurpose(design.Purpose)
fleet.SetTag(TagPurpose, string(purpose))
ug.universe.Fleets = append(ug.universe.Fleets, &fleet)
design.Spec.NumInstances++
design.Spec.NumBuilt++
(*fleetNum)++ // increment the fleet num
}
return nil
}
func (ug *universeGenerator) applyGameStartModeModifier() {
}
// get the initial starbase designs for a player
func (ug *universeGenerator) getStartingStarbaseDesigns(techStore *TechStore, player *Player, designNumStart int) []ShipDesign {
designs := []ShipDesign{}
if player.Race.Spec.LivesOnStarbases {
// create a starter colony for AR races
starterColony := NewShipDesign(player, designNumStart).
WithName("Starter Colony").
WithHull(OrbitalFort.Name).
WithPurpose(ShipDesignPurposeStarterColony).
WithHullSetNumber(player.DefaultHullSet)
starterColony.CannotDelete = true
designNumStart++
designs = append(designs, *starterColony)
}
startingPlanets := player.Race.Spec.StartingPlanets
starbase := NewShipDesign(player, designNumStart).
WithName(startingPlanets[0].StarbaseDesignName).
WithHull(startingPlanets[0].StarbaseHull).
WithPurpose(ShipDesignPurposeStarbase).
WithHullSetNumber(player.DefaultHullSet)
fillStarbaseSlots(techStore, starbase, &player.Race, startingPlanets[0])
designNumStart++
designs = append(designs, *starbase)
// add an orbital fort for players that start with extra planets
if len(startingPlanets) > 1 {
for i := range startingPlanets {
if i == 0 {
continue
}
startingPlanet := startingPlanets[i]
fort := NewShipDesign(player, designNumStart).
WithName(startingPlanet.StarbaseDesignName).
WithHull(startingPlanet.StarbaseHull).
WithPurpose(ShipDesignPurposeFort).
WithHullSetNumber(player.DefaultHullSet)
// TODO: Do we want to support a PRT that includes more than 2 planets but only some of them with
// stargates?
fillStarbaseSlots(techStore, fort, &player.Race, startingPlanets[i])
designNumStart++
designs = append(designs, *fort)
}
}
return designs
}
// Player starting starbases are all the same, regardless of starting tech level
// They get half filled with the starter beam, shield, and armor
func fillStarbaseSlots(techStore *TechStore, starbase *ShipDesign, race *Race, startingPlanet StartingPlanet) {
hull := techStore.GetHull(starbase.Hull)
beamWeapon := techStore.GetHullComponentsByCategory(TechCategoryBeamWeapon)[0]
shield := techStore.GetHullComponentsByCategory(TechCategoryShield)[0]
var massDriver TechHullComponent
var stargate TechHullComponent
for _, hc := range techStore.GetHullComponentsByCategory(TechCategoryOrbital) {
if hc.PacketSpeed > 0 {
massDriver = hc
break
}
}
for _, hc := range techStore.GetHullComponentsByCategory(TechCategoryOrbital) {
if hc.SafeRange > 0 {
stargate = hc
break
}
}
placedMassDriver := false
placedStargate := false
for index, slot := range hull.Slots {
switch slot.Type {
case HullSlotTypeWeapon:
starbase.Slots = append(starbase.Slots, ShipDesignSlot{beamWeapon.Name, index + 1, int(math.Round(float64(slot.Capacity) / 2))})
case HullSlotTypeShield:
starbase.Slots = append(starbase.Slots, ShipDesignSlot{shield.Name, index + 1, int(math.Round(float64(slot.Capacity) / 2))})
case HullSlotTypeOrbital:
case HullSlotTypeOrbitalElectrical:
if startingPlanet.HasStargate && !placedStargate {
starbase.Slots = append(starbase.Slots, ShipDesignSlot{stargate.Name, index + 1, 1})
placedStargate = true
} else if startingPlanet.HasMassDriver && !placedMassDriver {
starbase.Slots = append(starbase.Slots, ShipDesignSlot{massDriver.Name, index + 1, 1})
placedMassDriver = true
}
}
}
}
func (ug *universeGenerator) generatePlayerRelations() {
for _, player := range ug.players {
player.Relations = player.defaultRelationships(ug.players, ug.ComputerPlayersFormAlliances)
}
}
func (ug *universeGenerator) generatePlayerIntel() error {
for _, player := range ug.players {
// discover other players
player.PlayerIntels.PlayerIntels = player.defaultPlayerIntels(ug.players)
player.PlayerIntels.ScoreIntels = make([]ScoreIntel, len(ug.players))
// do initial scans
scanner := newPlayerScanner(&ug.universe, ug.players, &ug.Rules, player)
if err := scanner.scan(); err != nil {
return err
}
}
return nil
}