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|
package core
import (
"math"
)
const (
AuInM = 149597870700.0
)
type Edge struct {
To int
Time float64
Risk float64
Weight float64
}
type Graph struct {
Stations map[int]*Station
SolarSystems map[int]*SolarSystem
Ship *Ship
Adj map[int][]Edge
}
func NewGraph(stations map[int]*Station, systems map[int]*SolarSystem, ship *Ship) *Graph {
g := &Graph{
Stations: stations,
SolarSystems: systems,
Ship: ship,
Adj: make(map[int][]Edge),
}
return g
}
func (g *Graph) AddEdge(u, v int) {
// Add only structural adjacency initially
g.Adj[u] = append(g.Adj[u], Edge{To: v})
g.Adj[v] = append(g.Adj[v], Edge{To: u})
}
// Build compiles all edges based on stations and stargates
func (g *Graph) Build(connections [][2]int) {
// 1. Intra-system connections
stationsBySystem := make(map[int][]int)
for id, station := range g.Stations {
sysID := station.SolarSystemID
stationsBySystem[sysID] = append(stationsBySystem[sysID], id)
}
for sysID, sysStations := range stationsBySystem {
for _, stationID := range sysStations {
g.AddEdge(sysID, stationID)
}
// Direct station to station within same system
for i := 0; i < len(sysStations); i++ {
for j := i + 1; j < len(sysStations); j++ {
g.AddEdge(sysStations[i], sysStations[j])
}
}
}
// 2. Inter-system connections (Stargates)
for _, conn := range connections {
from, to := conn[0], conn[1]
if _, hasFrom := g.Stations[from]; hasFrom {
if _, hasTo := g.Stations[to]; hasTo {
g.AddEdge(from, to)
}
}
}
// 3. Compute time and risk
g.calculateWeights()
}
func (g *Graph) getPosition(nodeID int) Position {
if st, ok := g.Stations[nodeID]; ok {
return st.Position
}
return Position{X: 0, Y: 0, Z: 0}
}
func (g *Graph) calculateWeights() {
playerCost := g.Ship.PlayerCost
riskCost := g.Ship.RiskCost
// We used a simple slice append above, which might have duplicates if A->B and B->A were added twice.
// But AddEdge adds undirected, so we need to deduplicate or just overwrite weights carefully.
// For simplicity, we just rebuild Adj with weights.
newAdj := make(map[int][]Edge)
for u, neighbors := range g.Adj {
visited := make(map[int]bool)
var uniqueEdges []Edge
for _, edge := range neighbors {
v := edge.To
if visited[v] {
continue
}
visited[v] = true
time := g.calculateTime(u, v)
risk := g.calculateRisk(v)
weight := time*playerCost + riskCost*risk
uniqueEdges = append(uniqueEdges, Edge{
To: v,
Time: time,
Risk: risk,
Weight: weight,
})
}
newAdj[u] = uniqueEdges
}
g.Adj = newAdj
}
func (g *Graph) calculateTime(fromNode, toNode int) float64 {
stFrom, isStFrom := g.Stations[fromNode]
stTo, isStTo := g.Stations[toNode]
if isStFrom && isStTo && stFrom.SolarSystemID != stTo.SolarSystemID {
return 9.0 // Fixed stargate time
}
posFrom := g.getPosition(fromNode)
posTo := g.getPosition(toNode)
dx := posFrom.X - posTo.X
dy := posFrom.Y - posTo.Y
dz := posFrom.Z - posTo.Z
warpDist := math.Sqrt(dx*dx + dy*dy + dz*dz)
return g.calculateTimeInWarp(warpDist) + 2.0
}
func (g *Graph) calculateTimeInWarp(warpDist float64) float64 {
kAccel := g.Ship.MaxWarpSpeed
kDecel := math.Min(g.Ship.MaxWarpSpeed/3.0, 2.0)
warpDropout := math.Min(g.Ship.MaxSubwarpSpeed/2.0, 100.0)
maxMsWarpSpeed := g.Ship.MaxWarpSpeed * AuInM
accelDist := AuInM
decelDist := maxMsWarpSpeed / kDecel
minDist := accelDist + decelDist
cruiseTime := 0.0
if minDist > warpDist {
maxMsWarpSpeed = warpDist * kAccel * kDecel / (kAccel + kDecel)
} else {
cruiseTime = (warpDist - minDist) / maxMsWarpSpeed
}
accelTime := math.Log(maxMsWarpSpeed/kAccel) / kAccel
decelTime := math.Log(maxMsWarpSpeed/warpDropout) / kDecel
return cruiseTime + accelTime + decelTime
}
func (g *Graph) calculateRisk(toNode int) float64 {
security := 1.0
sysName := ""
if st, ok := g.Stations[toNode]; ok {
security = st.Security
sysName = st.SolarSystemName
} else if sys, ok := g.SolarSystems[toNode]; ok {
// Wait, some hubs don't have security field inside SolarSystem in the python code.
// Python fallbacks to 1.0 if not found, since SolarSystem doesn't actually store security directly in Loader.
// If we need it, we can fallback to 1.0
security = 1.0
sysName = sys.ItemName
}
risk := 0.00004 + (1.0-security)*0.0004
if security < 0.5 {
risk += 0.005
}
if security < 0.1 {
risk += 0.5
}
if g.Ship.GankersAreas != nil {
if penalty, exists := g.Ship.GankersAreas[sysName]; exists {
risk += penalty
}
}
return risk
}
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