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ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/defenders/states/walking/mod.rs
src/core/src/match/engine/player/strategies/defenders/states/walking/mod.rs
use crate::r#match::defenders::states::DefenderState; use crate::r#match::defenders::states::common::{DefenderCondition, ActivityIntensity}; use crate::r#match::player::events::PlayerEvent; use crate::r#match::{ConditionContext, MatchPlayerLite, PlayerDistanceFromStartPosition, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, VectorExtensions}; use crate::IntegerUtils; use nalgebra::Vector3; const INTERCEPTION_DISTANCE: f32 = 150.0; const MARKING_DISTANCE: f32 = 50.0; const PRESSING_DISTANCE: f32 = 80.0; const TACKLE_DISTANCE: f32 = 25.0; const RUNNING_TO_THE_BALL_DISTANCE: f32 = 150.0; #[derive(Default)] pub struct DefenderWalkingState {} impl StateProcessingHandler for DefenderWalkingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { let mut result = StateChangeResult::new(); // Emergency: if ball is nearby, slow-moving, and unowned, go for it immediately if ctx.ball().distance() < 50.0 && !ctx.ball().is_owned() { let ball_velocity = ctx.tick_context.positions.ball.velocity.norm(); if ball_velocity < 3.0 { // Increased from 1.0 to catch slow rolling balls // Ball is stopped or slow-moving - take it directly return Some(StateChangeResult::with_defender_state( DefenderState::TakeBall, )); } } if ctx.ball().distance() < RUNNING_TO_THE_BALL_DISTANCE { return Some(StateChangeResult::with_defender_state( DefenderState::TakeBall )); } // Priority 1: Check for opponents with the ball nearby - be aggressive! if let Some(opponent) = ctx.players().opponents().with_ball().next() { let distance_to_opponent = ctx.player.position.distance_to(&opponent.position); // Tackle if very close if distance_to_opponent < TACKLE_DISTANCE { return Some(StateChangeResult::with_defender_state( DefenderState::Tackling, )); } // Press if nearby if distance_to_opponent < PRESSING_DISTANCE { return Some(StateChangeResult::with_defender_state( DefenderState::Pressing, )); } // Mark if within marking range if distance_to_opponent < MARKING_DISTANCE { return Some(StateChangeResult::with_defender_state( DefenderState::Marking, )); } } // Priority 2: Check for nearby opponents without the ball to mark if let Some(opponent_to_mark) = ctx.players().opponents().without_ball().next() { let distance = ctx.player.position.distance_to(&opponent_to_mark.position); if distance < MARKING_DISTANCE / 2.0 { return Some(StateChangeResult::with_defender_state( DefenderState::Marking, )); } } // Priority 3: Intercept ball if it's coming towards player if ctx.ball().is_towards_player_with_angle(0.8) && ctx.ball().distance() < INTERCEPTION_DISTANCE { return Some(StateChangeResult::with_defender_state( DefenderState::Intercepting, )); } // Priority 4: Return to position if far away and no immediate threats if ctx.player().position_to_distance() != PlayerDistanceFromStartPosition::Small && !self.has_nearby_threats(ctx) { return Some(StateChangeResult::with_defender_state( DefenderState::Returning, )); } // Priority 5: Adjust position if needed let optimal_position = self.calculate_optimal_position(ctx); if ctx.player.position.distance_to(&optimal_position) > 2.0 { result .events .add_player_event(PlayerEvent::MovePlayer(ctx.player.id, optimal_position)); return Some(result); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Implement neural network logic if necessary None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // Check if player should follow waypoints if ctx.player.should_follow_waypoints(ctx) { let waypoints = ctx.player.get_waypoints_as_vectors(); if !waypoints.is_empty() { // Player has waypoints defined, follow them return Some( SteeringBehavior::FollowPath { waypoints, current_waypoint: ctx.player.waypoint_manager.current_index, path_offset: 5.0 // Some randomness for natural movement } .calculate(ctx.player) .velocity, ); } } // 1. If this is the first tick in the state, initialize wander behavior if ctx.in_state_time % 100 == 0 { return Some( SteeringBehavior::Wander { target: ctx.player.start_position, radius: IntegerUtils::random(5, 15) as f32, jitter: IntegerUtils::random(1, 5) as f32, distance: IntegerUtils::random(10, 20) as f32, angle: IntegerUtils::random(0, 360) as f32, } .calculate(ctx.player) .velocity, ); } // Fallback to moving towards optimal position let optimal_position = self.calculate_optimal_position(ctx); let direction = (optimal_position - ctx.player.position).normalize(); let walking_speed = (ctx.player.skills.physical.acceleration + ctx.player.skills.physical.stamina) / 2.0 * 0.1; let speed = Vector3::new(walking_speed, walking_speed, 0.0).normalize().norm(); Some(direction * speed) } fn process_conditions(&self, ctx: ConditionContext) { // Walking at low speed allows some recovery, velocity-based to account for pace DefenderCondition::with_velocity(ActivityIntensity::Low).process(ctx); } } impl DefenderWalkingState { fn calculate_optimal_position(&self, ctx: &StateProcessingContext) -> Vector3<f32> { // This is a simplified calculation. You might want to make it more sophisticated // based on team formation, tactics, and the current game situation. let team_center = self.calculate_team_center(ctx); let ball_position = ctx.tick_context.positions.ball.position; // Position between team center and ball, slightly closer to team center (team_center * 0.7 + ball_position * 0.3).into() } fn calculate_team_center(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let all_teammates: Vec<MatchPlayerLite> = ctx.players().teammates().all().collect(); let sum: Vector3<f32> = all_teammates.iter().map(|p| p.position).sum(); sum / all_teammates.len() as f32 } fn has_nearby_threats(&self, ctx: &StateProcessingContext) -> bool { let threat_distance = 20.0; // Adjust this value as needed if ctx.players().opponents().exists(threat_distance){ return true; } // Check if the ball is close and moving towards the player let ball_distance = ctx.ball().distance(); let ball_speed = ctx.ball().speed(); let ball_towards_player = ctx.ball().is_towards_player(); if ball_distance < threat_distance && ball_speed > 10.0 && ball_towards_player { return true; } false } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/mod.rs
src/core/src/match/engine/player/strategies/forwarders/mod.rs
pub mod states;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/state.rs
src/core/src/match/engine/player/strategies/forwarders/states/state.rs
use crate::r#match::forwarders::states::{ ForwardAssistingState, ForwardCreatingSpaceState, ForwardCrossReceivingState, ForwardDribblingState, ForwardFinishingState, ForwardHeadingState, ForwardHeadingUpPlayState, ForwardInterceptingState, ForwardOffsideTrapBreakingState, ForwardPassingState, ForwardPressingState, ForwardReturningState, ForwardRunningInBehindState, ForwardRunningState, ForwardShootingState, ForwardStandingState, ForwardTacklingState, ForwardTakeBallState, }; use crate::r#match::{StateProcessingResult, StateProcessor}; use std::fmt::{Display, Formatter}; #[derive(Debug, Clone, Copy, PartialEq)] pub enum ForwardState { Standing, // Standing still Passing, // Passing the ball Dribbling, // Dribbling the ball past opponents Shooting, // Taking a shot on goal Heading, // Heading the ball, often during crosses or set pieces HoldingUpPlay, // Holding up the ball to allow teammates to join the attack RunningInBehind, // Making a run behind the defense to receive a pass Running, // Running in the direction of the ball Pressing, // Pressing defenders to force a mistake or regain possession Finishing, // Attempting to score from a close range CreatingSpace, // Creating space for teammates by pulling defenders away CrossReceiving, // Positioning to receive a cross OffsideTrapBreaking, // Trying to beat the offside trap by timing runs Tackling, // Tackling the ball Assisting, // Providing an assist by passing or crossing to a teammate TakeBall, // Take the ball, Intercepting, // Intercepting the ball, Returning, // Returning the ball } pub struct ForwardStrategies {} impl ForwardStrategies { pub fn process(state: ForwardState, state_processor: StateProcessor) -> StateProcessingResult { match state { ForwardState::Standing => state_processor.process(ForwardStandingState::default()), ForwardState::Passing => state_processor.process(ForwardPassingState::default()), ForwardState::Dribbling => state_processor.process(ForwardDribblingState::default()), ForwardState::Shooting => state_processor.process(ForwardShootingState::default()), ForwardState::Heading => state_processor.process(ForwardHeadingState::default()), ForwardState::HoldingUpPlay => { state_processor.process(ForwardHeadingUpPlayState::default()) } ForwardState::RunningInBehind => { state_processor.process(ForwardRunningInBehindState::default()) } ForwardState::Pressing => state_processor.process(ForwardPressingState::default()), ForwardState::Finishing => state_processor.process(ForwardFinishingState::default()), ForwardState::CreatingSpace => { state_processor.process(ForwardCreatingSpaceState::default()) } ForwardState::CrossReceiving => { state_processor.process(ForwardCrossReceivingState::default()) } ForwardState::OffsideTrapBreaking => { state_processor.process(ForwardOffsideTrapBreakingState::default()) } ForwardState::Tackling => state_processor.process(ForwardTacklingState::default()), ForwardState::Assisting => state_processor.process(ForwardAssistingState::default()), ForwardState::Running => state_processor.process(ForwardRunningState::default()), ForwardState::TakeBall => state_processor.process(ForwardTakeBallState::default()), ForwardState::Intercepting => { state_processor.process(ForwardInterceptingState::default()) } ForwardState::Returning => state_processor.process(ForwardReturningState::default()), } } } impl Display for ForwardState { fn fmt(&self, f: &mut Formatter) -> std::fmt::Result { match self { ForwardState::Standing => write!(f, "Standing"), ForwardState::Dribbling => write!(f, "Dribbling"), ForwardState::Shooting => write!(f, "Shooting"), ForwardState::Heading => write!(f, "Heading"), ForwardState::HoldingUpPlay => write!(f, "Holding Up Play"), ForwardState::RunningInBehind => write!(f, "Running In Behind"), ForwardState::Pressing => write!(f, "Pressing"), ForwardState::Finishing => write!(f, "Finishing"), ForwardState::CreatingSpace => write!(f, "Creating Space"), ForwardState::CrossReceiving => write!(f, "Cross Receiving"), ForwardState::OffsideTrapBreaking => write!(f, "Offside Trap Breaking"), ForwardState::Assisting => write!(f, "Assisting"), ForwardState::Passing => write!(f, "Passing"), ForwardState::Tackling => write!(f, "Tackling"), ForwardState::Running => write!(f, "Running"), ForwardState::TakeBall => write!(f, "Take Ball"), ForwardState::Intercepting => write!(f, "Intercepting"), ForwardState::Returning => write!(f, "Returning"), } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/mod.rs
pub mod assisting; pub mod common; pub mod creating_space; pub mod cross_receiving; pub mod dribbling; pub mod finishing; pub mod heading; pub mod heading_up_play; pub mod offside_trap_breaking; pub mod passing; pub mod pressing; pub mod running; pub mod running_in_behind; pub mod shooting; pub mod standing; pub mod state; pub mod tackling; pub mod takeball; pub mod walking; pub mod intercepting; pub mod returning; pub use assisting::*; pub use creating_space::*; pub use cross_receiving::*; pub use dribbling::*; pub use finishing::*; pub use heading::*; pub use heading_up_play::*; pub use intercepting::*; pub use offside_trap_breaking::*; pub use passing::*; pub use pressing::*; pub use returning::*; pub use running::*; pub use running_in_behind::*; pub use shooting::*; pub use standing::*; pub use state::*; pub use tackling::*; pub use takeball::*; pub use walking::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/intercepting/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/intercepting/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior}; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardInterceptingState {} impl StateProcessingHandler for ForwardInterceptingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { if ctx.player.has_ball(ctx) { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } if ctx.team().is_control_ball() { return Some(StateChangeResult::with_forward_state( ForwardState::Returning, )); } let ball_distance = ctx.ball().distance(); if ball_distance > 150.0 { return Some(StateChangeResult::with_forward_state( ForwardState::Returning, )); } if ball_distance < 30.0 && ctx.tick_context.ball.is_owned { return Some(StateChangeResult::with_forward_state( ForwardState::Tackling, )); } // 2. Check if the defender can reach the interception point before any opponent if !self.can_reach_before_opponent(ctx) { // If not, transition to Pressing or HoldingLine state return Some(StateChangeResult::with_forward_state( ForwardState::Pressing, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Implement neural network logic if necessary None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some( SteeringBehavior::Pursuit { target: ctx.tick_context.positions.ball.position, target_velocity: ctx.tick_context.positions.ball.velocity, } .calculate(ctx.player) .velocity, ) } fn process_conditions(&self, ctx: ConditionContext) { // Intercepting is moderate intensity - reading and reacting ForwardCondition::with_velocity(ActivityIntensity::Moderate).process(ctx); } } impl ForwardInterceptingState { fn can_reach_before_opponent(&self, ctx: &StateProcessingContext) -> bool { // Calculate time for defender to reach interception point let interception_point = self.calculate_interception_point(ctx); let defender_distance = (interception_point - ctx.player.position).magnitude(); let defender_speed = ctx.player.skills.physical.pace.max(0.1); // Avoid division by zero let defender_time = defender_distance / defender_speed; // Find the minimum time for any opponent to reach the interception point let opponent_time = ctx .players() .opponents() .all() .map(|opponent| { let player = ctx.player(); let skills = player.skills(opponent.id); let opponent_speed = skills.physical.pace.max(0.1); let opponent_distance = (interception_point - opponent.position).magnitude(); opponent_distance / opponent_speed }) .min_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)) .unwrap_or(f32::MAX); // Return true if defender can reach before any opponent defender_time < opponent_time } /// Calculates the interception point of the ball fn calculate_interception_point(&self, ctx: &StateProcessingContext) -> Vector3<f32> { // For aerial balls, use the precalculated landing position let ball_position = ctx.tick_context.positions.ball.position; let landing_position = ctx.tick_context.positions.ball.landing_position; // Check if ball is aerial (high enough that landing position differs significantly) let is_aerial = (ball_position - landing_position).magnitude() > 5.0; if is_aerial { // For aerial balls, target the landing position landing_position } else { // For ground balls, do normal interception calculation let ball_velocity = ctx.tick_context.positions.ball.velocity; let defender_speed = ctx.player.skills.physical.pace.max(0.1); // Relative position and velocity let relative_position = ball_position - ctx.player.position; let relative_velocity = ball_velocity; // Time to intercept let time_to_intercept = relative_position.magnitude() / (defender_speed + relative_velocity.magnitude()).max(0.1); // Predict ball position after time_to_intercept ball_position + ball_velocity * time_to_intercept } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/tackling/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/tackling/mod.rs
use crate::r#match::events::Event; use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::player::events::PlayerEvent; use crate::r#match::{ ConditionContext, MatchPlayerLite, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; use nalgebra::Vector3; use rand::Rng; const TACKLE_DISTANCE_THRESHOLD: f32 = 20.0; // Maximum distance to attempt a tackle const CLOSE_TACKLE_DISTANCE: f32 = 10.0; // Distance for immediate tackle attempt const FOUL_CHANCE_BASE: f32 = 0.15; // Base chance of committing a foul const CHASE_DISTANCE_THRESHOLD: f32 = 100.0; // Maximum distance to chase for tackle const PRESSURE_DISTANCE: f32 = 20.0; // Distance to apply pressure without tackling #[derive(Default)] pub struct ForwardTacklingState {} impl StateProcessingHandler for ForwardTacklingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { // If player has gained possession, transition to running if ctx.player.has_ball(ctx) { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } let opponents = ctx.players().opponents(); let opponents_with_ball: Vec<MatchPlayerLite> = opponents.with_ball().collect(); if let Some(opponent) = opponents_with_ball.first() { let opponent_distance = ctx.tick_context.distances.get(ctx.player.id, opponent.id); // Immediate tackle if very close if opponent_distance <= CLOSE_TACKLE_DISTANCE { let (tackle_success, committed_foul) = self.attempt_tackle(ctx, opponent); if committed_foul { return Some(StateChangeResult::with_forward_state_and_event( ForwardState::Standing, Event::PlayerEvent(PlayerEvent::CommitFoul), )); } if tackle_success { return Some(StateChangeResult::with_forward_state_and_event( ForwardState::Running, Event::PlayerEvent(PlayerEvent::ClaimBall(ctx.player.id)), )); } // Failed tackle - continue pressuring return None; } // If within tackle range but not close enough for immediate attempt if opponent_distance <= TACKLE_DISTANCE_THRESHOLD { // Wait for better opportunity or attempt tackle based on situation if self.should_attempt_tackle_now(ctx, opponent) { let (tackle_success, committed_foul) = self.attempt_tackle(ctx, opponent); if committed_foul { return Some(StateChangeResult::with_forward_state_and_event( ForwardState::Standing, Event::PlayerEvent(PlayerEvent::CommitFoul), )); } if tackle_success { return Some(StateChangeResult::with_forward_state_and_event( ForwardState::Running, Event::PlayerEvent(PlayerEvent::ClaimBall(ctx.player.id)), )); } } // Continue positioning for tackle return None; } // If opponent is further but still chaseable, continue pursuit if opponent_distance <= CHASE_DISTANCE_THRESHOLD { return None; // Continue chasing } } // Check for loose ball interception opportunities if !ctx.ball().is_owned() && self.can_intercept_ball(ctx) { return Some(StateChangeResult::with_forward_state_and_event( ForwardState::Running, Event::PlayerEvent(PlayerEvent::ClaimBall(ctx.player.id)), )); } let ball_distance = ctx.ball().distance(); if ctx.team().is_control_ball() { if ball_distance > CHASE_DISTANCE_THRESHOLD { return Some(StateChangeResult::with_forward_state(ForwardState::Returning)); } return Some(StateChangeResult::with_forward_state(ForwardState::Assisting)); } else if ball_distance <= PRESSURE_DISTANCE { return Some(StateChangeResult::with_forward_state(ForwardState::Pressing)); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { let opponents = ctx.players().opponents(); let opponents_with_ball: Vec<MatchPlayerLite> = opponents.with_ball().collect(); if let Some(opponent) = opponents_with_ball.first() { let opponent_distance = ctx.tick_context.distances.get(ctx.player.id, opponent.id); // If very close, move more carefully to avoid overrunning if opponent_distance <= TACKLE_DISTANCE_THRESHOLD { return Some( SteeringBehavior::Arrive { target: opponent.position, slowing_distance: 1.0, } .calculate(ctx.player) .velocity, ); } else { // Chase more aggressively when further away return Some( SteeringBehavior::Pursuit { target: opponent.position, target_velocity: Vector3::zeros(), // Opponent velocity not available in lite struct } .calculate(ctx.player) .velocity, ); } } // If no opponent with ball, go for loose ball if !ctx.ball().is_owned() { return Some( SteeringBehavior::Pursuit { target: ctx.tick_context.positions.ball.position, target_velocity: ctx.tick_context.positions.ball.velocity, } .calculate(ctx.player) .velocity, ); } // Default movement toward ball position Some( SteeringBehavior::Arrive { target: ctx.tick_context.positions.ball.position, slowing_distance: 20.0, } .calculate(ctx.player) .velocity, ) } fn process_conditions(&self, ctx: ConditionContext) { // Tackling is very high intensity - explosive action ForwardCondition::new(ActivityIntensity::VeryHigh).process(ctx); } } impl ForwardTacklingState { /// Determine if the player should attempt a tackle right now fn should_attempt_tackle_now(&self, ctx: &StateProcessingContext, opponent: &MatchPlayerLite) -> bool { let tackling_skill = ctx.player.skills.technical.tackling / 20.0; let aggression = ctx.player.skills.mental.aggression / 20.0; // More skilled/aggressive players tackle more readily let tackle_eagerness = (tackling_skill * 0.7) + (aggression * 0.3); // Check opponent's situation let opponent_velocity = ctx.tick_context.positions.players.velocity(opponent.id); let opponent_is_stationary = opponent_velocity.magnitude() < 0.5; // More likely to tackle if opponent is stationary or moving slowly if opponent_is_stationary { return rand::random::<f32>() < tackle_eagerness * 1.2; } // Check if opponent is moving toward our goal (more urgent to tackle) let to_our_goal = ctx.ball().direction_to_own_goal() - opponent.position; let opponent_direction = opponent_velocity.normalize(); let threat_level = to_our_goal.normalize().dot(&opponent_direction); if threat_level > 0.5 { // Opponent moving toward our goal - tackle more eagerly return rand::random::<f32>() < tackle_eagerness * 1.4; } // Standard tackle decision rand::random::<f32>() < tackle_eagerness * 0.8 } /// Attempt a tackle with improved physics and skill-based calculation fn attempt_tackle( &self, ctx: &StateProcessingContext, opponent: &MatchPlayerLite, ) -> (bool, bool) { let mut rng = rand::rng(); // Player skills let tackling_skill = ctx.player.skills.technical.tackling / 20.0; let aggression = ctx.player.skills.mental.aggression / 20.0; let composure = ctx.player.skills.mental.composure / 20.0; let pace = ctx.player.skills.physical.pace / 20.0; // Opponent skills let player = ctx.player(); let opponent_skills = player.skills(opponent.id); let opponent_dribbling = opponent_skills.technical.dribbling / 20.0; let opponent_agility = opponent_skills.physical.agility / 20.0; let opponent_balance = opponent_skills.physical.balance / 20.0; let opponent_composure = opponent_skills.mental.composure / 20.0; // Calculate relative positioning advantage let distance = ctx.tick_context.distances.get(ctx.player.id, opponent.id); let distance_factor = (TACKLE_DISTANCE_THRESHOLD - distance) / TACKLE_DISTANCE_THRESHOLD; let distance_factor = distance_factor.clamp(0.0, 1.0); // Calculate angle advantage (tackling from behind is harder but less likely to be seen) let opponent_velocity = ctx.tick_context.positions.players.velocity(opponent.id); let tackle_angle_factor = if opponent_velocity.magnitude() > 0.1 { let to_opponent = (opponent.position - ctx.player.position).normalize(); let opponent_direction = opponent_velocity.normalize(); let angle_dot = to_opponent.dot(&opponent_direction); // Tackling from the side (perpendicular) is most effective 1.0 - angle_dot.abs() } else { 0.8 // Stationary opponent - moderate advantage }; // Calculate tackle effectiveness let player_tackle_ability = (tackling_skill * 0.5) + (pace * 0.2) + (composure * 0.3); let opponent_evasion_ability = (opponent_dribbling * 0.4) + (opponent_agility * 0.3) + (opponent_balance * 0.2) + (opponent_composure * 0.1); // Final success calculation let base_success = player_tackle_ability - opponent_evasion_ability; let situational_bonus = distance_factor * 0.3 + tackle_angle_factor * 0.2; let success_chance = (0.5 + base_success * 0.4 + situational_bonus).clamp(0.05, 0.95); let tackle_success = rng.random::<f32>() < success_chance; // Calculate foul probability - more refined let foul_base_risk = FOUL_CHANCE_BASE; let aggression_risk = aggression * 0.1; let desperation_risk = if ctx.team().is_loosing() && ctx.context.time.is_running_out() { 0.05 // More desperate when losing late in game } else { 0.0 }; let skill_protection = composure * 0.05; // Better composure reduces foul risk let situation_risk = if tackle_angle_factor < 0.3 { 0.08 // Higher risk when tackling from behind } else { 0.0 }; let foul_chance = if tackle_success { // Lower foul chance for successful tackles, but still possible (foul_base_risk * 0.3) + aggression_risk + desperation_risk + situation_risk - skill_protection } else { // Higher foul chance for failed tackles foul_base_risk + aggression_risk + desperation_risk + situation_risk + 0.05 - skill_protection }; let foul_chance = foul_chance.clamp(0.0, 0.4); // Cap maximum foul chance let committed_foul = rng.random::<f32>() < foul_chance; (tackle_success, committed_foul) } /// Check if player can intercept a loose ball fn can_intercept_ball(&self, ctx: &StateProcessingContext) -> bool { // Don't try to intercept if ball is owned or in flight if ctx.ball().is_owned() || ctx.ball().is_in_flight() { return false; } let ball_position = ctx.tick_context.positions.ball.position; let ball_velocity = ctx.tick_context.positions.ball.velocity; let player_position = ctx.player.position; let player_speed = ctx.player.skills.physical.pace / 20.0 * 10.0; // Convert to game units // If ball is moving, calculate interception if ball_velocity.magnitude() > 0.5 { // Calculate if player can reach ball before it goes too far let time_to_ball = (ball_position - player_position).magnitude() / player_speed; let ball_future_position = ball_position + ball_velocity * time_to_ball; let intercept_distance = (ball_future_position - player_position).magnitude(); // Check if interception is feasible if intercept_distance <= TACKLE_DISTANCE_THRESHOLD * 2.0 { // Also check if any opponent is closer to the interception point let closest_opponent_distance = ctx.players().opponents().all() .map(|opp| (ball_future_position - opp.position).magnitude()) .min_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)) .unwrap_or(f32::MAX); return intercept_distance < closest_opponent_distance * 0.9; // Need to be clearly closer } } else { // Ball is stationary - simple distance check let ball_distance = (ball_position - player_position).magnitude(); if ball_distance <= TACKLE_DISTANCE_THRESHOLD { // Check if any opponent is closer let closest_opponent_distance = ctx.players().opponents().all() .map(|opp| (ball_position - opp.position).magnitude()) .min_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)) .unwrap_or(f32::MAX); return ball_distance < closest_opponent_distance * 0.8; } } false } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/dribbling/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/dribbling/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardDribblingState {} impl StateProcessingHandler for ForwardDribblingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { if !ctx.player.has_ball(ctx) { // Transition to Running state if the player doesn't have the ball return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // Prevent infinite dribbling - timeout after 40 ticks to reassess if ctx.in_state_time > 40 { // Check for shooting opportunity first if ctx.ball().distance_to_opponent_goal() < 250.0 && ctx.player().has_clear_shot() { return Some(StateChangeResult::with_forward_state(ForwardState::Shooting)); } // Otherwise try passing return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } if ctx.ball().distance_to_opponent_goal() < 35.0 && ctx.player().has_clear_shot() { return Some(StateChangeResult::with_forward_state(ForwardState::Shooting)); } // Check if the player is under pressure from multiple defenders // Reduced check from nearby_raw to more accurate close defenders let close_defenders = ctx.players().opponents().nearby(8.0).count(); if close_defenders >= 2 { // Transition to Passing state if under pressure from multiple close defenders return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } // Check if there's space to dribble forward if !self.has_space_to_dribble(ctx) { // Transition to HoldingUpPlay state if there's no space to dribble return Some(StateChangeResult::with_forward_state( ForwardState::HoldingUpPlay, )); } // Check if there's an opportunity to shoot if self.can_shoot(ctx) { // Transition to Shooting state if there's an opportunity to shoot return Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some( SteeringBehavior::Arrive { target: ctx.player().opponent_goal_position(), slowing_distance: 150.0, } .calculate(ctx.player) .velocity, ) } fn process_conditions(&self, ctx: ConditionContext) { // Dribbling is high intensity - sustained movement with ball ForwardCondition::with_velocity(ActivityIntensity::High).process(ctx); } } impl ForwardDribblingState { fn has_space_to_dribble(&self, ctx: &StateProcessingContext) -> bool { let dribble_distance = 15.0; !ctx.players().opponents().exists(dribble_distance) } fn can_shoot(&self, ctx: &StateProcessingContext) -> bool { let shot_distance = 35.0; let distance_to_goal = ctx.ball().distance_to_opponent_goal(); // Check if the player is within shooting distance and has a clear shot distance_to_goal < shot_distance && ctx.player().has_clear_shot() } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/cross_receiving/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/cross_receiving/mod.rs
use crate::r#match::events::Event; use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::player::events::PlayerEvent; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardCrossReceivingState {} impl StateProcessingHandler for ForwardCrossReceivingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { let ball_ops = ctx.ball(); if !ball_ops.is_towards_player_with_angle(0.8) || ctx.ball().distance() > 100.0 { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } if ball_ops.distance() <= 10.0 { return Some(StateChangeResult::with_event(Event::PlayerEvent(PlayerEvent::RequestBallReceive(ctx.player.id)))); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, _ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some(Vector3::new(0.0, 0.0, 0.0)) } fn process_conditions(&self, ctx: ConditionContext) { // Cross receiving is moderate intensity - positioning and timing ForwardCondition::with_velocity(ActivityIntensity::Moderate).process(ctx); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/heading_up_play/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/heading_up_play/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardHeadingUpPlayState {} impl StateProcessingHandler for ForwardHeadingUpPlayState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Check if the player has the ball if !ctx.player.has_ball(ctx) { // Transition to Running state if the player doesn't have the ball return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // Check if there's support from teammates if !self.has_support(ctx) { // Transition to Dribbling state if there's no support return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // Instead of standing completely still, shield the ball with subtle movement // Move away from nearest defender to protect possession if let Some(nearest_opponent) = ctx.players().opponents().nearby(10.0).next() { let away_from_opponent = (ctx.player.position - nearest_opponent.position).normalize(); // Slow, controlled movement to shield the ball (like a real forward holding up play) return Some(away_from_opponent * 1.0 + ctx.player().separation_velocity() * 0.5); } // If no immediate pressure, use slight separation to avoid collisions Some(ctx.player().separation_velocity() * 0.3) } fn process_conditions(&self, ctx: ConditionContext) { // Heading up play is low intensity - holding and distributing ForwardCondition::new(ActivityIntensity::Low).process(ctx); } } impl ForwardHeadingUpPlayState { fn has_support(&self, ctx: &StateProcessingContext) -> bool { let min_support_distance = 10.0; ctx.players().teammates().exists(min_support_distance) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/creating_space/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/creating_space/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, MatchPlayerLite, PlayerSide, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; // Movement patterns for forwards #[derive(Debug, Clone, Copy)] enum ForwardMovementPattern { DirectRun, // Direct run behind defense DiagonalRun, // Diagonal run to create space and angles ChannelRun, // Run between defenders DriftWide, // Drift wide to create central space CheckToFeet, // Come short to receive OppositeMovement, // Move opposite to defensive shift } use nalgebra::Vector3; const MAX_DISTANCE_FROM_BALL: f32 = 80.0; const MIN_DISTANCE_FROM_BALL: f32 = 15.0; const OPTIMAL_PASSING_DISTANCE_MIN: f32 = 15.0; // Wider ideal passing range start (was 20.0) const OPTIMAL_PASSING_DISTANCE_MAX: f32 = 60.0; // Wider ideal passing range end (was 45.0) const SPACE_SCAN_RADIUS: f32 = 100.0; const CONGESTION_THRESHOLD: f32 = 3.0; const PASSING_LANE_IMPORTANCE: f32 = 15.0; // High weight for clear passing lanes #[derive(Default)] pub struct ForwardCreatingSpaceState {} impl StateProcessingHandler for ForwardCreatingSpaceState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Check if player has the ball if ctx.player.has_ball(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Running, )); } // Check if team lost possession if !ctx.team().is_control_ball() { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // If ball is close and moving toward player if ctx.ball().distance() < 100.0 && ctx.ball().is_towards_player_with_angle(0.8) { return Some(StateChangeResult::with_forward_state( ForwardState::Intercepting, )); } // Check if created good space if self.has_created_good_space(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Assisting, )); } // Check for forward run opportunity if self.should_make_forward_run(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::RunningInBehind, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { let player_pos = ctx.player.position; let goal_pos = ctx.player().opponent_goal_position(); let field_width = ctx.context.field_size.width as f32; let field_height = ctx.context.field_size.height as f32; // PRIORITY: When teammate has ball, make aggressive run toward goal if let Some(ball_holder) = self.get_ball_holder(ctx) { let holder_pos = ball_holder.position; // Calculate attacking direction let attacking_direction = match ctx.player.side { Some(PlayerSide::Left) => Vector3::new(1.0, 0.0, 0.0), Some(PlayerSide::Right) => Vector3::new(-1.0, 0.0, 0.0), None => (goal_pos - player_pos).normalize(), }; // Determine if we're ahead of or behind ball holder let is_ahead = match ctx.player.side { Some(PlayerSide::Left) => player_pos.x > holder_pos.x + 10.0, Some(PlayerSide::Right) => player_pos.x < holder_pos.x - 10.0, None => false, }; // Calculate target: run TOWARD the goal with lateral spread let target_position = if is_ahead { // Already ahead - run further toward goal let forward_distance = 80.0; let lateral_offset = if player_pos.y < field_height / 2.0 { -25.0 // Stay on left side } else { 25.0 // Stay on right side }; Vector3::new( (player_pos.x + attacking_direction.x * forward_distance) .clamp(50.0, field_width - 50.0), (player_pos.y + lateral_offset).clamp(50.0, field_height - 50.0), 0.0, ) } else { // Behind ball holder - get ahead of them quickly let overtake_distance = 100.0; let lateral_spread = if player_pos.y < field_height / 2.0 { -40.0 // Spread to left } else { 40.0 // Spread to right }; Vector3::new( (holder_pos.x + attacking_direction.x * overtake_distance) .clamp(50.0, field_width - 50.0), (holder_pos.y + lateral_spread).clamp(50.0, field_height - 50.0), 0.0, ) }; // Check for offside - if would be offside, come back slightly let final_target = if self.would_be_offside(ctx, target_position) { // Stay just onside let defensive_line = self.get_defensive_line_position(ctx); let safe_x = match ctx.player.side { Some(PlayerSide::Left) => defensive_line - 5.0, Some(PlayerSide::Right) => defensive_line + 5.0, None => defensive_line, }; Vector3::new(safe_x, target_position.y, 0.0) } else { target_position }; // Use Pursuit for aggressive movement let base_velocity = SteeringBehavior::Pursuit { target: final_target, target_velocity: Vector3::zeros(), } .calculate(ctx.player) .velocity; // Add separation to avoid clustering return Some(base_velocity + ctx.player().separation_velocity() * 1.5); } // Fallback: use the existing complex logic when no teammate has ball let target_position = self.find_optimal_free_zone(ctx); let avoidance_vector = self.calculate_dynamic_avoidance(ctx); let movement_pattern = self.get_intelligent_movement_pattern(ctx); match movement_pattern { ForwardMovementPattern::DirectRun => { let base_velocity = SteeringBehavior::Pursuit { target: target_position, target_velocity: Vector3::zeros(), } .calculate(ctx.player) .velocity; Some(base_velocity + avoidance_vector * 1.2 + ctx.player().separation_velocity()) } ForwardMovementPattern::DiagonalRun => { let diagonal_target = self.calculate_diagonal_run_target(ctx, target_position); let base_velocity = SteeringBehavior::Arrive { target: diagonal_target, slowing_distance: 15.0, } .calculate(ctx.player) .velocity; Some(base_velocity + avoidance_vector) } ForwardMovementPattern::ChannelRun => { let channel_target = self.find_defensive_channel(ctx); Some( SteeringBehavior::Pursuit { target: channel_target, target_velocity: Vector3::zeros(), } .calculate(ctx.player) .velocity + avoidance_vector * 0.8 ) } ForwardMovementPattern::DriftWide => { let wide_target = self.calculate_wide_position(ctx); Some( SteeringBehavior::Arrive { target: wide_target, slowing_distance: 20.0, } .calculate(ctx.player) .velocity + avoidance_vector * 0.6 ) } ForwardMovementPattern::CheckToFeet => { let check_target = self.calculate_check_position(ctx); Some( SteeringBehavior::Arrive { target: check_target, slowing_distance: 10.0, } .calculate(ctx.player) .velocity ) } ForwardMovementPattern::OppositeMovement => { let opposite_target = self.calculate_opposite_movement(ctx); Some( SteeringBehavior::Arrive { target: opposite_target, slowing_distance: 15.0, } .calculate(ctx.player) .velocity + avoidance_vector * 1.5 ) } } } fn process_conditions(&self, ctx: ConditionContext) { // Creating space is moderate intensity - tactical movement ForwardCondition::with_velocity(ActivityIntensity::Moderate).process(ctx); } } impl ForwardCreatingSpaceState { /// Find optimal free zone for a forward /// Find optimal free zone for a forward - optimized to search gaps between opponents fn find_optimal_free_zone(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let field_width = ctx.context.field_size.width as f32; let field_height = ctx.context.field_size.height as f32; let player_pos = ctx.player.position; let goal_pos = ctx.player().opponent_goal_position(); // Collect relevant opponents (defenders and midfielders in forward zones) let opponents: Vec<Vector3<f32>> = ctx.players() .opponents() .all() .filter(|opp| { let is_relevant_position = opp.tactical_positions.is_defender() || opp.tactical_positions.is_midfielder(); let distance = (opp.position - player_pos).magnitude(); is_relevant_position && distance < SPACE_SCAN_RADIUS }) .map(|opp| opp.position) .collect(); // If no nearby opponents, move toward goal if opponents.is_empty() { let forward_direction = (goal_pos - player_pos).normalize(); return self.apply_forward_tactical_adjustment( ctx, player_pos + forward_direction * 30.0, ); } // Find gaps between opponents using improved multi-strategy approach let mut candidate_positions = Vec::with_capacity(40); // Strategy 1: Midpoints between adjacent opponents (existing) for i in 0..opponents.len() { for j in (i + 1)..opponents.len() { let midpoint = (opponents[i] + opponents[j]) * 0.5; let gap_width = (opponents[i] - opponents[j]).magnitude(); // Widened gap consideration (was 15-60, now 12-80) if gap_width > 12.0 && gap_width < 80.0 { candidate_positions.push(midpoint); // NEW: Also add positions pushed forward through the gap let to_goal = (goal_pos - midpoint).normalize(); candidate_positions.push(midpoint + to_goal * 10.0); } } } // Strategy 2: Positions offset from opponents (existing, improved) for &opp_pos in &opponents { let to_goal = (goal_pos - opp_pos).normalize(); let perpendicular = Vector3::new(-to_goal.y, to_goal.x, 0.0); // Wider lateral positions and deeper runs candidate_positions.push(opp_pos + perpendicular * 25.0 + to_goal * 20.0); candidate_positions.push(opp_pos - perpendicular * 25.0 + to_goal * 20.0); // NEW: Positions directly behind defenders (in space behind) candidate_positions.push(opp_pos + to_goal * 15.0); } // Strategy 3: NEW - Grid-based open space detection // Create grid of positions in attacking third and find truly open ones let forward_direction = (goal_pos - player_pos).normalize(); for x_offset in [20.0, 35.0, 50.0] { for y_offset in [-30.0, -15.0, 0.0, 15.0, 30.0] { let lateral = Vector3::new(-forward_direction.y, forward_direction.x, 0.0); let candidate = player_pos + forward_direction * x_offset + lateral * y_offset; candidate_positions.push(candidate); } } // Add current player position as fallback candidate_positions.push(player_pos); // Evaluate candidates and pick best let mut best_position = player_pos; let mut best_score = f32::MIN; for candidate in candidate_positions { // Ensure position is within bounds let clamped = Vector3::new( candidate.x.clamp(20.0, field_width - 20.0), candidate.y.clamp(20.0, field_height - 20.0), 0.0, ); let score = self.evaluate_forward_position(ctx, clamped); if score > best_score { best_score = score; best_position = clamped; } } // Apply tactical adjustments self.apply_forward_tactical_adjustment(ctx, best_position) } /// Evaluate a position for forward play fn evaluate_forward_position(&self, ctx: &StateProcessingContext, position: Vector3<f32>) -> f32 { let mut score = 0.0; // Space score (inverse of congestion) let congestion = self.calculate_position_congestion(ctx, position); score += (10.0 - congestion.min(10.0)) * 3.0; // Goal threat score let goal_threat = self.calculate_goal_threat(ctx, position); score += goal_threat * 4.0; // Offside avoidance if !self.would_be_offside(ctx, position) { score += 15.0; } // Channel positioning bonus if self.is_in_dangerous_channel(ctx, position) { score += 10.0; } // Behind defensive line bonus if self.is_behind_defensive_line(ctx, position) { score += 20.0; } // IMPROVED: Ball holder awareness - CRITICAL for receiving passes if let Some(ball_holder) = self.get_ball_holder(ctx) { let holder_distance = (position - ball_holder.position).magnitude(); // MAJOR BONUS for optimal passing distance (20-45m) if holder_distance >= OPTIMAL_PASSING_DISTANCE_MIN && holder_distance <= OPTIMAL_PASSING_DISTANCE_MAX { score += 25.0; // STRONG incentive to be in passing range } else if holder_distance < OPTIMAL_PASSING_DISTANCE_MIN { // Penalty for being too close (harder to receive) score -= (OPTIMAL_PASSING_DISTANCE_MIN - holder_distance) * 0.5; } else if holder_distance > OPTIMAL_PASSING_DISTANCE_MAX { // Progressive penalty for being too far score -= (holder_distance - OPTIMAL_PASSING_DISTANCE_MAX) * 0.8; } // MAJOR BONUS for clear passing lane from ball holder if self.has_clear_passing_lane(ball_holder.position, position, ctx) { score += PASSING_LANE_IMPORTANCE; } else { // Penalty for blocked passing lane score -= 10.0; } // BONUS for good receiving angle (diagonal/forward from holder) let angle_quality = self.calculate_receiving_angle_quality(ctx, ball_holder.position, position); score += angle_quality * 8.0; // Up to 8 bonus points for perfect angle // BONUS if holder is under pressure (need to offer option quickly) if self.is_ball_holder_under_pressure(ctx, ball_holder.id) { score += 12.0; } } else { // Fallback: distance from ball (when no clear holder) let ball_distance = (position - ctx.tick_context.positions.ball.position).magnitude(); if ball_distance > MAX_DISTANCE_FROM_BALL { score -= (ball_distance - MAX_DISTANCE_FROM_BALL) * 0.5; } } score } /// Calculate dynamic avoidance vector fn calculate_dynamic_avoidance(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let mut avoidance = Vector3::zeros(); let player_pos = ctx.player.position; // Strong avoidance of defenders for opponent in ctx.players().opponents().all() { if opponent.tactical_positions.is_defender() { let distance = (opponent.position - player_pos).magnitude(); if distance < 25.0 && distance > 0.1 { let direction = (player_pos - opponent.position).normalize(); let weight = 1.0 - (distance / 25.0); // Predict defender movement let future_pos = opponent.position + opponent.velocity(ctx) * 0.3; let future_direction = (player_pos - future_pos).normalize(); avoidance += (direction + future_direction * 0.5) * weight * 20.0; } } } // Moderate avoidance of midfielders for opponent in ctx.players().opponents().all() { if opponent.tactical_positions.is_midfielder() { let distance = (opponent.position - player_pos).magnitude(); if distance < 15.0 && distance > 0.1 { let direction = (player_pos - opponent.position).normalize(); let weight = 1.0 - (distance / 15.0); avoidance += direction * weight * 10.0; } } } // Light avoidance of teammates to maintain spacing for teammate in ctx.players().teammates().all() { if teammate.id == ctx.player.id || !teammate.tactical_positions.is_forward() { continue; } let distance = (teammate.position - player_pos).magnitude(); if distance < 20.0 && distance > 0.1 { let direction = (player_pos - teammate.position).normalize(); let weight = 1.0 - (distance / 20.0); avoidance += direction * weight * 5.0; } } avoidance } /// Get intelligent movement pattern for forward - IMPROVED to prioritize being a passing option fn get_intelligent_movement_pattern(&self, ctx: &StateProcessingContext) -> ForwardMovementPattern { let congestion = self.calculate_local_congestion(ctx); let defensive_line_height = self.get_defensive_line_height(ctx); let ball_in_wide_area = self.is_ball_in_wide_area(ctx); let time_factor = ctx.in_state_time % 100; // Analyze defender positioning let defenders_compact = self.are_defenders_compact(ctx); let has_space_behind = self.has_space_behind_defense(ctx); // NEW: Check ball holder situation let ball_holder_under_pressure = if let Some(holder) = self.get_ball_holder(ctx) { self.is_ball_holder_under_pressure(ctx, holder.id) } else { false }; // NEW: Check if we're in good passing range let in_passing_range = if let Some(holder) = self.get_ball_holder(ctx) { let distance = (ctx.player.position - holder.position).magnitude(); distance >= OPTIMAL_PASSING_DISTANCE_MIN && distance <= OPTIMAL_PASSING_DISTANCE_MAX } else { false }; // PRIORITIZE: If ball holder under pressure, offer immediate support if ball_holder_under_pressure { if in_passing_range { // Already in range - maintain position with diagonal movement return ForwardMovementPattern::DiagonalRun; } else { // Not in range - check to feet immediately return ForwardMovementPattern::CheckToFeet; } } // PRIORITIZE: Exploit space behind defense if available if has_space_behind && !self.would_be_offside_now(ctx) { ForwardMovementPattern::ChannelRun } else if defenders_compact && ball_in_wide_area { ForwardMovementPattern::DiagonalRun } else if congestion > CONGESTION_THRESHOLD && time_factor < 30 { ForwardMovementPattern::DriftWide } else if defensive_line_height > 0.6 && ctx.player().skills(ctx.player.id).mental.off_the_ball > 14.0 { ForwardMovementPattern::DirectRun } else if !in_passing_range && ctx.ball().distance() < 60.0 { // IMPROVED: CheckToFeet more often when not in optimal passing range ForwardMovementPattern::CheckToFeet } else if self.detect_defensive_shift(ctx) { ForwardMovementPattern::OppositeMovement } else { ForwardMovementPattern::DiagonalRun } } /// Find channel between defenders fn find_defensive_channel(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let defenders: Vec<MatchPlayerLite> = ctx.players().opponents().all() .filter(|p| p.tactical_positions.is_defender()) .collect(); if defenders.len() < 2 { return self.get_forward_search_center(ctx); } let mut best_channel = ctx.player.position; let mut max_gap = 0.0; // Find gaps between defenders for i in 0..defenders.len() { for j in i + 1..defenders.len() { let def1 = &defenders[i]; let def2 = &defenders[j]; let gap_center = (def1.position + def2.position) * 0.5; let gap_width = (def1.position - def2.position).magnitude(); if gap_width > max_gap && gap_width > 15.0 { // Check if channel is progressive if self.is_progressive_position(ctx, gap_center) { max_gap = gap_width; best_channel = gap_center; } } } } // Move slightly ahead of the channel let attacking_direction = self.get_attacking_direction(ctx); best_channel + attacking_direction * 10.0 } /// Calculate diagonal run target fn calculate_diagonal_run_target(&self, ctx: &StateProcessingContext, base_target: Vector3<f32>) -> Vector3<f32> { let player_pos = ctx.player.position; let field_height = ctx.context.field_size.height as f32; // Determine diagonal direction based on current position let diagonal_offset = if player_pos.y < field_height / 2.0 { Vector3::new(0.0, 20.0, 0.0) // Diagonal toward center from left } else { Vector3::new(0.0, -20.0, 0.0) // Diagonal toward center from right }; let attacking_direction = self.get_attacking_direction(ctx); base_target + diagonal_offset + attacking_direction * 15.0 } /// Calculate wide position to create central space fn calculate_wide_position(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let field_height = ctx.context.field_size.height as f32; let ball_pos = ctx.tick_context.positions.ball.position; // Determine which wing to drift to let target_y = if ball_pos.y < field_height / 2.0 { field_height * 0.85 // Drift to right wing } else { field_height * 0.15 // Drift to left wing }; let attacking_direction = self.get_attacking_direction(ctx); let forward_position = ball_pos.x + attacking_direction.x * 30.0; Vector3::new(forward_position, target_y, 0.0) } /// Calculate check position (coming short) - IMPROVED for better receiving angles fn calculate_check_position(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let player_pos = ctx.player.position; // Prioritize positioning relative to ball holder, not just ball if let Some(ball_holder) = self.get_ball_holder(ctx) { let holder_pos = ball_holder.position; let to_player = (player_pos - holder_pos).normalize(); let attacking_direction = self.get_attacking_direction(ctx); // Calculate optimal check distance (within passing range) let current_distance = (player_pos - holder_pos).magnitude(); let target_distance = OPTIMAL_PASSING_DISTANCE_MIN + 10.0; // 30m // Create diagonal angle for easier passing let lateral_direction = Vector3::new(-to_player.y, to_player.x, 0.0); // Blend forward movement with lateral movement for diagonal angle let ideal_direction = if current_distance > target_distance { // Too far - come closer, but at an angle (-to_player * 0.6 + lateral_direction * 0.4 + attacking_direction * 0.3).normalize() } else { // Right distance - maintain angle and move slightly forward (lateral_direction * 0.5 + attacking_direction * 0.5).normalize() }; let target_position = player_pos + ideal_direction * 15.0; // Ensure we're not moving into congested area if self.calculate_position_congestion(ctx, target_position) < 4.0 { return target_position; } } // Fallback: original logic if no ball holder found let ball_pos = ctx.tick_context.positions.ball.position; let to_ball = (ball_pos - player_pos).normalize(); let check_distance = 20.0; let lateral_offset = if player_pos.y < ctx.context.field_size.height as f32 / 2.0 { Vector3::new(0.0, -5.0, 0.0) } else { Vector3::new(0.0, 5.0, 0.0) }; player_pos + to_ball * check_distance + lateral_offset } /// Calculate opposite movement to defensive shift fn calculate_opposite_movement(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let defensive_shift = self.calculate_defensive_shift_vector(ctx); let player_pos = ctx.player.position; // Move opposite to defensive shift let opposite_direction = -defensive_shift.normalize(); let movement_distance = 25.0; let target = player_pos + opposite_direction * movement_distance; // Ensure progressive movement let attacking_direction = self.get_attacking_direction(ctx); target + attacking_direction * 10.0 } /// Calculate position congestion fn calculate_position_congestion(&self, ctx: &StateProcessingContext, position: Vector3<f32>) -> f32 { let mut congestion = 0.0; for opponent in ctx.players().opponents().all() { let distance = (opponent.position - position).magnitude(); if distance < 30.0 { congestion += (30.0 - distance) / 30.0; } } congestion } /// Calculate goal threat from position fn calculate_goal_threat(&self, ctx: &StateProcessingContext, position: Vector3<f32>) -> f32 { let goal_pos = ctx.player().opponent_goal_position(); let distance_to_goal = (position - goal_pos).magnitude(); // Ideal shooting distance is 15-25 meters if distance_to_goal < 15.0 { 8.0 } else if distance_to_goal < 25.0 { 10.0 } else if distance_to_goal < 35.0 { 6.0 } else { (100.0 - distance_to_goal).max(0.0) / 20.0 } } // Helper methods fn get_forward_search_center(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let ball_pos = ctx.tick_context.positions.ball.position; let attacking_direction = self.get_attacking_direction(ctx); // Search ahead of ball position ball_pos + attacking_direction * 30.0 } fn get_attacking_direction(&self, ctx: &StateProcessingContext) -> Vector3<f32> { match ctx.player.side { Some(PlayerSide::Left) => Vector3::new(1.0, 0.0, 0.0), Some(PlayerSide::Right) => Vector3::new(-1.0, 0.0, 0.0), None => Vector3::new(1.0, 0.0, 0.0), } } fn would_be_offside(&self, ctx: &StateProcessingContext, position: Vector3<f32>) -> bool { let attacking_direction = self.get_attacking_direction(ctx); let is_attacking_left = attacking_direction.x > 0.0; // Find last defender position let last_defender_x = ctx.players().opponents().all() .filter(|p| p.tactical_positions.is_defender()) .map(|p| p.position.x) .fold(if is_attacking_left { f32::MIN } else { f32::MAX }, |acc, x| if is_attacking_left { acc.max(x) } else { acc.min(x) }); if is_attacking_left { position.x > last_defender_x + 2.0 } else { position.x < last_defender_x - 2.0 } } /// Get the defensive line X position fn get_defensive_line_position(&self, ctx: &StateProcessingContext) -> f32 { let attacking_direction = self.get_attacking_direction(ctx); let is_attacking_left = attacking_direction.x > 0.0; ctx.players().opponents().all() .filter(|p| p.tactical_positions.is_defender()) .map(|p| p.position.x) .fold(if is_attacking_left { f32::MIN } else { f32::MAX }, |acc, x| if is_attacking_left { acc.max(x) } else { acc.min(x) }) } fn would_be_offside_now(&self, ctx: &StateProcessingContext) -> bool { self.would_be_offside(ctx, ctx.player.position) } fn is_in_dangerous_channel(&self, ctx: &StateProcessingContext, position: Vector3<f32>) -> bool { let field_height = ctx.context.field_size.height as f32; let channel_width = field_height / 5.0; // Central channels are most dangerous let center = field_height / 2.0; let distance_from_center = (position.y - center).abs(); distance_from_center < channel_width * 1.5 } fn is_behind_defensive_line(&self, ctx: &StateProcessingContext, position: Vector3<f32>) -> bool { let attacking_direction = self.get_attacking_direction(ctx); let is_attacking_left = attacking_direction.x > 0.0; let avg_defender_x = ctx.players().opponents().all() .filter(|p| p.tactical_positions.is_defender()) .map(|p| p.position.x) .sum::<f32>() / 4.0; // Assume 4 defenders if is_attacking_left { position.x > avg_defender_x } else { position.x < avg_defender_x } } fn calculate_local_congestion(&self, ctx: &StateProcessingContext) -> f32 { self.calculate_position_congestion(ctx, ctx.player.position) } fn get_defensive_line_height(&self, ctx: &StateProcessingContext) -> f32 { let field_width = ctx.context.field_size.width as f32; let defenders: Vec<f32> = ctx.players().opponents().all() .filter(|p| p.tactical_positions.is_defender()) .map(|p| p.position.x) .collect(); if defenders.is_empty() { return 0.5; } let avg_x = defenders.iter().sum::<f32>() / defenders.len() as f32; avg_x / field_width } fn is_ball_in_wide_area(&self, ctx: &StateProcessingContext) -> bool { let ball_y = ctx.tick_context.positions.ball.position.y; let field_height = ctx.context.field_size.height as f32; ball_y < field_height * 0.25 || ball_y > field_height * 0.75 } fn are_defenders_compact(&self, ctx: &StateProcessingContext) -> bool { let defenders: Vec<Vector3<f32>> = ctx.players().opponents().all() .filter(|p| p.tactical_positions.is_defender()) .map(|p| p.position) .collect(); if defenders.len() < 2 { return false; } let max_distance = defenders.iter() .flat_map(|d1| defenders.iter().map(move |d2| (d1 - d2).magnitude())) .fold(0.0_f32, f32::max);
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
true
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/running_in_behind/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/running_in_behind/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior}; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardRunningInBehindState {} impl StateProcessingHandler for ForwardRunningInBehindState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { let ball_ops = ctx.ball(); let player_ops = ctx.player(); if ctx.player.has_ball(ctx) { // Transition to Dribbling or Shooting based on position return if ball_ops.distance_to_opponent_goal() < 25.0 { Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )) } else { Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )) }; } // Check if the player is offside if !player_ops.on_own_side() { // Transition to Standing state when offside return Some(StateChangeResult::with_forward_state( ForwardState::Standing, )); } // Check if the run is still viable if !self.is_run_viable(ctx) { // If the run is no longer viable, transition to Creating Space return Some(StateChangeResult::with_forward_state( ForwardState::CreatingSpace, )); } // Check if there's an opportunity to break the offside trap if self.can_break_offside_trap(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::OffsideTrapBreaking, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // Forward should sprint toward goal, behind the defensive line let opponent_goal = ctx.ball().direction_to_opponent_goal(); let current_position = ctx.player.position; // Calculate target position: run toward goal, slightly angled to stay in passing lane let to_goal = (opponent_goal - current_position).normalize(); // Add slight lateral movement to avoid being directly behind defender let lateral_offset = if current_position.y > 0.0 { Vector3::new(0.0, -0.2, 0.0) // Drift slightly inward } else { Vector3::new(0.0, 0.2, 0.0) }; let direction = (to_goal + lateral_offset).normalize(); // Sprint at maximum pace with acceleration bonus let pace = ctx.player.skills.physical.pace; let acceleration = ctx.player.skills.physical.acceleration / 20.0; let sprint_speed = pace * (1.5 + acceleration * 0.5); // Fast sprint Some(direction * sprint_speed) } fn process_conditions(&self, ctx: ConditionContext) { // Running in behind is very high intensity - explosive sprinting ForwardCondition::with_velocity(ActivityIntensity::VeryHigh).process(ctx); } } impl ForwardRunningInBehindState { fn is_run_viable(&self, ctx: &StateProcessingContext) -> bool { // Check if there's still space to run into let space_ahead = self.space_ahead(ctx); // Check if the player is still in a good position to receive a pass let in_passing_lane = self.in_passing_lane(ctx); // Check if the player has the stamina to continue the run let has_stamina = !ctx.player().is_tired(); space_ahead && in_passing_lane && has_stamina } fn space_ahead(&self, ctx: &StateProcessingContext) -> bool { let space_threshold = 10.0; !ctx.players().opponents().exists(space_threshold) } fn in_passing_lane(&self, ctx: &StateProcessingContext) -> bool { // Check if the player is in a good position to receive a pass // This is a simplified version and may need to be more complex in practice let teammate_with_ball = ctx .tick_context .positions .players .items .iter() .find(|p| { p.side == ctx.player.side.unwrap() && ctx.ball().owner_id() == Some(p.player_id) }); if let Some(teammate) = teammate_with_ball { let direction_to_player = (ctx.player.position - teammate.position).normalize(); let direction_to_goal = (ctx.ball().direction_to_own_goal() - teammate.position).normalize(); // Check if the player is running towards the goal direction_to_player.dot(&direction_to_goal) > 0.7 } else { false } } fn can_break_offside_trap(&self, ctx: &StateProcessingContext) -> bool { let player_ops = ctx.player(); let ball_ops = ctx.ball(); // Check if the player is currently offside if player_ops.on_own_side() { return false; } // Check if the ball is moving towards the player if !ball_ops.is_towards_player() { return false; } // Check if the player has enough space to run into if !self.space_ahead(ctx) { return false; } // Check if the player has the speed to break the offside trap let player_speed = ctx.player.skills.physical.acceleration; let speed_threshold = 80.0; // Adjust based on your game's balance if player_speed < speed_threshold { return false; } // Check if the player's team is losing if !ctx.team().is_loosing() { return false; } // If all conditions are met, the player can break the offside trap true } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/running/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/running/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, MatchPlayerLite, PlayerDistanceFromStartPosition, PlayerSide, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; use crate::IntegerUtils; use nalgebra::Vector3; // Realistic shooting distances (field is 840 units) const MAX_SHOOTING_DISTANCE: f32 = 120.0; // ~60m - absolute max for long shots const MIN_SHOOTING_DISTANCE: f32 = 5.0; const VERY_CLOSE_RANGE_DISTANCE: f32 = 40.0; // ~20m - anyone can shoot const CLOSE_RANGE_DISTANCE: f32 = 60.0; // ~30m - close range shots const OPTIMAL_SHOOTING_DISTANCE: f32 = 80.0; // ~40m - ideal shooting distance const MEDIUM_RANGE_DISTANCE: f32 = 90.0; // ~45m - medium range shots // Passing decision thresholds for forwards const PASSING_DISABLED_DISTANCE: f32 = 100.0; // Within this distance, very restrictive passing const SHOOTING_ZONE_DISTANCE: f32 = 150.0; // Enhanced shooting priority zone const TEAMMATE_ADVANTAGE_STRICT_RATIO: f32 = 0.4; // Teammate must be 40% of distance closer // Performance thresholds const SPRINT_DURATION_THRESHOLD: u64 = 150; // Ticks before considering fatigue #[derive(Default)] pub struct ForwardRunningState {} impl StateProcessingHandler for ForwardRunningState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Handle cases when player has the ball if ctx.player.has_ball(ctx) { // Priority 0: Clear shooting opportunity if ctx.player().shooting().has_excellent_opportunity() { return Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )); } // Priority 1: Clear ball if congested anywhere (not just boundaries) if ctx.player().movement().is_congested_near_boundary() || ctx.player().movement().is_congested() { // Force a long clearance pass to any teammate if let Some(_) = ctx.players().teammates().all().next() { return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } } // Priority 2: In shooting range with good angle if ctx.player().shooting().in_shooting_range() && ctx.player().shooting().has_good_angle() { // Consider shooting vs passing based on situation if ctx.player().shooting().should_shoot_over_pass() { return Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )); } // In shooting range - don't pass backward // Only consider passing forward to better positioned teammates if self.should_pass_in_shooting_zone(ctx) { return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } // Stay with ball and keep running toward goal return None; } // Priority 2b: In shooting range but wider angle - still shoot if good long shot ability if ctx.player().shooting().in_shooting_range() { let long_shots = ctx.player.skills.technical.long_shots / 20.0; let finishing = ctx.player.skills.technical.finishing / 20.0; let distance = ctx.ball().distance_to_opponent_goal(); // Allow shooting from wider angles if player has good long shot skills if distance <= OPTIMAL_SHOOTING_DISTANCE && long_shots > 0.6 && finishing > 0.5 && ctx.player().has_clear_shot() && !ctx.players().opponents().exists(8.0) { return Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )); } } // Priority 3: Under pressure - quick decision needed if ctx.player().pressure().is_under_immediate_pressure() { if self.should_pass_under_pressure(ctx) { return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } else if self.can_dribble_out_of_pressure(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } } // Priority 4: Evaluate best action based on game context if self.should_pass(ctx) { return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } if self.should_dribble(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } // Continue running with ball if no better option return None; } // Handle cases when player doesn't have the ball else { // Priority 0: Emergency - if ball is nearby, stopped, and unowned, go for it immediately if ctx.ball().should_take_ball_immediately() { return Some(StateChangeResult::with_forward_state( ForwardState::TakeBall, )); } // Priority 1: Ball interception opportunity if self.can_intercept_ball(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Intercepting, )); } // Priority 2: Pressing opportunity if self.should_press(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Pressing, )); } // Priority 3: Create space when team has possession if ctx.team().is_control_ball() { if self.should_create_space(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::CreatingSpace, )); } // Make intelligent runs if self.should_make_run_in_behind(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::RunningInBehind, )); } } // Priority 4: Defensive duties when needed if !ctx.team().is_control_ball() { if self.should_return_to_position(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Returning, )); } if self.should_help_defend(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Pressing, )); } } // Consider fatigue and state duration if self.needs_recovery(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Standing, )); } // Prevent getting stuck in running state if ctx.in_state_time > 300 { return if ctx.team().is_control_ball() { Some(StateChangeResult::with_forward_state( ForwardState::CreatingSpace, )) } else { Some(StateChangeResult::with_forward_state( ForwardState::Standing, )) }; } } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // Fatigue-aware velocity calculation let fatigue_factor = self.calculate_fatigue_factor(ctx); // If following waypoints (team tactical movement) if ctx.player.should_follow_waypoints(ctx) && !ctx.player.has_ball(ctx) { let waypoints = ctx.player.get_waypoints_as_vectors(); if !waypoints.is_empty() { return Some( SteeringBehavior::FollowPath { waypoints, current_waypoint: ctx.player.waypoint_manager.current_index, path_offset: IntegerUtils::random(1, 10) as f32, } .calculate(ctx.player) .velocity * fatigue_factor + ctx.player().separation_velocity(), ); } } // Movement with ball if ctx.player.has_ball(ctx) { Some(self.calculate_ball_carrying_movement(ctx) * fatigue_factor) } // Team has possession but this player doesn't have the ball else if ctx.team().is_control_ball() { Some(self.calculate_supporting_movement(ctx) * fatigue_factor) } // Team doesn't have possession else { Some(self.calculate_defensive_movement(ctx) * fatigue_factor) } } fn process_conditions(&self, ctx: ConditionContext) { // Forwards do a lot of intense running - high intensity with velocity ForwardCondition::with_velocity(ActivityIntensity::High).process(ctx); } } impl ForwardRunningState { /// Special passing logic when in shooting zone - only forward passes to much better positioned players fn should_pass_in_shooting_zone(&self, ctx: &StateProcessingContext) -> bool { let distance = ctx.ball().distance_to_opponent_goal(); let player_pos = ctx.player.position; let goal_pos = ctx.player().opponent_goal_position(); // Get teammates let teammates: Vec<MatchPlayerLite> = ctx.players().teammates().nearby(200.0).collect(); if teammates.is_empty() { return false; } // Only pass if there's a teammate in a MUCH better position // AND the pass is forward (toward goal, not backward) teammates.iter().any(|teammate| { // Must be a forward pass (closer to goal direction) let is_forward_pass = match ctx.player.side { Some(PlayerSide::Left) => teammate.position.x > player_pos.x, Some(PlayerSide::Right) => teammate.position.x < player_pos.x, None => false, }; if !is_forward_pass { return false; // Never pass backward in shooting zone } // Teammate must be SIGNIFICANTLY closer to goal let teammate_distance = (teammate.position - goal_pos).magnitude(); let is_much_closer = teammate_distance < distance * TEAMMATE_ADVANTAGE_STRICT_RATIO; // Must have clear pass lane let has_clear_pass = ctx.player().has_clear_pass(teammate.id); // Teammate should be unmarked or lightly marked let not_heavily_marked = ctx .players() .opponents() .all() .filter(|opp| (opp.position - teammate.position).magnitude() < 8.0) .count() < 2; is_much_closer && has_clear_pass && not_heavily_marked }) } /// Check if under immediate pressure fn is_under_immediate_pressure(&self, ctx: &StateProcessingContext) -> bool { let close_opponents = ctx.players().opponents().nearby(30.0).count(); close_opponents >= 1 } /// Determine if should pass when under pressure fn should_pass_under_pressure(&self, ctx: &StateProcessingContext) -> bool { // Check for available passing options let safe_pass_available = ctx .players() .teammates() .nearby(200.0) .any(|t| ctx.player().has_clear_pass(t.id)); let composure = ctx.player.skills.mental.composure / 20.0; // Low composure players pass more under pressure safe_pass_available && (composure < 0.7 || ctx.players().opponents().nearby(30.0).count() >= 1) } /// Check if can dribble out of pressure fn can_dribble_out_of_pressure(&self, ctx: &StateProcessingContext) -> bool { let dribbling = ctx.player.skills.technical.dribbling / 20.0; let agility = ctx.player.skills.physical.agility / 20.0; let composure = ctx.player.skills.mental.composure / 20.0; let skill_factor = dribbling * 0.5 + agility * 0.3 + composure * 0.2; // Check for escape route let has_space = self.find_dribbling_space(ctx).is_some(); skill_factor > 0.5 && has_space } /// Find space to dribble into fn find_dribbling_space(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { let player_pos = ctx.player.position; let goal_direction = (ctx.player().opponent_goal_position() - player_pos).normalize(); // Check multiple angles for space let angles = [-45.0f32, -30.0, 0.0, 30.0, 45.0]; for angle_deg in angles.iter() { let angle_rad = angle_deg.to_radians(); let cos_a = angle_rad.cos(); let sin_a = angle_rad.sin(); // Rotate goal direction by angle let check_direction = Vector3::new( goal_direction.x * cos_a - goal_direction.y * sin_a, goal_direction.x * sin_a + goal_direction.y * cos_a, 0.0, ); let check_position = player_pos + check_direction * 15.0; // Check if this direction is clear let opponents_in_path = ctx .players() .opponents() .all() .filter(|opp| { let to_opp = opp.position - player_pos; let dist = to_opp.magnitude(); let dot = to_opp.normalize().dot(&check_direction); dist < 20.0 && dot > 0.7 }) .count(); if opponents_in_path == 0 { return Some(check_position); } } None } /// Enhanced interception check fn can_intercept_ball(&self, ctx: &StateProcessingContext) -> bool { // Don't try to intercept if ball is already owned by teammate if ctx.ball().is_owned() { if let Some(owner_id) = ctx.ball().owner_id() { if let Some(owner) = ctx.context.players.by_id(owner_id) { if owner.team_id == ctx.player.team_id { return false; } } } } let ball_distance = ctx.ball().distance(); let ball_speed = ctx.ball().speed(); // Static or slow-moving ball nearby if ball_distance < 30.0 && ball_speed < 2.0 { return true; } // Ball moving toward player if ball_distance < 150.0 && ctx.ball().is_towards_player_with_angle(0.8) { // Calculate if player can reach interception point let player_speed = ctx.player.skills.physical.pace / 20.0 * 10.0; let time_to_reach = ball_distance / player_speed; let ball_travel_distance = ball_speed * time_to_reach; return ball_travel_distance < ball_distance * 1.5; } false } /// Improved pressing decision fn should_press(&self, ctx: &StateProcessingContext) -> bool { // Don't press if team has possession if ctx.team().is_control_ball() { return false; } let ball_distance = ctx.ball().distance(); let stamina_level = ctx.player.player_attributes.condition_percentage() as f32 / 100.0; let work_rate = ctx.player.skills.mental.work_rate / 20.0; // Adjust pressing distance based on stamina and work rate let effective_press_distance = 150.0 * stamina_level * (0.5 + work_rate); // Check tactical instruction (high press vs low block) let high_press = ctx.team().tactics().is_high_pressing(); if high_press { ball_distance < effective_press_distance * 1.3 } else { // Only press in attacking third ball_distance < effective_press_distance && !ctx.ball().on_own_third() } } /// Determine if should create space fn should_create_space(&self, ctx: &StateProcessingContext) -> bool { // Don't create space if you're the ball carrier or very close to ball let ball_distance = ctx.ball().distance(); if ball_distance < 5.0 { return false; } // Check if another teammate has the ball - if so, we MUST create space if let Some(owner_id) = ctx.ball().owner_id() { if owner_id != ctx.player.id { // Teammate has ball - check if they're on our team if let Some(owner) = ctx.context.players.by_id(owner_id) { if owner.team_id == ctx.player.team_id { // Teammate has ball! We should create space to help them // ALWAYS return true - forwards must support ball carrier return true; } } } } // No teammate has ball - still try to create space if we're not closest let closest_to_ball = !ctx.players().teammates().all().any(|t| { let t_dist = (t.position - ctx.tick_context.positions.ball.position).magnitude(); t_dist < ball_distance * 0.9 }); !closest_to_ball } /// Check if should make run in behind defense fn should_make_run_in_behind(&self, ctx: &StateProcessingContext) -> bool { // Don't make runs on own half if ctx.player().on_own_side() { return false; } // Check player attributes - relaxed requirements let pace = ctx.player.skills.physical.pace / 20.0; let off_ball = ctx.player.skills.mental.off_the_ball / 20.0; let stamina = ctx.player.player_attributes.condition_percentage() as f32 / 100.0; // Combined skill check - if player is good at any of these, allow the run let skill_score = pace * 0.4 + off_ball * 0.4 + stamina * 0.2; if skill_score < 0.4 { return false; } // Check if there's space behind defense let defensive_line = self.find_defensive_line(ctx); let space_behind = self.check_space_behind_defense(ctx, defensive_line); // Check if a teammate has the ball (any teammate, not just good passers) let teammate_has_ball = ctx .ball() .owner_id() .and_then(|id| ctx.context.players.by_id(id)) .map(|p| p.team_id == ctx.player.team_id) .unwrap_or(false); // More aggressive: make runs even if space is limited, as long as teammate has ball // and we're in attacking third let in_attacking_third = self.is_in_good_attacking_position(ctx); (space_behind || in_attacking_third) && teammate_has_ball } /// Find opponent defensive line position fn find_defensive_line(&self, ctx: &StateProcessingContext) -> f32 { let defenders: Vec<f32> = ctx .players() .opponents() .all() .filter(|p| p.tactical_positions.is_defender()) .map(|p| match ctx.player.side { Some(PlayerSide::Left) => p.position.x, Some(PlayerSide::Right) => p.position.x, None => p.position.x, }) .collect(); if defenders.is_empty() { ctx.context.field_size.width as f32 / 2.0 } else { // Return the position of the last defender match ctx.player.side { Some(PlayerSide::Left) => defenders.iter().fold(f32::MIN, |a, &b| a.max(b)), Some(PlayerSide::Right) => defenders.iter().fold(f32::MAX, |a, &b| a.min(b)), None => defenders.iter().sum::<f32>() / defenders.len() as f32, } } } /// Check if there's exploitable space behind defense fn check_space_behind_defense( &self, ctx: &StateProcessingContext, defensive_line: f32, ) -> bool { let player_x = ctx.player.position.x; match ctx.player.side { Some(PlayerSide::Left) => { // Space exists if defensive line is high and there's room behind defensive_line < ctx.context.field_size.width as f32 * 0.7 && player_x < defensive_line + 20.0 } Some(PlayerSide::Right) => { defensive_line > ctx.context.field_size.width as f32 * 0.3 && player_x > defensive_line - 20.0 } None => false, } } /// Determine if should return to defensive position fn should_return_to_position(&self, ctx: &StateProcessingContext) -> bool { ctx.player().position_to_distance() == PlayerDistanceFromStartPosition::Big } /// Check if forward should help defend fn should_help_defend(&self, ctx: &StateProcessingContext) -> bool { // Check game situation let losing_badly = ctx.team().is_loosing() && ctx.context.time.is_running_out(); let work_rate = ctx.player.skills.mental.work_rate / 20.0; // High work rate forwards help more work_rate > 0.7 && losing_badly && ctx.ball().on_own_third() } /// Check if player needs recovery fn needs_recovery(&self, ctx: &StateProcessingContext) -> bool { let stamina = ctx.player.player_attributes.condition_percentage(); let has_been_sprinting = ctx.in_state_time > SPRINT_DURATION_THRESHOLD; stamina < 60 && has_been_sprinting } /// Calculate fatigue factor for movement fn calculate_fatigue_factor(&self, ctx: &StateProcessingContext) -> f32 { let stamina = ctx.player.player_attributes.condition_percentage() as f32 / 100.0; let time_in_state = ctx.in_state_time as f32; // Gradual fatigue over time let time_factor = (1.0 - (time_in_state / 500.0)).max(0.5); stamina * time_factor } /// Calculate movement when carrying the ball fn calculate_ball_carrying_movement(&self, ctx: &StateProcessingContext) -> Vector3<f32> { // First, look for optimal path to goal if let Some(target_position) = self.find_optimal_attacking_path(ctx) { SteeringBehavior::Arrive { target: target_position, slowing_distance: 20.0, } .calculate(ctx.player) .velocity + ctx.player().separation_velocity() } else { // Default to moving toward goal SteeringBehavior::Arrive { target: ctx.player().opponent_goal_position(), slowing_distance: 100.0, } .calculate(ctx.player) .velocity + ctx.player().separation_velocity() } } /// Find optimal path considering opponents and teammates fn find_optimal_attacking_path(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { let player_pos = ctx.player.position; let goal_pos = ctx.player().opponent_goal_position(); // Look for gaps in defense if let Some(gap) = self.find_best_gap_in_defense(ctx) { return Some(gap); } // Try to move toward goal while avoiding opponents let to_goal = goal_pos - player_pos; let goal_direction = to_goal.normalize(); // Check if direct path is clear if !ctx.players().opponents().nearby(30.0).any(|opp| { let to_opp = opp.position - player_pos; let dot = to_opp.normalize().dot(&goal_direction); dot > 0.8 && to_opp.magnitude() < 40.0 }) { return Some(player_pos + goal_direction * 50.0); } None } /// Find the best gap in opponent defense fn find_best_gap_in_defense(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { let player_pos = ctx.player.position; let goal_pos = ctx.player().opponent_goal_position(); let opponents: Vec<MatchPlayerLite> = ctx .players() .opponents() .nearby(100.0) .filter(|opp| { // Only consider opponents between player and goal let to_goal = goal_pos - player_pos; let to_opp = opp.position - player_pos; to_goal.normalize().dot(&to_opp.normalize()) > 0.5 }) .collect(); if opponents.len() < 2 { return None; } // Find largest gap let mut best_gap = None; let mut best_gap_size = 0.0; for i in 0..opponents.len() { for j in i + 1..opponents.len() { let gap_center = (opponents[i].position + opponents[j].position) * 0.5; let gap_size = (opponents[i].position - opponents[j].position).magnitude(); if gap_size > best_gap_size && gap_size > 20.0 { best_gap_size = gap_size; best_gap = Some(gap_center); } } } best_gap } /// Calculate supporting movement when team has ball fn calculate_supporting_movement(&self, ctx: &StateProcessingContext) -> Vector3<f32> { // Find ball holder let ball_holder = ctx .ball() .owner_id() .and_then(|id| ctx.context.players.by_id(id)) .filter(|p| p.team_id == ctx.player.team_id); if let Some(holder) = ball_holder { let player_pos = ctx.player.position; let holder_pos = holder.position; let goal_pos = ctx.player().opponent_goal_position(); let field_width = ctx.context.field_size.width as f32; let field_height = ctx.context.field_size.height as f32; // Calculate direction toward goal let attacking_direction = match ctx.player.side { Some(PlayerSide::Left) => Vector3::new(1.0, 0.0, 0.0), Some(PlayerSide::Right) => Vector3::new(-1.0, 0.0, 0.0), None => (goal_pos - player_pos).normalize(), }; // Determine if we're already ahead of the ball holder let is_ahead_of_holder = match ctx.player.side { Some(PlayerSide::Left) => player_pos.x > holder_pos.x, Some(PlayerSide::Right) => player_pos.x < holder_pos.x, None => false, }; // Calculate target position based on role let target_position = if is_ahead_of_holder { // Already ahead - make run toward goal, creating passing option let forward_run_distance = 60.0; // Run toward goal let lateral_offset = if player_pos.y < field_height / 2.0 { -20.0 // Stay on left side } else { 20.0 // Stay on right side }; Vector3::new( (player_pos.x + attacking_direction.x * forward_run_distance) .clamp(20.0, field_width - 20.0), (player_pos.y + lateral_offset).clamp(30.0, field_height - 30.0), 0.0, ) } else { // Behind ball holder - get ahead of them toward goal let overtake_distance = 80.0; let lateral_spread = if player_pos.y < field_height / 2.0 { -30.0 // Spread left } else { 30.0 // Spread right }; Vector3::new( (holder_pos.x + attacking_direction.x * overtake_distance) .clamp(20.0, field_width - 20.0), (holder_pos.y + lateral_spread).clamp(30.0, field_height - 30.0), 0.0, ) }; // Use Pursuit behavior for more aggressive movement toward target SteeringBehavior::Pursuit { target: target_position, target_velocity: Vector3::zeros(), } .calculate(ctx.player) .velocity + ctx.player().separation_velocity() * 2.0 } else { // Move toward ball if no clear holder SteeringBehavior::Arrive { target: ctx.tick_context.positions.ball.position, slowing_distance: 50.0, } .calculate(ctx.player) .velocity + ctx.player().separation_velocity() * 2.5 } } /// Calculate intelligent support run position fn calculate_support_run_position( &self, ctx: &StateProcessingContext, holder_pos: Vector3<f32>, ) -> Vector3<f32> { let player_pos = ctx.player.position; let _field_width = ctx.context.field_size.width as f32; let field_height = ctx.context.field_size.height as f32; // Determine player's role based on position let is_central = (player_pos.y - field_height / 2.0).abs() < field_height * 0.2; let is_wide = !is_central; if is_wide { // Wide players make runs down the flanks self.calculate_wide_support_position(ctx, holder_pos) } else { // Central players make runs through the middle self.calculate_central_support_position(ctx, holder_pos) } } /// Calculate wide support position fn calculate_wide_support_position( &self, ctx: &StateProcessingContext, holder_pos: Vector3<f32>, ) -> Vector3<f32> { let player_pos = ctx.player.position; let field_height = ctx.context.field_size.height as f32; // Stay wide and ahead of ball let target_y = if player_pos.y < field_height / 2.0 { field_height * 0.1 // Left wing } else { field_height * 0.9 // Right wing }; // Increased distance from ball carrier (40 → 80 units) to prevent clustering let target_x = match ctx.player.side { Some(PlayerSide::Left) => holder_pos.x + 80.0, Some(PlayerSide::Right) => holder_pos.x - 80.0, None => holder_pos.x, }; Vector3::new(target_x, target_y, 0.0) } /// Calculate central support position fn calculate_central_support_position( &self, ctx: &StateProcessingContext, holder_pos: Vector3<f32>, ) -> Vector3<f32> { let field_height = ctx.context.field_size.height as f32; let player_pos = ctx.player.position; // Move into space between defenders - increased distance (50 → 90 units) let target_x = match ctx.player.side { Some(PlayerSide::Left) => holder_pos.x + 90.0, Some(PlayerSide::Right) => holder_pos.x - 90.0, None => holder_pos.x, }; // Use player's current Y position with slight adjustment toward center // REMOVED oscillating sine wave that caused left-right cycling let center_pull = (field_height / 2.0 - player_pos.y) * 0.2; // Gentle pull toward center let target_y = player_pos.y + center_pull; Vector3::new(target_x, target_y.clamp(field_height * 0.3, field_height * 0.7), 0.0) } /// Calculate defensive movement fn calculate_defensive_movement(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let field_width = ctx.context.field_size.width as f32; // Forwards maintain higher defensive line let defensive_line = match ctx.player.side { Some(PlayerSide::Left) => field_width * 0.55, Some(PlayerSide::Right) => field_width * 0.45, None => field_width * 0.5, }; // Stay compact with midfield let target_y = ctx.player.start_position.y; let target_x = defensive_line; SteeringBehavior::Arrive {
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
true
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/standing/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/standing/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior}; use nalgebra::Vector3; const MAX_SHOOTING_DISTANCE: f32 = 30.0; // Maximum distance to attempt a shot const MIN_SHOOTING_DISTANCE: f32 = 1.0; // Minimum distance to attempt a shot (very close to goal) const PRESS_DISTANCE: f32 = 20.0; // Distance within which to press opponents #[derive(Default)] pub struct ForwardStandingState {} impl StateProcessingHandler for ForwardStandingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Check if the forward still has the ball if ctx.player.has_ball(ctx) { // CRITICAL: Add cooldown before allowing another shot to prevent rapid-fire goal spam // Must wait at least 40 ticks (~0.7 seconds) after entering Standing before shooting again const SHOOTING_COOLDOWN: u64 = 40; // Decide next action based on game context if self.is_in_shooting_range(ctx) && ctx.in_state_time > SHOOTING_COOLDOWN { // Transition to Shooting state (only after cooldown) return Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )); } if let Some(_) = self.find_best_teammate_to_pass(ctx) { // Transition to Passing state return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } // If unable to shoot or pass, decide to dribble or hold position if self.should_dribble(ctx) { Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )) } else { None // Hold possession //return Some(StateChangeResult::with_forward_state(ForwardState::HoldingPossession)); } } else { // Emergency: if ball is nearby, slow-moving, and unowned, go for it immediately // OR if player is notified to take the ball (no distance limit when notified) let is_nearby = ctx.ball().distance() < 50.0; let is_notified = ctx.ball().is_player_notified(); if (is_nearby || is_notified) && !ctx.ball().is_owned() { let ball_velocity = ctx.tick_context.positions.ball.velocity.norm(); if ball_velocity < 3.0 { // Increased from 1.0 to catch slow rolling balls // Ball is stopped or slow-moving - take it directly return Some(StateChangeResult::with_forward_state( ForwardState::TakeBall, )); } } // If the forward doesn't have the ball, decide to move or press if self.should_press(ctx) { // Transition to Pressing state Some(StateChangeResult::with_forward_state( ForwardState::Pressing, )) } else { Some(StateChangeResult::with_forward_state(ForwardState::Running)) // Transition to Positioning state //Some(StateChangeResult::with_forward_state(ForwardState::Positioning)) } } } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Implement neural network logic for advanced decision-making if necessary // For example, adjust positioning based on opponent movement None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // Check if player should follow waypoints even when standing if ctx.player.should_follow_waypoints(ctx) { let waypoints = ctx.player.get_waypoints_as_vectors(); if !waypoints.is_empty() { return Some( SteeringBehavior::FollowPath { waypoints, current_waypoint: ctx.player.waypoint_manager.current_index, path_offset: 3.0, } .calculate(ctx.player) .velocity * 0.5, // Slower speed when standing ); } } Some(Vector3::new(0.0, 0.0, 0.0)) } fn process_conditions(&self, ctx: ConditionContext) { // Standing is recovery - minimal movement ForwardCondition::new(ActivityIntensity::Recovery).process(ctx); } } impl ForwardStandingState { /// Determines if the forward is within shooting range of the opponent's goal. fn is_in_shooting_range(&self, ctx: &StateProcessingContext) -> bool { let distance_to_goal = self.distance_to_opponent_goal(ctx); distance_to_goal <= MAX_SHOOTING_DISTANCE && distance_to_goal >= MIN_SHOOTING_DISTANCE } /// Finds the best teammate to pass to based on proximity and position. fn find_best_teammate_to_pass<'a>( &'a self, ctx: &'a StateProcessingContext<'a>, ) -> Option<u32> { if let Some((teammate_id, _)) = ctx.players().teammates().nearby_ids(100.0).next() { return Some(teammate_id) } None } /// Decides whether the forward should dribble based on game context. fn should_dribble(&self, ctx: &StateProcessingContext) -> bool { // Example logic: dribble if no immediate threat and space is available let safe_distance = 10.0; !ctx.players().opponents().exists(safe_distance) } /// Decides whether the forward should press the opponent. fn should_press(&self, ctx: &StateProcessingContext) -> bool { // Only press if opponent has the ball AND is close if let Some(opponent) = ctx.players().opponents().with_ball().next() { opponent.distance(ctx) < PRESS_DISTANCE } else { false } } /// Calculates the distance from the forward to the opponent's goal. fn distance_to_opponent_goal(&self, ctx: &StateProcessingContext) -> f32 { ctx.ball().distance_to_opponent_goal() } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/common/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/common/mod.rs
use crate::r#match::engine::player::strategies::common::{ ActivityIntensityConfig, ConditionProcessor, LOW_CONDITION_THRESHOLD, FIELD_PLAYER_JADEDNESS_INTERVAL, JADEDNESS_INCREMENT, }; /// Forward-specific activity intensity configuration pub struct ForwardConfig; impl ActivityIntensityConfig for ForwardConfig { fn very_high_fatigue() -> f32 { 8.5 // Forwards: highest fatigue for explosive actions } fn high_fatigue() -> f32 { 5.5 // Slightly higher than midfielders } fn moderate_fatigue() -> f32 { 3.0 } fn low_fatigue() -> f32 { 1.0 } fn recovery_rate() -> f32 { -3.0 } fn sprint_multiplier() -> f32 { 1.6 // Forwards sprint more often than midfielders } fn jogging_multiplier() -> f32 { 0.6 } fn walking_multiplier() -> f32 { 0.3 } fn low_condition_threshold() -> i16 { LOW_CONDITION_THRESHOLD } fn jadedness_interval() -> u64 { FIELD_PLAYER_JADEDNESS_INTERVAL } fn jadedness_increment() -> i16 { JADEDNESS_INCREMENT } } /// Forward condition processor (type alias for clarity) pub type ForwardCondition = ConditionProcessor<ForwardConfig>; // Re-export for convenience pub use crate::r#match::engine::player::strategies::common::ActivityIntensity;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/takeball/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/takeball/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; use nalgebra::Vector3; // TakeBall timeout and distance constants const MAX_TAKEBALL_DISTANCE: f32 = 500.0; const OPPONENT_ADVANTAGE_THRESHOLD: f32 = 20.0; // Opponent must be this much closer to give up const TEAMMATE_ADVANTAGE_THRESHOLD: f32 = 8.0; // Teammate must be this much closer to give up (reduced from 15.0) #[derive(Default)] pub struct ForwardTakeBallState {} impl StateProcessingHandler for ForwardTakeBallState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Check if ball is now owned by someone if ctx.ball().is_owned() { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } let ball_distance = ctx.ball().distance(); let ball_position = ctx.tick_context.positions.ball.landing_position; // 1. Distance check - ball too far away if ball_distance > MAX_TAKEBALL_DISTANCE { return Some(StateChangeResult::with_forward_state( ForwardState::Running, )); } // 2. Check if opponent will reach ball first if let Some(closest_opponent) = ctx.players().opponents().all().min_by(|a, b| { let dist_a = (a.position - ball_position).magnitude(); let dist_b = (b.position - ball_position).magnitude(); dist_a.partial_cmp(&dist_b).unwrap() }) { let opponent_distance = (closest_opponent.position - ball_position).magnitude(); // If opponent is significantly closer, give up and press if opponent_distance < ball_distance - OPPONENT_ADVANTAGE_THRESHOLD { return Some(StateChangeResult::with_forward_state( ForwardState::Pressing, )); } } // 3. Check if teammate is closer to the ball if let Some(closest_teammate) = ctx.players().teammates().all().filter(|t| t.id != ctx.player.id).min_by(|a, b| { let dist_a = (a.position - ball_position).magnitude(); let dist_b = (b.position - ball_position).magnitude(); dist_a.partial_cmp(&dist_b).unwrap() }) { let teammate_distance = (closest_teammate.position - ball_position).magnitude(); // If teammate is significantly closer, let them take it (stricter threshold) if teammate_distance < ball_distance - TEAMMATE_ADVANTAGE_THRESHOLD { return Some(StateChangeResult::with_forward_state( ForwardState::CreatingSpace, )); } } // Continue trying to take the ball None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // If ball is aerial, target the landing position instead of current position let target = ctx.tick_context.positions.ball.landing_position; // Calculate base Arrive behavior let mut arrive_velocity = SteeringBehavior::Arrive { target, slowing_distance: 15.0, } .calculate(ctx.player) .velocity; // Add separation force to prevent player stacking // Reduce separation when approaching ball, but keep minimum to prevent clustering const SEPARATION_RADIUS: f32 = 25.0; const SEPARATION_WEIGHT: f32 = 0.5; // Increased from 0.4 for stronger separation const BALL_CLAIM_DISTANCE: f32 = 15.0; const BALL_PRIORITY_DISTANCE: f32 = 5.0; const MIN_SEPARATION_FACTOR: f32 = 0.25; // Minimum 25% separation - allows closer approach with larger claiming radius const MAX_SEPARATION_FACTOR: f32 = 1.0; // Maximum 100% separation when far let distance_to_ball = (ctx.player.position - target).magnitude(); // Progressive separation reduction - minimum 25% to allow claiming with larger radius let separation_factor = if distance_to_ball < BALL_PRIORITY_DISTANCE { // Very close to ball - minimum separation (25%) MIN_SEPARATION_FACTOR } else if distance_to_ball < BALL_CLAIM_DISTANCE { // Approaching ball - lerp from 25% to 60% let ratio = (distance_to_ball - BALL_PRIORITY_DISTANCE) / (BALL_CLAIM_DISTANCE - BALL_PRIORITY_DISTANCE); MIN_SEPARATION_FACTOR + (ratio * 0.35) } else { // Far from ball - full separation MAX_SEPARATION_FACTOR }; let mut separation_force = Vector3::zeros(); let mut neighbor_count = 0; // Check all nearby players (teammates and opponents) let all_players: Vec<_> = ctx.players().teammates().all() .chain(ctx.players().opponents().all()) .filter(|p| p.id != ctx.player.id) .collect(); for other_player in all_players { let to_player = ctx.player.position - other_player.position; let distance = to_player.magnitude(); if distance > 0.0 && distance < SEPARATION_RADIUS { // Repulsive force inversely proportional to distance let repulsion_strength = (SEPARATION_RADIUS - distance) / SEPARATION_RADIUS; separation_force += to_player.normalize() * repulsion_strength; neighbor_count += 1; } } if neighbor_count > 0 { // Average and scale the separation force separation_force = separation_force / (neighbor_count as f32); separation_force = separation_force * ctx.player.skills.max_speed_with_condition( ctx.player.player_attributes.condition, ) * SEPARATION_WEIGHT * separation_factor; // Blend arrive and separation velocities arrive_velocity = arrive_velocity + separation_force; // Limit to max speed let magnitude = arrive_velocity.magnitude(); if magnitude > ctx.player.skills.max_speed_with_condition( ctx.player.player_attributes.condition, ) { arrive_velocity = arrive_velocity * (ctx.player.skills.max_speed_with_condition( ctx.player.player_attributes.condition, ) / magnitude); } } Some(arrive_velocity) } fn process_conditions(&self, ctx: ConditionContext) { // Taking ball is very high intensity - explosive action to claim possession ForwardCondition::new(ActivityIntensity::VeryHigh).process(ctx); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/shooting/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/shooting/mod.rs
use crate::r#match::events::Event; use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::player::events::{PlayerEvent, ShootingEventContext}; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardShootingState {} impl StateProcessingHandler for ForwardShootingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { Some(StateChangeResult::with_forward_state_and_event( ForwardState::Standing, Event::PlayerEvent(PlayerEvent::Shoot( ShootingEventContext::new() .with_player_id(ctx.player.id) .with_target(ctx.player().shooting_direction()) .with_reason("FWD_SHOOTING") .build(ctx) )), )) } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, _ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some(Vector3::new(0.0, 0.0, 0.0)) } fn process_conditions(&self, ctx: ConditionContext) { // Shooting is very high intensity - explosive action ForwardCondition::new(ActivityIntensity::VeryHigh).process(ctx); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/assisting/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/assisting/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior}; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardAssistingState {} impl StateProcessingHandler for ForwardAssistingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { if !ctx.team().is_control_ball(){ return Some(StateChangeResult::with_forward_state( ForwardState::Running, )); } if ctx.ball().distance() < 200.0 && ctx.ball().is_towards_player_with_angle(0.9) { return Some(StateChangeResult::with_forward_state( ForwardState::Intercepting )); } // Check if the player is on the opponent's side of the field if ctx.team().is_control_ball() && !ctx.player().on_own_side() && ctx.players().opponents().exists(100.0){ // If not on the opponent's side, focus on creating space and moving forward return Some(StateChangeResult::with_forward_state( ForwardState::CreatingSpace, )); } // Check if there's an immediate threat from an opponent if self.is_under_pressure(ctx) { // If under high pressure, decide between quick pass or dribbling if self.should_make_quick_pass(ctx) { if let Some(_teammate_id) = self.find_best_teammate_to_assist(ctx) { //result.events.add_player_event(PlayerEvent::Pass(ctx.player.player_id, teammate_id)); return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } } // If no good passing option, try to dribble return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } // If not under immediate pressure, look for assist opportunities if let Some(_) = self.find_best_teammate_to_assist(ctx) { return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } if self.is_in_shooting_range(ctx) && ctx.player.has_ball(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )); } else if self.should_create_space(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::CreatingSpace, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some( SteeringBehavior::Arrive { target: ctx.player().opponent_goal_position(), slowing_distance: 10.0, } .calculate(ctx.player) .velocity, ) } fn process_conditions(&self, ctx: ConditionContext) { // Assisting is moderate intensity - supporting movement ForwardCondition::with_velocity(ActivityIntensity::Moderate).process(ctx); } } impl ForwardAssistingState { fn is_under_pressure(&self, ctx: &StateProcessingContext) -> bool { ctx.players().opponents().exists(30.0) } fn should_make_quick_pass(&self, ctx: &StateProcessingContext) -> bool { // Decision based on player's skills and game situation ctx.player.skills.technical.passing > 70.0 && ctx.player.skills.mental.decisions > 65.0 } fn find_best_teammate_to_assist(&self, ctx: &StateProcessingContext) -> Option<u32> { ctx.players() .teammates() .nearby_ids(200.0) .filter(|(id, _)| self.is_in_good_scoring_position(ctx, *id)) .min_by(|(_, dist_a), (_, dist_b)| { dist_a .partial_cmp(dist_b) .unwrap_or(std::cmp::Ordering::Equal) }) .map(|(id, _)| id) } fn is_in_good_scoring_position(&self, ctx: &StateProcessingContext, _player_id: u32) -> bool { // TODO let distance_to_goal = ctx.ball().distance_to_opponent_goal(); distance_to_goal < 20.0 } fn is_in_shooting_range(&self, ctx: &StateProcessingContext) -> bool { let distance_to_goal = ctx.ball().distance_to_opponent_goal(); distance_to_goal < 25.0 } fn should_create_space(&self, ctx: &StateProcessingContext) -> bool { ctx.player.skills.mental.off_the_ball > 15.0 && ctx.players().teammates().exists(100.0) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/returning/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/returning/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, MATCH_TIME_MS, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardReturningState {} impl StateProcessingHandler for ForwardReturningState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { if ctx.player.has_ball(ctx) { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } if ctx.team().is_control_ball(){ return Some(StateChangeResult::with_forward_state( ForwardState::Running, )); } if !ctx.team().is_control_ball() && ctx.ball().distance() < 200.0 { return Some(StateChangeResult::with_forward_state( ForwardState::Intercepting, )); } if !ctx.team().is_control_ball() && ctx.ball().distance() < 100.0 { return Some(StateChangeResult::with_forward_state( ForwardState::Tackling, )); } // Stay in returning state until very close to start position if ctx.player().distance_from_start_position() < 2.0 { return Some(StateChangeResult::with_forward_state( ForwardState::Standing, )); } // Intercept if ball coming towards player and is closer than before if !ctx.team().is_control_ball() && ctx.ball().is_towards_player_with_angle(0.9) { return Some(StateChangeResult::with_forward_state( ForwardState::Intercepting, )); } // Transition to Pressing late in the game only if ball is close as well if ctx.team().is_loosing() && ctx.context.total_match_time > (MATCH_TIME_MS - 180) && ctx.ball().distance() < 30.0 { return Some(StateChangeResult::with_forward_state( ForwardState::Pressing, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some( SteeringBehavior::Arrive { target: ctx.player.start_position, slowing_distance: 10.0, } .calculate(ctx.player) .velocity, ) } fn process_conditions(&self, ctx: ConditionContext) { // Returning is moderate intensity - getting back to position ForwardCondition::with_velocity(ActivityIntensity::Moderate).process(ctx); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/pressing/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/pressing/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardPressingState {} impl StateProcessingHandler for ForwardPressingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { if ctx.player.has_ball(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } if ctx.ball().distance() < 30.0 { return Some(StateChangeResult::with_forward_state( ForwardState::Tackling, )); } if ctx.team().is_control_ball() { return Some(StateChangeResult::with_forward_state( ForwardState::Assisting, )); } else if ctx.ball().on_own_side() { return Some(StateChangeResult::with_forward_state( ForwardState::Standing, )); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // Only pursue if opponent has the ball if let Some(_opponent) = ctx.players().opponents().with_ball().next() { // Pursue the ball (which is with the opponent) Some( SteeringBehavior::Pursuit { target: ctx.tick_context.positions.ball.position, target_velocity: ctx.tick_context.positions.ball.velocity, } .calculate(ctx.player) .velocity + ctx.player().separation_velocity(), ) } else { // If no opponent has ball (teammate has it or it's loose), just maintain position Some(Vector3::zeros()) } } fn process_conditions(&self, ctx: ConditionContext) { // Pressing is high intensity - sustained running and pressure ForwardCondition::with_velocity(ActivityIntensity::High).process(ctx); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/heading/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/heading/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::player::events::PlayerEvent; use crate::r#match::result::VectorExtensions; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardHeadingState {} impl StateProcessingHandler for ForwardHeadingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { let mut result = StateChangeResult::new(); // Check if the ball is within heading range if !self.is_ball_within_heading_range(ctx) { // Transition to Running state if the ball is not within heading range return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // Calculate the heading direction let heading_direction = self.calculate_heading_direction(ctx); // Perform the heading action result.events.add_player_event(PlayerEvent::RequestHeading( ctx.player.id, heading_direction, )); // Transition to Running state after heading the ball Some(StateChangeResult::with_forward_state(ForwardState::Running)) } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, _ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some(Vector3::new(0.0, 0.0, 0.0)) } fn process_conditions(&self, ctx: ConditionContext) { // Heading is very high intensity - explosive jumping action ForwardCondition::new(ActivityIntensity::VeryHigh).process(ctx); } } impl ForwardHeadingState { fn is_ball_within_heading_range(&self, ctx: &StateProcessingContext) -> bool { let ball_position = ctx.tick_context.positions.ball.position; let heading_range = 1.5; // Adjust based on your game's scale ctx.player.position.distance_to(&ball_position) <= heading_range } fn calculate_heading_direction(&self, ctx: &StateProcessingContext) -> Vector3<f32> { let goal_position = ctx.player().opponent_goal_position(); let ball_position = ctx.tick_context.positions.ball.position; (goal_position - ball_position).normalize() } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/passing/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/passing/mod.rs
use crate::r#match::events::Event; use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::player::events::{PassingEventContext, PlayerEvent}; use crate::r#match::{ ConditionContext, MatchPlayerLite, PassEvaluator, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; use nalgebra::Vector3; const MAX_PASS_DURATION: u64 = 30; // Ticks before trying alternative action (reduced for faster decision-making) const MIN_POSITION_ADJUSTMENT_TIME: u64 = 5; // Minimum ticks before adjusting position (prevents immediate twitching) const MAX_POSITION_ADJUSTMENT_TIME: u64 = 20; // Maximum ticks to spend adjusting position #[derive(Default)] pub struct ForwardPassingState {} impl StateProcessingHandler for ForwardPassingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { // Check if the forward still has the ball if !ctx.player.has_ball(ctx) { // Lost possession, transition to Running state return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // Determine the best teammate to pass to if let Some(target_teammate) = self.find_best_pass_option(ctx) { // Execute the pass return Some(StateChangeResult::with_forward_state_and_event( ForwardState::Running, Event::PlayerEvent(PlayerEvent::PassTo( PassingEventContext::new() .with_from_player_id(ctx.player.id) .with_to_player_id(target_teammate.id) .with_reason("FWD_PASSING_STATE") .build(ctx), )), )); } // If no good passing option is found and we're close to goal, consid-er shooting if ctx.ball().distance_to_opponent_goal() < 250.0 && self.should_shoot_instead_of_pass(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Shooting, )); } // If under excessive pressure, consider going back to dribbling if self.is_under_heavy_pressure(ctx) { if self.can_dribble_effectively(ctx) { return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } else { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } } if ctx.in_state_time > MAX_PASS_DURATION { return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { // If the player should adjust position to find better passing angles if self.should_adjust_position(ctx) { // Look for space to move into let steering_velocity = SteeringBehavior::Arrive { target: self.calculate_better_passing_position(ctx), slowing_distance: 30.0, } .calculate(ctx.player) .velocity; // Apply reduced separation to avoid interference with deliberate movement let separation = ctx.player().separation_velocity() * 0.3; return Some(steering_velocity + separation); } None } fn process_conditions(&self, ctx: ConditionContext) { // Passing is low intensity - minimal fatigue ForwardCondition::new(ActivityIntensity::Low).process(ctx); } } impl ForwardPassingState { fn find_best_pass_option<'a>( &self, ctx: &StateProcessingContext<'a>, ) -> Option<MatchPlayerLite> { let teammates = ctx.players().teammates(); // Use player's vision skill to determine range let vision_range = ctx.player.skills.mental.vision * 30.0; let vision_range_min = 100.0; // Get viable passing options within range let pass_options: Vec<MatchPlayerLite> = teammates .nearby_range(50.0, vision_range.max(vision_range_min)) .filter(|t| self.is_viable_pass_target(ctx, t)) .collect(); if pass_options.is_empty() { return None; } // Evaluate each option - forwards prioritize different passes than other positions pass_options .into_iter() .map(|teammate| { let score = self.evaluate_forward_pass(ctx, &teammate); (teammate, score) }) .max_by(|(_, score_a), (_, score_b)| { score_a .partial_cmp(score_b) .unwrap_or(std::cmp::Ordering::Equal) }) .map(|(teammate, _)| teammate) } /// Forward-specific pass evaluation - prioritizing attacks and goal scoring opportunities fn evaluate_forward_pass( &self, ctx: &StateProcessingContext, teammate: &MatchPlayerLite, ) -> f32 { // Start with the basic pass evaluator score let base_score = PassEvaluator::evaluate_pass(ctx, ctx.player, teammate); // Forward-specific factors - much more goal-oriented than midfielders let mut score = base_score.expected_value; // Goal distance factors - forwards prioritize passes that get closer to goal let forward_to_goal_dist = ctx.ball().distance_to_opponent_goal(); let teammate_to_goal_dist = (teammate.position - ctx.player().opponent_goal_position()).magnitude(); // Significantly boost passes that advance toward goal - key forward priority if teammate_to_goal_dist < forward_to_goal_dist { score += 30.0 * (1.0 - (teammate_to_goal_dist / forward_to_goal_dist)); } // Boost for passes to other forwards (likely in better scoring positions) if teammate.tactical_positions.is_forward() { score += 20.0; } // Boost for passes that break defensive lines if self.pass_breaks_defensive_line(ctx, teammate) { score += 25.0; } // Heavy bonus for teammates who have a clear shot on goal - key forward priority if self.teammate_has_clear_shot(ctx, teammate) { score += 35.0; } // Small penalty for backwards passes unless under heavy pressure if teammate.position.x < ctx.player.position.x && !self.is_under_heavy_pressure(ctx) { score -= 15.0; } score } /// Check if a pass to this teammate would break through a defensive line fn pass_breaks_defensive_line( &self, ctx: &StateProcessingContext, teammate: &MatchPlayerLite, ) -> bool { let player_pos = ctx.player.position; let teammate_pos = teammate.position; // Create a line between player and teammate let pass_direction = (teammate_pos - player_pos).normalize(); let pass_distance = (teammate_pos - player_pos).magnitude(); // Look for opponents between the player and teammate let opponents_in_line = ctx .players() .opponents() .all() .filter(|opponent| { // Project opponent onto pass line let to_opponent = opponent.position - player_pos; let projection_distance = to_opponent.dot(&pass_direction); // Check if opponent is between player and teammate if projection_distance <= 0.0 || projection_distance >= pass_distance { return false; } // Calculate perpendicular distance to pass line let projected_point = player_pos + pass_direction * projection_distance; let perp_distance = (opponent.position - projected_point).magnitude(); // Consider opponents close to passing lane perp_distance < 3.0 }) .count(); // If there are opponents in the passing lane, this pass breaks a line opponents_in_line > 0 } /// Check if a teammate is viable for receiving a pass fn is_viable_pass_target( &self, ctx: &StateProcessingContext, teammate: &MatchPlayerLite, ) -> bool { // Basic viability criteria let has_clear_lane = ctx.player().has_clear_pass(teammate.id); let not_heavily_marked = !self.is_heavily_marked(ctx, teammate); // Forwards are more aggressive with passing - they care less about position // and more about goal scoring opportunities let creates_opportunity = self.pass_creates_opportunity(ctx, teammate); has_clear_lane && not_heavily_marked && creates_opportunity } /// Check if a pass would create a good attacking opportunity fn pass_creates_opportunity( &self, ctx: &StateProcessingContext, teammate: &MatchPlayerLite, ) -> bool { // Passing backwards is generally not a good option for forwards // unless under heavy pressure if teammate.position.x < ctx.player.position.x && !self.is_under_heavy_pressure(ctx) { return false; } // Check if the teammate is in a good shooting position let distance_to_goal = (teammate.position - ctx.player().opponent_goal_position()).magnitude(); if distance_to_goal < 200.0 { return true; } // Check if the teammate has space to advance let space_around_teammate = self.calculate_space_around_player(ctx, teammate); if space_around_teammate > 7.0 { return true; } // Default - other passes may still be viable but lower priority true } /// Check if a player is heavily marked by opponents fn is_heavily_marked(&self, ctx: &StateProcessingContext, teammate: &MatchPlayerLite) -> bool { const MARKING_DISTANCE: f32 = 10.0; const MAX_MARKERS: usize = 2; let markers = ctx .players() .opponents() .all() .filter(|opponent| { (opponent.position - teammate.position).magnitude() <= MARKING_DISTANCE }) .count(); markers >= MAX_MARKERS } /// Determine if teammate has a clear shot on goal fn teammate_has_clear_shot( &self, ctx: &StateProcessingContext, teammate: &MatchPlayerLite, ) -> bool { let teammate_pos = teammate.position; let goal_pos = ctx.player().opponent_goal_position(); let shot_direction = (goal_pos - teammate_pos).normalize(); let shot_distance = (goal_pos - teammate_pos).magnitude(); let ray_cast_result = ctx.tick_context .space .cast_ray(teammate_pos, shot_direction, shot_distance, false); ray_cast_result.is_none() && shot_distance < 300.0 } /// Calculate the amount of space around a player fn calculate_space_around_player( &self, ctx: &StateProcessingContext, player: &MatchPlayerLite, ) -> f32 { let space_radius = 10.0; let num_opponents_nearby = ctx .players() .opponents() .all() .filter(|opponent| { let distance = (opponent.position - player.position).magnitude(); distance <= space_radius }) .count(); space_radius - num_opponents_nearby as f32 } /// Check if player should shoot instead of pass fn should_shoot_instead_of_pass(&self, ctx: &StateProcessingContext) -> bool { let distance_to_goal = ctx.ball().distance_to_opponent_goal(); let shooting_skill = (ctx.player.skills.technical.finishing + ctx.player.skills.technical.technique) / 40.0; // Forwards are more likely to shoot than midfielders // They'll shoot from further out and with less clear sight of goal let shooting_range = 250.0 * shooting_skill; distance_to_goal < shooting_range && ctx.player().has_clear_shot() } /// Check if player is under heavy pressure from opponents fn is_under_heavy_pressure(&self, ctx: &StateProcessingContext) -> bool { const PRESSURE_DISTANCE: f32 = 20.0; // Forwards consider closer pressure const PRESSURE_THRESHOLD: usize = 1; // Even one opponent is significant for forwards let pressing_opponents = ctx.players().opponents().nearby(PRESSURE_DISTANCE).count(); pressing_opponents > PRESSURE_THRESHOLD } /// Determine if player can effectively dribble out of pressure fn can_dribble_effectively(&self, ctx: &StateProcessingContext) -> bool { // Forward players are generally better at dribbling under pressure let dribbling_skill = ctx.player.skills.technical.dribbling / 20.0; let agility = ctx.player.skills.physical.agility / 20.0; // Calculate combined dribbling effectiveness let dribbling_effectiveness = (dribbling_skill * 0.7) + (agility * 0.3); // Check if there's space to dribble into let has_space = !ctx.players().opponents().exists(15.0); dribbling_effectiveness > 0.5 && has_space } /// Determine if player should adjust position to find better passing angles fn should_adjust_position(&self, ctx: &StateProcessingContext) -> bool { // Only adjust position within a specific time window to prevent endless twitching let in_adjustment_window = ctx.in_state_time >= MIN_POSITION_ADJUSTMENT_TIME && ctx.in_state_time <= MAX_POSITION_ADJUSTMENT_TIME; // If no good passing option and not under immediate pressure and within time window in_adjustment_window && self.find_best_pass_option(ctx).is_none() && !self.is_under_heavy_pressure(ctx) } /// Calculate a better position for finding passing angles - forwards look for /// spaces that open up shooting opportunities first, passing lanes second fn calculate_better_passing_position(&self, ctx: &StateProcessingContext) -> Vector3<f32> { // Get positions let player_pos = ctx.player.position; let goal_pos = ctx.player().opponent_goal_position(); // First priority: move to a better shooting position if possible if ctx.ball().distance_to_opponent_goal() < 250.0 { // Look for space between defenders toward goal if let Some(space) = self.find_space_between_opponents_toward_goal(ctx) { return space; } } // Second priority: find space for a better passing angle let closest_teammate = ctx.players().teammates().nearby(150.0).next(); if let Some(teammate) = closest_teammate { // Find a position that improves angle to this teammate let to_teammate = teammate.position - player_pos; let teammate_direction = to_teammate.normalize(); // Move slightly perpendicular to create a better angle let perpendicular = Vector3::new(-teammate_direction.y, teammate_direction.x, 0.0); let adjustment = perpendicular * 5.0; // Reduced from 8.0 to prevent excessive twitching return player_pos + adjustment; } // Default to moving toward goal if no better option let to_goal = goal_pos - player_pos; let goal_direction = to_goal.normalize(); player_pos + goal_direction * 5.0 // Reduced from 10.0 to prevent excessive movement } /// Look for space between defenders toward the goal fn find_space_between_opponents_toward_goal( &self, ctx: &StateProcessingContext, ) -> Option<Vector3<f32>> { let player_pos = ctx.player.position; let goal_pos = ctx.player().opponent_goal_position(); let to_goal_direction = (goal_pos - player_pos).normalize(); // Get opponents between player and goal let opponents_between = ctx .players() .opponents() .all() .filter(|opp| { let to_opp = opp.position - player_pos; let projection = to_opp.dot(&to_goal_direction); // Only consider opponents between player and goal projection > 0.0 && projection < (goal_pos - player_pos).magnitude() }) .collect::<Vec<_>>(); if opponents_between.len() < 2 { return None; // Not enough opponents to find a gap } // Find the pair of opponents with the largest gap between them let mut best_gap = None; let mut max_gap_width = 0.0; for i in 0..opponents_between.len() { for j in i + 1..opponents_between.len() { let opp1 = &opponents_between[i]; let opp2 = &opponents_between[j]; let midpoint = (opp1.position + opp2.position) * 0.5; let gap_width = (opp1.position - opp2.position).magnitude(); // Check if midpoint is roughly toward goal let to_midpoint = midpoint - player_pos; let dot_product = to_midpoint.dot(&to_goal_direction); if dot_product > 0.0 && gap_width > max_gap_width { max_gap_width = gap_width; best_gap = Some(midpoint); } } } // Return the midpoint of the largest gap best_gap } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/walking/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/walking/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, SteeringBehavior, }; use crate::IntegerUtils; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardWalkingState {} impl StateProcessingHandler for ForwardWalkingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { if ctx.ball().is_owned() { if ctx.team().is_control_ball() { return Some(StateChangeResult::with_forward_state( ForwardState::CreatingSpace )); } else { return Some(StateChangeResult::with_forward_state( ForwardState::Running )); } } // Emergency: if ball is nearby, stopped, and unowned, go for it immediately if ctx.ball().distance() < 50.0 && !ctx.ball().is_owned() { let ball_velocity = ctx.tick_context.positions.ball.velocity.norm(); if ball_velocity < 1.0 { // Ball is stopped or nearly stopped - take it directly return Some(StateChangeResult::with_forward_state( ForwardState::TakeBall, )); } } None } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { if ctx.player.should_follow_waypoints(ctx) { let waypoints = ctx.player.get_waypoints_as_vectors(); if !waypoints.is_empty() { return Some( SteeringBehavior::FollowPath { waypoints, current_waypoint: ctx.player.waypoint_manager.current_index, path_offset: IntegerUtils::random(1, 10) as f32, } .calculate(ctx.player) .velocity, ); } } Some( SteeringBehavior::Wander { target: ctx.player.start_position, radius: IntegerUtils::random(5, 15) as f32, jitter: IntegerUtils::random(1, 5) as f32, distance: IntegerUtils::random(10, 20) as f32, angle: IntegerUtils::random(0, 360) as f32, } .calculate(ctx.player) .velocity, ) } fn process_conditions(&self, ctx: ConditionContext) { // Walking is low intensity - minimal fatigue ForwardCondition::with_velocity(ActivityIntensity::Low).process(ctx); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/finishing/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/finishing/mod.rs
use crate::r#match::events::Event; use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::player::events::PlayerEvent; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardFinishingState {} impl StateProcessingHandler for ForwardFinishingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { if !ctx.player.has_ball(ctx) { // Transition to Running state if the player doesn't have the ball return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // Check if the player is within shooting range if !self.is_within_shooting_range(ctx) { // Transition to Dribbling state if the player is not within shooting range return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } // Check if there's a clear shot on goal if !ctx.player().has_clear_shot() { // Transition to Passing state if there's no clear shot on goal return Some(StateChangeResult::with_forward_state(ForwardState::Passing)); } // Calculate the shooting direction and power let (shooting_direction, _) = self.calculate_shooting_parameters(ctx); // Transition to Running state after taking the shot Some(StateChangeResult::with_forward_state_and_event( ForwardState::Running, Event::PlayerEvent(PlayerEvent::RequestShot(ctx.player.id, shooting_direction)), )) } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, _ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some(Vector3::new(0.0, 0.0, 0.0)) } fn process_conditions(&self, ctx: ConditionContext) { // Finishing is very high intensity - explosive action ForwardCondition::new(ActivityIntensity::VeryHigh).process(ctx); } } impl ForwardFinishingState { fn is_within_shooting_range(&self, ctx: &StateProcessingContext) -> bool { ctx.ball().distance_to_opponent_goal() <= 150.0 } fn calculate_shooting_parameters(&self, ctx: &StateProcessingContext) -> (Vector3<f32>, f32) { let goal_position = ctx.player().opponent_goal_position(); let shooting_direction = (goal_position - ctx.player.position).normalize(); let shooting_power = 1.0; // Adjust based on your game's mechanics (shooting_direction, shooting_power) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/engine/player/strategies/forwarders/states/offside_trap_breaking/mod.rs
src/core/src/match/engine/player/strategies/forwarders/states/offside_trap_breaking/mod.rs
use crate::r#match::forwarders::states::common::{ActivityIntensity, ForwardCondition}; use crate::r#match::forwarders::states::ForwardState; use crate::r#match::{ ConditionContext, StateChangeResult, StateProcessingContext, StateProcessingHandler, }; use nalgebra::Vector3; #[derive(Default)] pub struct ForwardOffsideTrapBreakingState {} impl StateProcessingHandler for ForwardOffsideTrapBreakingState { fn try_fast(&self, ctx: &StateProcessingContext) -> Option<StateChangeResult> { let mut result = StateChangeResult::new(); let player_ops = ctx.player(); // Check if the player is onside if player_ops.on_own_side() { // Transition to Running state if the player is onside return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // Check if the player has the ball if ctx.player.has_ball(ctx) { // Transition to Dribbling state if the player has the ball return Some(StateChangeResult::with_forward_state( ForwardState::Dribbling, )); } // Check if the offside trap is broken if !self.is_offside_trap_active(ctx) { // Transition to Running state if the offside trap is no longer active return Some(StateChangeResult::with_forward_state(ForwardState::Running)); } // Find the best position to break the offside trap if let Some(target_position) = self.find_best_position(ctx) { // Move towards the target position let direction = (target_position - ctx.player.position).normalize(); result.velocity = Some(direction * ctx.player.skills.physical.acceleration); } Some(result) } fn process_slow(&self, _ctx: &StateProcessingContext) -> Option<StateChangeResult> { None } fn velocity(&self, _ctx: &StateProcessingContext) -> Option<Vector3<f32>> { Some(Vector3::new(0.0, 0.0, 0.0)) } fn process_conditions(&self, ctx: ConditionContext) { // Offside trap breaking is very high intensity - explosive sprint timing ForwardCondition::with_velocity(ActivityIntensity::VeryHigh).process(ctx); } } impl ForwardOffsideTrapBreakingState { fn is_offside_trap_active(&self, ctx: &StateProcessingContext) -> bool { let offside_line = ctx.players().opponents() .all() .map(|opponent| opponent.position.x) .min_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)) .unwrap_or(0.0); // Check if the player is beyond the offside line ctx.player.position.x > offside_line } fn find_best_position(&self, ctx: &StateProcessingContext) -> Option<Vector3<f32>> { let ball_position = ctx.tick_context.positions.ball.position; let offside_line = ctx.players().opponents() .all() .into_iter() .map(|opponent| opponent.position.x) .min_by(|a, b| a.partial_cmp(b).unwrap_or(std::cmp::Ordering::Equal)) .unwrap_or(0.0); let target_x = offside_line - 1.0; // Adjust the target position to be just onside let target_y = ball_position.y; // Maintain the same y-coordinate as the ball Some(Vector3::new(target_x, target_y, 0.0)) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/squad/analyzer.rs
src/core/src/match/squad/analyzer.rs
use crate::club::{PlayerPositionType, Staff}; use crate::r#match::MatchResult; use crate::{MatchTacticType, Player, TacticSelectionReason, TacticalStyle, Tactics, Team}; use log::info; use std::collections::HashMap; /// Enhanced tactical analysis for squad selection pub struct TacticalSquadAnalyzer; impl TacticalSquadAnalyzer { /// Analyze team composition and suggest best formation pub fn suggest_optimal_formation(team: &Team, staff: &Staff) -> Option<MatchTacticType> { let available_players: Vec<&Player> = team .players .players() .iter() .filter(|&&p| !p.player_attributes.is_injured && !p.player_attributes.is_banned) .map(|p| *p) .collect(); if available_players.len() < 11 { return None; } let composition = Self::analyze_squad_composition(&available_players); let coach_preference = Self::analyze_coach_preferences(staff); Self::determine_best_formation(composition, coach_preference) } /// Analyze the strengths and weaknesses of available players fn analyze_squad_composition(players: &[&Player]) -> SquadComposition { let mut composition = SquadComposition::new(); for &player in players { // Analyze by position groups for position in player.positions() { let quality = Self::calculate_player_quality(player); match position { pos if pos.is_goalkeeper() => { composition.goalkeeper_quality.push(quality); } pos if pos.is_defender() => { composition.defender_quality.push(quality); if matches!(pos, PlayerPositionType::DefenderLeft | PlayerPositionType::DefenderRight) { composition.fullback_quality += quality; } } pos if pos.is_midfielder() => { composition.midfielder_quality.push(quality); if matches!(pos, PlayerPositionType::DefensiveMidfielder) { composition.defensive_mid_quality += quality; } if matches!(pos, PlayerPositionType::AttackingMidfielderCenter | PlayerPositionType::AttackingMidfielderLeft | PlayerPositionType::AttackingMidfielderRight) { composition.attacking_mid_quality += quality; } } pos if pos.is_forward() => { composition.forward_quality.push(quality); } _ => {} } } // Analyze specific attributes composition.pace_merchants += if player.skills.physical.pace > 15.0 { 1 } else { 0 }; composition.technical_players += if player.skills.technical.technique > 15.0 { 1 } else { 0 }; composition.physical_players += if player.skills.physical.strength > 15.0 { 1 } else { 0 }; composition.creative_players += if player.skills.mental.vision > 15.0 { 1 } else { 0 }; } composition.finalize_analysis(); composition } /// Analyze coach preferences and tactical knowledge fn analyze_coach_preferences(staff: &Staff) -> CoachPreferences { CoachPreferences { tactical_knowledge: staff.staff_attributes.knowledge.tactical_knowledge, attacking_preference: staff.staff_attributes.coaching.attacking, defending_preference: staff.staff_attributes.coaching.defending, prefers_youth: staff.staff_attributes.coaching.working_with_youngsters > 12, conservative_approach: staff.behaviour.is_poor(), } } /// Determine the best formation based on analysis fn determine_best_formation( composition: SquadComposition, coach_prefs: CoachPreferences, ) -> Option<MatchTacticType> { let mut formation_scores = HashMap::new(); // Score each formation based on squad composition for formation in MatchTacticType::all() { let score = Self::score_formation_fit(&formation, &composition, &coach_prefs); formation_scores.insert(formation, score); } // Return the highest scoring formation formation_scores .into_iter() .max_by(|a, b| a.1.partial_cmp(&b.1).unwrap_or(std::cmp::Ordering::Equal)) .map(|(formation, _)| formation) } /// Score how well a formation fits the squad fn score_formation_fit( formation: &MatchTacticType, composition: &SquadComposition, coach_prefs: &CoachPreferences, ) -> f32 { let tactics = Tactics::new(*formation); let mut score = 0.0; // Base fitness score (how well players fit positions) score += tactics.calculate_formation_fitness(&composition.get_top_players()) * 0.4; // Coach preference bonus score += Self::coach_formation_preference_bonus(formation, coach_prefs) * 0.3; // Tactical style bonuses based on squad strengths match tactics.tactical_style() { TacticalStyle::Attacking => { score += composition.average_forward_quality() * 0.15; score += composition.attacking_mid_quality * 0.1; } TacticalStyle::Defensive => { score += composition.average_defender_quality() * 0.15; score += composition.defensive_mid_quality * 0.1; } TacticalStyle::Possession => { score += (composition.technical_players as f32 / 11.0) * 3.0; score += (composition.creative_players as f32 / 11.0) * 2.0; } TacticalStyle::Counterattack => { score += (composition.pace_merchants as f32 / 11.0) * 3.0; score += composition.average_forward_quality() * 0.1; } TacticalStyle::WingPlay | TacticalStyle::WidePlay => { score += composition.fullback_quality * 0.2; score += (composition.pace_merchants as f32 / 11.0) * 2.0; } _ => {} } score } /// Calculate coach formation preference bonus fn coach_formation_preference_bonus( formation: &MatchTacticType, coach_prefs: &CoachPreferences, ) -> f32 { let mut bonus = 0.0; // Tactical knowledge allows for more complex formations let complexity_bonus = match formation { MatchTacticType::T442 | MatchTacticType::T433 => { // Simple formations - any coach can use 1.0 } MatchTacticType::T4231 | MatchTacticType::T352 => { // Moderate complexity if coach_prefs.tactical_knowledge >= 12 { 1.2 } else { 0.8 } } MatchTacticType::T343 | MatchTacticType::T4312 => { // High complexity if coach_prefs.tactical_knowledge >= 15 { 1.5 } else { 0.6 } } _ => { // Very complex formations if coach_prefs.tactical_knowledge >= 18 { 2.0 } else { 0.4 } } }; bonus += complexity_bonus; // Conservative coaches prefer proven formations if coach_prefs.conservative_approach { bonus += match formation { MatchTacticType::T442 | MatchTacticType::T451 => 0.5, _ => 0.0, }; } // Attacking/Defending preference let attack_def_ratio = coach_prefs.attacking_preference as f32 / coach_prefs.defending_preference as f32; if attack_def_ratio > 1.2 { // Attacking coach bonus += match formation { MatchTacticType::T433 | MatchTacticType::T343 | MatchTacticType::T4231 => 0.3, _ => 0.0, }; } else if attack_def_ratio < 0.8 { // Defensive coach bonus += match formation { MatchTacticType::T451 | MatchTacticType::T352 | MatchTacticType::T4141 => 0.3, _ => 0.0, }; } bonus } /// Calculate overall player quality fn calculate_player_quality(player: &Player) -> f32 { let technical_avg = player.skills.technical.average(); let mental_avg = player.skills.mental.average(); let physical_avg = player.skills.physical.average(); let condition_factor = player.player_attributes.condition_percentage() as f32 / 100.0; ((technical_avg + mental_avg + physical_avg) / 3.0) * condition_factor } } /// Analysis of squad composition #[derive(Debug)] pub struct SquadComposition { pub goalkeeper_quality: Vec<f32>, pub defender_quality: Vec<f32>, pub midfielder_quality: Vec<f32>, pub forward_quality: Vec<f32>, pub fullback_quality: f32, pub defensive_mid_quality: f32, pub attacking_mid_quality: f32, pub pace_merchants: u8, pub technical_players: u8, pub physical_players: u8, pub creative_players: u8, // Computed averages avg_gk_quality: f32, avg_def_quality: f32, avg_mid_quality: f32, avg_fwd_quality: f32, } impl SquadComposition { fn new() -> Self { SquadComposition { goalkeeper_quality: Vec::new(), defender_quality: Vec::new(), midfielder_quality: Vec::new(), forward_quality: Vec::new(), fullback_quality: 0.0, defensive_mid_quality: 0.0, attacking_mid_quality: 0.0, pace_merchants: 0, technical_players: 0, physical_players: 0, creative_players: 0, avg_gk_quality: 0.0, avg_def_quality: 0.0, avg_mid_quality: 0.0, avg_fwd_quality: 0.0, } } fn finalize_analysis(&mut self) { self.avg_gk_quality = self.goalkeeper_quality.iter().sum::<f32>() / self.goalkeeper_quality.len().max(1) as f32; self.avg_def_quality = self.defender_quality.iter().sum::<f32>() / self.defender_quality.len().max(1) as f32; self.avg_mid_quality = self.midfielder_quality.iter().sum::<f32>() / self.midfielder_quality.len().max(1) as f32; self.avg_fwd_quality = self.forward_quality.iter().sum::<f32>() / self.forward_quality.len().max(1) as f32; } pub fn average_goalkeeper_quality(&self) -> f32 { self.avg_gk_quality } pub fn average_defender_quality(&self) -> f32 { self.avg_def_quality } pub fn average_midfielder_quality(&self) -> f32 { self.avg_mid_quality } pub fn average_forward_quality(&self) -> f32 { self.avg_fwd_quality } /// Get a representative set of top players for formation fitness calculation fn get_top_players(&self) -> Vec<&Player> { // This would need to be implemented to return actual player references // For now, return empty vec as this is used in a fitness calculation that // we're approximating with the averages above Vec::new() } } /// Coach tactical preferences #[derive(Debug)] pub struct CoachPreferences { pub tactical_knowledge: u8, pub attacking_preference: u8, pub defending_preference: u8, pub prefers_youth: bool, pub conservative_approach: bool, } /// Enhanced tactics selector that considers team dynamics pub struct EnhancedTacticsSelector; impl EnhancedTacticsSelector { /// Select tactics considering recent performance and team mood pub fn select_contextual_tactics( team: &Team, staff: &Staff, recent_results: &[MatchResult], team_morale: f32, ) -> Tactics { let base_tactics = TacticalSquadAnalyzer::suggest_optimal_formation(team, staff) .unwrap_or(MatchTacticType::T442); let mut tactics = Tactics::new(base_tactics); // Adjust based on recent performance if let Some(adjusted) = Self::adjust_for_recent_form(&tactics, recent_results) { tactics = adjusted; } // Adjust based on team morale tactics = Self::adjust_for_morale(tactics, team_morale); info!("Selected tactics: {} ({})", tactics.formation_description(), tactics.tactic_type.display_name()); tactics } /// Adjust tactics based on recent match results fn adjust_for_recent_form( current_tactics: &Tactics, recent_results: &[MatchResult], ) -> Option<Tactics> { if recent_results.len() < 3 { return None; } let losses = recent_results.iter() .take(5) // Last 5 games .filter(|result| { result.score.home_team.get() < result.score.away_team.get() || result.score.away_team.get() < result.score.home_team.get() }) .count(); // If struggling, become more defensive if losses >= 3 { let defensive_formation = match current_tactics.tactic_type { MatchTacticType::T433 => MatchTacticType::T451, MatchTacticType::T4231 => MatchTacticType::T4141, _ => return None, }; Some(Tactics::with_reason( defensive_formation, TacticSelectionReason::GameSituation, 0.8, )) } else { None } } /// Adjust tactics based on team morale fn adjust_for_morale(mut tactics: Tactics, morale: f32) -> Tactics { // High morale = more attacking if morale > 0.7 { tactics.formation_strength *= 1.1; } // Low morale = more conservative else if morale < 0.3 { tactics.formation_strength *= 0.9; } tactics } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/squad/mod.rs
src/core/src/match/squad/mod.rs
mod selector; pub mod squad; pub mod analyzer; pub use analyzer::*; pub use selector::*; pub use squad::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/squad/selector.rs
src/core/src/match/squad/selector.rs
use crate::club::{PlayerPositionType, Staff}; use crate::r#match::player::MatchPlayer; use crate::{Player, Tactics, Team}; use log::{debug, warn}; use std::borrow::Borrow; pub struct SquadSelector; const DEFAULT_SQUAD_SIZE: usize = 11; const DEFAULT_BENCH_SIZE: usize = 7; pub struct PlayerSelectionResult { pub main_squad: Vec<MatchPlayer>, pub substitutes: Vec<MatchPlayer>, } #[derive(Debug, Clone)] struct PlayerRating { player_id: u32, rating: f32, position_fitness: f32, overall_ability: f32, } impl SquadSelector { pub fn select(team: &Team, staff: &Staff) -> PlayerSelectionResult { let current_tactics = team.tactics(); // Filter available players (not injured, not banned) let available_players: Vec<&Player> = team .players .players() .iter() .filter(|&&p| !p.player_attributes.is_injured && !p.player_attributes.is_banned) .map(|p| *p) .collect(); debug!("Available players for selection: {}", available_players.len()); if available_players.len() < DEFAULT_SQUAD_SIZE { warn!("Not enough available players for full squad: {}", available_players.len()); } // Select main squad based on tactics let main_squad = Self::select_main_squad_optimized( team.id, &available_players, staff, current_tactics.borrow(), ); // Filter out selected main squad players for substitutes selection let remaining_players: Vec<&Player> = available_players .iter() .filter(|&player| !main_squad.iter().any(|mp| mp.id == player.id)) .map(|&p| p) .collect(); // Select substitutes let substitutes = Self::select_substitutes_optimized( team.id, &remaining_players, staff, current_tactics.borrow(), ); debug!("Selected squad - Main: {}, Subs: {}", main_squad.len(), substitutes.len()); PlayerSelectionResult { main_squad, substitutes, } } /// Optimized main squad selection that properly uses tactics fn select_main_squad_optimized( team_id: u32, available_players: &[&Player], staff: &Staff, tactics: &Tactics, ) -> Vec<MatchPlayer> { let mut squad: Vec<MatchPlayer> = Vec::with_capacity(DEFAULT_SQUAD_SIZE); let mut used_players: Vec<u32> = Vec::new(); // Get required positions from tactics let required_positions = tactics.positions(); debug!("Formation: {} requires positions: {:?}", tactics.formation_description(), required_positions); // For each required position, find the best available player for (_, &required_position) in required_positions.iter().enumerate() { if let Some(best_player) = Self::find_best_player_for_position( available_players, &used_players, required_position, staff, tactics, ) { squad.push(MatchPlayer::from_player( team_id, best_player, required_position, false, )); used_players.push(best_player.id); debug!("Selected {} for position {} ({})", best_player.full_name, required_position.get_short_name(), Self::calculate_player_rating_for_position(best_player, staff, required_position, tactics)); } else { warn!("No suitable player found for position: {}", required_position.get_short_name()); } } // Fill remaining spots if we don't have 11 players yet while squad.len() < DEFAULT_SQUAD_SIZE && squad.len() < available_players.len() { if let Some(best_remaining) = Self::find_best_remaining_player( available_players, &used_players, staff, tactics, ) { // Assign them to their best position within the formation let best_position = Self::find_best_position_for_player(best_remaining, tactics); squad.push(MatchPlayer::from_player( team_id, best_remaining, best_position, false, )); used_players.push(best_remaining.id); } else { break; } } squad } /// Optimized substitute selection focusing on tactical flexibility fn select_substitutes_optimized( team_id: u32, remaining_players: &[&Player], staff: &Staff, tactics: &Tactics, ) -> Vec<MatchPlayer> { let mut substitutes: Vec<MatchPlayer> = Vec::with_capacity(DEFAULT_BENCH_SIZE); let mut used_players: Vec<u32> = Vec::new(); // Prioritize substitute selection: // 1. Backup goalkeeper (if not already selected) if let Some(backup_gk) = remaining_players .iter() .filter(|p| p.positions.is_goalkeeper() && !used_players.contains(&p.id)) .max_by(|a, b| { Self::calculate_player_rating_for_position(a, staff, PlayerPositionType::Goalkeeper, tactics) .partial_cmp(&Self::calculate_player_rating_for_position(b, staff, PlayerPositionType::Goalkeeper, tactics)) .unwrap_or(std::cmp::Ordering::Equal) }) { substitutes.push(MatchPlayer::from_player( team_id, backup_gk, PlayerPositionType::Goalkeeper, false, )); used_players.push(backup_gk.id); } // 2. Versatile players who can cover multiple positions let mut versatile_players: Vec<(&Player, f32)> = remaining_players .iter() .filter(|p| !used_players.contains(&p.id)) .map(|&player| { let versatility_score = Self::calculate_versatility_score(player, tactics); (player, versatility_score) }) .collect(); versatile_players.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Equal)); // 3. Add most versatile players to bench for (player, _score) in versatile_players.iter().take(DEFAULT_BENCH_SIZE - substitutes.len()) { if !used_players.contains(&player.id) { let best_position = Self::find_best_position_for_player(player, tactics); substitutes.push(MatchPlayer::from_player( team_id, player, best_position, false, )); used_players.push(player.id); } } // 4. Fill remaining spots with best available players while substitutes.len() < DEFAULT_BENCH_SIZE && substitutes.len() + used_players.len() < remaining_players.len() { if let Some(best_remaining) = Self::find_best_remaining_player( remaining_players, &used_players, staff, tactics, ) { let best_position = Self::find_best_position_for_player(best_remaining, tactics); substitutes.push(MatchPlayer::from_player( team_id, best_remaining, best_position, false, )); used_players.push(best_remaining.id); } else { break; } } substitutes } /// Find the best player for a specific position fn find_best_player_for_position<'p>( available_players: &'p [&Player], used_players: &[u32], position: PlayerPositionType, staff: &Staff, tactics: &Tactics, ) -> Option<&'p Player> { available_players .iter() .filter(|p| !used_players.contains(&p.id)) .filter(|p| p.positions.has_position(position) || position == PlayerPositionType::Goalkeeper && p.positions.is_goalkeeper()) .max_by(|a, b| { Self::calculate_player_rating_for_position(a, staff, position, tactics) .partial_cmp(&Self::calculate_player_rating_for_position(b, staff, position, tactics)) .unwrap_or(std::cmp::Ordering::Equal) }) .copied() } /// Find the best remaining player regardless of position fn find_best_remaining_player<'p>( available_players: &'p [&Player], used_players: &[u32], staff: &Staff, tactics: &Tactics, ) -> Option<&'p Player> { available_players .iter() .filter(|p| !used_players.contains(&p.id)) .max_by(|a, b| { let rating_a = Self::calculate_overall_player_value(a, staff, tactics); let rating_b = Self::calculate_overall_player_value(b, staff, tactics); rating_a.partial_cmp(&rating_b).unwrap_or(std::cmp::Ordering::Equal) }) .copied() } /// Find the best position for a player within the current tactics fn find_best_position_for_player(player: &Player, tactics: &Tactics) -> PlayerPositionType { let mut best_position = player.position(); // Default to primary position let mut best_rating = 0.0; for &position in tactics.positions() { if player.positions.has_position(position) { let position_level = player.positions.get_level(position) as f32; if position_level > best_rating { best_rating = position_level; best_position = position; } } } best_position } /// Calculate player rating for a specific position considering tactics pub fn calculate_player_rating_for_position( player: &Player, staff: &Staff, position: PlayerPositionType, tactics: &Tactics, ) -> f32 { let mut rating = 0.0; // Position proficiency (most important factor) let position_level = player.positions.get_level(position) as f32; rating += position_level * 0.4; // 40% weight // Physical condition rating += (player.player_attributes.condition as f32 / 10000.0) * 20.0 * 0.25; // 25% weight // Overall ability rating += player.player_attributes.current_ability as f32 / 200.0 * 20.0 * 0.2; // 20% weight // Tactical fit for formation rating += Self::calculate_tactical_fit(player, position, tactics) * 0.1; // 10% weight // Staff relationship bonus if staff.relations.is_favorite_player(player.id) { rating += 2.0; } // Reputation bonus (small factor) rating += (player.player_attributes.world_reputation as f32 / 10000.0) * 0.05; // 5% weight rating } /// Calculate how well a player fits tactically in a position fn calculate_tactical_fit(player: &Player, position: PlayerPositionType, tactics: &Tactics) -> f32 { let mut fit_score = 10.0; // Base score // Tactical style bonuses match tactics.tactical_style() { crate::TacticalStyle::Attacking => { if position.is_forward() || position == PlayerPositionType::AttackingMidfielderCenter { fit_score += player.skills.technical.finishing * 0.1; fit_score += player.skills.mental.off_the_ball * 0.1; } } crate::TacticalStyle::Defensive => { if position.is_defender() || position == PlayerPositionType::DefensiveMidfielder { fit_score += player.skills.technical.tackling * 0.1; fit_score += player.skills.mental.positioning * 0.1; } } crate::TacticalStyle::Possession => { fit_score += player.skills.technical.passing * 0.08; fit_score += player.skills.mental.vision * 0.08; } crate::TacticalStyle::Counterattack => { if position.is_forward() || position.is_midfielder() { fit_score += player.skills.physical.pace * 0.1; fit_score += player.skills.mental.off_the_ball * 0.08; } } crate::TacticalStyle::WingPlay | crate::TacticalStyle::WidePlay => { if position == PlayerPositionType::WingbackLeft || position == PlayerPositionType::WingbackRight || position == PlayerPositionType::MidfielderLeft || position == PlayerPositionType::MidfielderRight { fit_score += player.skills.technical.crossing * 0.1; fit_score += player.skills.physical.pace * 0.08; } } _ => {} // No specific bonuses for other styles } fit_score } /// Calculate overall player value considering multiple factors fn calculate_overall_player_value(player: &Player, staff: &Staff, tactics: &Tactics) -> f32 { let mut value = 0.0; // Find best position for this player in current tactics let best_position = Self::find_best_position_for_player(player, tactics); value += Self::calculate_player_rating_for_position(player, staff, best_position, tactics); // Add versatility bonus value += Self::calculate_versatility_score(player, tactics) * 0.1; value } /// Calculate how versatile a player is (can play multiple positions) fn calculate_versatility_score(player: &Player, tactics: &Tactics) -> f32 { let tactics_positions = tactics.positions(); let player_positions = player.positions(); let covered_positions = tactics_positions .iter() .filter(|&&pos| player_positions.contains(&pos)) .count(); // Score based on how many tactical positions they can cover match covered_positions { 0 => 0.0, 1 => 1.0, 2 => 3.0, 3 => 6.0, 4 => 10.0, _ => 15.0, } } /// Legacy method for backward compatibility pub fn select_main_squad( team_id: u32, players: &mut Vec<&Player>, staff: &Staff, tactics: &Tactics, ) -> Vec<MatchPlayer> { Self::select_main_squad_optimized(team_id, players, staff, tactics) } /// Legacy method for backward compatibility pub fn select_substitutes( team_id: u32, players: &mut Vec<&Player>, staff: &Staff, tactics: &Tactics, ) -> Vec<MatchPlayer> { Self::select_substitutes_optimized(team_id, players, staff, tactics) } } #[cfg(test)] mod tests { use super::*; use crate::{IntegerUtils, MatchTacticType, PlayerCollection, PlayerGenerator, StaffCollection, TeamBuilder, TeamReputation, TeamType, TrainingSchedule}; use chrono::{NaiveTime, Utc}; #[test] fn test_squad_selection_respects_formation() { let team = generate_test_team(); let staff = generate_test_staff(); let result = SquadSelector::select(&team, &staff); // Should select exactly 11 main squad players assert_eq!(result.main_squad.len(), 11); // Should have substitutes assert!(!result.substitutes.is_empty()); assert!(result.substitutes.len() <= DEFAULT_BENCH_SIZE); // All positions in formation should be covered let tactics = team.tactics(); let formation_positions = tactics.positions(); assert_eq!(result.main_squad.len(), formation_positions.len()); } #[test] fn test_tactical_fit_calculation() { let player = generate_attacking_player(); let tactics = crate::Tactics::new(MatchTacticType::T433); // More attacking formation let fit = SquadSelector::calculate_tactical_fit(&player, PlayerPositionType::Striker, &tactics); assert!(fit > 10.0); // Should be above base score due to attacking bonuses } // Helper functions for tests fn generate_test_team() -> Team { let mut team = TeamBuilder::new() .id(1) .league_id(1) .club_id(1) .name("Test Team".to_string()) .slug("test-team".to_string()) .team_type(TeamType::Main) .training_schedule(TrainingSchedule::new( NaiveTime::from_hms_opt(10, 0, 0).unwrap(), NaiveTime::from_hms_opt(17, 0, 0).unwrap(), )) .reputation(TeamReputation::new(100, 100, 100)) .players(PlayerCollection::new(generate_test_players())) .staffs(StaffCollection::new(Vec::new())) .tactics(Some(Tactics::new(MatchTacticType::T442))) .build() .expect("Failed to build test team"); team.tactics = Some(Tactics::new(MatchTacticType::T442)); team } fn generate_test_staff() -> Staff { crate::StaffStub::default() } fn generate_test_players() -> Vec<Player> { let mut players = Vec::new(); // Generate players for each position for &position in &[ PlayerPositionType::Goalkeeper, PlayerPositionType::DefenderLeft, PlayerPositionType::DefenderCenter, PlayerPositionType::DefenderRight, PlayerPositionType::MidfielderLeft, PlayerPositionType::MidfielderCenter, PlayerPositionType::MidfielderRight, PlayerPositionType::Striker, ] { for _ in 0..3 { // 3 players per position let level = IntegerUtils::random(15, 20) as u8; let player = PlayerGenerator::generate(1, Utc::now().date_naive(), position, level); players.push(player); } } players } fn generate_versatile_player() -> crate::Player { // Create a player that can play multiple positions PlayerGenerator::generate(1, Utc::now().date_naive(), PlayerPositionType::MidfielderCenter, 18) } fn generate_attacking_player() -> crate::Player { PlayerGenerator::generate(1, Utc::now().date_naive(), PlayerPositionType::Striker, 18) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/match/squad/squad.rs
src/core/src/match/squad/squad.rs
use crate::r#match::MatchPlayer; use crate::Tactics; #[derive(Debug, Clone)] pub struct MatchSquad { pub team_id: u32, pub team_name: String, pub tactics: Tactics, pub main_squad: Vec<MatchPlayer>, pub substitutes: Vec<MatchPlayer>, pub captain_id: Option<MatchPlayer>, pub vice_captain_id: Option<MatchPlayer>, pub penalty_taker_id: Option<MatchPlayer>, pub free_kick_taker_id: Option<MatchPlayer>, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/mood.rs
src/core/src/club/mood.rs
#[derive(Debug)] pub struct ClubMood { pub state: ClubMoodState, } impl ClubMood { pub fn default() -> Self { ClubMood { state: ClubMoodState::Normal, } } } #[derive(Debug)] pub enum ClubMoodState { Poor, Normal, Good, Excellent, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/status.rs
src/core/src/club/status.rs
#[derive(Debug)] pub enum ClubStatus { Amateur, SemiProfessional, Professional, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/club.rs
src/core/src/club/club.rs
use crate::club::academy::ClubAcademy; use crate::club::board::ClubBoard; use crate::club::status::ClubStatus; use crate::club::{ClubFinances, ClubResult}; use crate::context::GlobalContext; use crate::shared::Location; use crate::TeamCollection; #[derive(Debug)] pub struct Club { pub id: u32, pub name: String, pub location: Location, pub board: ClubBoard, pub finance: ClubFinances, pub status: ClubStatus, pub academy: ClubAcademy, pub teams: TeamCollection, } impl Club { pub fn new( id: u32, name: String, location: Location, finance: ClubFinances, academy: ClubAcademy, status: ClubStatus, teams: TeamCollection, ) -> Self { Club { id, name, location, finance, status, academy, board: ClubBoard::new(), teams, } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> ClubResult { let result = ClubResult::new( self.finance.simulate(ctx.with_finance()), self.teams.simulate(ctx.with_club(self.id, &self.name)), self.board.simulate(ctx.with_board()), self.academy.simulate(ctx.clone()), ); if ctx.simulation.is_week_beginning() { self.process_salaries(ctx); } result } fn process_salaries(&mut self, ctx: GlobalContext<'_>) { for team in &self.teams.teams { let weekly_salary = team.get_week_salary(); self.finance.push_salary( ctx.club.as_ref().expect("no club found").name, weekly_salary as i32, ); } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/person.rs
src/core/src/club/person.rs
use crate::shared::FullName; use crate::utils::DateUtils; use crate::Relations; use chrono::NaiveDate; pub trait Person { fn id(&self) -> u32; fn fullname(&self) -> &FullName; fn birthday(&self) -> NaiveDate; fn age(&self, now: NaiveDate) -> u8 { DateUtils::age(self.birthday(), now) } fn behaviour(&self) -> &PersonBehaviour; fn attributes(&self) -> &PersonAttributes; fn relations(&self) -> &Relations; } #[derive(Debug, Copy, Clone, Default)] pub struct PersonAttributes { pub adaptability: f32, pub ambition: f32, pub controversy: f32, pub loyalty: f32, pub pressure: f32, pub professionalism: f32, pub sportsmanship: f32, pub temperament: f32, } #[derive(Debug, Default)] pub struct PersonBehaviour { pub state: PersonBehaviourState, } impl PersonBehaviour { pub fn try_increase(&mut self) { match self.state { PersonBehaviourState::Poor => { self.state = PersonBehaviourState::Normal; } PersonBehaviourState::Normal => { self.state = PersonBehaviourState::Good; } _ => {} } } pub fn is_poor(&self) -> bool { self.state == PersonBehaviourState::Poor } pub fn as_str(&self) -> &'static str { self.state.as_str() } } #[derive(Copy, Clone, Debug, PartialEq)] #[derive(Default)] pub enum PersonBehaviourState { Poor, #[default] Normal, Good, } impl PersonBehaviourState { pub fn as_str(&self) -> &'static str { match self { PersonBehaviourState::Poor => "Poor", PersonBehaviourState::Normal => "Normal", PersonBehaviourState::Good => "Good", } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/result.rs
src/core/src/club/result.rs
use crate::club::academy::result::ClubAcademyResult; use crate::club::{BoardResult, ClubFinanceResult}; use crate::simulator::SimulatorData; use crate::{ PlayerContractProposal, PlayerMessage, PlayerMessageType, PlayerResult, SimulationResult, TeamResult, }; pub struct ClubResult { pub finance: ClubFinanceResult, pub teams: Vec<TeamResult>, pub board: BoardResult, pub academy: ClubAcademyResult, } impl ClubResult { pub fn new( finance: ClubFinanceResult, teams: Vec<TeamResult>, board: BoardResult, academy: ClubAcademyResult, ) -> Self { ClubResult { finance, teams, board, academy, } } pub fn process(self, data: &mut SimulatorData, _result: &mut SimulationResult) { self.finance.process(data); for team_result in &self.teams { for player_result in &team_result.players.players { if player_result.has_contract_actions() { Self::process_player_contract_interaction(player_result, data); } } team_result.process(data); } self.board.process(data); self.academy.process(data); } fn process_player_contract_interaction(result: &PlayerResult, data: &mut SimulatorData) { if result.contract.no_contract || result.contract.want_improve_contract { let player = data.player(result.player_id).expect(&format!("player {} not found", result.player_id)); let player_growth_potential = player.growth_potential(data.date.date()); player.mailbox.push(PlayerMessage { message_type: PlayerMessageType::ContractProposal(PlayerContractProposal { salary: get_contract_salary(player_growth_potential), years: 3, }), }) } fn get_contract_salary(player_growth_potential: u8) -> u32 { match player_growth_potential as u32 { 0..=3 => 1000u32, 4 => 2000u32, 5 => 3000u32, _ => 1000u32, } } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/mod.rs
src/core/src/club/mod.rs
pub mod academy; pub mod board; pub mod club; pub mod context; pub mod finance; pub mod mood; pub mod person; pub mod player; pub mod relations; pub mod result; pub mod staff; pub mod status; pub mod team; pub mod transfers; // Re-export all simple modules pub use board::*; pub use club::*; pub use context::*; pub use mood::*; pub use person::*; pub use result::*; pub use status::*; // Finance exports pub use finance::{ ClubFinances, ClubFinancialBalance, ClubFinancialBalanceHistory, ClubSponsorship, ClubSponsorshipContract, ClubFinanceContext, ClubFinanceResult, }; // Relations exports pub use relations::{ Relations, PlayerRelation, StaffRelation, ChemistryFactors, ChangeType, MentorshipType, InfluenceLevel, ConflictType, ConflictSeverity, RelationshipChange, ConflictInfo, }; // Transfers exports pub use transfers::{ ClubTransferStrategy, }; // Player exports (except conflicting modules) pub use player::{ Player, PlayerCollection, PlayerBuilder, PlayerAttributes, PlayerContext, PlayerPreferredFoot, PlayerPositionType, PlayerFieldPositionGroup, PlayerStatusType, PlayerSkills, Technical, Mental, Physical, PlayerPositions, PlayerPosition, PlayerStatus, StatusData, PlayerStatistics, PlayerStatisticsHistory, PlayerStatisticsHistoryItem, PlayerHappiness, PositiveHappiness, NegativeHappiness, PlayerClubContract, ContractType, PlayerSquadStatus, PlayerTransferStatus, ContractBonusType, ContractBonus, ContractClauseType, ContractClause, PlayerMailbox, PlayerMessage, PlayerMessageType, PlayerContractProposal, PlayerMailboxResult, PlayerTraining, PlayerTrainingHistory, TrainingRecord, PlayerResult, PlayerCollectionResult, PlayerContractResult, PlayerValueCalculator, PlayerGenerator, PlayerUtils, CONDITION_MAX_VALUE, }; // Also export the missing types pub use player::training::result::PlayerTrainingResult; pub use player::mailbox::handlers::{AcceptContractHandler, ProcessContractHandler}; // Also export context module for those who want to import from it pub use player::context as player_context; // Also keep module aliases for those who want to import from the module pub use player::attributes as player_attributes_mod; pub use player::contract as player_contract_mod; pub use player::builder as player_builder_mod; pub use player::mailbox::handlers; // Staff exports (except conflicting modules) pub use staff::{ Staff, StaffCollection, StaffStub, StaffAttributes, StaffContext, StaffCoaching, StaffGoalkeeperCoaching, StaffMental, StaffKnowledge, StaffDataAnalysis, StaffMedical, StaffClubContract, StaffPosition, StaffStatus, CoachFocus, TechnicalFocusType, MentalFocusType, PhysicalFocusType, StaffResponsibility, BoardResponsibility, RecruitmentResponsibility, IncomingTransfersResponsibility, OutgoingTransfersResponsibility, ContractRenewalResponsibility, ScoutingResponsibility, TrainingResponsibility, StaffPerformance, CoachingStyle, StaffResult, StaffCollectionResult, StaffContractResult, StaffTrainingResult, StaffWarning, StaffMoraleEvent, ResignationReason, HealthIssue, RelationshipEvent, StaffLicenseType, StaffTrainingSession, }; // Also export context module for those who want to import from it pub use staff::context as staff_context; pub use staff::focus; pub use staff::responsibility; pub use staff::staff_stub; // Also keep module aliases for those who want to import from the module pub use staff::attributes as staff_attributes_mod; pub use staff::contract as staff_contract_mod; // Team exports (except conflicting modules) pub use team::{ Team, TeamCollection, TeamType, TeamBuilder, TeamContext, TeamResult, TeamBehaviour, TeamBehaviourResult, PlayerBehaviourResult, PlayerRelationshipChangeResult, Tactics, TacticalStyle, MatchTacticType, TacticSelectionReason, TacticsSelector, TacticalDecisionEngine, TacticalDecisionResult, FormationChange, SquadAnalysis, TacticalRecommendation, RecommendationPriority, RecommendationCategory, TeamTraining, TeamTrainingResult, TrainingSchedule, TrainingType, TrainingSession, TrainingIntensity, WeeklyTrainingPlan, PeriodizationPhase, TrainingEffects, PhysicalGains, TechnicalGains, MentalGains, IndividualTrainingPlan, TrainingFocus, SkillType, SpecialInstruction, CoachingPhilosophy, TacticalFocus, TrainingIntensityPreference, RotationPreference, TrainingFacilities, FacilityQuality, TrainingLoadManager, PlayerTrainingLoad, Transfers, TransferItem, MatchHistory, MatchHistoryItem, TeamReputation, ReputationLevel, ReputationTrend, Achievement, AchievementType, MatchResultInfo, MatchOutcome, ReputationRequirements, TACTICS_POSITIONS, }; // Also export context module for those who want to import from it pub use team::context as team_context; pub use team::behaviour; pub use team::collection; pub use team::matches; pub use team::reputation; pub use team::tactics; pub use team::training as team_training_mod; pub use team::transfers as team_transfers_mod; // Also keep module aliases for those who want to import from the module pub use team::builder as team_builder_mod; // Note: team's CompetitionType is exported but will conflict in lib.rs pub use team::reputation::CompetitionType as TeamCompetitionType;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/relations.rs
src/core/src/club/relations.rs
use chrono::NaiveDate; use serde::{Deserialize, Serialize}; use std::collections::{HashMap, HashSet, VecDeque}; /// Enhanced Relations system with complex relationship dynamics #[derive(Debug, Clone)] pub struct Relations { /// Player relationships players: RelationStore<PlayerRelation>, /// Staff relationships staffs: RelationStore<StaffRelation>, /// Group dynamics and cliques groups: GroupDynamics, /// Relationship events history history: RelationshipHistory, /// Global mood and chemistry chemistry: TeamChemistry, } impl Default for Relations { fn default() -> Self { Self::new() } } impl Relations { pub fn new() -> Self { Relations { players: RelationStore::new(), staffs: RelationStore::new(), groups: GroupDynamics::new(), history: RelationshipHistory::new(), chemistry: TeamChemistry::new(), } } /// Simple update method for backward compatibility /// Updates a player relationship by a simple increment value pub fn update(&mut self, player_id: u32, increment: f32) { // Create a relationship change based on the increment let change = if increment >= 0.0 { RelationshipChange::positive( ChangeType::NaturalProgression, increment.abs(), ) } else { RelationshipChange::negative( ChangeType::NaturalProgression, increment.abs(), ) }; // Use the current date (you might want to pass this as a parameter) let date = chrono::Local::now().date_naive(); // Update using the existing method self.update_player_relationship(player_id, change, date); } /// Alternative: Direct level update without full change tracking pub fn update_simple(&mut self, player_id: u32, increment: f32) { let relation = self.players.get_or_create(player_id); relation.level = (relation.level + increment).clamp(-100.0, 100.0); // Update momentum based on the change relation.momentum = (relation.momentum + increment.signum() * 0.1).clamp(-1.0, 1.0); // Update interaction frequency relation.interaction_frequency = (relation.interaction_frequency + 0.1).min(1.0); // Recalculate chemistry if significant change if increment.abs() > 0.1 { self.chemistry.recalculate(&self.players, &self.staffs); } } // ========== Player Relations ========== /// Get relationship with a specific player pub fn get_player(&self, id: u32) -> Option<&PlayerRelation> { self.players.get(id) } /// Update player relationship with detailed context pub fn update_player_relationship( &mut self, player_id: u32, change: RelationshipChange, date: NaiveDate, ) { // Store values we need before taking mutable borrows let (old_level, new_level, should_recalculate) = { // Create a scope for the mutable borrow let relation = self.players.get_or_create(player_id); // Store the old level let old_level = relation.level; // Apply the change relation.apply_change(&change); // Store the new level let new_level = relation.level; // Determine if we should recalculate chemistry let should_recalculate = (new_level - old_level).abs() > 0.1; // Return the values we need (this ends the mutable borrow) (old_level, new_level, should_recalculate) }; // Mutable borrow of self.players ends here // Record the event (no borrow conflicts) self.history.record_event(RelationshipEvent { date, subject_id: player_id, subject_type: SubjectType::Player, change_type: change.change_type.clone(), old_value: old_level, new_value: new_level, }); // Update chemistry if significant change (can now borrow immutably) if should_recalculate { self.chemistry.recalculate(&self.players, &self.staffs); } // Check for group formation/dissolution (uses new_level instead of relation.level) self.groups.update_from_relationship(player_id, new_level); } /// Get all favorite players pub fn get_favorite_players(&self) -> Vec<u32> { self.players.get_favorites() } /// Get all disliked players pub fn get_disliked_players(&self) -> Vec<u32> { self.players.get_disliked() } /// Check if player is a favorite pub fn is_favorite_player(&self, player_id: u32) -> bool { self.players.get(player_id) .map(|r| r.is_favorite()) .unwrap_or(false) } // ========== Staff Relations ========== /// Get relationship with a specific staff member pub fn get_staff(&self, id: u32) -> Option<&StaffRelation> { self.staffs.get(id) } /// Update staff relationship pub fn update_staff_relationship( &mut self, staff_id: u32, change: RelationshipChange, date: NaiveDate, ) { let relation = self.staffs.get_or_create(staff_id); let old_level = relation.level; relation.apply_change(&change); self.history.record_event(RelationshipEvent { date, subject_id: staff_id, subject_type: SubjectType::Staff, change_type: change.change_type.clone(), old_value: old_level, new_value: relation.level, }); self.chemistry.recalculate(&self.players, &self.staffs); } /// Get coaching receptiveness (how well player responds to coaching) pub fn get_coaching_receptiveness(&self, coach_id: u32) -> f32 { self.staffs.get(coach_id) .map(|r| r.calculate_coaching_multiplier()) .unwrap_or(1.0) } // ========== Group Dynamics ========== /// Get all cliques/groups this entity belongs to pub fn get_groups(&self, entity_id: u32) -> Vec<GroupId> { self.groups.get_entity_groups(entity_id) } /// Get influence level in the dressing room pub fn get_influence_level(&self, player_id: u32) -> InfluenceLevel { let base_influence = self.players.get(player_id) .map(|r| r.influence) .unwrap_or(0.0); let group_bonus = self.groups.get_leadership_bonus(player_id); InfluenceLevel::from_value(base_influence + group_bonus) } /// Check for potential conflicts pub fn get_potential_conflicts(&self) -> Vec<ConflictInfo> { let mut conflicts = Vec::new(); // Check for rivalries for (id1, rel1) in self.players.iter() { for (id2, rel2) in self.players.iter() { if id1 < id2 && rel1.rivalry_with.contains(&id2) { conflicts.push(ConflictInfo { party_a: *id1, party_b: *id2, conflict_type: ConflictType::PersonalRivalry, severity: ConflictSeverity::from_relationship_levels(rel1.level, rel2.level), }); } } } // Check for group conflicts conflicts.extend(self.groups.get_group_conflicts()); conflicts } // ========== Chemistry & Morale ========== /// Get overall team chemistry pub fn get_team_chemistry(&self) -> f32 { self.chemistry.overall } /// Get chemistry breakdown pub fn get_chemistry_factors(&self) -> &ChemistryFactors { &self.chemistry.factors } /// Process weekly relationship decay and evolution pub fn process_weekly_update(&mut self, date: NaiveDate) { // Natural relationship evolution self.players.apply_natural_decay(); self.staffs.apply_natural_decay(); // Update groups self.groups.weekly_update(); // Clean old history self.history.cleanup_old_events(date); // Recalculate chemistry self.chemistry.recalculate(&self.players, &self.staffs); } /// Simulate relationship interactions during training pub fn simulate_training_interactions( &mut self, participants: &[u32], training_quality: f32, date: NaiveDate, ) { // Players training together build relationships for i in 0..participants.len() { for j in i + 1..participants.len() { let change = if training_quality > 0.7 { RelationshipChange::positive( ChangeType::TrainingBonding, 0.02 * training_quality, ) } else if training_quality < 0.3 { RelationshipChange::negative( ChangeType::TrainingFriction, 0.01, ) } else { continue; }; self.update_player_relationship(participants[j], change, date); } } } } /// Store for relationships of a specific type #[derive(Debug, Clone)] struct RelationStore<T: Relationship> { relations: HashMap<u32, T>, } impl<T: Relationship> RelationStore<T> { fn new() -> Self { RelationStore { relations: HashMap::new(), } } fn get(&self, id: u32) -> Option<&T> { self.relations.get(&id) } fn get_or_create(&mut self, id: u32) -> &mut T { self.relations.entry(id).or_insert_with(T::new_neutral) } fn get_favorites(&self) -> Vec<u32> { self.relations.iter() .filter(|(_, r)| r.is_favorite()) .map(|(id, _)| *id) .collect() } fn get_disliked(&self) -> Vec<u32> { self.relations.iter() .filter(|(_, r)| r.is_disliked()) .map(|(id, _)| *id) .collect() } fn apply_natural_decay(&mut self) { for relation in self.relations.values_mut() { relation.apply_decay(); } } fn iter(&self) -> impl Iterator<Item=(&u32, &T)> { self.relations.iter() } } /// Trait for relationship types trait Relationship { fn new_neutral() -> Self; fn is_favorite(&self) -> bool; fn is_disliked(&self) -> bool; fn apply_decay(&mut self); fn apply_change(&mut self, change: &RelationshipChange); } /// Player relationship details #[derive(Debug, Clone)] pub struct PlayerRelation { /// Relationship level (-100 to 100) pub level: f32, /// Trust level (0 to 100) pub trust: f32, /// Respect level (0 to 100) pub respect: f32, /// Friendship level (0 to 100) pub friendship: f32, /// Professional respect (0 to 100) pub professional_respect: f32, /// Influence this player has pub influence: f32, /// Mentorship relationship pub mentorship: Option<MentorshipType>, /// Rivalry information pub rivalry_with: HashSet<u32>, /// Interaction frequency pub interaction_frequency: f32, /// Relationship momentum momentum: f32, } impl Relationship for PlayerRelation { fn new_neutral() -> Self { PlayerRelation { level: 0.0, trust: 50.0, respect: 50.0, friendship: 30.0, professional_respect: 50.0, influence: 0.0, mentorship: None, rivalry_with: HashSet::new(), interaction_frequency: 0.0, momentum: 0.0, } } fn is_favorite(&self) -> bool { self.level >= 70.0 && self.trust >= 70.0 } fn is_disliked(&self) -> bool { self.level <= -50.0 || self.trust <= 20.0 } fn apply_decay(&mut self) { // Relationships naturally decay toward neutral if self.interaction_frequency < 0.3 { self.level *= 0.98; self.trust *= 0.99; self.friendship *= 0.97; } // Reset interaction frequency self.interaction_frequency *= 0.9; // Momentum decays self.momentum *= 0.95; } fn apply_change(&mut self, change: &RelationshipChange) { let magnitude = change.magnitude * (1.0 + self.momentum * 0.5); match change.change_type { ChangeType::MatchCooperation => { self.level += magnitude * 2.0; self.trust += magnitude * 1.5; self.professional_respect += magnitude * 3.0; } ChangeType::TrainingBonding => { self.friendship += magnitude * 2.0; self.level += magnitude; } ChangeType::ConflictResolution => { self.trust += magnitude * 3.0; self.respect += magnitude * 2.0; self.level += magnitude * 2.0; } ChangeType::PersonalSupport => { self.friendship += magnitude * 4.0; self.trust += magnitude * 3.0; self.level += magnitude * 2.0; } ChangeType::CompetitionRivalry => { self.level -= magnitude * 2.0; self.professional_respect -= magnitude; self.rivalry_with.insert(0); // Add to rivalry set } ChangeType::TrainingFriction => { self.level -= magnitude; self.trust -= magnitude * 0.5; } ChangeType::PersonalConflict => { self.level -= magnitude * 3.0; self.trust -= magnitude * 2.0; self.friendship -= magnitude * 3.0; } _ => { self.level += magnitude; } } // Update momentum self.momentum = (self.momentum + magnitude.signum() * 0.1).clamp(-1.0, 1.0); // Update interaction frequency self.interaction_frequency = (self.interaction_frequency + 0.1).min(1.0); // Clamp values self.level = self.level.clamp(-100.0, 100.0); self.trust = self.trust.clamp(0.0, 100.0); self.respect = self.respect.clamp(0.0, 100.0); self.friendship = self.friendship.clamp(0.0, 100.0); self.professional_respect = self.professional_respect.clamp(0.0, 100.0); } } /// Staff relationship details #[derive(Debug, Clone)] pub struct StaffRelation { /// Relationship level (-100 to 100) pub level: f32, /// Authority respect (0 to 100) pub authority_respect: f32, /// Trust in abilities (0 to 100) pub trust_in_abilities: f32, /// Personal bond (0 to 100) pub personal_bond: f32, /// Coaching receptiveness pub receptiveness: f32, /// Loyalty to staff member pub loyalty: f32, } impl StaffRelation { pub fn calculate_coaching_multiplier(&self) -> f32 { let base = 1.0; let respect_bonus = (self.authority_respect / 100.0) * 0.3; let trust_bonus = (self.trust_in_abilities / 100.0) * 0.2; let receptiveness_bonus = (self.receptiveness / 100.0) * 0.3; base + respect_bonus + trust_bonus + receptiveness_bonus } } impl Relationship for StaffRelation { fn new_neutral() -> Self { StaffRelation { level: 0.0, authority_respect: 50.0, trust_in_abilities: 50.0, personal_bond: 30.0, receptiveness: 50.0, loyalty: 30.0, } } fn is_favorite(&self) -> bool { self.level >= 70.0 && self.loyalty >= 70.0 } fn is_disliked(&self) -> bool { self.level <= -50.0 || self.authority_respect <= 20.0 } fn apply_decay(&mut self) { // Authority respect decays if not reinforced self.authority_respect *= 0.99; // Personal bonds decay without interaction self.personal_bond *= 0.98; // Level trends toward neutral self.level *= 0.99; } fn apply_change(&mut self, change: &RelationshipChange) { let magnitude = change.magnitude; match change.change_type { ChangeType::CoachingSuccess => { self.trust_in_abilities += magnitude * 3.0; self.receptiveness += magnitude * 2.0; self.level += magnitude * 2.0; } ChangeType::TacticalDisagreement => { self.authority_respect -= magnitude * 2.0; self.receptiveness -= magnitude * 3.0; self.level -= magnitude; } ChangeType::PersonalSupport => { self.personal_bond += magnitude * 4.0; self.loyalty += magnitude * 3.0; self.level += magnitude * 2.0; } ChangeType::DisciplinaryAction => { self.authority_respect += magnitude; // Can increase if fair self.personal_bond -= magnitude * 2.0; self.level -= magnitude; } _ => { self.level += magnitude; } } // Clamp values self.level = self.level.clamp(-100.0, 100.0); self.authority_respect = self.authority_respect.clamp(0.0, 100.0); self.trust_in_abilities = self.trust_in_abilities.clamp(0.0, 100.0); self.personal_bond = self.personal_bond.clamp(0.0, 100.0); self.receptiveness = self.receptiveness.clamp(0.0, 100.0); self.loyalty = self.loyalty.clamp(0.0, 100.0); } } /// Group dynamics and cliques #[derive(Debug, Clone)] struct GroupDynamics { groups: HashMap<GroupId, Group>, entity_groups: HashMap<u32, HashSet<GroupId>>, next_group_id: GroupId, } impl GroupDynamics { fn new() -> Self { GroupDynamics { groups: HashMap::new(), entity_groups: HashMap::new(), next_group_id: 0, } } fn update_from_relationship(&mut self, _entity_id: u32, _relationship_level: f32) { // Logic to form/update groups based on relationships // Simplified for brevity } fn get_entity_groups(&self, entity_id: u32) -> Vec<GroupId> { self.entity_groups.get(&entity_id) .map(|groups| groups.iter().copied().collect()) .unwrap_or_default() } fn get_leadership_bonus(&self, entity_id: u32) -> f32 { self.entity_groups.get(&entity_id) .map(|groups| { groups.iter() .filter_map(|gid| self.groups.get(gid)) .filter(|g| g.leader_id == Some(entity_id)) .map(|g| 0.2 * g.cohesion) .sum() }) .unwrap_or(0.0) } fn get_group_conflicts(&self) -> Vec<ConflictInfo> { let mut conflicts = Vec::new(); for group in self.groups.values() { if let Some(rival_group) = group.rival_group { if let Some(rival) = self.groups.get(&rival_group) { conflicts.push(ConflictInfo { party_a: group.id, party_b: rival.id, conflict_type: ConflictType::GroupRivalry, severity: ConflictSeverity::Medium, }); } } } conflicts } fn weekly_update(&mut self) { // Update group cohesion and dynamics for group in self.groups.values_mut() { group.weekly_update(); } // Remove dissolved groups self.groups.retain(|_, g| g.cohesion > 0.1); } } #[derive(Debug, Clone)] struct Group { id: GroupId, members: HashSet<u32>, leader_id: Option<u32>, cohesion: f32, group_type: GroupType, rival_group: Option<GroupId>, } impl Group { fn weekly_update(&mut self) { // Natural cohesion decay self.cohesion *= 0.98; } } type GroupId = u32; #[derive(Debug, Clone)] enum GroupType { Nationality, AgeGroup, PlayingPosition, Social, Professional, } /// Team chemistry calculator #[derive(Debug, Clone)] struct TeamChemistry { overall: f32, factors: ChemistryFactors, } impl TeamChemistry { fn new() -> Self { TeamChemistry { overall: 50.0, factors: ChemistryFactors::default(), } } fn recalculate<T: Relationship, S: Relationship>( &mut self, players: &RelationStore<T>, staffs: &RelationStore<S>, ) { // Calculate various chemistry factors let player_harmony = self.calculate_player_harmony(players); let leadership_quality = self.calculate_leadership_quality(players); let coach_relationship = self.calculate_coach_relationship(staffs); self.factors = ChemistryFactors { player_harmony, leadership_quality, coach_relationship, group_cohesion: 50.0, // Simplified conflict_level: 10.0, // Simplified }; // Calculate overall chemistry self.overall = ( player_harmony * 0.4 + leadership_quality * 0.2 + coach_relationship * 0.3 + self.factors.group_cohesion * 0.1 ) * (1.0 - self.factors.conflict_level / 100.0); } fn calculate_player_harmony<T: Relationship>(&self, players: &RelationStore<T>) -> f32 { if players.relations.is_empty() { return 50.0; } let avg_positive = players.relations.values() .filter(|r| !r.is_disliked()) .count() as f32; (avg_positive / players.relations.len() as f32) * 100.0 } fn calculate_leadership_quality<T: Relationship>(&self, _players: &RelationStore<T>) -> f32 { // Simplified - would check actual leader relationships 60.0 } fn calculate_coach_relationship<S: Relationship>(&self, staffs: &RelationStore<S>) -> f32 { if staffs.relations.is_empty() { return 50.0; } let avg_positive = staffs.relations.values() .filter(|r| !r.is_disliked()) .count() as f32; (avg_positive / staffs.relations.len() as f32) * 100.0 } } #[derive(Debug, Clone, Default)] pub struct ChemistryFactors { pub player_harmony: f32, pub leadership_quality: f32, pub coach_relationship: f32, pub group_cohesion: f32, pub conflict_level: f32, } /// Relationship history tracking #[derive(Debug, Clone)] struct RelationshipHistory { events: VecDeque<RelationshipEvent>, max_events: usize, } impl RelationshipHistory { fn new() -> Self { RelationshipHistory { events: VecDeque::with_capacity(100), max_events: 100, } } fn record_event(&mut self, event: RelationshipEvent) { self.events.push_back(event); if self.events.len() > self.max_events { self.events.pop_front(); } } fn cleanup_old_events(&mut self, current_date: NaiveDate) { let cutoff = current_date - chrono::Duration::days(365); self.events.retain(|e| e.date > cutoff); } } #[derive(Debug, Clone)] struct RelationshipEvent { date: NaiveDate, subject_id: u32, subject_type: SubjectType, change_type: ChangeType, old_value: f32, new_value: f32, } #[derive(Debug, Clone)] enum SubjectType { Player, Staff, } /// Types of relationship changes #[derive(Debug, Clone, Serialize, Deserialize)] pub enum ChangeType { // Positive MatchCooperation, TrainingBonding, ConflictResolution, PersonalSupport, CoachingSuccess, TeamSuccess, MentorshipBond, // Negative CompetitionRivalry, TrainingFriction, PersonalConflict, TacticalDisagreement, DisciplinaryAction, TeamFailure, // Neutral NaturalProgression, } /// Relationship change event #[derive(Debug, Clone)] pub struct RelationshipChange { pub change_type: ChangeType, pub magnitude: f32, pub is_positive: bool, } impl RelationshipChange { pub fn positive(change_type: ChangeType, magnitude: f32) -> Self { RelationshipChange { change_type, magnitude: magnitude.abs(), is_positive: true, } } pub fn negative(change_type: ChangeType, magnitude: f32) -> Self { RelationshipChange { change_type, magnitude: -magnitude.abs(), is_positive: false, } } } /// Mentorship types #[derive(Debug, Clone)] pub enum MentorshipType { Mentor, Mentee, } /// Influence levels in the dressing room #[derive(Debug, Clone, PartialEq)] pub enum InfluenceLevel { KeyPlayer, Influential, Regular, Peripheral, } impl InfluenceLevel { fn from_value(value: f32) -> Self { match value { v if v >= 80.0 => InfluenceLevel::KeyPlayer, v if v >= 60.0 => InfluenceLevel::Influential, v if v >= 30.0 => InfluenceLevel::Regular, _ => InfluenceLevel::Peripheral, } } } /// Conflict information #[derive(Debug, Clone)] pub struct ConflictInfo { pub party_a: u32, pub party_b: u32, pub conflict_type: ConflictType, pub severity: ConflictSeverity, } #[derive(Debug, Clone)] pub enum ConflictType { PersonalRivalry, GroupRivalry, AuthorityChallenge, PlayingTimeDispute, } #[derive(Debug, Clone)] pub enum ConflictSeverity { Minor, Medium, Serious, Critical, } impl ConflictSeverity { fn from_relationship_levels(level_a: f32, level_b: f32) -> Self { let avg = (level_a + level_b) / 2.0; match avg { v if v <= -75.0 => ConflictSeverity::Critical, v if v <= -50.0 => ConflictSeverity::Serious, v if v <= -25.0 => ConflictSeverity::Medium, _ => ConflictSeverity::Minor, } } } #[cfg(test)] mod tests { use super::*; #[test] fn test_player_relationship_updates() { let mut relations = Relations::new(); let change = RelationshipChange::positive( ChangeType::TrainingBonding, 0.5, ); relations.update_player_relationship( 1, change, NaiveDate::from_ymd_opt(2024, 1, 1).unwrap(), ); let rel = relations.get_player(1).unwrap(); assert!(rel.friendship > 30.0); } #[test] fn test_coaching_receptiveness() { let mut relations = Relations::new(); let change = RelationshipChange::positive( ChangeType::CoachingSuccess, 0.8, ); relations.update_staff_relationship( 1, change, NaiveDate::from_ymd_opt(2024, 1, 1).unwrap(), ); let receptiveness = relations.get_coaching_receptiveness(1); assert!(receptiveness > 1.0); } #[test] fn test_team_chemistry_calculation() { let mut relations = Relations::new(); // Add some positive relationships for i in 1..5 { let change = RelationshipChange::positive( ChangeType::TeamSuccess, 0.5, ); relations.update_player_relationship( i, change, NaiveDate::from_ymd_opt(2024, 1, 1).unwrap(), ); } let chemistry = relations.get_team_chemistry(); assert!(chemistry > 50.0); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/context.rs
src/core/src/club/context.rs
#[derive(Clone)] pub struct ClubContext<'c> { pub id: u32, pub name: &'c str, } impl<'c> ClubContext<'c> { pub fn new(id: u32, name: &'c str) -> Self { ClubContext { id, name } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/focus.rs
src/core/src/club/staff/focus.rs
#[derive(Debug)] pub struct CoachFocus { pub technical_focus: Vec<TechnicalFocusType>, pub mental_focus: Vec<MentalFocusType>, pub physical_focus: Vec<PhysicalFocusType>, } #[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)] pub enum TechnicalFocusType { Corners, Crossing, Dribbling, Finishing, FirstTouch, FreeKicks, Heading, LongShots, LongThrows, Marking, Passing, PenaltyTaking, Tackling, Technique, } #[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)] pub enum MentalFocusType { Aggression, Anticipation, Bravery, Composure, Concentration, Decisions, Determination, Flair, Leadership, OffTheBall, Positioning, Teamwork, Vision, WorkRate, } #[derive(Debug, Copy, Clone, Eq, PartialEq, Hash)] pub enum PhysicalFocusType { Acceleration, Agility, Balance, Jumping, NaturalFitness, Pace, Stamina, Strength, MatchReadiness, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/contract.rs
src/core/src/club/staff/contract.rs
use crate::context::SimulationContext; pub use chrono::prelude::{DateTime, Datelike, NaiveDate, Utc}; #[derive(Debug, PartialEq)] pub enum StaffPosition { Free, Coach, Chairman, Director, ManagingDirector, DirectorOfFootball, Physio, Scout, Manager, AssistantManager, MediaPundit, GeneralManager, FitnessCoach, GoalkeeperCoach, U21Manager, ChiefScout, YouthCoach, HeadOfPhysio, U19Manager, FirstTeamCoach, HeadOfYouthDevelopment, CaretakerManager, } #[derive(Debug, PartialEq)] pub enum StaffStatus { Active, ExpiredContract, } #[derive(Debug)] pub struct StaffClubContract { pub expired: NaiveDate, pub salary: u32, pub position: StaffPosition, pub status: StaffStatus, } impl StaffClubContract { pub fn new( salary: u32, expired: NaiveDate, position: StaffPosition, status: StaffStatus, ) -> Self { StaffClubContract { salary, expired, position, status, } } pub fn is_expired(&self, context: &SimulationContext) -> bool { self.expired >= context.date.date() } pub fn simulate(&mut self, context: &SimulationContext) { if context.check_contract_expiration() && self.is_expired(context) { self.status = StaffStatus::ExpiredContract; } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/staff.rs
src/core/src/club/staff/staff.rs
// Assuming rand is available extern crate rand; use crate::club::{ PersonBehaviour, StaffClubContract, StaffPosition, StaffStatus }; use crate::context::GlobalContext; use crate::shared::fullname::FullName; use crate::utils::DateUtils; use crate::{CoachFocus, Logging, PersonAttributes, PersonBehaviourState, Relations, StaffAttributes, StaffCollectionResult, StaffResponsibility, StaffResult, StaffStub, TeamType, TrainingIntensity, TrainingType}; use chrono::{Datelike, NaiveDate, NaiveDateTime, Timelike}; #[derive(Debug)] pub struct Staff { pub id: u32, pub full_name: FullName, pub country_id: u32, pub birth_date: NaiveDate, pub attributes: PersonAttributes, pub behaviour: PersonBehaviour, pub staff_attributes: StaffAttributes, pub contract: Option<StaffClubContract>, pub relations: Relations, pub license: StaffLicenseType, pub focus: Option<CoachFocus>, // New fields for enhanced simulation pub fatigue: f32, // 0-100, affects performance pub job_satisfaction: f32, // 0-100, affects retention pub recent_performance: StaffPerformance, pub coaching_style: CoachingStyle, pub training_schedule: Vec<StaffTrainingSession>, } #[derive(Debug)] pub struct StaffCollection { pub staffs: Vec<Staff>, pub responsibility: StaffResponsibility, stub: Staff, } impl StaffCollection { pub fn new(staffs: Vec<Staff>) -> Self { StaffCollection { staffs, responsibility: StaffResponsibility::default(), stub: StaffStub::default(), } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> StaffCollectionResult { let staff_results = self .staffs .iter_mut() .map(|staff| { let message = &format!("simulate staff: id: {}", &staff.id); Logging::estimate_result(|| staff.simulate(ctx.with_staff(Some(staff.id))), message) }) .collect(); StaffCollectionResult::new(staff_results) } pub fn training_coach(&self, team_type: &TeamType) -> &Staff { let responsibility_coach = match team_type { TeamType::Main => self.responsibility.training.training_first_team, _ => self.responsibility.training.training_youth_team, }; match responsibility_coach { Some(_) => self.get_by_id(responsibility_coach.unwrap()), None => self.get_by_position(StaffPosition::Coach), } } fn manager(&self) -> Option<&Staff> { let manager = self .staffs .iter() .filter(|staff| staff.contract.is_some()) .find(|staff| { staff .contract .as_ref() .expect("no staff contract found") .position == StaffPosition::Manager }); match manager { Some(_) => manager, None => None, } } pub fn head_coach(&self) -> &Staff { match self.manager() { Some(ref head_coach) => head_coach, None => self.get_by_position(StaffPosition::AssistantManager), } } pub fn contract_resolver(&self, team_type: TeamType) -> &Staff { let staff_id = match team_type { TeamType::Main => { self.responsibility .contract_renewal .handle_first_team_contracts } TeamType::B => { self.responsibility .contract_renewal .handle_other_staff_contracts } _ => { self.responsibility .contract_renewal .handle_youth_team_contracts } }; self.get_by_id(staff_id.unwrap()) } fn get_by_position(&self, position: StaffPosition) -> &Staff { let staffs: Vec<&Staff> = self .staffs .iter() .filter(|staff| { staff.contract.is_some() && staff.contract.as_ref().unwrap().position == position }) .collect(); if staffs.is_empty() { return &self.stub; } //TODO most relevant staffs.first().unwrap() } fn get_by_id(&self, id: u32) -> &Staff { self.staffs.iter().find(|staff| staff.id == id).unwrap() } } #[derive(Debug, Clone)] pub struct StaffPerformance { pub training_effectiveness: f32, // 0-1 multiplier pub player_development_rate: f32, // 0-1 multiplier pub injury_prevention_rate: f32, // 0-1 multiplier pub tactical_implementation: f32, // 0-1 multiplier pub last_evaluation_date: Option<NaiveDate>, } #[derive(Debug, Clone)] pub enum CoachingStyle { Authoritarian, // Strict discipline, high demands Democratic, // Collaborative, player input LaissezFaire, // Hands-off, player autonomy Transformational, // Inspirational, vision-focused Tactical, // Detail-oriented, system-focused } impl Staff { pub fn new( id: u32, full_name: FullName, country_id: u32, birth_date: NaiveDate, staff_attributes: StaffAttributes, contract: Option<StaffClubContract>, attributes: PersonAttributes, license: StaffLicenseType, focus: Option<CoachFocus>, ) -> Self { Staff { id, full_name, country_id, birth_date, staff_attributes, contract, behaviour: PersonBehaviour::default(), relations: Relations::new(), attributes, license, focus, fatigue: 0.0, job_satisfaction: 50.0, recent_performance: StaffPerformance::default(), coaching_style: CoachingStyle::default(), training_schedule: Vec::new(), } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> StaffResult { let now = ctx.simulation.date; let mut result = StaffResult::new(); // Birthday handling - improves mood if DateUtils::is_birthday(self.birth_date, now.date()) { self.behaviour.try_increase(); self.job_satisfaction = (self.job_satisfaction + 5.0).min(100.0); result.add_event(StaffMoraleEvent::Birthday); } // Process contract status and negotiations self.process_contract(&mut result, now); // Update fatigue based on workload self.update_fatigue(&ctx, &mut result); // Process training responsibilities self.process_training_duties(&ctx, &mut result); // Update job satisfaction self.update_job_satisfaction(&ctx, &mut result); // Check for burnout or resignation triggers self.check_resignation_triggers(&mut result); // Process relationships with players and other staff self.process_relationships(&ctx, &mut result); // Handle performance evaluation if self.should_evaluate_performance(now.date()) { self.evaluate_performance(&ctx, &mut result); } // Process professional development self.process_professional_development(&ctx, &mut result); result } fn process_contract(&mut self, result: &mut StaffResult, now: NaiveDateTime) { if let Some(ref mut contract) = self.contract { const THREE_MONTHS_DAYS: i64 = 90; const SIX_MONTHS_DAYS: i64 = 180; let days_remaining = contract.days_to_expiration(now); // Check if contract expired if days_remaining <= 0 { contract.status = StaffStatus::ExpiredContract; result.contract.expired = true; // Decide if staff wants to renew if self.wants_renewal() { result.contract.wants_renewal = true; result.contract.requested_salary = self.calculate_desired_salary(); } else { result.contract.leaving = true; } } // Contract expiring soon - start negotiations else if days_remaining < SIX_MONTHS_DAYS { if days_remaining < THREE_MONTHS_DAYS && !result.contract.negotiating { // Urgent renewal needed result.contract.negotiating = true; result.contract.urgent = true; if self.job_satisfaction < 40.0 { // Unhappy - likely to leave result.contract.likely_to_leave = true; } } // Staff member initiates renewal discussion if self.attributes.ambition > 15.0 && self.recent_performance.training_effectiveness > 0.7 { result.contract.wants_improved_terms = true; result.contract.requested_salary = contract.salary as f32 * 1.3; } } } else { // No contract - staff is likely temporary or consultant result.contract.no_contract = true; if self.recent_performance.training_effectiveness > 0.8 { // Performing well, should offer contract result.contract.deserves_contract = true; } } } fn update_fatigue(&mut self, ctx: &GlobalContext<'_>, result: &mut StaffResult) { // Calculate workload based on responsibilities let workload = self.calculate_workload(ctx); // Increase fatigue based on workload self.fatigue += workload * 2.0; // Recovery on weekends if ctx.simulation.date.weekday() == chrono::Weekday::Sun { self.fatigue = (self.fatigue - 15.0).max(0.0); } // Vacation periods provide significant recovery if self.is_on_vacation(ctx.simulation.date.date()) { self.fatigue = (self.fatigue - 30.0).max(0.0); } // Cap fatigue at 100 self.fatigue = self.fatigue.min(100.0); // High fatigue affects performance and morale if self.fatigue > 80.0 { result.add_warning(StaffWarning::HighFatigue); self.recent_performance.training_effectiveness *= 0.8; self.job_satisfaction -= 2.0; } // Extreme fatigue can lead to health issues if self.fatigue > 95.0 { result.add_warning(StaffWarning::BurnoutRisk); if rand::random::<f32>() < 0.05 { result.health_issue = Some(HealthIssue::StressRelated); } } } fn process_training_duties(&mut self, ctx: &GlobalContext<'_>, result: &mut StaffResult) { // Only process if staff has coaching responsibilities if !self.has_coaching_duties() { return; } // Plan training sessions for the week if ctx.simulation.is_week_beginning() { self.training_schedule = self.plan_weekly_training(ctx); result.training.sessions_planned = self.training_schedule.len() as u8; } // Execute today's training if scheduled if let Some(session) = self.get_todays_training(ctx.simulation.date) { // Training effectiveness based on various factors let effectiveness = self.calculate_training_effectiveness(); result.training.session_conducted = true; result.training.effectiveness = effectiveness; result.training.session_type = session.session_type.clone(); // Track which players attended if let Some(team_id) = ctx.team.as_ref().map(|t| t.id) { result.training.team_id = Some(team_id); } // Fatigue from conducting training self.fatigue += match session.intensity { TrainingIntensity::VeryLight => 1.0, TrainingIntensity::Light => 2.0, TrainingIntensity::Moderate => 3.0, TrainingIntensity::High => 4.0, TrainingIntensity::VeryHigh => 5.0, }; } } fn update_job_satisfaction(&mut self, ctx: &GlobalContext<'_>, result: &mut StaffResult) { let mut satisfaction_change = 0.0; // Positive factors if self.recent_performance.training_effectiveness > 0.75 { satisfaction_change += 1.0; // Good performance } if self.behaviour.state == PersonBehaviourState::Good { satisfaction_change += 0.5; // Good relationships } // Check team performance if applicable if let Some(_club) = ctx.club.as_ref() { // Would need team performance metrics // satisfaction_change += team_performance_factor; } // Negative factors if self.fatigue > 70.0 { satisfaction_change -= 2.0; // Overworked } if let Some(contract) = &self.contract { if self.is_underpaid(contract.salary) { satisfaction_change -= 1.5; // Salary dissatisfaction } } // Apply change with dampening self.job_satisfaction = (self.job_satisfaction + satisfaction_change * 0.5) .clamp(0.0, 100.0); // Report significant satisfaction issues if self.job_satisfaction < 30.0 { result.add_warning(StaffWarning::LowMorale); } else if self.job_satisfaction > 80.0 { result.add_event(StaffMoraleEvent::HighSatisfaction); } } fn check_resignation_triggers(&self, result: &mut StaffResult) { // Multiple factors can trigger resignation consideration let resignation_probability = self.calculate_resignation_probability(); if resignation_probability > 0.0 { if rand::random::<f32>() < resignation_probability { result.resignation_risk = true; if resignation_probability > 0.5 { // Actually submit resignation result.resigned = true; result.resignation_reason = Some(self.determine_resignation_reason()); } } } } fn process_relationships(&mut self, ctx: &GlobalContext<'_>, result: &mut StaffResult) { // Daily relationship updates are minimal // Major updates happen during training and matches if ctx.simulation.date.hour() == 12 { // Midday check // Small random relationship events if rand::random::<f32>() < 0.1 { // Positive interaction with random player result.relationship_event = Some(RelationshipEvent::PositiveInteraction); // This would update the actual relations // self.relations.update_simple(player_id, 0.5); } if rand::random::<f32>() < 0.05 && self.job_satisfaction < 40.0 { // Conflict when satisfaction is low result.relationship_event = Some(RelationshipEvent::Conflict); } } } fn evaluate_performance(&mut self, ctx: &GlobalContext<'_>, result: &mut StaffResult) { // Monthly performance evaluation let prev_effectiveness = self.recent_performance.training_effectiveness; // Calculate new performance metrics self.recent_performance = self.calculate_performance_metrics(ctx); self.recent_performance.last_evaluation_date = Some(ctx.simulation.date.date()); // Report performance change if self.recent_performance.training_effectiveness > prev_effectiveness + 0.1 { result.performance_improved = true; } else if self.recent_performance.training_effectiveness < prev_effectiveness - 0.1 { result.performance_declined = true; } // Board/management reaction to performance if self.recent_performance.training_effectiveness < 0.4 { result.add_warning(StaffWarning::PoorPerformance); } else if self.recent_performance.training_effectiveness > 0.8 { result.add_event(StaffMoraleEvent::ExcellentPerformance); self.job_satisfaction += 5.0; } } fn process_professional_development(&mut self, ctx: &GlobalContext<'_>, result: &mut StaffResult) { // Check for license upgrade opportunities if self.should_upgrade_license() { if rand::random::<f32>() < 0.01 { // Small daily chance result.license_upgrade_available = true; if self.attributes.ambition > 15.0 { result.wants_license_upgrade = true; } } } // Learning from experience if ctx.simulation.is_month_beginning() { self.improve_attributes_from_experience(); } // Attending courses or conferences if self.is_on_course(ctx.simulation.date.date()) { result.on_professional_development = true; self.fatigue = (self.fatigue - 5.0).max(0.0); // Courses are refreshing } } // Helper methods fn wants_renewal(&self) -> bool { self.job_satisfaction > 40.0 && self.behaviour.state != PersonBehaviourState::Poor } fn calculate_desired_salary(&self) -> f32 { let base = self.contract.as_ref().map(|c| c.salary).unwrap_or(50000) as f32; let performance_multiplier = 1.0 + (self.recent_performance.training_effectiveness - 0.5); let ambition_multiplier = 1.0 + (self.attributes.ambition / 20.0) * 0.3; base * performance_multiplier * ambition_multiplier } fn calculate_workload(&self, _ctx: &GlobalContext<'_>) -> f32 { // Base workload from position let position_load = match self.contract.as_ref().map(|c| &c.position) { Some(StaffPosition::Manager) => 8.0, Some(StaffPosition::AssistantManager) => 6.0, Some(StaffPosition::Coach) => 5.0, Some(StaffPosition::FitnessCoach) => 4.0, Some(StaffPosition::GoalkeeperCoach) => 3.0, Some(StaffPosition::Scout) => 4.0, Some(StaffPosition::Physio) => 5.0, _ => 3.0, }; // Additional load from training sessions let training_load = self.training_schedule.len() as f32 * 0.5; position_load + training_load } fn is_on_vacation(&self, date: NaiveDate) -> bool { // Summer break (simplified) date.month() == 7 && date.day() <= 14 } fn has_coaching_duties(&self) -> bool { matches!( self.contract.as_ref().map(|c| &c.position), Some(StaffPosition::Manager) | Some(StaffPosition::AssistantManager) | Some(StaffPosition::Coach) | Some(StaffPosition::FitnessCoach) | Some(StaffPosition::GoalkeeperCoach) | Some(StaffPosition::FirstTeamCoach) | Some(StaffPosition::YouthCoach) ) } fn plan_weekly_training(&self, _ctx: &GlobalContext<'_>) -> Vec<StaffTrainingSession> { let mut sessions = Vec::new(); // Simplified training plan // Monday - Recovery sessions.push(StaffTrainingSession { session_type: TrainingType::Recovery, intensity: TrainingIntensity::Light, duration_minutes: 60, }); // Tuesday - Technical sessions.push(StaffTrainingSession { session_type: TrainingType::BallControl, intensity: TrainingIntensity::Moderate, duration_minutes: 90, }); // Wednesday - Tactical sessions.push(StaffTrainingSession { session_type: TrainingType::TeamShape, intensity: TrainingIntensity::Moderate, duration_minutes: 90, }); // Thursday - Physical sessions.push(StaffTrainingSession { session_type: TrainingType::Endurance, intensity: TrainingIntensity::High, duration_minutes: 75, }); // Friday - Match preparation sessions.push(StaffTrainingSession { session_type: TrainingType::Positioning, intensity: TrainingIntensity::Light, duration_minutes: 60, }); sessions } fn get_todays_training(&self, date: NaiveDateTime) -> Option<&StaffTrainingSession> { // Map weekday to training session let weekday = date.weekday(); let index = match weekday { chrono::Weekday::Mon => 0, chrono::Weekday::Tue => 1, chrono::Weekday::Wed => 2, chrono::Weekday::Thu => 3, chrono::Weekday::Fri => 4, _ => return None, // No training on weekends }; self.training_schedule.get(index) } fn calculate_training_effectiveness(&self) -> f32 { let base = (self.staff_attributes.coaching.technical as f32 + self.staff_attributes.coaching.tactical as f32 + self.staff_attributes.coaching.fitness as f32 + self.staff_attributes.coaching.mental as f32) / 80.0; let fatigue_penalty = if self.fatigue > 50.0 { 1.0 - ((self.fatigue - 50.0) / 100.0) } else { 1.0 }; let morale_bonus = self.job_satisfaction / 100.0; (base * fatigue_penalty * morale_bonus).clamp(0.1, 1.0) } fn is_underpaid(&self, salary: u32) -> bool { // Compare to market rate based on attributes and performance let expected_salary = self.calculate_market_value(); salary < (expected_salary as u32) } fn calculate_market_value(&self) -> f32 { // Base salary by position and license let base = match self.license { StaffLicenseType::ContinentalPro => 100000.0, StaffLicenseType::ContinentalA => 70000.0, StaffLicenseType::ContinentalB => 50000.0, StaffLicenseType::ContinentalC => 35000.0, StaffLicenseType::NationalA => 30000.0, StaffLicenseType::NationalB => 25000.0, StaffLicenseType::NationalC => 20000.0, }; let skill_multiplier = (self.staff_attributes.coaching.tactical as f32 + self.staff_attributes.coaching.technical as f32) / 40.0 + 0.5; base * skill_multiplier * self.recent_performance.training_effectiveness } fn calculate_resignation_probability(&self) -> f32 { let mut prob: f32 = 0.0; // Job satisfaction is primary factor if self.job_satisfaction < 20.0 { prob += 0.3; } else if self.job_satisfaction < 35.0 { prob += 0.1; } // Extreme fatigue if self.fatigue > 90.0 { prob += 0.2; } // Poor relationships if self.behaviour.state == PersonBehaviourState::Poor { prob += 0.15; } // Contract issues if self.contract.is_none() { prob += 0.1; } else if let Some(contract) = &self.contract { if self.is_underpaid(contract.salary) { prob += 0.1; } } prob.min(0.9) // Cap at 90% chance } fn determine_resignation_reason(&self) -> ResignationReason { if self.job_satisfaction < 30.0 { ResignationReason::LowSatisfaction } else if self.fatigue > 85.0 { ResignationReason::Burnout } else if self.behaviour.state == PersonBehaviourState::Poor { ResignationReason::PersonalReasons } else { ResignationReason::BetterOpportunity } } fn should_evaluate_performance(&self, date: NaiveDate) -> bool { // Monthly evaluation if let Some(last_eval) = self.recent_performance.last_evaluation_date { (date - last_eval).num_days() >= 30 } else { true // First evaluation } } fn calculate_performance_metrics(&self, ctx: &GlobalContext<'_>) -> StaffPerformance { // Simplified calculation - would need actual team/player data StaffPerformance { training_effectiveness: self.calculate_training_effectiveness(), player_development_rate: (self.staff_attributes.coaching.working_with_youngsters as f32 / 20.0), injury_prevention_rate: (self.staff_attributes.medical.sports_science as f32 / 20.0), tactical_implementation: (self.staff_attributes.coaching.tactical as f32 / 20.0), last_evaluation_date: Some(ctx.simulation.date.date()), } } fn should_upgrade_license(&self) -> bool { // Check if eligible for license upgrade match self.license { StaffLicenseType::NationalC => { self.staff_attributes.coaching.tactical > 10 }, StaffLicenseType::NationalB => { self.staff_attributes.coaching.tactical > 12 && self.staff_attributes.coaching.technical > 12 }, StaffLicenseType::NationalA => { self.staff_attributes.coaching.tactical > 14 && self.staff_attributes.coaching.technical > 14 }, _ => false, // Continental licenses need special conditions } } fn improve_attributes_from_experience(&mut self) { // Slow improvement over time if rand::random::<f32>() < 0.3 { // Small chance of improvement each month let improvement = 1; // Improve a random coaching attribute match rand::random::<u8>() % 6 { 0 => self.staff_attributes.coaching.attacking = (self.staff_attributes.coaching.attacking + improvement).min(20), 1 => self.staff_attributes.coaching.defending = (self.staff_attributes.coaching.defending + improvement).min(20), 2 => self.staff_attributes.coaching.tactical = (self.staff_attributes.coaching.tactical + improvement).min(20), 3 => self.staff_attributes.coaching.technical = (self.staff_attributes.coaching.technical + improvement).min(20), 4 => self.staff_attributes.coaching.fitness = (self.staff_attributes.coaching.fitness + improvement).min(20), _ => self.staff_attributes.coaching.mental = (self.staff_attributes.coaching.mental + improvement).min(20), } } } fn is_on_course(&self, date: NaiveDate) -> bool { // Simplified - courses in January date.month() == 1 && date.day() >= 15 && date.day() <= 20 } } #[derive(Debug, Default)] pub struct StaffContractResult { pub expired: bool, pub no_contract: bool, pub negotiating: bool, pub urgent: bool, pub wants_renewal: bool, pub wants_improved_terms: bool, pub likely_to_leave: bool, pub leaving: bool, pub deserves_contract: bool, pub requested_salary: f32, } #[derive(Debug, Default)] pub struct StaffTrainingResult { pub sessions_planned: u8, pub session_conducted: bool, pub effectiveness: f32, pub session_type: TrainingType, pub team_id: Option<u32>, } #[derive(Debug)] pub enum StaffWarning { HighFatigue, BurnoutRisk, LowMorale, PoorPerformance, } #[derive(Debug)] pub enum StaffMoraleEvent { Birthday, HighSatisfaction, ExcellentPerformance, } #[derive(Debug)] pub enum ResignationReason { LowSatisfaction, Burnout, PersonalReasons, BetterOpportunity, Retirement, } #[derive(Debug)] pub enum HealthIssue { StressRelated, PhysicalInjury, Illness, } #[derive(Debug)] pub enum RelationshipEvent { PositiveInteraction, Conflict, MentorshipStarted, TrustBuilt, } #[derive(Debug)] pub enum StaffLicenseType { ContinentalPro, ContinentalA, ContinentalB, ContinentalC, NationalA, NationalB, NationalC } // Default implementations impl Default for StaffPerformance { fn default() -> Self { StaffPerformance { training_effectiveness: 0.5, player_development_rate: 0.5, injury_prevention_rate: 0.5, tactical_implementation: 0.5, last_evaluation_date: None, } } } impl Default for CoachingStyle { fn default() -> Self { CoachingStyle::Democratic } } #[derive(Debug, Clone)] pub struct StaffTrainingSession { pub session_type: TrainingType, pub intensity: TrainingIntensity, pub duration_minutes: u16, } // Additional helper trait implementations impl StaffClubContract { pub fn days_to_expiration(&self, now: NaiveDateTime) -> i64 { (self.expired - now.date()).num_days() } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/responsibility.rs
src/core/src/club/staff/responsibility.rs
#[derive(Debug, Default)] pub struct StaffResponsibility { pub board: BoardResponsibility, pub recruitment: RecruitmentResponsibility, pub incoming_transfers: IncomingTransfersResponsibility, pub outgoing_transfers: OutgoingTransfersResponsibility, pub contract_renewal: ContractRenewalResponsibility, pub scouting: ScoutingResponsibility, pub training: TrainingResponsibility, } #[derive(Debug, Default)] pub struct BoardResponsibility { pub hire_fire_director: Option<u32>, } #[derive(Debug, Default)] pub struct RecruitmentResponsibility { pub hire_fire_head_of_youth_development: Option<u32>, pub hire_fire_chief_scout: Option<u32>, pub hire_fire_other_staff: Option<u32>, } #[derive(Debug, Default)] pub struct IncomingTransfersResponsibility { pub find_and_make_offers_first_team: Option<u32>, pub finalize_first_team_signings: Option<u32>, pub find_and_make_offers_youth_team: Option<u32>, pub finalize_youth_team_signings: Option<u32>, } #[derive(Debug, Default)] pub struct OutgoingTransfersResponsibility { pub find_clubs_for_transfers_and_loans_listed_first_team: Option<u32>, pub find_clubs_for_transfers_and_loans_listed_youth_team: Option<u32>, } #[derive(Debug, Default)] pub struct ContractRenewalResponsibility { pub handle_first_team_contracts: Option<u32>, pub handle_youth_team_contracts: Option<u32>, pub handle_director_of_football_contract: Option<u32>, pub handle_other_staff_contracts: Option<u32>, } #[derive(Debug, Default)] pub struct ScoutingResponsibility { pub handle_scouting_tasks: Option<u32>, pub updates_you_on_players_found: Option<u32>, } #[derive(Debug, Default)] pub struct TrainingResponsibility { pub training_first_team: Option<u32>, pub training_youth_team: Option<u32>, pub individual_training_first_team: Option<u32>, pub individual_training_youth_team: Option<u32>, pub match_training_first_team: Option<u32>, pub match_training_reserve_team: Option<u32>, pub match_training_youth_team: Option<u32>, pub youth_development: Option<u32>, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/result.rs
src/core/src/club/staff/result.rs
use crate::simulator::SimulatorData; use crate::{HealthIssue, RelationshipEvent, ResignationReason, StaffContractResult, StaffMoraleEvent, StaffTrainingResult, StaffWarning}; pub struct StaffCollectionResult { pub staff: Vec<StaffResult>, } impl StaffCollectionResult { pub fn new(staff: Vec<StaffResult>) -> Self { StaffCollectionResult { staff } } pub fn process(&self, _: &mut SimulatorData) {} } // Enhanced StaffResult with new fields pub struct StaffResult { pub transfer_requests: Vec<u32>, pub contract: StaffContractResult, pub training: StaffTrainingResult, pub resigned: bool, pub resignation_reason: Option<ResignationReason>, pub resignation_risk: bool, pub performance_improved: bool, pub performance_declined: bool, pub license_upgrade_available: bool, pub wants_license_upgrade: bool, pub on_professional_development: bool, pub health_issue: Option<HealthIssue>, pub relationship_event: Option<RelationshipEvent>, pub warnings: Vec<StaffWarning>, pub events: Vec<StaffMoraleEvent>, } impl StaffResult { pub fn new() -> Self { StaffResult { transfer_requests: Vec::new(), contract: StaffContractResult::default(), training: StaffTrainingResult::default(), resigned: false, resignation_reason: None, resignation_risk: false, performance_improved: false, performance_declined: false, license_upgrade_available: false, wants_license_upgrade: false, on_professional_development: false, health_issue: None, relationship_event: None, warnings: Vec::new(), events: Vec::new(), } } pub fn request_transfer(&mut self, player_id: u32) { self.transfer_requests.push(player_id); } pub fn add_warning(&mut self, warning: StaffWarning) { self.warnings.push(warning); } pub fn add_event(&mut self, event: StaffMoraleEvent) { self.events.push(event); } pub fn process(&self, _data: &mut SimulatorData) { } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/mod.rs
src/core/src/club/staff/mod.rs
pub mod attributes; pub mod context; pub mod contract; pub mod focus; pub mod responsibility; pub mod result; pub mod staff; pub mod staff_stub; pub use attributes::*; pub use context::*; pub use contract::*; pub use focus::*; pub use responsibility::*; pub use result::*; pub use staff::*; pub use staff_stub::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/staff_stub.rs
src/core/src/club/staff/staff_stub.rs
use crate::club::PersonBehaviour; use crate::shared::fullname::FullName; use crate::{ CoachFocus, MentalFocusType, PersonAttributes, PhysicalFocusType, Relations, Staff, StaffAttributes, StaffCoaching, StaffDataAnalysis, StaffGoalkeeperCoaching, StaffKnowledge, StaffLicenseType, StaffMedical, StaffMental, TechnicalFocusType, }; use chrono::NaiveDate; #[derive(Debug)] pub struct StaffStub; impl StaffStub { pub fn default() -> Staff { let staff = Staff { id: 0, full_name: FullName::with_full( "stub".to_string(), "stub".to_string(), "stub".to_string(), ), contract: None, country_id: 0, behaviour: PersonBehaviour::default(), birth_date: NaiveDate::from_ymd_opt(2019, 1, 1).unwrap(), relations: Relations::new(), license: StaffLicenseType::NationalC, attributes: PersonAttributes { adaptability: 1.0f32, ambition: 1.0f32, controversy: 1.0f32, loyalty: 1.0f32, pressure: 1.0f32, professionalism: 1.0f32, sportsmanship: 1.0f32, temperament: 1.0f32, }, staff_attributes: StaffAttributes { coaching: StaffCoaching { attacking: 1, defending: 1, fitness: 1, mental: 1, tactical: 1, technical: 1, working_with_youngsters: 1, }, goalkeeping: StaffGoalkeeperCoaching { distribution: 1, handling: 1, shot_stopping: 1, }, mental: StaffMental { adaptability: 1, determination: 1, discipline: 1, man_management: 1, motivating: 1, }, knowledge: StaffKnowledge { judging_player_ability: 1, judging_player_potential: 1, tactical_knowledge: 1, }, data_analysis: StaffDataAnalysis { judging_player_data: 1, judging_team_data: 1, presenting_data: 1, }, medical: StaffMedical { physiotherapy: 1, sports_science: 1, non_player_tendencies: 1, }, }, focus: Some(CoachFocus { technical_focus: vec![ TechnicalFocusType::FreeKicks, TechnicalFocusType::LongThrows, ], mental_focus: vec![MentalFocusType::OffTheBall, MentalFocusType::Teamwork], physical_focus: vec![PhysicalFocusType::NaturalFitness], }), fatigue: 0.0, job_satisfaction: 0.0, recent_performance: Default::default(), coaching_style: Default::default(), training_schedule: vec![], }; staff } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/attributes.rs
src/core/src/club/staff/attributes.rs
#[derive(Debug)] pub struct StaffAttributes { pub coaching: StaffCoaching, pub goalkeeping: StaffGoalkeeperCoaching, pub mental: StaffMental, pub knowledge: StaffKnowledge, pub data_analysis: StaffDataAnalysis, pub medical: StaffMedical, } #[derive(Debug)] pub struct StaffCoaching { pub attacking: u8, pub defending: u8, pub fitness: u8, pub mental: u8, pub tactical: u8, pub technical: u8, pub working_with_youngsters: u8, } #[derive(Debug)] pub struct StaffGoalkeeperCoaching { pub distribution: u8, pub handling: u8, pub shot_stopping: u8, } #[derive(Debug)] pub struct StaffMental { pub adaptability: u8, pub determination: u8, pub discipline: u8, pub man_management: u8, pub motivating: u8, } #[derive(Debug)] pub struct StaffKnowledge { pub judging_player_ability: u8, pub judging_player_potential: u8, pub tactical_knowledge: u8, } #[derive(Debug)] pub struct StaffDataAnalysis { pub judging_player_data: u8, pub judging_team_data: u8, pub presenting_data: u8, } #[derive(Debug)] pub struct StaffMedical { pub physiotherapy: u8, pub sports_science: u8, pub non_player_tendencies: u8, } impl StaffAttributes {}
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/staff/context.rs
src/core/src/club/staff/context.rs
#[derive(Clone)] pub struct StaffContext { pub id: Option<u32>, } impl StaffContext { pub fn new(id: Option<u32>) -> Self { StaffContext { id } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/finance/sponsorship.rs
src/core/src/club/finance/sponsorship.rs
use chrono::NaiveDate; #[derive(Debug)] pub struct ClubSponsorship { pub sponsorship_contracts: Vec<ClubSponsorshipContract>, } impl ClubSponsorship { pub fn new(contracts: Vec<ClubSponsorshipContract>) -> Self { ClubSponsorship { sponsorship_contracts: contracts, } } fn remove_expired_contracts(&mut self, date: NaiveDate) { self.sponsorship_contracts .retain(|contract| !contract.is_expired(date)) } pub fn get_sponsorship_incomes<'s>(&mut self, date: NaiveDate) -> &[ClubSponsorshipContract] { self.remove_expired_contracts(date); &self.sponsorship_contracts } } #[derive(Debug)] pub struct ClubSponsorshipContract { pub sponsor_name: String, pub wage: i32, expiration: NaiveDate, } impl ClubSponsorshipContract { pub fn new(sponsor_name: String, wage: i32, expiration: NaiveDate) -> Self { ClubSponsorshipContract { sponsor_name, wage, expiration, } } pub fn is_expired(&self, date: NaiveDate) -> bool { self.expiration >= date } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/finance/result.rs
src/core/src/club/finance/result.rs
use crate::simulator::SimulatorData; pub struct ClubFinanceResult {} impl ClubFinanceResult { pub fn new() -> Self { ClubFinanceResult {} } pub fn process(&self, _: &mut SimulatorData) {} }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/finance/history.rs
src/core/src/club/finance/history.rs
use crate::club::ClubFinancialBalance; use chrono::NaiveDate; use std::collections::LinkedList; #[derive(Debug)] pub struct ClubFinancialBalanceHistory { history: LinkedList<(NaiveDate, ClubFinancialBalance)>, } impl ClubFinancialBalanceHistory { pub fn new() -> Self { ClubFinancialBalanceHistory { history: LinkedList::new(), } } pub fn get(&self, date: NaiveDate) -> Option<&ClubFinancialBalance> { for (history_date, item) in self.history.iter() { if *history_date == date { return Some(item); } } None } pub fn add(&mut self, date: NaiveDate, balance: ClubFinancialBalance) { self.history.push_front((date, balance)) } } #[cfg(test)] mod tests { use super::*; #[test] fn get_date_not_found_none() { let history = ClubFinancialBalanceHistory::new(); let date = NaiveDate::from_ymd_opt(2020, 2, 1).unwrap(); let result = history.get(date); assert!(result.is_none()); } #[test] fn get_date_exist_return_balance() { let mut history = ClubFinancialBalanceHistory::new(); let balance = ClubFinancialBalance::new(123); let date = NaiveDate::from_ymd_opt(2020, 2, 1).unwrap(); history.add(date, balance); let result = history.get(date); assert!(result.is_some()); assert_eq!(123, result.unwrap().balance); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/finance/mod.rs
src/core/src/club/finance/mod.rs
mod balance; mod context; mod history; mod result; mod sponsorship; pub use balance::*; pub use context::*; pub use history::*; pub use result::*; pub use sponsorship::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/finance/context.rs
src/core/src/club/finance/context.rs
#[derive(Clone)] pub struct ClubFinanceContext {} impl ClubFinanceContext { pub fn new() -> Self { ClubFinanceContext {} } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/finance/balance.rs
src/core/src/club/finance/balance.rs
use crate::context::GlobalContext; use crate::shared::CurrencyValue; use crate::{ClubFinanceResult, ClubFinancialBalanceHistory, ClubSponsorship, ClubSponsorshipContract}; use chrono::NaiveDate; use log::debug; #[derive(Debug)] pub struct ClubFinances { pub balance: ClubFinancialBalance, pub history: ClubFinancialBalanceHistory, pub sponsorship: ClubSponsorship, pub transfer_budget: Option<CurrencyValue>, // NEW FIELD pub wage_budget: Option<CurrencyValue>, // NEW FIELD } impl ClubFinances { pub fn new(amount: i32, sponsorship_contract: Vec<ClubSponsorshipContract>) -> Self { ClubFinances { balance: ClubFinancialBalance::new(amount), history: ClubFinancialBalanceHistory::new(), sponsorship: ClubSponsorship::new(sponsorship_contract), transfer_budget: None, wage_budget: None, } } // New constructor with budgets pub fn with_budgets( amount: i32, sponsorship_contract: Vec<ClubSponsorshipContract>, transfer_budget: Option<CurrencyValue>, wage_budget: Option<CurrencyValue>, ) -> Self { ClubFinances { balance: ClubFinancialBalance::new(amount), history: ClubFinancialBalanceHistory::new(), sponsorship: ClubSponsorship::new(sponsorship_contract), transfer_budget, wage_budget, } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> ClubFinanceResult { let result = ClubFinanceResult::new(); let club_name = ctx.club.as_ref().expect("no club found").name; if ctx.simulation.is_month_beginning() { debug!("club: {}, finance: start new month", club_name); self.start_new_month(club_name, ctx.simulation.date.date()); // Update budgets at month beginning self.update_budgets(); } if ctx.simulation.is_year_beginning() { // ... sponsorship income code ... // Reset budgets for new year self.reset_annual_budgets(); } result } fn start_new_month(&mut self, club_name: &str, date: NaiveDate) { debug!( "club: {}, finance: add history, date = {}, balance = {}, income={}, outcome={}", club_name, date, self.balance.balance, self.balance.income, self.balance.outcome ); self.history.add(date, self.balance.clone()); self.balance.clear(); } pub fn push_salary(&mut self, club_name: &str, amount: i32) { debug!( "club: {}, finance: push salary, amount = {}", club_name, amount ); self.balance.push_outcome(amount); } fn update_budgets(&mut self) { // Update transfer and wage budgets based on current financial situation let available_funds = self.balance.balance as f64; // Allocate 30% of available funds to transfers if positive balance if available_funds > 0.0 { self.transfer_budget = Some(CurrencyValue { amount: available_funds * 0.3, currency: crate::shared::Currency::Usd, }); } } fn reset_annual_budgets(&mut self) { // Reset budgets based on overall financial health let available_funds = self.balance.balance as f64; if available_funds > 0.0 { // Set annual transfer budget (40% of available funds) self.transfer_budget = Some(CurrencyValue { amount: available_funds * 0.4, currency: crate::shared::Currency::Usd, }); // Set annual wage budget (50% of available funds) self.wage_budget = Some(CurrencyValue { amount: available_funds * 0.5, currency: crate::shared::Currency::Usd, }); } else { // No budget if in debt self.transfer_budget = None; self.wage_budget = None; } } // Helper method to spend from transfer budget pub fn spend_from_transfer_budget(&mut self, amount: f64) -> bool { if let Some(ref mut budget) = self.transfer_budget { if budget.amount >= amount { budget.amount -= amount; self.balance.push_outcome(amount as i32); return true; } } false } // Helper method to add transfer income pub fn add_transfer_income(&mut self, amount: f64) { self.balance.push_income(amount as i32); // Add 50% of transfer income to transfer budget if let Some(ref mut budget) = self.transfer_budget { budget.amount += amount * 0.5; } else { self.transfer_budget = Some(CurrencyValue { amount: amount * 0.5, currency: crate::shared::Currency::Usd, }); } } } #[derive(Debug, Clone)] #[allow(dead_code)] pub struct ClubFinancialBalance { pub balance: i32, pub income: i32, pub outcome: i32, highest_wage_paid: i32, latest_season_tickets: i32, remaining_budget: i32, season_transfer_funds: i32, transfer_income_percentage: i32, weekly_wage_budget: i32, highest_wage: i32, youth_grant_income: i32, } impl ClubFinancialBalance { pub fn new(balance: i32) -> Self { ClubFinancialBalance { balance, income: 0, outcome: 0, highest_wage_paid: 0, latest_season_tickets: 0, remaining_budget: 0, season_transfer_funds: 0, transfer_income_percentage: 0, weekly_wage_budget: 0, highest_wage: 0, youth_grant_income: 0, } } pub fn push_income(&mut self, wage: i32) { self.balance = self.balance + wage; self.income = self.income + wage; } pub fn push_outcome(&mut self, wage: i32) { self.balance = self.balance - wage; self.outcome = self.outcome + wage; } pub fn clear(&mut self) { self.income = 0; self.outcome = 0; } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/team.rs
src/core/src/club/team/team.rs
use crate::club::team::behaviour::TeamBehaviour; use crate::context::GlobalContext; use crate::r#match::{ EnhancedTacticsSelector, MatchPlayer, MatchSquad, SquadSelector, }; use crate::shared::CurrencyValue; use crate::{MatchHistory, MatchTacticType, Player, PlayerCollection, RecommendationPriority, StaffCollection, Tactics, TacticsSelector, TeamReputation, TeamResult, TeamTraining, TrainingSchedule, TransferItem, Transfers}; use log::{debug, info}; use std::borrow::Cow; use std::str::FromStr; use crate::club::team::builder::TeamBuilder; #[derive(Debug, PartialEq)] pub enum TeamType { Main = 0, B = 1, U18 = 2, U19 = 3, U21 = 4, U23 = 5, } #[derive(Debug)] pub struct Team { pub id: u32, pub league_id: u32, pub club_id: u32, pub name: String, pub slug: String, pub team_type: TeamType, pub tactics: Option<Tactics>, pub players: PlayerCollection, pub staffs: StaffCollection, pub behaviour: TeamBehaviour, pub reputation: TeamReputation, pub training_schedule: TrainingSchedule, pub transfer_list: Transfers, pub match_history: MatchHistory, } impl Team { pub fn builder() -> TeamBuilder { TeamBuilder::new() } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> TeamResult { let result = TeamResult::new( self.id, self.players.simulate(ctx.with_player(None)), self.staffs.simulate(ctx.with_staff(None)), self.behaviour .simulate(&mut self.players, &mut self.staffs, ctx.with_team(self.id)), TeamTraining::train(self, ctx.simulation.date), ); if self.tactics.is_none() { self.tactics = Some(TacticsSelector::select(self, self.staffs.head_coach())); }; if self.training_schedule.is_default { //let coach = self.staffs.head_coach(); } result } pub fn players(&self) -> Vec<&Player> { self.players.players() } pub fn add_player_to_transfer_list(&mut self, player_id: u32, value: CurrencyValue) { self.transfer_list.add(TransferItem { player_id, amount: value, }) } pub fn get_week_salary(&self) -> u32 { self.players .players .iter() .filter_map(|p| p.contract.as_ref()) .map(|c| c.salary) .chain( self.staffs .staffs .iter() .filter_map(|p| p.contract.as_ref()) .map(|c| c.salary), ) .sum() } /// Enhanced get_match_squad that uses improved tactical analysis pub fn get_enhanced_match_squad(&self) -> MatchSquad { let head_coach = self.staffs.head_coach(); // Step 2: Use enhanced squad selection let squad_result = SquadSelector::select(self, head_coach); // Step 3: Create match squad with selected tactics let final_tactics = self .tactics .as_ref() .cloned() .unwrap_or_else(|| TacticsSelector::select(self, head_coach)); // Step 5: Validate squad selection self.validate_squad_selection(&squad_result, &final_tactics); MatchSquad { team_id: self.id, team_name: self.name.clone(), tactics: final_tactics, main_squad: squad_result.main_squad, substitutes: squad_result.substitutes, captain_id: self.select_captain(), vice_captain_id: self.select_vice_captain(), penalty_taker_id: self.select_penalty_taker(), free_kick_taker_id: self.select_free_kick_taker(), } } fn validate_squad_selection( &self, squad_result: &crate::r#match::squad::PlayerSelectionResult, tactics: &Tactics, ) { let formation_positions = tactics.positions(); if squad_result.main_squad.len() != formation_positions.len() { log::warn!( "Squad size mismatch: got {} players for {} positions", squad_result.main_squad.len(), formation_positions.len() ); } let mut position_coverage = std::collections::HashMap::new(); for match_player in &squad_result.main_squad { let pos = match_player.tactical_position.current_position; *position_coverage.entry(pos).or_insert(0) += 1; } for &required_pos in formation_positions { if !position_coverage.contains_key(&required_pos) { log::warn!( "No player selected for required position: {}", required_pos.get_short_name() ); } } } /// Select team captain based on leadership and experience fn select_captain(&self) -> Option<MatchPlayer> { self.players .players() .iter() .filter(|p| !p.player_attributes.is_injured && !p.player_attributes.is_banned) .max_by(|a, b| { let leadership_a = a.skills.mental.leadership; let leadership_b = b.skills.mental.leadership; let experience_a = a.player_attributes.international_apps; let experience_b = b.player_attributes.international_apps; (leadership_a + experience_a as f32 / 10.0) .partial_cmp(&(leadership_b + experience_b as f32 / 10.0)) .unwrap_or(std::cmp::Ordering::Equal) }) .map(|p| MatchPlayer::from_player(self.id, p, p.position(), false)) } /// Select vice captain fn select_vice_captain(&self) -> Option<MatchPlayer> { // Similar logic to captain but exclude current captain // Implementation would be similar to select_captain None } /// Select penalty taker based on penalty taking skill and composure fn select_penalty_taker(&self) -> Option<MatchPlayer> { self.players .players() .iter() .filter(|p| !p.player_attributes.is_injured && !p.player_attributes.is_banned) .max_by(|a, b| { let penalty_skill_a = a.skills.technical.penalty_taking + a.skills.mental.composure; let penalty_skill_b = b.skills.technical.penalty_taking + b.skills.mental.composure; penalty_skill_a .partial_cmp(&penalty_skill_b) .unwrap_or(std::cmp::Ordering::Equal) }) .map(|p| MatchPlayer::from_player(self.id, p, p.position(), false)) } /// Select free kick taker based on free kick skill and technique fn select_free_kick_taker(&self) -> Option<MatchPlayer> { self.players .players() .iter() .filter(|p| !p.player_attributes.is_injured && !p.player_attributes.is_banned) .max_by(|a, b| { let fk_skill_a = a.skills.technical.free_kicks + a.skills.technical.technique; let fk_skill_b = b.skills.technical.free_kicks + b.skills.technical.technique; fk_skill_a .partial_cmp(&fk_skill_b) .unwrap_or(std::cmp::Ordering::Equal) }) .map(|p| MatchPlayer::from_player(self.id, p, p.position(), false)) } /// Adaptive tactics during a match based on game state pub fn adapt_tactics_during_match_enhanced( &mut self, score_difference: i8, minutes_played: u8, is_home: bool, team_morale: f32, ) -> Option<Tactics> { let current_tactic = &self.tactics().tactic_type; let available_players: Vec<&crate::Player> = self .players .players() .into_iter() .filter(|p| p.is_ready_for_match()) .collect(); // Use enhanced contextual selection let staff = self.staffs.head_coach(); let recent_results = vec![]; // This would come from match history let suggested_tactics = EnhancedTacticsSelector::select_contextual_tactics( self, staff, &recent_results, team_morale, ); // Override with situational tactics if needed if let Some(situational_tactics) = TacticsSelector::select_situational_tactic( current_tactic, is_home, score_difference, minutes_played, &available_players, ) { info!( "Adapting tactics due to match situation: {} -> {}", current_tactic.display_name(), situational_tactics.tactic_type.display_name() ); return Some(situational_tactics); } // Check if suggested tactics are significantly different if suggested_tactics.tactic_type != *current_tactic { let fitness_current = self .tactics() .calculate_formation_fitness(&available_players); let fitness_suggested = suggested_tactics.calculate_formation_fitness(&available_players); if fitness_suggested > fitness_current + 0.1 { // Significant improvement threshold info!( "Switching tactics for better formation fitness: {:.2} -> {:.2}", fitness_current, fitness_suggested ); return Some(suggested_tactics); } } None } /// Run comprehensive tactical analysis during team simulation pub fn run_tactical_analysis( &mut self, ) -> crate::club::team::tactics::decision::TacticalDecisionResult { let decisions = crate::club::team::tactics::decision::TacticalDecisionEngine::make_tactical_decisions( self, ); // Apply formation change if recommended with high confidence if let Some(ref change) = decisions.formation_change { if change.confidence > 0.75 { info!( "Implementing formation change: {} -> {} ({})", change.from.map(|f| f.display_name()).unwrap_or("None"), change.to.display_name(), change.reason ); self.tactics = Some(Tactics::with_reason( change.to, crate::TacticSelectionReason::TeamComposition, change.confidence, )); } } // Log important recommendations for rec in &decisions.recommendations { match rec.priority { RecommendationPriority::High | RecommendationPriority::Critical => { log::warn!( "[{}] {}: {}", if rec.priority == RecommendationPriority::Critical { "CRITICAL" } else { "HIGH" }, format!("{:?}", rec.category), rec.description ); } _ => { debug!( "[{:?}] {}: {}", rec.priority, format!("{:?}", rec.category), rec.description ); } } } decisions } pub fn tactics(&self) -> Cow<'_, Tactics> { if let Some(tactics) = &self.tactics { Cow::Borrowed(tactics) } else { Cow::Owned(Tactics::new(MatchTacticType::T442)) } } /// Method to adapt tactics during a match pub fn adapt_tactics_during_match( &mut self, score_difference: i8, minutes_played: u8, is_home: bool, ) -> Option<Tactics> { let current_tactic = &self.tactics().tactic_type; let available_players: Vec<&Player> = self .players .players() .into_iter() .filter(|p| p.is_ready_for_match()) .collect(); TacticsSelector::select_situational_tactic( current_tactic, is_home, score_difference, minutes_played, &available_players, ) } } impl FromStr for TeamType { type Err = String; fn from_str(s: &str) -> Result<Self, Self::Err> { match s { "Main" => Ok(TeamType::Main), "B" => Ok(TeamType::B), "U18" => Ok(TeamType::U18), "U19" => Ok(TeamType::U19), "U21" => Ok(TeamType::U21), "U23" => Ok(TeamType::U23), _ => Err(format!("'{}' is not a valid value for WSType", s)), } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/builder.rs
src/core/src/club/team/builder.rs
use crate::club::team::behaviour::TeamBehaviour; use crate::{MatchHistory, PlayerCollection, StaffCollection, Tactics, Team, TeamReputation, TeamType, TrainingSchedule, Transfers}; #[derive(Default)] pub struct TeamBuilder { id: Option<u32>, league_id: Option<u32>, club_id: Option<u32>, name: Option<String>, slug: Option<String>, team_type: Option<TeamType>, tactics: Option<Option<Tactics>>, players: Option<PlayerCollection>, staffs: Option<StaffCollection>, behaviour: Option<TeamBehaviour>, reputation: Option<TeamReputation>, training_schedule: Option<TrainingSchedule>, transfer_list: Option<Transfers>, match_history: Option<MatchHistory>, } impl TeamBuilder { pub fn new() -> Self { Self::default() } pub fn id(mut self, id: u32) -> Self { self.id = Some(id); self } pub fn league_id(mut self, league_id: u32) -> Self { self.league_id = Some(league_id); self } pub fn club_id(mut self, club_id: u32) -> Self { self.club_id = Some(club_id); self } pub fn name(mut self, name: String) -> Self { self.name = Some(name); self } pub fn slug(mut self, slug: String) -> Self { self.slug = Some(slug); self } pub fn team_type(mut self, team_type: TeamType) -> Self { self.team_type = Some(team_type); self } pub fn tactics(mut self, tactics: Option<Tactics>) -> Self { self.tactics = Some(tactics); self } pub fn players(mut self, players: PlayerCollection) -> Self { self.players = Some(players); self } pub fn staffs(mut self, staffs: StaffCollection) -> Self { self.staffs = Some(staffs); self } pub fn behaviour(mut self, behaviour: TeamBehaviour) -> Self { self.behaviour = Some(behaviour); self } pub fn reputation(mut self, reputation: TeamReputation) -> Self { self.reputation = Some(reputation); self } pub fn training_schedule(mut self, training_schedule: TrainingSchedule) -> Self { self.training_schedule = Some(training_schedule); self } pub fn transfer_list(mut self, transfer_list: Transfers) -> Self { self.transfer_list = Some(transfer_list); self } pub fn match_history(mut self, match_history: MatchHistory) -> Self { self.match_history = Some(match_history); self } pub fn build(self) -> Result<Team, String> { Ok(Team { id: self.id.ok_or("id is required")?, league_id: self.league_id.ok_or("league_id is required")?, club_id: self.club_id.ok_or("club_id is required")?, name: self.name.ok_or("name is required")?, slug: self.slug.ok_or("slug is required")?, team_type: self.team_type.ok_or("team_type is required")?, tactics: self.tactics.unwrap_or(None), players: self.players.ok_or("players is required")?, staffs: self.staffs.ok_or("staffs is required")?, behaviour: self.behaviour.unwrap_or_else(TeamBehaviour::new), reputation: self.reputation.ok_or("reputation is required")?, training_schedule: self.training_schedule.ok_or("training_schedule is required")?, transfer_list: self.transfer_list.unwrap_or_else(Transfers::new), match_history: self.match_history.unwrap_or_else(MatchHistory::new), }) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/result.rs
src/core/src/club/team/result.rs
use crate::club::team::behaviour::TeamBehaviourResult; use crate::club::PlayerCollectionResult; use crate::shared::{Currency, CurrencyValue}; use crate::simulator::SimulatorData; use crate::{StaffCollectionResult, TeamTrainingResult}; pub struct TeamResult { pub team_id: u32, pub players: PlayerCollectionResult, pub staffs: StaffCollectionResult, pub behaviour: TeamBehaviourResult, pub training: TeamTrainingResult, } impl TeamResult { pub fn new( team_id: u32, players: PlayerCollectionResult, staffs: StaffCollectionResult, behaviour: TeamBehaviourResult, training: TeamTrainingResult, ) -> Self { TeamResult { team_id, players, staffs, behaviour, training, } } pub fn process(&self, data: &mut SimulatorData) { let team = data.team_mut(self.team_id).unwrap(); for player_result in &self.players.players { team.add_player_to_transfer_list( player_result.player_id, CurrencyValue { amount: 100000 as f64, currency: Currency::Usd, }, ) } self.players.process(data); self.staffs.process(data); self.training.process(data); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/mod.rs
src/core/src/club/team/mod.rs
pub mod behaviour; pub mod builder; pub mod collection; pub mod context; pub mod matches; pub mod reputation; pub mod result; pub mod tactics; pub mod team; pub mod training; pub mod transfers; pub use behaviour::*; pub use builder::*; pub use collection::*; pub use context::*; pub use matches::*; pub use reputation::*; pub use result::*; pub use tactics::*; pub use team::*; pub use training::*; pub use transfers::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/reputation.rs
src/core/src/club/team/reputation.rs
use chrono::NaiveDate; use std::collections::VecDeque; /// Enhanced TeamReputation with dynamic updates and history tracking #[derive(Debug, Clone)] pub struct TeamReputation { /// Local/regional reputation (0-1000) pub home: u16, /// National reputation (0-1000) pub national: u16, /// International reputation (0-1000) pub world: u16, /// Momentum - how fast reputation is changing momentum: ReputationMomentum, /// Historical tracking history: ReputationHistory, /// Factors affecting reputation factors: ReputationFactors, } impl TeamReputation { /// Create a new TeamReputation with initial values pub fn new(home: u16, national: u16, world: u16) -> Self { TeamReputation { home: home.min(1000), national: national.min(1000), world: world.min(1000), momentum: ReputationMomentum::default(), history: ReputationHistory::new(), factors: ReputationFactors::default(), } } /// Get the overall reputation score (weighted average) pub fn overall_score(&self) -> f32 { (self.home as f32 * 0.2 + self.national as f32 * 0.3 + self.world as f32 * 0.5) / 1000.0 } /// Get reputation level category pub fn level(&self) -> ReputationLevel { match self.overall_score() { s if s >= 0.9 => ReputationLevel::Elite, s if s >= 0.75 => ReputationLevel::Continental, s if s >= 0.6 => ReputationLevel::National, s if s >= 0.4 => ReputationLevel::Regional, s if s >= 0.2 => ReputationLevel::Local, _ => ReputationLevel::Amateur, } } /// Process weekly reputation update based on recent performance pub fn process_weekly_update( &mut self, match_results: &[MatchResultInfo], league_position: u8, total_teams: u8, date: NaiveDate, ) { // Calculate performance factors let match_factor = self.calculate_match_factor(match_results); let position_factor = self.calculate_position_factor(league_position, total_teams); // Update momentum based on recent results self.momentum.update(match_factor + position_factor); // Apply reputation changes self.apply_reputation_changes(match_factor, position_factor); // Record in history self.history.record_snapshot( date, ReputationSnapshot { home: self.home, national: self.national, world: self.world, overall: self.overall_score(), } ); // Decay old factors self.factors.decay(); } /// Process a major achievement (trophy, promotion, etc.) pub fn process_achievement(&mut self, achievement: Achievement) { let boost = achievement.reputation_boost(); match achievement.scope() { AchievementScope::Local => { self.home = (self.home + boost.0).min(1000); self.national = (self.national + boost.1 / 2).min(1000); } AchievementScope::National => { self.home = (self.home + boost.0).min(1000); self.national = (self.national + boost.1).min(1000); self.world = (self.world + boost.2 / 2).min(1000); } AchievementScope::Continental => { self.national = (self.national + boost.1).min(1000); self.world = (self.world + boost.2).min(1000); } AchievementScope::Global => { self.world = (self.world + boost.2).min(1000); self.national = (self.national + boost.1).min(1000); } } self.factors.achievements.push(achievement); self.momentum.boost(0.2); } /// Process a player signing that affects reputation pub fn process_player_signing(&mut self, player_reputation: u16, is_star_player: bool) { if is_star_player && player_reputation > self.world { // Signing a star player boosts reputation let boost = ((player_reputation - self.world) / 10) as u16; self.world = (self.world + boost).min(1000); self.national = (self.national + boost / 2).min(1000); self.factors.star_players_signed += 1; self.momentum.boost(0.05); } } /// Process manager change pub fn process_manager_change(&mut self, manager_reputation: u16) { if manager_reputation > self.national { let boost = ((manager_reputation - self.national) / 8) as u16; self.national = (self.national + boost).min(1000); self.world = (self.world + boost / 2).min(1000); self.momentum.boost(0.1); } } /// Apply gradual reputation decay (called monthly) pub fn apply_monthly_decay(&mut self) { // Reputation slowly decays without achievements let decay_rate = match self.level() { ReputationLevel::Elite => 0.995, // Slower decay for elite teams ReputationLevel::Continental => 0.993, ReputationLevel::National => 0.990, _ => 0.988, // Faster decay for lower reputation }; if self.momentum.current < 0.0 { // Accelerated decay if momentum is negative let adjusted_decay = decay_rate - (self.momentum.current.abs() * 0.01); self.apply_decay(adjusted_decay.max(0.95)); } else if self.momentum.current < 0.1 { // Normal decay if momentum is low self.apply_decay(decay_rate); } // No decay if momentum is high (team is performing well) } /// Calculate reputation factor from match results fn calculate_match_factor(&self, results: &[MatchResultInfo]) -> f32 { if results.is_empty() { return 0.0; } let mut factor = 0.0; for result in results { let result_value = match result.outcome { MatchOutcome::Win => { let opponent_factor = result.opponent_reputation as f32 / self.overall_score().max(100.0); 0.03 * opponent_factor } MatchOutcome::Draw => { let opponent_factor = result.opponent_reputation as f32 / self.overall_score().max(100.0); 0.01 * opponent_factor - 0.005 } MatchOutcome::Loss => { let opponent_factor = self.overall_score() / result.opponent_reputation as f32; -0.02 * opponent_factor } }; // Competition importance multiplier let competition_mult = match result.competition_type { CompetitionType::League => 1.0, CompetitionType::DomesticCup => 1.2, CompetitionType::ContinentalCup => 1.5, CompetitionType::WorldCup => 2.0, }; factor += result_value * competition_mult; } factor / results.len() as f32 } /// Calculate reputation factor from league position fn calculate_position_factor(&self, position: u8, total_teams: u8) -> f32 { let relative_position = position as f32 / total_teams as f32; match relative_position { p if p <= 0.1 => 0.03, // Top 10% p if p <= 0.25 => 0.01, // Top 25% p if p <= 0.5 => 0.0, // Top 50% p if p <= 0.75 => -0.01, // Bottom 50% _ => -0.02, // Bottom 25% } } /// Apply calculated reputation changes fn apply_reputation_changes(&mut self, match_factor: f32, position_factor: f32) { let total_factor = (match_factor + position_factor) * (1.0 + self.momentum.current); // Different scopes affected differently let home_change = (total_factor * 20.0) as i16; let national_change = (total_factor * 15.0) as i16; let world_change = (total_factor * 10.0) as i16; self.home = ((self.home as i16 + home_change).max(0) as u16).min(1000); self.national = ((self.national as i16 + national_change).max(0) as u16).min(1000); self.world = ((self.world as i16 + world_change).max(0) as u16).min(1000); // Ensure logical ordering (world <= national <= home) if self.world > self.national { self.national = self.world; } if self.national > self.home { self.home = self.national; } } /// Apply decay to all reputation values fn apply_decay(&mut self, rate: f32) { self.home = (self.home as f32 * rate) as u16; self.national = (self.national as f32 * rate) as u16; self.world = (self.world as f32 * rate) as u16; } /// Get recent trend pub fn get_trend(&self) -> ReputationTrend { self.history.calculate_trend() } /// Check if reputation meets requirements pub fn meets_requirements(&self, requirements: &ReputationRequirements) -> bool { self.home >= requirements.min_home && self.national >= requirements.min_national && self.world >= requirements.min_world } /// Get attractiveness factor for transfers/signings pub fn attractiveness_factor(&self) -> f32 { let base = self.overall_score(); let momentum_bonus = self.momentum.current.max(0.0) * 0.2; let achievement_bonus = (self.factors.achievements.len() as f32 * 0.02).min(0.2); (base + momentum_bonus + achievement_bonus).min(1.0) } } /// Reputation momentum tracking #[derive(Debug, Clone)] struct ReputationMomentum { current: f32, history: VecDeque<f32>, } impl Default for ReputationMomentum { fn default() -> Self { ReputationMomentum { current: 0.0, history: VecDeque::with_capacity(10), } } } impl ReputationMomentum { fn update(&mut self, change: f32) { self.history.push_back(change); if self.history.len() > 10 { self.history.pop_front(); } // Calculate weighted average (recent changes matter more) let mut weighted_sum = 0.0; let mut weight_total = 0.0; for (i, &value) in self.history.iter().enumerate() { let weight = (i + 1) as f32; weighted_sum += value * weight; weight_total += weight; } self.current = if weight_total > 0.0 { (weighted_sum / weight_total).clamp(-0.5, 0.5) } else { 0.0 }; } fn boost(&mut self, amount: f32) { self.current = (self.current + amount).min(0.5); } } /// Historical reputation tracking #[derive(Debug, Clone)] struct ReputationHistory { snapshots: VecDeque<(NaiveDate, ReputationSnapshot)>, max_snapshots: usize, } impl ReputationHistory { fn new() -> Self { ReputationHistory { snapshots: VecDeque::with_capacity(52), // Store ~1 year of weekly snapshots max_snapshots: 52, } } fn record_snapshot(&mut self, date: NaiveDate, snapshot: ReputationSnapshot) { self.snapshots.push_back((date, snapshot)); if self.snapshots.len() > self.max_snapshots { self.snapshots.pop_front(); } } fn calculate_trend(&self) -> ReputationTrend { if self.snapshots.len() < 4 { return ReputationTrend::Stable; } let recent_avg = self.snapshots.iter() .rev() .take(4) .map(|(_, s)| s.overall) .sum::<f32>() / 4.0; let older_avg = self.snapshots.iter() .rev() .skip(4) .take(4) .map(|(_, s)| s.overall) .sum::<f32>() / 4.0; let change = recent_avg - older_avg; match change { c if c > 0.05 => ReputationTrend::Rising, c if c < -0.05 => ReputationTrend::Falling, _ => ReputationTrend::Stable, } } } #[derive(Debug, Clone)] struct ReputationSnapshot { home: u16, national: u16, world: u16, overall: f32, } /// Factors affecting reputation #[derive(Debug, Clone, Default)] struct ReputationFactors { achievements: Vec<Achievement>, star_players_signed: u8, recent_investment: f64, stadium_upgrade: bool, youth_development: u8, } impl ReputationFactors { fn decay(&mut self) { // Remove old achievements self.achievements.retain(|a| !a.is_expired()); // Decay other factors if self.star_players_signed > 0 { self.star_players_signed -= 1; } self.recent_investment *= 0.95; } } /// Reputation level categories #[derive(Debug, Clone, PartialEq)] pub enum ReputationLevel { Amateur, Local, Regional, National, Continental, Elite, } /// Reputation trend #[derive(Debug, Clone, PartialEq)] pub enum ReputationTrend { Rising, Stable, Falling, } /// Achievement that affects reputation #[derive(Debug, Clone)] pub struct Achievement { achievement_type: AchievementType, date: NaiveDate, importance: u8, // 1-10 scale } impl Achievement { pub fn new(achievement_type: AchievementType, date: NaiveDate, importance: u8) -> Self { Achievement { achievement_type, date, importance: importance.min(10), } } fn reputation_boost(&self) -> (u16, u16, u16) { match self.achievement_type { AchievementType::LeagueTitle => (50, 100, 80), AchievementType::CupWin => (40, 60, 40), AchievementType::Promotion => (60, 40, 20), AchievementType::ContinentalQualification => (30, 50, 60), AchievementType::ContinentalTrophy => (40, 80, 150), AchievementType::RecordBreaking => (20, 30, 40), } } fn scope(&self) -> AchievementScope { match self.achievement_type { AchievementType::Promotion | AchievementType::RecordBreaking => AchievementScope::Local, AchievementType::LeagueTitle | AchievementType::CupWin => AchievementScope::National, AchievementType::ContinentalQualification => AchievementScope::Continental, AchievementType::ContinentalTrophy => AchievementScope::Global, } } fn is_expired(&self) -> bool { // Achievements expire after 2 years let today = chrono::Local::now().date_naive(); (today - self.date).num_days() > 730 } } #[derive(Debug, Clone)] pub enum AchievementType { LeagueTitle, CupWin, Promotion, ContinentalQualification, ContinentalTrophy, RecordBreaking, } #[derive(Debug, Clone)] enum AchievementScope { Local, National, Continental, Global, } /// Match result information for reputation calculation #[derive(Debug, Clone)] pub struct MatchResultInfo { pub outcome: MatchOutcome, pub opponent_reputation: u16, pub competition_type: CompetitionType, } #[derive(Debug, Clone)] pub enum MatchOutcome { Win, Draw, Loss, } #[derive(Debug, Clone)] pub enum CompetitionType { League, DomesticCup, ContinentalCup, WorldCup, } /// Requirements for reputation-gated content #[derive(Debug, Clone)] pub struct ReputationRequirements { pub min_home: u16, pub min_national: u16, pub min_world: u16, } impl ReputationRequirements { pub fn new(home: u16, national: u16, world: u16) -> Self { ReputationRequirements { min_home: home, min_national: national, min_world: world, } } } #[cfg(test)] mod tests { use super::*; #[test] fn test_reputation_levels() { let mut rep = TeamReputation::new(100, 100, 100); assert_eq!(rep.level(), ReputationLevel::Amateur); rep = TeamReputation::new(500, 500, 500); assert_eq!(rep.level(), ReputationLevel::Regional); rep = TeamReputation::new(900, 900, 900); assert_eq!(rep.level(), ReputationLevel::Elite); } #[test] fn test_achievement_processing() { let mut rep = TeamReputation::new(400, 400, 400); let initial_world = rep.world; let achievement = Achievement::new( AchievementType::LeagueTitle, NaiveDate::from_ymd_opt(2024, 1, 1).unwrap(), 8 ); rep.process_achievement(achievement); assert!(rep.national > 400); assert!(rep.world > initial_world); } #[test] fn test_match_results_processing() { let mut rep = TeamReputation::new(500, 500, 500); let results = vec![ MatchResultInfo { outcome: MatchOutcome::Win, opponent_reputation: 600, competition_type: CompetitionType::League, }, MatchResultInfo { outcome: MatchOutcome::Win, opponent_reputation: 700, competition_type: CompetitionType::DomesticCup, }, ]; rep.process_weekly_update(&results, 3, 20, NaiveDate::from_ymd_opt(2024, 1, 1).unwrap()); assert!(rep.momentum.current > 0.0); } #[test] fn test_attractiveness_factor() { let mut rep = TeamReputation::new(800, 800, 800); let base_attractiveness = rep.attractiveness_factor(); // Add achievement rep.process_achievement(Achievement::new( AchievementType::ContinentalTrophy, NaiveDate::from_ymd_opt(2024, 1, 1).unwrap(), 10 )); let new_attractiveness = rep.attractiveness_factor(); assert!(new_attractiveness > base_attractiveness); } #[test] fn test_reputation_decay() { let mut rep = TeamReputation::new(500, 500, 500); let initial_home = rep.home; rep.apply_monthly_decay(); assert!(rep.home < initial_home); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/context.rs
src/core/src/club/team/context.rs
#[derive(Clone)] pub struct TeamContext { pub id: u32, } impl TeamContext { pub fn new(id: u32) -> Self { TeamContext { id } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/collection.rs
src/core/src/club/team/collection.rs
use crate::context::GlobalContext; use crate::utils::Logging; use crate::{Team, TeamResult, TeamType}; #[derive(Debug)] pub struct TeamCollection { pub teams: Vec<Team>, } impl TeamCollection { pub fn new(teams: Vec<Team>) -> Self { TeamCollection { teams } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> Vec<TeamResult> { self.teams .iter_mut() .map(|team| { let message = &format!("simulate team: {}", &team.name); Logging::estimate_result(|| team.simulate(ctx.with_team(team.id)), message) }) .collect() } pub fn by_id(&self, id: u32) -> &Team { self.teams .iter() .find(|t| t.id == id) .expect(format!("no team with id = {}", id).as_str()) } pub fn main_team_id(&self) -> Option<u32> { self.teams .iter() .find(|t| t.team_type == TeamType::Main) .map(|t| t.id) } pub fn with_league(&self, league_id: u32) -> Vec<u32> { self.teams .iter() .filter(|t| t.league_id == league_id) .map(|t| t.id) .collect() } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/tactics/decision.rs
src/core/src/club/team/tactics/decision.rs
use crate::r#match::{SquadSelector, TacticalSquadAnalyzer}; use crate::{Player, Team}; pub struct TacticalDecisionEngine; impl TacticalDecisionEngine { /// Make comprehensive tactical decisions for a team pub fn make_tactical_decisions(team: &mut Team) -> TacticalDecisionResult { let head_coach = team.staffs.head_coach(); let mut decisions = TacticalDecisionResult::new(); // 1. Formation Analysis if let Some(optimal_formation) = TacticalSquadAnalyzer::suggest_optimal_formation(team, head_coach) { let current_formation = team.tactics.as_ref().map(|t| t.tactic_type); if current_formation != Some(optimal_formation) { decisions.formation_change = Some(FormationChange { from: current_formation, to: optimal_formation, reason: "Squad composition analysis".to_string(), confidence: 0.8, }); } } // 2. Squad Selection Analysis let squad_result = SquadSelector::select(team, head_coach); decisions.squad_analysis = Self::analyze_squad_selection(&squad_result, team); // 3. Tactical Recommendations decisions.recommendations = Self::generate_tactical_recommendations(team, head_coach); decisions } /// Analyze the quality of squad selection fn analyze_squad_selection( squad_result: &crate::r#match::squad::PlayerSelectionResult, team: &Team, ) -> SquadAnalysis { let tactics = team.tactics(); let mut analysis = SquadAnalysis::new(); // Calculate average ratings for main squad let mut total_rating = 0.0; let mut position_mismatches = 0; for match_player in &squad_result.main_squad { let players = team.players.players(); let player = players .iter() .find(|p| p.id == match_player.id) .unwrap(); let position = match_player.tactical_position.current_position; let rating = SquadSelector::calculate_player_rating_for_position( player, team.staffs.head_coach(), position, &tactics ); total_rating += rating; // Check for position mismatches if !player.positions.has_position(position) { position_mismatches += 1; analysis.warnings.push(format!( "{} playing out of position at {}", player.full_name, position.get_short_name() )); } } analysis.average_rating = total_rating / squad_result.main_squad.len() as f32; analysis.position_mismatches = position_mismatches; analysis.formation_fitness = tactics.calculate_formation_fitness(&team.players.players()); // Analyze bench strength analysis.bench_quality = Self::calculate_bench_quality(&squad_result.substitutes, team); analysis } /// Calculate the quality of substitutes fn calculate_bench_quality( substitutes: &[crate::r#match::MatchPlayer], team: &Team, ) -> f32 { if substitutes.is_empty() { return 0.0; } let mut total_quality = 0.0; for sub in substitutes { if let Some(player) = team.players.players().iter().find(|p| p.id == sub.id) { let quality = (player.skills.technical.average() + player.skills.mental.average() + player.skills.physical.average()) / 3.0; total_quality += quality; } } total_quality / substitutes.len() as f32 } /// Generate tactical recommendations for the team fn generate_tactical_recommendations(team: &Team, staff: &crate::Staff) -> Vec<TacticalRecommendation> { let mut recommendations = Vec::new(); // Check if coach tactical knowledge matches formation complexity let current_tactics = team.tactics(); let coach_knowledge = staff.staff_attributes.knowledge.tactical_knowledge; match current_tactics.tactic_type { crate::MatchTacticType::T4312 | crate::MatchTacticType::T343 if coach_knowledge < 15 => { recommendations.push(TacticalRecommendation { priority: RecommendationPriority::High, category: RecommendationCategory::Formation, description: "Current formation may be too complex for coach's tactical knowledge. Consider simpler formation like 4-4-2 or 4-3-3.".to_string(), suggested_action: Some("Change to 4-4-2".to_string()), }); } _ => {} } // Check for player-position mismatches let available_players: Vec<&Player> = team.players.players() .iter() .filter(|p| !p.player_attributes.is_injured && !p.player_attributes.is_banned) .map(|p| *p) .collect(); let formation_fitness = current_tactics.calculate_formation_fitness(&available_players); if formation_fitness < 0.6 { recommendations.push(TacticalRecommendation { priority: RecommendationPriority::Medium, category: RecommendationCategory::SquadSelection, description: format!("Formation fitness is low ({:.2}). Consider formation change or player acquisitions.", formation_fitness), suggested_action: Some("Analyze alternative formations".to_string()), }); } // Check bench depth let bench_players = available_players.len() - 11; if bench_players < 7 { recommendations.push(TacticalRecommendation { priority: RecommendationPriority::Medium, category: RecommendationCategory::SquadDepth, description: format!("Limited bench options ({} substitutes available). Squad depth may be insufficient.", bench_players), suggested_action: Some("Consider loan or transfer signings".to_string()), }); } recommendations } } /// Result of tactical decision analysis #[derive(Debug)] pub struct TacticalDecisionResult { pub formation_change: Option<FormationChange>, pub squad_analysis: SquadAnalysis, pub recommendations: Vec<TacticalRecommendation>, } impl TacticalDecisionResult { fn new() -> Self { TacticalDecisionResult { formation_change: None, squad_analysis: SquadAnalysis::new(), recommendations: Vec::new(), } } } /// Suggested formation change #[derive(Debug)] pub struct FormationChange { pub from: Option<crate::MatchTacticType>, pub to: crate::MatchTacticType, pub reason: String, pub confidence: f32, } /// Analysis of squad selection quality #[derive(Debug)] pub struct SquadAnalysis { pub average_rating: f32, pub formation_fitness: f32, pub position_mismatches: u8, pub bench_quality: f32, pub warnings: Vec<String>, } impl SquadAnalysis { fn new() -> Self { SquadAnalysis { average_rating: 0.0, formation_fitness: 0.0, position_mismatches: 0, bench_quality: 0.0, warnings: Vec::new(), } } } /// Tactical recommendation for team improvement #[derive(Debug)] pub struct TacticalRecommendation { pub priority: RecommendationPriority, pub category: RecommendationCategory, pub description: String, pub suggested_action: Option<String>, } #[derive(Debug, PartialEq)] pub enum RecommendationPriority { Low, Medium, High, Critical, } #[derive(Debug)] pub enum RecommendationCategory { Formation, SquadSelection, SquadDepth, TacticalStyle, PlayerDevelopment, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/tactics/tactics.rs
src/core/src/club/team/tactics/tactics.rs
use crate::club::{PersonBehaviourState, Player, PlayerPositionType, Staff}; use crate::Team; #[derive(Debug, Clone)] pub struct Tactics { pub tactic_type: MatchTacticType, pub selected_reason: TacticSelectionReason, pub formation_strength: f32, // 0.0 to 1.0 indicating how well this formation suits the team } #[derive(Debug, Clone, Ord, PartialOrd, Eq, PartialEq)] pub enum TacticSelectionReason { CoachPreference, TeamComposition, OpponentCounter, GameSituation, Default, } impl Tactics { pub fn new(tactic_type: MatchTacticType) -> Self { Tactics { tactic_type, selected_reason: TacticSelectionReason::Default, formation_strength: 0.5, } } pub fn with_reason( tactic_type: MatchTacticType, reason: TacticSelectionReason, strength: f32, ) -> Self { Tactics { tactic_type, selected_reason: reason, formation_strength: strength.clamp(0.0, 1.0), } } pub fn positions(&self) -> &[PlayerPositionType; 11] { let (_, positions) = TACTICS_POSITIONS .iter() .find(|(positioning, _)| *positioning == self.tactic_type) .unwrap_or(&TACTICS_POSITIONS[0]); positions } pub fn defender_count(&self) -> usize { self.positions() .iter() .filter(|pos| pos.is_defender()) .count() } pub fn midfielder_count(&self) -> usize { self.positions() .iter() .filter(|pos| pos.is_midfielder()) .count() } pub fn forward_count(&self) -> usize { self.positions() .iter() .filter(|pos| pos.is_forward()) .count() } pub fn formation_description(&self) -> String { format!( "{}-{}-{}", self.defender_count(), self.midfielder_count(), self.forward_count() ) } pub fn is_attacking(&self) -> bool { self.forward_count() >= 3 || (self.forward_count() == 2 && self.midfielder_count() <= 3) } pub fn is_defensive(&self) -> bool { self.defender_count() >= 5 || (self.defender_count() == 4 && self.midfielder_count() >= 5) } pub fn is_high_pressing(&self) -> bool { true } pub fn tactical_style(&self) -> TacticalStyle { match self.tactic_type { MatchTacticType::T442 | MatchTacticType::T442Diamond | MatchTacticType::T442DiamondWide => TacticalStyle::Balanced, MatchTacticType::T433 | MatchTacticType::T343 => TacticalStyle::Attacking, MatchTacticType::T451 | MatchTacticType::T4141 => TacticalStyle::Defensive, MatchTacticType::T352 => TacticalStyle::WingPlay, MatchTacticType::T4231 | MatchTacticType::T4312 => TacticalStyle::Possession, MatchTacticType::T442Narrow => TacticalStyle::Compact, MatchTacticType::T4411 => TacticalStyle::Counterattack, MatchTacticType::T1333 => TacticalStyle::Experimental, MatchTacticType::T4222 => TacticalStyle::WidePlay, } } /// Calculate how well this tactic suits the available players pub fn calculate_formation_fitness(&self, players: &[&Player]) -> f32 { let required_positions = self.positions(); let mut fitness_score = 0.0; let mut total_positions = 0.0; for required_pos in required_positions.iter() { let best_player_fitness = players .iter() .filter(|p| p.positions().contains(required_pos)) .map(|p| self.calculate_player_position_fitness(p, required_pos)) .fold(0.0f32, |acc, x| acc.max(x)); fitness_score += best_player_fitness; total_positions += 1.0; } if total_positions > 0.0 { fitness_score / total_positions } else { 0.0 } } fn calculate_player_position_fitness( &self, player: &Player, position: &PlayerPositionType, ) -> f32 { let position_level = player.positions.get_level(*position) as f32 / 20.0; // Normalize to 0-1 let overall_ability = player.player_attributes.current_ability as f32 / 200.0; // Normalize to 0-1 let match_readiness = player.skills.physical.match_readiness / 20.0; // Normalize to 0-1 // Weight the factors (position_level * 0.5) + (overall_ability * 0.3) + (match_readiness * 0.2) } } #[derive(Debug, PartialEq, Clone)] pub enum TacticalStyle { Attacking, Defensive, Balanced, Possession, Counterattack, WingPlay, WidePlay, Compact, Experimental, } // Include the TACTICS_POSITIONS array from the previous implementation pub const TACTICS_POSITIONS: &[(MatchTacticType, [PlayerPositionType; 11])] = &[ ( MatchTacticType::T442, [ PlayerPositionType::Goalkeeper, PlayerPositionType::DefenderLeft, PlayerPositionType::DefenderCenterLeft, PlayerPositionType::DefenderCenterRight, PlayerPositionType::DefenderRight, PlayerPositionType::MidfielderLeft, PlayerPositionType::MidfielderCenterLeft, PlayerPositionType::MidfielderCenterRight, PlayerPositionType::MidfielderRight, PlayerPositionType::ForwardLeft, PlayerPositionType::ForwardRight, ], ), ( MatchTacticType::T433, [ PlayerPositionType::Goalkeeper, PlayerPositionType::DefenderLeft, PlayerPositionType::DefenderCenterLeft, PlayerPositionType::DefenderCenterRight, PlayerPositionType::DefenderRight, PlayerPositionType::MidfielderCenterLeft, PlayerPositionType::MidfielderCenter, PlayerPositionType::MidfielderCenterRight, PlayerPositionType::ForwardLeft, PlayerPositionType::ForwardCenter, PlayerPositionType::ForwardRight, ], ), ( MatchTacticType::T451, [ PlayerPositionType::Goalkeeper, PlayerPositionType::DefenderLeft, PlayerPositionType::DefenderCenterLeft, PlayerPositionType::DefenderCenterRight, PlayerPositionType::DefenderRight, PlayerPositionType::MidfielderLeft, PlayerPositionType::MidfielderCenterLeft, PlayerPositionType::MidfielderCenter, PlayerPositionType::MidfielderCenterRight, PlayerPositionType::MidfielderRight, PlayerPositionType::Striker, ], ), ( MatchTacticType::T4231, [ PlayerPositionType::Goalkeeper, PlayerPositionType::DefenderLeft, PlayerPositionType::DefenderCenterLeft, PlayerPositionType::DefenderCenterRight, PlayerPositionType::DefenderRight, PlayerPositionType::DefensiveMidfielder, PlayerPositionType::MidfielderCenter, PlayerPositionType::AttackingMidfielderLeft, PlayerPositionType::AttackingMidfielderCenter, PlayerPositionType::AttackingMidfielderRight, PlayerPositionType::Striker, ], ), ( MatchTacticType::T352, [ PlayerPositionType::Goalkeeper, PlayerPositionType::DefenderCenterLeft, PlayerPositionType::DefenderCenter, PlayerPositionType::DefenderCenterRight, PlayerPositionType::WingbackLeft, PlayerPositionType::MidfielderCenterLeft, PlayerPositionType::MidfielderCenter, PlayerPositionType::MidfielderCenterRight, PlayerPositionType::WingbackRight, PlayerPositionType::ForwardLeft, PlayerPositionType::ForwardRight, ], ), // Add more formations as needed... ]; #[derive(Copy, Debug, Eq, PartialEq, PartialOrd, Clone, Hash)] pub enum MatchTacticType { T442, T433, T451, T4231, T352, T442Diamond, T442DiamondWide, T442Narrow, T4141, T4411, T343, T1333, T4312, T4222, } impl MatchTacticType { pub fn all() -> Vec<MatchTacticType> { vec![ MatchTacticType::T442, MatchTacticType::T433, MatchTacticType::T451, MatchTacticType::T4231, MatchTacticType::T352, MatchTacticType::T442Diamond, MatchTacticType::T442DiamondWide, MatchTacticType::T442Narrow, MatchTacticType::T4141, MatchTacticType::T4411, MatchTacticType::T343, MatchTacticType::T1333, MatchTacticType::T4312, MatchTacticType::T4222, ] } pub fn display_name(&self) -> &'static str { match self { MatchTacticType::T442 => "4-4-2", MatchTacticType::T433 => "4-3-3", MatchTacticType::T451 => "4-5-1", MatchTacticType::T4231 => "4-2-3-1", MatchTacticType::T352 => "3-5-2", MatchTacticType::T442Diamond => "4-4-2 Diamond", MatchTacticType::T442DiamondWide => "4-4-2 Diamond Wide", MatchTacticType::T442Narrow => "4-4-2 Narrow", MatchTacticType::T4141 => "4-1-4-1", MatchTacticType::T4411 => "4-4-1-1", MatchTacticType::T343 => "3-4-3", MatchTacticType::T1333 => "1-3-3-3", MatchTacticType::T4312 => "4-3-1-2", MatchTacticType::T4222 => "4-2-2-2", } } } pub struct TacticsSelector; impl TacticsSelector { /// Main method to select the best tactic for a team pub fn select(team: &Team, coach: &Staff) -> Tactics { let available_players: Vec<&Player> = team .players .players() .into_iter() .filter(|p| p.is_ready_for_match()) .collect(); if available_players.len() < 11 { // Emergency: not enough players, use simple formation return Tactics::with_reason( MatchTacticType::T442, TacticSelectionReason::Default, 0.3, ); } // Evaluate multiple selection strategies let strategies = vec![ Self::select_by_coach_preference(coach, &available_players), Self::select_by_team_composition(&available_players), Self::select_by_player_quality(&available_players), ]; // Choose the best strategy result strategies .into_iter() .max_by(|a, b| { a.formation_strength .partial_cmp(&b.formation_strength) .unwrap_or(std::cmp::Ordering::Equal) }) .unwrap_or_else(|| { Tactics::with_reason(MatchTacticType::T442, TacticSelectionReason::Default, 0.5) }) } /// Select tactic based on coach attributes and behavior fn select_by_coach_preference(coach: &Staff, players: &[&Player]) -> Tactics { let tactical_knowledge = coach.staff_attributes.knowledge.tactical_knowledge; let attacking_coaching = coach.staff_attributes.coaching.attacking; let defending_coaching = coach.staff_attributes.coaching.defending; let preferred_tactic = match coach.behaviour.state { PersonBehaviourState::Poor => { // Conservative, simple formation if tactical_knowledge < 10 { MatchTacticType::T442 } else { MatchTacticType::T451 } } PersonBehaviourState::Normal => Self::select_balanced_by_coaching_style( attacking_coaching, defending_coaching, tactical_knowledge, ), PersonBehaviourState::Good => Self::select_advanced_by_coaching_expertise( attacking_coaching, defending_coaching, tactical_knowledge, ), }; let tactic = Tactics::new(preferred_tactic); let strength = tactic.calculate_formation_fitness(players) * Self::coach_confidence_multiplier(coach); Tactics::with_reason( preferred_tactic, TacticSelectionReason::CoachPreference, strength, ) } fn select_balanced_by_coaching_style( attacking: u8, defending: u8, tactical: u8, ) -> MatchTacticType { let attack_def_diff = attacking as i16 - defending as i16; match (attack_def_diff, tactical) { (diff, tact) if diff > 5 && tact >= 12 => MatchTacticType::T433, (diff, tact) if diff < -5 && tact >= 12 => MatchTacticType::T451, (_, tact) if tact >= 15 => MatchTacticType::T4231, (_, tact) if tact >= 10 => MatchTacticType::T442, _ => MatchTacticType::T442, } } fn select_advanced_by_coaching_expertise( attacking: u8, defending: u8, tactical: u8, ) -> MatchTacticType { if tactical >= 18 { // Master tactician - can use complex formations if attacking >= 16 { MatchTacticType::T343 } else if defending >= 16 { MatchTacticType::T352 } else { MatchTacticType::T4312 } } else if tactical >= 15 { // Experienced - advanced but proven formations if attacking > defending + 3 { MatchTacticType::T433 } else if defending > attacking + 3 { MatchTacticType::T4141 } else { MatchTacticType::T4231 } } else { // Good but not exceptional MatchTacticType::T442Diamond } } /// Select tactic based on available player composition fn select_by_team_composition(players: &[&Player]) -> Tactics { let position_analysis = Self::analyze_team_composition(players); let selected_tactic = Self::match_formation_to_composition(&position_analysis); let tactic = Tactics::new(selected_tactic); let strength = tactic.calculate_formation_fitness(players); Tactics::with_reason( selected_tactic, TacticSelectionReason::TeamComposition, strength, ) } fn analyze_team_composition(players: &[&Player]) -> TeamCompositionAnalysis { let mut analysis = TeamCompositionAnalysis::new(); for player in players { for position in player.positions() { let quality = player.player_attributes.current_ability as f32 / 200.0; match position { pos if pos.is_defender() => { analysis.defender_quality += quality; analysis.defender_count += 1; } pos if pos.is_midfielder() => { analysis.midfielder_quality += quality; analysis.midfielder_count += 1; } pos if pos.is_forward() => { analysis.forward_quality += quality; analysis.forward_count += 1; } PlayerPositionType::Goalkeeper => { analysis.goalkeeper_quality += quality; analysis.goalkeeper_count += 1; } _ => {} } } } // Calculate averages if analysis.defender_count > 0 { analysis.defender_quality /= analysis.defender_count as f32; } if analysis.midfielder_count > 0 { analysis.midfielder_quality /= analysis.midfielder_count as f32; } if analysis.forward_count > 0 { analysis.forward_quality /= analysis.forward_count as f32; } analysis } fn match_formation_to_composition(analysis: &TeamCompositionAnalysis) -> MatchTacticType { // Determine strongest area let def_strength = analysis.defender_quality * (analysis.defender_count as f32 / 6.0).min(1.0); let mid_strength = analysis.midfielder_quality * (analysis.midfielder_count as f32 / 6.0).min(1.0); let att_strength = analysis.forward_quality * (analysis.forward_count as f32 / 4.0).min(1.0); if att_strength > def_strength + 0.15 && att_strength > mid_strength + 0.1 { // Strong attack if analysis.forward_count >= 4 { MatchTacticType::T433 } else { MatchTacticType::T4231 } } else if def_strength > att_strength + 0.15 && def_strength > mid_strength + 0.1 { // Strong defense if analysis.defender_count >= 6 { MatchTacticType::T352 } else { MatchTacticType::T451 } } else if mid_strength > 0.7 { // Strong midfield MatchTacticType::T4312 } else { // Balanced MatchTacticType::T442 } } /// Select tactic based on individual player quality and fitness fn select_by_player_quality(players: &[&Player]) -> Tactics { // Test multiple formations and pick the one with best player fit let candidate_tactics = vec![ MatchTacticType::T442, MatchTacticType::T433, MatchTacticType::T451, MatchTacticType::T4231, MatchTacticType::T352, ]; let mut best_tactic = MatchTacticType::T442; let mut best_strength = 0.0; for tactic_type in candidate_tactics { let tactic = Tactics::new(tactic_type); let strength = tactic.calculate_formation_fitness(players); if strength > best_strength { best_strength = strength; best_tactic = tactic_type; } } Tactics::with_reason( best_tactic, TacticSelectionReason::TeamComposition, best_strength, ) } /// Select counter tactic against specific opponent formation pub fn select_counter_tactic( opponent_tactic: &MatchTacticType, our_players: &[&Player], ) -> Tactics { let counter_tactic = match opponent_tactic { // Counter attacking formations with defensive setups MatchTacticType::T433 | MatchTacticType::T343 => MatchTacticType::T451, // Counter defensive formations with attacking ones MatchTacticType::T451 | MatchTacticType::T4141 => MatchTacticType::T433, // Counter possession-based with pressing MatchTacticType::T4231 | MatchTacticType::T4312 => MatchTacticType::T442Diamond, // Counter narrow with wide MatchTacticType::T442Narrow => MatchTacticType::T442DiamondWide, // Counter wide with compact MatchTacticType::T442DiamondWide => MatchTacticType::T442Narrow, // Default counter _ => MatchTacticType::T442, }; let tactic = Tactics::new(counter_tactic); let strength = tactic.calculate_formation_fitness(our_players) * 0.9; // Slight penalty for reactive approach Tactics::with_reason( counter_tactic, TacticSelectionReason::OpponentCounter, strength, ) } /// Select tactics based on game situation pub fn select_situational_tactic( current_tactic: &MatchTacticType, is_home: bool, score_difference: i8, minutes_played: u8, players: &[&Player], ) -> Option<Tactics> { let new_tactic = match (score_difference, minutes_played) { // Desperately need goals (diff, min) if diff < -1 && min > 75 => Some(MatchTacticType::T343), (diff, min) if diff < 0 && min > 70 => Some(MatchTacticType::T433), // Protecting a lead (diff, min) if diff > 1 && min > 80 => Some(MatchTacticType::T451), (diff, min) if diff > 0 && min > 75 => Some(MatchTacticType::T4141), // First half adjustments (diff, min) if diff < -1 && min < 30 && is_home => Some(MatchTacticType::T4231), _ => None, }; if let Some(tactic_type) = new_tactic { if tactic_type != *current_tactic { let tactic = Tactics::new(tactic_type); let strength = tactic.calculate_formation_fitness(players) * 0.8; // Penalty for mid-game change return Some(Tactics::with_reason( tactic_type, TacticSelectionReason::GameSituation, strength, )); } } None } fn coach_confidence_multiplier(coach: &Staff) -> f32 { let base_confidence = match coach.behaviour.state { PersonBehaviourState::Poor => 0.7, PersonBehaviourState::Normal => 1.0, PersonBehaviourState::Good => 1.2, }; let tactical_bonus = (coach.staff_attributes.knowledge.tactical_knowledge as f32 / 20.0) * 0.3; let experience_bonus = (coach.staff_attributes.mental.determination as f32 / 20.0) * 0.2; (base_confidence + tactical_bonus + experience_bonus).clamp(0.5, 1.5) } } #[derive(Debug)] struct TeamCompositionAnalysis { goalkeeper_count: u8, goalkeeper_quality: f32, defender_count: u8, defender_quality: f32, midfielder_count: u8, midfielder_quality: f32, forward_count: u8, forward_quality: f32, } impl TeamCompositionAnalysis { fn new() -> Self { Self { goalkeeper_count: 0, goalkeeper_quality: 0.0, defender_count: 0, defender_quality: 0.0, midfielder_count: 0, midfielder_quality: 0.0, forward_count: 0, forward_quality: 0.0, } } } #[cfg(test)] mod tests { use super::*; use crate::shared::fullname::FullName; use crate::PersonAttributes; use crate::club::player::builder::PlayerBuilder; fn create_test_player(id: u32, position: PlayerPositionType, ability: u8) -> Player { use crate::club::player::*; PlayerBuilder::new() .id(id) .full_name(FullName::new("Test".to_string(), "Player".to_string())) .birth_date(NaiveDate::from_ymd_opt(1995, 1, 1).unwrap()) .country_id(1) .skills(PlayerSkills::default()) .attributes(PersonAttributes::default()) .player_attributes(PlayerAttributes { current_ability: ability, potential_ability: ability + 10, condition: 10000, ..Default::default() }) .contract(None) .positions(PlayerPositions { positions: vec![PlayerPosition { position, level: 18, }], }) .build() .expect("Failed to build test player") } #[test] fn test_formation_fitness_calculation() { let players = vec![ create_test_player(1, PlayerPositionType::Goalkeeper, 150), create_test_player(2, PlayerPositionType::DefenderLeft, 140), create_test_player(3, PlayerPositionType::MidfielderCenter, 160), create_test_player(4, PlayerPositionType::ForwardCenter, 170), ]; let player_refs: Vec<&Player> = players.iter().collect(); let tactic = Tactics::new(MatchTacticType::T442); let fitness = tactic.calculate_formation_fitness(&player_refs); assert!(fitness > 0.0 && fitness <= 1.0); } #[test] fn test_tactical_selection_by_composition() { // Create a team with strong attackers let players = vec![ create_test_player(1, PlayerPositionType::ForwardCenter, 180), create_test_player(2, PlayerPositionType::ForwardLeft, 175), create_test_player(3, PlayerPositionType::ForwardRight, 170), create_test_player(4, PlayerPositionType::MidfielderCenter, 140), ]; let player_refs: Vec<&Player> = players.iter().collect(); let result = TacticsSelector::select_by_team_composition(&player_refs); // Should prefer attacking formation for strong forwards assert!(result.is_attacking() || matches!(result.tactic_type, MatchTacticType::T4231)); } #[test] fn test_counter_tactic_selection() { let players = vec![create_test_player(1, PlayerPositionType::Goalkeeper, 150)]; let player_refs: Vec<&Player> = players.iter().collect(); let counter = TacticsSelector::select_counter_tactic(&MatchTacticType::T433, &player_refs); assert_eq!(counter.tactic_type, MatchTacticType::T451); assert_eq!( counter.selected_reason, TacticSelectionReason::OpponentCounter ); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/tactics/mod.rs
src/core/src/club/team/tactics/mod.rs
pub mod tactics; pub mod decision; pub use decision::*; pub use tactics::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/matches/history.rs
src/core/src/club/team/matches/history.rs
use crate::r#match::TeamScore; use chrono::NaiveDateTime; const DEFAULT_MATCH_LIST_SIZE: usize = 10; #[derive(Debug)] pub struct MatchHistory { items: Vec<MatchHistoryItem>, } impl Default for MatchHistory { fn default() -> Self { Self::new() } } impl MatchHistory { pub fn new() -> Self { MatchHistory { items: Vec::with_capacity(DEFAULT_MATCH_LIST_SIZE), } } pub fn add(&mut self, item: MatchHistoryItem) { self.items.push(item); } } #[derive(Debug)] #[allow(dead_code)] pub struct MatchHistoryItem { date: NaiveDateTime, rival_team_id: u32, score: (TeamScore, TeamScore), } impl MatchHistoryItem { pub fn new(date: NaiveDateTime, rival_team_id: u32, score: (TeamScore, TeamScore)) -> Self { MatchHistoryItem { date, rival_team_id, score, } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/matches/mod.rs
src/core/src/club/team/matches/mod.rs
mod history; pub use history::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/training/schedule.rs
src/core/src/club/team/training/schedule.rs
use chrono::{NaiveDateTime, NaiveTime}; #[derive(Debug)] pub struct TrainingSchedule { pub morning_time: NaiveTime, pub evening_time: NaiveTime, pub is_default: bool, } impl TrainingSchedule { pub fn new(morning_time: NaiveTime, evening_time: NaiveTime) -> Self { TrainingSchedule { morning_time, evening_time, is_default: true, } } pub fn is_time(&self, date: NaiveDateTime) -> bool { self.morning_time == date.time() || self.evening_time == date.time() } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/training/training.rs
src/core/src/club/team/training/training.rs
use crate::club::player::training::result::PlayerTrainingResult; use crate::{Player, PlayerPositionType, PlayerTraining, Staff, Team, TeamTrainingResult}; use chrono::{Datelike, NaiveDateTime, Weekday}; use std::collections::HashMap; #[derive(Debug)] pub struct TeamTraining; impl TeamTraining { pub fn train(team: &mut Team, date: NaiveDateTime) -> TeamTrainingResult { let mut result = TeamTrainingResult::new(); // Check if it's training time if !team.training_schedule.is_time(date) { return result; } // Get the current training plan let current_weekday = date.weekday(); let coach = team.staffs.training_coach(&team.team_type); // Determine periodization phase based on season progress let phase = Self::determine_phase(date); // Get or generate weekly plan let weekly_plan = WeeklyTrainingPlan::generate_weekly_plan( Self::get_next_match_day(team, date), Self::get_previous_match_day(team, date), phase, &Self::get_coach_philosophy(coach), ); // Execute today's training sessions if let Some(sessions) = weekly_plan.sessions.get(&current_weekday) { for session in sessions { let session_results = Self::execute_training_session( team, coach, session, date, ); result.player_results.extend(session_results); } } // Apply team cohesion effects Self::apply_team_cohesion_effects(team, &result); result } fn execute_training_session( team: &Team, coach: &Staff, session: &TrainingSession, date: NaiveDateTime, ) -> Vec<PlayerTrainingResult> { let participants = Self::select_participants(team, session); let mut results = Vec::with_capacity(participants.len()); for player in participants { results.push(PlayerTraining::train( player, coach, session, date, )); } results } fn select_participants<'a>(team: &'a Team, session: &TrainingSession) -> Vec<&'a Player> { let mut participants = Vec::new(); // If specific participants are listed, use those if !session.participants.is_empty() { for player_id in &session.participants { if let Some(player) = team.players.players.iter().find(|p| p.id == *player_id) { if Self::can_participate(player) { participants.push(player); } } } } else if !session.focus_positions.is_empty() { // Select players based on focus positions for player in &team.players.players { if Self::can_participate(player) { for position in &session.focus_positions { if player.positions.has_position(*position) { participants.push(player); break; } } } } } else { // All available players participate for player in &team.players.players { if Self::can_participate(player) { participants.push(player); } } } participants } fn can_participate(player: &Player) -> bool { !player.player_attributes.is_injured && !player.player_attributes.is_banned && player.player_attributes.condition_percentage() > 30 } fn apply_team_cohesion_effects(team: &mut Team, training_results: &TeamTrainingResult) { // Players training together build relationships let participant_ids: Vec<u32> = training_results.player_results .iter() .map(|r| r.player_id) .collect(); // Small relationship improvements between training partners for i in 0..participant_ids.len() { for j in i + 1..participant_ids.len() { if let Some(player_i) = team.players.players.iter_mut().find(|p| p.id == participant_ids[i]) { player_i.relations.update(participant_ids[j], 0.01); } if let Some(player_j) = team.players.players.iter_mut().find(|p| p.id == participant_ids[j]) { player_j.relations.update(participant_ids[i], 0.01); } } } } fn determine_phase(date: NaiveDateTime) -> PeriodizationPhase { let month = date.month(); match month { 6 | 7 => PeriodizationPhase::PreSeason, 8 | 9 => PeriodizationPhase::EarlySeason, 10 | 11 | 12 | 1 | 2 => PeriodizationPhase::MidSeason, 3 | 4 => PeriodizationPhase::LateSeason, 5 => PeriodizationPhase::OffSeason, _ => PeriodizationPhase::MidSeason, } } fn get_next_match_day(_team: &Team, _date: NaiveDateTime) -> Option<Weekday> { // This would check the actual match schedule // For now, assume Saturday matches Some(Weekday::Sat) } fn get_previous_match_day(_team: &Team, _date: NaiveDateTime) -> Option<Weekday> { // This would check the actual match history // For now, return None None } fn get_coach_philosophy(coach: &Staff) -> CoachingPhilosophy { // Determine coach philosophy based on attributes let tactical_focus = if coach.staff_attributes.coaching.attacking > coach.staff_attributes.coaching.defending { if coach.staff_attributes.coaching.attacking > 15 { TacticalFocus::Attacking } else { TacticalFocus::Possession } } else if coach.staff_attributes.coaching.defending > 15 { TacticalFocus::Defensive } else { TacticalFocus::Balanced }; let training_intensity = if coach.staff_attributes.coaching.fitness > 15 { TrainingIntensityPreference::High } else if coach.staff_attributes.coaching.fitness < 10 { TrainingIntensityPreference::Low } else { TrainingIntensityPreference::Medium }; CoachingPhilosophy { tactical_focus, training_intensity, youth_focus: coach.staff_attributes.coaching.working_with_youngsters > 12, rotation_preference: RotationPreference::Moderate, } } } #[derive(Debug, Clone, PartialEq, Default)] pub enum TrainingType { // Physical Training #[default] Endurance, Strength, Speed, Agility, Recovery, // Technical Training BallControl, Passing, Shooting, Crossing, SetPieces, // Tactical Training Positioning, TeamShape, PressingDrills, TransitionPlay, SetPiecesDefensive, // Mental Training Concentration, DecisionMaking, Leadership, // Match Preparation MatchPreparation, VideoAnalysis, OpponentSpecific, // Recovery RestDay, LightRecovery, Rehabilitation, } #[derive(Debug, Clone)] pub struct TrainingSession { pub session_type: TrainingType, pub intensity: TrainingIntensity, pub duration_minutes: u16, pub focus_positions: Vec<PlayerPositionType>, pub participants: Vec<u32>, // Player IDs } #[derive(Debug, Clone, PartialEq)] pub enum TrainingIntensity { VeryLight, // 20-40% max effort - recovery sessions Light, // 40-60% max effort - technical work Moderate, // 60-75% max effort - standard training High, // 75-90% max effort - intense sessions VeryHigh, // 90-100% max effort - match simulation } // ============== Weekly Training Schedule ============== #[derive(Debug, Clone)] pub struct WeeklyTrainingPlan { pub sessions: HashMap<Weekday, Vec<TrainingSession>>, pub match_days: Vec<Weekday>, pub periodization_phase: PeriodizationPhase, } #[derive(Copy, Clone, Debug, PartialEq)] pub enum PeriodizationPhase { PreSeason, // High volume, building fitness EarlySeason, // Balancing fitness and tactics MidSeason, // Maintenance and tactical focus LateSeason, // Managing fatigue, focus on recovery OffSeason, // Rest and light maintenance } impl WeeklyTrainingPlan { /// Generate a realistic weekly training plan based on match schedule pub fn generate_weekly_plan( next_match_day: Option<Weekday>, previous_match_day: Option<Weekday>, phase: PeriodizationPhase, coach_philosophy: &CoachingPhilosophy, ) -> Self { let mut sessions = HashMap::new(); let match_days = vec![next_match_day, previous_match_day] .into_iter() .flatten() .collect(); // Monday - Recovery or moderate training sessions.insert(Weekday::Mon, Self::monday_sessions(previous_match_day, phase)); // Tuesday - Main training day sessions.insert(Weekday::Tue, Self::tuesday_sessions(phase, coach_philosophy)); // Wednesday - Tactical/Technical focus sessions.insert(Weekday::Wed, Self::wednesday_sessions(phase)); // Thursday - High intensity or recovery based on fixture sessions.insert(Weekday::Thu, Self::thursday_sessions(next_match_day, phase)); // Friday - Match preparation or main training sessions.insert(Weekday::Fri, Self::friday_sessions(next_match_day, phase)); // Saturday - Match day or training sessions.insert(Weekday::Sat, Self::saturday_sessions(next_match_day)); // Sunday - Match day or rest sessions.insert(Weekday::Sun, Self::sunday_sessions(next_match_day)); WeeklyTrainingPlan { sessions, match_days, periodization_phase: phase, } } fn monday_sessions(previous_match: Option<Weekday>, _phase: PeriodizationPhase) -> Vec<TrainingSession> { if previous_match == Some(Weekday::Sun) || previous_match == Some(Weekday::Sat) { // Recovery after weekend match vec![ TrainingSession { session_type: TrainingType::Recovery, intensity: TrainingIntensity::VeryLight, duration_minutes: 45, focus_positions: vec![], participants: vec![], }, TrainingSession { session_type: TrainingType::VideoAnalysis, intensity: TrainingIntensity::VeryLight, duration_minutes: 30, focus_positions: vec![], participants: vec![], } ] } else { // Normal training vec![ TrainingSession { session_type: TrainingType::Endurance, intensity: TrainingIntensity::Moderate, duration_minutes: 60, focus_positions: vec![], participants: vec![], }, TrainingSession { session_type: TrainingType::Passing, intensity: TrainingIntensity::Moderate, duration_minutes: 45, focus_positions: vec![], participants: vec![], } ] } } fn tuesday_sessions(phase: PeriodizationPhase, philosophy: &CoachingPhilosophy) -> Vec<TrainingSession> { let base_intensity = match phase { PeriodizationPhase::PreSeason => TrainingIntensity::High, PeriodizationPhase::MidSeason => TrainingIntensity::Moderate, PeriodizationPhase::LateSeason => TrainingIntensity::Light, _ => TrainingIntensity::Moderate, }; vec![ TrainingSession { session_type: match philosophy.tactical_focus { TacticalFocus::Possession => TrainingType::Passing, TacticalFocus::Pressing => TrainingType::PressingDrills, TacticalFocus::Counter => TrainingType::TransitionPlay, _ => TrainingType::TeamShape, }, intensity: base_intensity.clone(), duration_minutes: 90, focus_positions: vec![], participants: vec![], }, TrainingSession { session_type: TrainingType::SetPieces, intensity: TrainingIntensity::Light, duration_minutes: 30, focus_positions: vec![], participants: vec![], } ] } fn wednesday_sessions(_phase: PeriodizationPhase) -> Vec<TrainingSession> { vec![ TrainingSession { session_type: TrainingType::Positioning, intensity: TrainingIntensity::Moderate, duration_minutes: 75, focus_positions: vec![], participants: vec![], }, TrainingSession { session_type: TrainingType::Shooting, intensity: TrainingIntensity::Moderate, duration_minutes: 45, focus_positions: vec![PlayerPositionType::Striker, PlayerPositionType::ForwardCenter], participants: vec![], } ] } fn thursday_sessions(next_match: Option<Weekday>, _phase: PeriodizationPhase) -> Vec<TrainingSession> { if next_match == Some(Weekday::Sat) { // Light preparation for Saturday match vec![ TrainingSession { session_type: TrainingType::MatchPreparation, intensity: TrainingIntensity::Light, duration_minutes: 60, focus_positions: vec![], participants: vec![], } ] } else { // Full training session vec![ TrainingSession { session_type: TrainingType::Speed, intensity: TrainingIntensity::High, duration_minutes: 45, focus_positions: vec![], participants: vec![], }, TrainingSession { session_type: TrainingType::TeamShape, intensity: TrainingIntensity::Moderate, duration_minutes: 60, focus_positions: vec![], participants: vec![], } ] } } fn friday_sessions(next_match: Option<Weekday>, _phase: PeriodizationPhase) -> Vec<TrainingSession> { if next_match == Some(Weekday::Sat) { // Final preparation vec![ TrainingSession { session_type: TrainingType::SetPieces, intensity: TrainingIntensity::Light, duration_minutes: 30, focus_positions: vec![], participants: vec![], }, TrainingSession { session_type: TrainingType::OpponentSpecific, intensity: TrainingIntensity::VeryLight, duration_minutes: 45, focus_positions: vec![], participants: vec![], } ] } else { // Normal training vec![ TrainingSession { session_type: TrainingType::BallControl, intensity: TrainingIntensity::Moderate, duration_minutes: 60, focus_positions: vec![], participants: vec![], }, TrainingSession { session_type: TrainingType::TransitionPlay, intensity: TrainingIntensity::High, duration_minutes: 45, focus_positions: vec![], participants: vec![], } ] } } fn saturday_sessions(next_match: Option<Weekday>) -> Vec<TrainingSession> { if next_match == Some(Weekday::Sat) { vec![] // Match day } else { vec![ TrainingSession { session_type: TrainingType::MatchPreparation, intensity: TrainingIntensity::High, duration_minutes: 90, focus_positions: vec![], participants: vec![], } ] } } fn sunday_sessions(next_match: Option<Weekday>) -> Vec<TrainingSession> { if next_match == Some(Weekday::Sun) { vec![] // Match day } else { vec![ TrainingSession { session_type: TrainingType::RestDay, intensity: TrainingIntensity::VeryLight, duration_minutes: 0, focus_positions: vec![], participants: vec![], } ] } } } // ============== Training Effects System ============== #[derive(Debug)] pub struct TrainingEffects { pub physical_gains: PhysicalGains, pub technical_gains: TechnicalGains, pub mental_gains: MentalGains, pub fatigue_change: f32, pub injury_risk: f32, pub morale_change: f32, } #[derive(Debug, Default)] pub struct PhysicalGains { pub stamina: f32, pub strength: f32, pub pace: f32, pub agility: f32, pub balance: f32, pub jumping: f32, pub natural_fitness: f32, } #[derive(Debug, Default)] pub struct TechnicalGains { pub first_touch: f32, pub passing: f32, pub crossing: f32, pub dribbling: f32, pub finishing: f32, pub heading: f32, pub tackling: f32, pub technique: f32, } #[derive(Debug, Default)] pub struct MentalGains { pub concentration: f32, pub decisions: f32, pub positioning: f32, pub teamwork: f32, pub vision: f32, pub work_rate: f32, pub leadership: f32, } // ============== Individual Player Training Plans ============== #[derive(Debug)] pub struct IndividualTrainingPlan { pub player_id: u32, pub focus_areas: Vec<TrainingFocus>, pub intensity_modifier: f32, // 0.5 to 1.5 pub special_instructions: Vec<SpecialInstruction>, } #[derive(Debug, Clone)] pub enum TrainingFocus { WeakFootImprovement, PositionRetraining(PlayerPositionType), SpecificSkill(SkillType), InjuryRecovery, FitnessBuilding, MentalDevelopment, } #[derive(Debug, Clone)] pub enum SkillType { FreeKicks, Penalties, LongShots, Heading, Tackling, Crossing, Dribbling, } #[derive(Debug, Clone)] pub enum SpecialInstruction { ExtraGymWork, DietProgram, MentalCoaching, MediaTraining, LeadershipDevelopment, RestMoreOften, } // ============== Coaching Philosophy ============== #[derive(Debug, Clone)] pub struct CoachingPhilosophy { pub tactical_focus: TacticalFocus, pub training_intensity: TrainingIntensityPreference, pub youth_focus: bool, pub rotation_preference: RotationPreference, } #[derive(Debug, Clone, PartialEq)] pub enum TacticalFocus { Possession, Counter, Pressing, Attacking, Defensive, Balanced, } #[derive(Debug, Clone, PartialEq)] pub enum TrainingIntensityPreference { Low, // Focus on technical, less physical Medium, // Balanced approach High, // Heavy physical training } #[derive(Debug, Clone, PartialEq)] pub enum RotationPreference { Minimal, // Same XI mostly Moderate, // Some rotation Heavy, // Lots of rotation } // ============== Training Ground Facilities ============== #[derive(Debug)] pub struct TrainingFacilities { pub quality: FacilityQuality, pub gym_quality: FacilityQuality, pub medical_facilities: FacilityQuality, pub recovery_facilities: FacilityQuality, pub pitches_count: u8, pub has_swimming_pool: bool, pub has_sports_science: bool, } #[derive(Debug, Clone, PartialEq)] pub enum FacilityQuality { Poor, Basic, Good, Excellent, WorldClass, } impl TrainingFacilities { pub fn get_training_modifier(&self) -> f32 { let base = match self.quality { FacilityQuality::Poor => 0.7, FacilityQuality::Basic => 0.85, FacilityQuality::Good => 1.0, FacilityQuality::Excellent => 1.15, FacilityQuality::WorldClass => 1.3, }; let gym_bonus = match self.gym_quality { FacilityQuality::Poor => -0.05, FacilityQuality::Basic => 0.0, FacilityQuality::Good => 0.05, FacilityQuality::Excellent => 0.1, FacilityQuality::WorldClass => 0.15, }; base + gym_bonus } pub fn get_injury_risk_modifier(&self) -> f32 { let base = match self.quality { FacilityQuality::Poor => 1.3, FacilityQuality::Basic => 1.15, FacilityQuality::Good => 1.0, FacilityQuality::Excellent => 0.9, FacilityQuality::WorldClass => 0.8, }; let medical_modifier = match self.medical_facilities { FacilityQuality::Poor => 1.2, FacilityQuality::Basic => 1.1, FacilityQuality::Good => 1.0, FacilityQuality::Excellent => 0.9, FacilityQuality::WorldClass => 0.8, }; base * medical_modifier } pub fn get_recovery_modifier(&self) -> f32 { let base = match self.recovery_facilities { FacilityQuality::Poor => 0.7, FacilityQuality::Basic => 0.85, FacilityQuality::Good => 1.0, FacilityQuality::Excellent => 1.2, FacilityQuality::WorldClass => 1.4, }; let pool_bonus = if self.has_swimming_pool { 0.1 } else { 0.0 }; let sports_science_bonus = if self.has_sports_science { 0.15 } else { 0.0 }; base + pool_bonus + sports_science_bonus } } // ============== Training Load Management ============== #[derive(Debug)] pub struct TrainingLoadManager { pub player_loads: HashMap<u32, PlayerTrainingLoad>, } #[derive(Debug)] pub struct PlayerTrainingLoad { pub acute_load: f32, // Last 7 days pub chronic_load: f32, // Last 28 days pub load_ratio: f32, // Acute/Chronic ratio pub cumulative_fatigue: f32, pub last_high_intensity: Option<NaiveDateTime>, pub sessions_this_week: u8, } impl PlayerTrainingLoad { pub fn new() -> Self { PlayerTrainingLoad { acute_load: 0.0, chronic_load: 0.0, load_ratio: 1.0, cumulative_fatigue: 0.0, last_high_intensity: None, sessions_this_week: 0, } } pub fn update_load(&mut self, session_load: f32, intensity: &TrainingIntensity, date: NaiveDateTime) { // Update acute load (exponentially weighted) self.acute_load = self.acute_load * 0.9 + session_load * 0.1; // Update chronic load (slower adaptation) self.chronic_load = self.chronic_load * 0.97 + session_load * 0.03; // Calculate load ratio self.load_ratio = if self.chronic_load > 0.0 { self.acute_load / self.chronic_load } else { 1.0 }; // Update fatigue self.cumulative_fatigue = (self.cumulative_fatigue + session_load * 0.2).min(100.0); // Track high intensity sessions if matches!(intensity, TrainingIntensity::High | TrainingIntensity::VeryHigh) { self.last_high_intensity = Some(date); } self.sessions_this_week += 1; } pub fn get_injury_risk_factor(&self) -> f32 { // High acute:chronic ratios increase injury risk if self.load_ratio > 1.5 { 1.5 } else if self.load_ratio > 1.3 { 1.2 } else if self.load_ratio < 0.8 { 1.1 // Too little load can also increase injury risk } else { 1.0 } } pub fn needs_rest(&self) -> bool { self.cumulative_fatigue > 75.0 || self.load_ratio > 1.5 || self.sessions_this_week >= 6 } pub fn weekly_reset(&mut self) { self.sessions_this_week = 0; self.cumulative_fatigue *= 0.7; // Partial recovery } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/training/result.rs
src/core/src/club/team/training/result.rs
use crate::club::player::training::result::PlayerTrainingResult; use crate::SimulatorData; pub struct TeamTrainingResult { pub player_results: Vec<PlayerTrainingResult>, } impl TeamTrainingResult { pub fn new() -> Self { TeamTrainingResult { player_results: Vec::new(), } } pub fn empty() -> Self { TeamTrainingResult { player_results: Vec::new(), } } pub fn process(&self, data: &mut SimulatorData) { for player_result in &self.player_results { player_result.process(data); } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/training/mod.rs
src/core/src/club/team/training/mod.rs
mod result; mod schedule; mod training; pub use result::*; pub use schedule::*; pub use training::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/transfers/transfer.rs
src/core/src/club/team/transfers/transfer.rs
use crate::shared::CurrencyValue; const DEFAULT_TRANSFER_LIST_SIZE: usize = 10; #[derive(Debug)] pub struct Transfers { items: Vec<TransferItem>, } impl Transfers { pub fn new() -> Self { Transfers { items: Vec::with_capacity(DEFAULT_TRANSFER_LIST_SIZE), } } pub fn add(&mut self, item: TransferItem) { self.items.push(item); } } #[derive(Debug)] pub struct TransferItem { pub player_id: u32, pub amount: CurrencyValue, } impl TransferItem { pub fn new(player_id: u32, amount: CurrencyValue) -> TransferItem { TransferItem { player_id, amount } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/transfers/mod.rs
src/core/src/club/team/transfers/mod.rs
pub mod transfer; pub use transfer::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/behaviour/behaviour.rs
src/core/src/club/team/behaviour/behaviour.rs
use crate::club::team::behaviour::{PlayerRelationshipChangeResult, TeamBehaviourResult}; use crate::context::GlobalContext; use crate::utils::FloatUtils; use crate::{Person, PersonBehaviourState, Player, PlayerCollection, PlayerPositionType, PlayerRelation, StaffCollection}; use chrono::{Datelike, NaiveDateTime}; use log::{debug, info}; #[derive(Debug)] pub struct TeamBehaviour { last_full_update: Option<NaiveDateTime>, last_minor_update: Option<NaiveDateTime>, } impl Default for TeamBehaviour { fn default() -> Self { Self::new() } } impl TeamBehaviour { pub fn new() -> Self { TeamBehaviour { last_full_update: None, last_minor_update: None, } } /// Main simulate function that decides what type of update to run pub fn simulate( &mut self, players: &mut PlayerCollection, staffs: &mut StaffCollection, ctx: GlobalContext<'_>, ) -> TeamBehaviourResult { let current_time = ctx.simulation.date; // Determine update frequency based on simulation settings let should_run_full = self.should_run_full_update(current_time); let should_run_minor = self.should_run_minor_update(current_time); if should_run_full { info!("🏟️ Running FULL team behaviour update at {}", current_time); self.last_full_update = Some(current_time); self.run_full_behaviour_simulation(players, staffs, ctx) } else if should_run_minor { debug!("⚽ Running minor team behaviour update at {}", current_time); self.last_minor_update = Some(current_time); self.run_minor_behaviour_simulation(players, staffs, ctx) } else { debug!("⏸️ Skipping team behaviour update at {}", current_time); TeamBehaviourResult::new() } } /// Determine if we should run a full behaviour update fn should_run_full_update(&self, current_time: NaiveDateTime) -> bool { match self.last_full_update { None => true, // First run Some(last) => { let days_since = current_time.signed_duration_since(last).num_days(); // Run full update every week (7 days) days_since >= 7 || // Or if it's a match day (more interactions) current_time.weekday() == chrono::Weekday::Sat || current_time.weekday() == chrono::Weekday::Sun || // Or beginning of month (team meetings, etc.) current_time.day() == 1 } } } fn should_run_minor_update(&self, current_time: NaiveDateTime) -> bool { match self.last_minor_update { None => true, // First run Some(last) => { let days_since = current_time.signed_duration_since(last).num_days(); // Run minor updates every 2-3 days days_since >= 2 || // Or during training intensive periods (Tuesday to Thursday) matches!(current_time.weekday(), chrono::Weekday::Tue | chrono::Weekday::Wed | chrono::Weekday::Thu) } } } /// Full comprehensive behaviour simulation fn run_full_behaviour_simulation( &self, players: &mut PlayerCollection, _staffs: &mut StaffCollection, ctx: GlobalContext<'_>, ) -> TeamBehaviourResult { info!("🔄 Processing comprehensive team dynamics..."); let mut result = TeamBehaviourResult::new(); // Log team state before processing Self::log_team_state(players, "BEFORE full update"); // Process all interaction types Self::process_position_group_dynamics(players, &mut result); Self::process_age_group_dynamics(players, &mut result); Self::process_performance_based_relationships(players, &mut result); Self::process_personality_conflicts(players, &mut result); Self::process_leadership_influence(players, &mut result); Self::process_playing_time_jealousy(players, &mut result); // Additional full-update only processes Self::process_contract_satisfaction(players, &mut result, &ctx); Self::process_injury_sympathy(players, &mut result, &ctx); Self::process_international_duty_bonds(players, &mut result, &ctx); info!( "✅ Full team behaviour update complete - {} relationship changes", result.players.relationship_result.len() ); result } /// Lighter, more frequent behaviour updates fn run_minor_behaviour_simulation( &self, players: &mut PlayerCollection, _staffs: &mut StaffCollection, ctx: GlobalContext<'_>, ) -> TeamBehaviourResult { debug!("🔄 Processing minor team dynamics..."); let mut result = TeamBehaviourResult::new(); // Only process most dynamic relationships for minor updates Self::process_daily_interactions(players, &mut result, &ctx); Self::process_mood_changes(players, &mut result, &ctx); Self::process_recent_performance_reactions(players, &mut result); // Log results if there are changes if !result.players.relationship_result.is_empty() { debug!( "✅ Minor team behaviour update complete - {} relationship changes", result.players.relationship_result.len() ); } result } /// Log current team relationship state fn log_team_state(players: &PlayerCollection, context: &str) { debug!( "📊 Team State {}: {} players", context, players.players.len() ); let mut happy_players = 0; let mut unhappy_players = 0; let mut neutral_players = 0; for player in &players.players { let happiness = Self::calculate_player_happiness(player); if happiness > 0.2 { happy_players += 1; } else if happiness < -0.2 { unhappy_players += 1; } else { neutral_players += 1; } } info!( "😊 Happy: {} | 😐 Neutral: {} | 😠 Unhappy: {}", happy_players, neutral_players, unhappy_players ); } fn process_daily_interactions( players: &PlayerCollection, result: &mut TeamBehaviourResult, ctx: &GlobalContext<'_>, ) { debug!("🗣️ Processing daily player interactions..."); // Random small interactions between players who already know each other for i in 0..players.players.len().min(10) { // Limit for performance for j in i + 1..players.players.len().min(10) { let player_i = &players.players[i]; let player_j = &players.players[j]; // Check if they already have a relationship if let Some(existing_relationship) = player_i.relations.get_player(player_j.id) { // Small random fluctuations in existing relationships let daily_change = Self::calculate_daily_interaction_change( player_i, player_j, existing_relationship, ctx, ); if daily_change.abs() > 0.005 { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change: daily_change, }); } } } } } /// Process mood-based relationship changes fn process_mood_changes( players: &PlayerCollection, result: &mut TeamBehaviourResult, _ctx: &GlobalContext<'_>, ) { debug!("😔 Processing player mood changes..."); for player in &players.players { let current_happiness = Self::calculate_player_happiness(player); // Very unhappy players affect team morale if current_happiness < -0.5 { for other_player in &players.players { if player.id != other_player.id { let mood_impact = Self::calculate_mood_spread(player, other_player, current_happiness); if mood_impact.abs() > 0.01 { result.players.relationship_result.push( PlayerRelationshipChangeResult { from_player_id: other_player.id, to_player_id: player.id, relationship_change: mood_impact, }, ); } } } } } } /// Process reactions to recent match performances fn process_recent_performance_reactions( players: &PlayerCollection, result: &mut TeamBehaviourResult, ) { debug!("⚽ Processing recent performance reactions..."); // This would ideally check recent match results, but for now simulate // reactions to recent stat changes for player in &players.players { // Players who scored recently get temporary popularity boost if player.statistics.goals > 0 && player.position().is_forward() { let popularity_boost = 0.05; for other_player in &players.players { if player.id != other_player.id { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: other_player.id, to_player_id: player.id, relationship_change: popularity_boost, }); } } } } } // ========== ADDITIONAL FULL UPDATE PROCESSES ========== /// Process contract satisfaction effects on relationships fn process_contract_satisfaction( players: &PlayerCollection, result: &mut TeamBehaviourResult, _ctx: &GlobalContext<'_>, ) { debug!("💰 Processing contract satisfaction effects..."); for i in 0..players.players.len() { for j in i + 1..players.players.len() { let player_i = &players.players[i]; let player_j = &players.players[j]; let contract_jealousy = Self::calculate_contract_jealousy(player_i, player_j); if contract_jealousy.abs() > 0.02 { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change: contract_jealousy, }); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_j.id, to_player_id: player_i.id, relationship_change: contract_jealousy, }); } } } } /// Process injury sympathy and support fn process_injury_sympathy( players: &PlayerCollection, result: &mut TeamBehaviourResult, _ctx: &GlobalContext<'_>, ) { debug!("🏥 Processing injury sympathy..."); for injured_player in players .players .iter() .filter(|p| p.player_attributes.is_injured) { for other_player in &players.players { if injured_player.id != other_player.id { let sympathy = Self::calculate_injury_sympathy(injured_player, other_player); if sympathy > 0.01 { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: other_player.id, to_player_id: injured_player.id, relationship_change: sympathy, }); } } } } } /// Process international duty bonding fn process_international_duty_bonds( players: &PlayerCollection, result: &mut TeamBehaviourResult, _ctx: &GlobalContext<'_>, ) { debug!("🌍 Processing international duty bonds..."); // Group players by country use std::collections::HashMap; let mut country_groups: HashMap<u32, Vec<&Player>> = HashMap::new(); for player in &players.players { country_groups .entry(player.country_id) .or_default() .push(player); } // Players from same country bond for (_, country_players) in country_groups { if country_players.len() > 1 { for i in 0..country_players.len() { for j in i + 1..country_players.len() { let bond_strength = Self::calculate_national_team_bond( country_players[i], country_players[j], ); if bond_strength > 0.01 { result.players.relationship_result.push( PlayerRelationshipChangeResult { from_player_id: country_players[i].id, to_player_id: country_players[j].id, relationship_change: bond_strength, }, ); result.players.relationship_result.push( PlayerRelationshipChangeResult { from_player_id: country_players[j].id, to_player_id: country_players[i].id, relationship_change: bond_strength, }, ); } } } } } } // ========== CALCULATION HELPER FUNCTIONS ========== fn calculate_daily_interaction_change( player_a: &Player, player_b: &Player, existing_relationship: &PlayerRelation, // Changed from f32 to &PlayerRelation _ctx: &GlobalContext<'_>, ) -> f32 { // Extract the relationship level from the PlayerRelation struct let relationship_level = existing_relationship.level; // Small random fluctuations based on personalities let temperament_factor = (player_a.attributes.temperament + player_b.attributes.temperament) / 40.0; let base_change = FloatUtils::random(-0.02, 0.02) * temperament_factor; // Additional factors from the enhanced relationship data let trust_factor = existing_relationship.trust / 100.0; let friendship_factor = existing_relationship.friendship / 100.0; // Relationship decay/improvement tendency if relationship_level > 50.0 { // Very good relationships tend to stay stable but can still improve slightly // Trust and friendship help maintain good relationships let stability_bonus = (trust_factor * 0.3 + friendship_factor * 0.2) * base_change; base_change * 0.5 + stability_bonus } else if relationship_level < -50.0 { // Very bad relationships might improve over time // Low trust makes improvement harder let improvement_chance = base_change + 0.01 * (1.0 - trust_factor); improvement_chance } else { // Neutral relationships are more volatile // Professional respect can stabilize neutral relationships let professional_factor = existing_relationship.professional_respect / 100.0; base_change * (1.0 - professional_factor * 0.3) } } fn calculate_daily_interaction_change_simple( player_a: &Player, player_b: &Player, existing_relationship_level: f32, // Just the level value _ctx: &GlobalContext<'_>, ) -> f32 { // Small random fluctuations based on personalities let temperament_factor = (player_a.attributes.temperament + player_b.attributes.temperament) / 40.0; let base_change = FloatUtils::random(-0.02, 0.02) * temperament_factor; // Relationship decay/improvement tendency if existing_relationship_level > 50.0 { // Very good relationships tend to stay stable base_change * 0.5 } else if existing_relationship_level < -50.0 { // Very bad relationships might improve over time base_change + 0.01 } else { base_change } } fn calculate_mood_spread( unhappy_player: &Player, other_player: &Player, happiness: f32, ) -> f32 { // Unhappy players with high leadership spread negativity more let influence = (unhappy_player.skills.mental.leadership / 20.0) * happiness.abs() * 0.1; // Players with high professionalism resist negative influence let resistance = other_player.attributes.professionalism / 20.0; influence * (1.0 - resistance).max(0.0) } fn calculate_contract_jealousy(player_a: &Player, player_b: &Player) -> f32 { let salary_a = player_a.contract.as_ref().map(|c| c.salary).unwrap_or(0); let salary_b = player_b.contract.as_ref().map(|c| c.salary).unwrap_or(0); if salary_a == 0 || salary_b == 0 { return 0.0; // Can't compare without contracts } let salary_ratio = salary_a as f32 / salary_b as f32; if salary_ratio > 2.0 || salary_ratio < 0.5 { // Large salary differences create jealousy let jealousy_factor = (player_a.attributes.ambition + player_b.attributes.ambition) / 40.0; -0.1 * jealousy_factor } else { 0.0 } } fn calculate_injury_sympathy(_injured_player: &Player, other_player: &Player) -> f32 { // More empathetic players show more sympathy let empathy = other_player.attributes.sportsmanship / 20.0; // Team players show more concern let team_spirit = other_player.skills.mental.teamwork / 20.0; (empathy + team_spirit) * 0.1 } fn calculate_national_team_bond(player_a: &Player, player_b: &Player) -> f32 { // International experience creates stronger bonds let int_experience_a = (player_a.player_attributes.international_apps as f32 / 50.0).min(1.0); let int_experience_b = (player_b.player_attributes.international_apps as f32 / 50.0).min(1.0); (int_experience_a + int_experience_b) * 0.05 } // Include all the previous helper functions from the earlier implementation // (calculate_competition_factor, calculate_synergy_factor, etc.) // ... [Previous helper functions would go here] ... fn calculate_player_happiness(player: &Player) -> f32 { let mut happiness = 0.0; // Contract satisfaction happiness += player .contract .as_ref() .map(|c| (c.salary as f32 / 10000.0).min(1.0)) .unwrap_or(-0.5); // Playing time satisfaction if player.statistics.played > 20 { happiness += 0.3; } else if player.statistics.played > 10 { happiness += 0.1; } else { happiness -= 0.2; } // Performance satisfaction let goals_ratio = player.statistics.goals as f32 / player.statistics.played.max(1) as f32; if player.position().is_forward() && goals_ratio > 0.5 { happiness += 0.2; } else if !player.position().is_forward() && goals_ratio > 0.3 { happiness += 0.15; } // Personality factors happiness += (player.attributes.professionalism - 10.0) / 100.0; happiness -= (player.attributes.controversy - 10.0) / 50.0; // Behavior state affects happiness match player.behaviour.state { PersonBehaviourState::Good => happiness += 0.2, PersonBehaviourState::Poor => happiness -= 0.3, PersonBehaviourState::Normal => {} } happiness.clamp(-1.0, 1.0) } // pub fn simulate( // players: &mut PlayerCollection, // _staffs: &mut StaffCollection, // ) -> TeamBehaviourResult { // let mut result = TeamBehaviourResult::new(); // // // Process different types of interactions // Self::process_position_group_dynamics(players, &mut result); // Self::process_age_group_dynamics(players, &mut result); // Self::process_performance_based_relationships(players, &mut result); // Self::process_personality_conflicts(players, &mut result); // Self::process_leadership_influence(players, &mut result); // Self::process_playing_time_jealousy(players, &mut result); // // result // } /// Players in similar positions tend to have more complex relationships /// due to competition for spots fn process_position_group_dynamics( players: &PlayerCollection, result: &mut TeamBehaviourResult, ) { for i in 0..players.players.len() { for j in i + 1..players.players.len() { let player_i = &players.players[i]; let player_j = &players.players[j]; let position_i = player_i.position(); let position_j = player_j.position(); // Same position = competition (negative relationship) if position_i == position_j { let competition_factor = Self::calculate_competition_factor(player_i, player_j); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change: -competition_factor, }); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_j.id, to_player_id: player_i.id, relationship_change: -competition_factor, }); } // Complementary positions (e.g., defender + midfielder) = positive else if Self::are_complementary_positions(&position_i, &position_j) { let synergy_factor = Self::calculate_synergy_factor(player_i, player_j); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change: synergy_factor, }); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_j.id, to_player_id: player_i.id, relationship_change: synergy_factor, }); } } } } /// Age groups naturally form bonds - young players stick together, /// veterans mentor youth, but sometimes clash with middle-aged players fn process_age_group_dynamics(players: &PlayerCollection, result: &mut TeamBehaviourResult) { for i in 0..players.players.len() { for j in i + 1..players.players.len() { let player_i = &players.players[i]; let player_j = &players.players[j]; // Calculate ages (using a fixed date for consistency) let current_date = chrono::NaiveDate::from_ymd_opt(2024, 1, 1).unwrap(); let age_i = player_i.age(current_date); let age_j = player_j.age(current_date); let age_diff = (age_i as i32 - age_j as i32).abs(); let relationship_change = Self::calculate_age_relationship_factor(age_i, age_j, age_diff); if relationship_change.abs() > 0.01 { // Only process significant changes result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change, }); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_j.id, to_player_id: player_i.id, relationship_change, }); } } } } /// Players with similar performance levels respect each other, /// while big performance gaps can create tension fn process_performance_based_relationships( players: &PlayerCollection, result: &mut TeamBehaviourResult, ) { for i in 0..players.players.len() { for j in i + 1..players.players.len() { let player_i = &players.players[i]; let player_j = &players.players[j]; let performance_i = Self::calculate_player_performance_rating(player_i); let performance_j = Self::calculate_player_performance_rating(player_j); let performance_diff = (performance_i - performance_j).abs(); let relationship_change = Self::calculate_performance_relationship_factor( performance_i, performance_j, performance_diff, ); if relationship_change.abs() > 0.01 { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change, }); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_j.id, to_player_id: player_i.id, relationship_change, }); } } } } /// Some personality combinations just don't work well together fn process_personality_conflicts(players: &PlayerCollection, result: &mut TeamBehaviourResult) { for i in 0..players.players.len() { for j in i + 1..players.players.len() { let player_i = &players.players[i]; let player_j = &players.players[j]; let conflict_factor = Self::calculate_personality_conflict(player_i, player_j); if conflict_factor.abs() > 0.02 { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change: conflict_factor, }); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_j.id, to_player_id: player_i.id, relationship_change: conflict_factor, }); } } } } /// High leadership players influence team morale and relationships fn process_leadership_influence(players: &PlayerCollection, result: &mut TeamBehaviourResult) { // Find leaders (high leadership skill) let leaders: Vec<&Player> = players .players .iter() .filter(|p| p.skills.mental.leadership > 15.0) .collect(); for leader in leaders { for player in &players.players { if leader.id == player.id { continue; } let influence = Self::calculate_leadership_influence(leader, player); if influence.abs() > 0.01 { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player.id, to_player_id: leader.id, relationship_change: influence, }); } } } } /// Players with similar playing time are more likely to bond, /// while those with very different playing time might be jealous fn process_playing_time_jealousy(players: &PlayerCollection, result: &mut TeamBehaviourResult) { for i in 0..players.players.len() { for j in i + 1..players.players.len() { let player_i = &players.players[i]; let player_j = &players.players[j]; let playing_time_i = player_i.statistics.played; let playing_time_j = player_j.statistics.played; let jealousy_factor = Self::calculate_playing_time_jealousy( playing_time_i, playing_time_j, player_i, player_j, ); if jealousy_factor.abs() > 0.01 { result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_i.id, to_player_id: player_j.id, relationship_change: jealousy_factor, }); result .players .relationship_result .push(PlayerRelationshipChangeResult { from_player_id: player_j.id, to_player_id: player_i.id, relationship_change: jealousy_factor, }); } } } } // Helper functions for calculations fn calculate_competition_factor(player_a: &Player, player_b: &Player) -> f32 { let ability_diff = (player_a.player_attributes.current_ability as f32 - player_b.player_attributes.current_ability as f32) .abs();
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
true
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/behaviour/result.rs
src/core/src/club/team/behaviour/result.rs
use crate::SimulatorData; pub struct TeamBehaviourResult { pub players: PlayerBehaviourResult, } impl Default for TeamBehaviourResult { fn default() -> Self { Self::new() } } impl TeamBehaviourResult { pub fn new() -> Self { TeamBehaviourResult { players: PlayerBehaviourResult::new(), } } pub fn process(&self, data: &mut SimulatorData) { self.players.process(data); } } pub struct PlayerBehaviourResult { pub relationship_result: Vec<PlayerRelationshipChangeResult>, } impl Default for PlayerBehaviourResult { fn default() -> Self { Self::new() } } impl PlayerBehaviourResult { pub fn new() -> Self { PlayerBehaviourResult { relationship_result: Vec::new(), } } pub fn process(&self, data: &mut SimulatorData) { for relationship_result in &self.relationship_result { let player_to_modify = data.player_mut(relationship_result.from_player_id).unwrap(); player_to_modify.relations.update( relationship_result.to_player_id, relationship_result.relationship_change, ); } } } pub struct PlayerRelationshipChangeResult { pub from_player_id: u32, pub to_player_id: u32, pub relationship_change: f32, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/team/behaviour/mod.rs
src/core/src/club/team/behaviour/mod.rs
mod behaviour; mod result; pub use behaviour::*; pub use result::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/board/mood.rs
src/core/src/club/board/mood.rs
#[derive(Debug)] pub struct BoardMood { pub state: BoardMoodState, } impl BoardMood { pub fn default() -> Self { BoardMood { state: BoardMoodState::Normal, } } } #[derive(Debug)] pub enum BoardMoodState { Poor, Normal, Good, Excellent, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/board/board.rs
src/core/src/club/board/board.rs
use crate::club::{BoardMood, BoardResult, StaffClubContract}; use crate::context::{GlobalContext, SimulationContext}; #[derive(Debug)] pub struct ClubBoard { pub mood: BoardMood, pub director: Option<StaffClubContract>, pub sport_director: Option<StaffClubContract>, } impl ClubBoard { pub fn new() -> Self { ClubBoard { mood: BoardMood::default(), director: None, sport_director: None, } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> BoardResult { let result = BoardResult::new(); if self.director.is_none() { self.run_director_election(&ctx.simulation); } if self.sport_director.is_none() { self.run_sport_director_election(&ctx.simulation); } if ctx.simulation.check_contract_expiration() { if self.is_director_contract_expiring(&ctx.simulation) {} if self.is_sport_director_contract_expiring(&ctx.simulation) {} } result } fn is_director_contract_expiring(&self, simulation_ctx: &SimulationContext) -> bool { match &self.director { Some(d) => d.is_expired(simulation_ctx), None => false, } } fn run_director_election(&mut self, _: &SimulationContext) {} fn is_sport_director_contract_expiring(&self, simulation_ctx: &SimulationContext) -> bool { match &self.director { Some(d) => d.is_expired(simulation_ctx), None => false, } } fn run_sport_director_election(&mut self, _: &SimulationContext) {} }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/board/result.rs
src/core/src/club/board/result.rs
use crate::simulator::SimulatorData; pub struct BoardResult {} impl BoardResult { pub fn new() -> Self { BoardResult {} } pub fn process(&self, _: &mut SimulatorData) {} }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/board/mod.rs
src/core/src/club/board/mod.rs
pub mod board; pub mod context; mod mood; mod result; pub use board::*; pub use context::*; pub use mood::*; pub use result::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/board/context.rs
src/core/src/club/board/context.rs
#[derive(Clone)] pub struct BoardContext {} impl BoardContext { pub fn new() -> Self { BoardContext {} } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/transfers/mod.rs
src/core/src/club/transfers/mod.rs
pub mod strategy; pub use strategy::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/transfers/strategy.rs
src/core/src/club/transfers/strategy.rs
use crate::shared::CurrencyValue; use crate::transfers::offer::{TransferClause, TransferOffer}; use crate::transfers::window::PlayerValuationCalculator; use crate::{Person, Player, PlayerPositionType}; use chrono::NaiveDate; pub struct ClubTransferStrategy { pub club_id: u32, pub budget: Option<CurrencyValue>, pub selling_willingness: f32, // 0.0-1.0 pub buying_aggressiveness: f32, // 0.0-1.0 pub target_positions: Vec<PlayerPositionType>, pub reputation_level: u16, } impl ClubTransferStrategy { pub fn new(club_id: u32) -> Self { ClubTransferStrategy { club_id, budget: None, selling_willingness: 0.5, buying_aggressiveness: 0.5, target_positions: Vec::new(), reputation_level: 50, } } pub fn decide_player_interest(&self, player: &Player) -> bool { // Decide if the club should be interested in this player // Position need let position_needed = self.target_positions.contains(&player.position()); if !position_needed && self.target_positions.len() > 0 { return false; } // Age policy let age = player.age(chrono::Local::now().naive_local().date()); if self.reputation_level > 80 && age > 30 { // Top clubs rarely sign older players return false; } // Quality check let player_ability = player.player_attributes.current_ability as u16; // Is player good enough for the club? if player_ability < self.reputation_level / 2 { return false; } // Is player too good for the club? if player_ability > self.reputation_level * 2 { // Only aggressive buyers go for much better players return self.buying_aggressiveness > 0.8; } true } pub fn calculate_initial_offer( &self, player: &Player, asking_price: &CurrencyValue, current_date: NaiveDate ) -> TransferOffer { // Club budget check let max_budget = match &self.budget { Some(budget) => budget.amount, None => f64::MAX, // No budget constraint }; // Calculate base valuation let player_value = PlayerValuationCalculator::calculate_value(player, current_date); // Adjust based on asking price let mut offer_amount = if asking_price.amount > 0.0 { // Start with 60-90% of asking price depending on aggressiveness asking_price.amount * (0.6 + (self.buying_aggressiveness as f64 * 0.3)) } else { // No asking price - use our valuation but discount it player_value.amount * (0.7 + (self.buying_aggressiveness as f64 * 0.2f64)) }; // Cap by budget - never offer more than 80% of available budget let budget_cap = max_budget * 0.8; if offer_amount > budget_cap { offer_amount = budget_cap; } // Create the base offer let mut offer = TransferOffer::new( CurrencyValue { amount: offer_amount, currency: crate::shared::Currency::Usd, }, self.club_id, current_date, ); // Add clauses based on player profile and club strategy // 1. Add sell-on clause for young players with potential let age = player.age(current_date); let potential_gap = player.player_attributes.potential_ability as i16 - player.player_attributes.current_ability as i16; if age < 23 && potential_gap > 10 { // Add sell-on clause for promising youngsters let sell_on_percentage = 0.1 + (potential_gap as f32 / 100.0).min(0.1); offer = offer.with_clause(TransferClause::SellOnClause(sell_on_percentage)); } // 2. Add appearance bonuses for older players to reduce risk if age > 28 { let appearance_amount = offer_amount * 0.1; // 10% of transfer fee offer = offer.with_clause(TransferClause::AppearanceFee( CurrencyValue { amount: appearance_amount, currency: crate::shared::Currency::Usd, }, 20 // After 20 appearances )); } // 3. Add goal bonus for attackers if player.position().is_forward() && player.statistics.goals > 5 { let goals_bonus = offer_amount * 0.15; // 15% of transfer fee offer = offer.with_clause(TransferClause::GoalBonus( CurrencyValue { amount: goals_bonus, currency: crate::shared::Currency::Usd, }, 15 // After 15 goals )); } // 4. Add promotion bonus for lower reputation clubs if self.reputation_level < 60 { let promotion_bonus = offer_amount * 0.2; // 20% of transfer fee offer = offer.with_clause(TransferClause::PromotionBonus( CurrencyValue { amount: promotion_bonus, currency: crate::shared::Currency::Usd, } )); } // Set contract length based on player age let contract_years = if age < 24 { 5 // Long contract for young players } else if age < 28 { 4 // Standard length for prime players } else if age < 32 { 2 // Shorter for older players } else { 1 // One year for veterans }; offer.with_contract_length(contract_years) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/academy/settings.rs
src/core/src/club/academy/settings.rs
use std::ops::Range; #[derive(Debug)] pub struct AcademySettings { pub players_count_range: Range<u8>, } impl AcademySettings { pub fn default() -> Self { AcademySettings { players_count_range: 30..50, } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/academy/result.rs
src/core/src/club/academy/result.rs
use crate::{Player, PlayerCollectionResult, SimulatorData}; pub struct ClubAcademyResult { pub players: PlayerCollectionResult } impl ClubAcademyResult { pub fn new(players: PlayerCollectionResult) -> Self { ClubAcademyResult { players } } pub fn process(&self, _: &mut SimulatorData) {} } pub struct ProduceYouthPlayersResult { pub players: Vec<Player>, } impl ProduceYouthPlayersResult { pub fn new(players: Vec<Player>) -> Self { ProduceYouthPlayersResult { players } } pub fn process(&self, _: &mut SimulatorData) {} }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/academy/academy.rs
src/core/src/club/academy/academy.rs
use crate::academy::result::ProduceYouthPlayersResult; use crate::club::academy::result::ClubAcademyResult; use crate::club::academy::settings::AcademySettings; use crate::context::GlobalContext; use crate::utils::IntegerUtils; use crate::{Person, Player, PlayerCollection, PlayerGenerator, PlayerPositionType, StaffCollection}; use chrono::Datelike; use log::debug; #[derive(Debug)] pub struct ClubAcademy { settings: AcademySettings, players: PlayerCollection, _staff: StaffCollection, level: u8, last_production_year: Option<i32>, } impl ClubAcademy { pub fn new(level: u8) -> Self { ClubAcademy { settings: AcademySettings::default(), players: PlayerCollection::new(Vec::new()), _staff: StaffCollection::new(Vec::new()), level, last_production_year: None, } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> ClubAcademyResult { // Simulate existing academy players let players_result = self.players.simulate(ctx.with_player(None)); // Produce new youth players let produce_result = self.produce_youth_players(ctx); // Add newly produced players to the academy for player in produce_result.players { debug!("🎓 academy: adding new youth player: {}", player.fullname()); self.players.add(player); } ClubAcademyResult::new(players_result) } fn produce_youth_players(&mut self, ctx: GlobalContext<'_>) -> ProduceYouthPlayersResult { let current_year = ctx.simulation.date.year(); let current_month = ctx.simulation.date.month(); // Check if we should produce players this year if !self.should_produce_players(current_year, current_month) { return ProduceYouthPlayersResult::new(Vec::new()); } let club_name = ctx.club.as_ref() .map(|c| c.name) .unwrap_or("Unknown Club"); debug!("🎓 academy: {} starting yearly youth intake", club_name); // Determine how many players to produce based on academy level and current squad size let current_size = self.players.players.len(); let min_required = self.settings.players_count_range.start as usize; let max_allowed = self.settings.players_count_range.end as usize; let mut players_to_produce = 0; // Always produce some players if below minimum if current_size < min_required { players_to_produce = min_required - current_size; debug!("⚠️ academy: {} below minimum capacity ({}/{}), producing {} players", club_name, current_size, min_required, players_to_produce); } // Annual intake based on academy level (even if at capacity) let annual_intake = self.calculate_annual_intake(); // Only add annual intake if we won't exceed maximum if current_size + players_to_produce + annual_intake <= max_allowed { players_to_produce += annual_intake; debug!("📊 academy: {} annual intake of {} players (level {})", club_name, annual_intake, self.level); } else { let space_available = max_allowed.saturating_sub(current_size); players_to_produce = space_available.min(players_to_produce + annual_intake); debug!("⚠️ academy: {} limited to {} new players due to capacity ({}/{})", club_name, players_to_produce, current_size, max_allowed); } if players_to_produce == 0 { debug!("ℹ️ academy: {} at full capacity, no new players produced", club_name); return ProduceYouthPlayersResult::new(Vec::new()); } // Generate the youth players let mut generated_players = Vec::with_capacity(players_to_produce); // Get country_id from club context if available let country_id = ctx.country.as_ref() .map(|c| c.id) .unwrap_or(1); // Default to 1 if not available for i in 0..players_to_produce { let position = self.select_position_for_youth_player(i, players_to_produce); let generated_player = PlayerGenerator::generate( country_id, ctx.simulation.date.date(), position, self.level, // Pass academy level to influence player quality ); debug!("👤 academy: {} generated youth player: {} ({}, age {})", club_name, generated_player.full_name, position.get_short_name(), generated_player.age(ctx.simulation.date.date())); generated_players.push(generated_player); } // Update last production year self.last_production_year = Some(current_year); debug!("✅ academy: {} completed youth intake with {} new players", club_name, generated_players.len()); ProduceYouthPlayersResult::new(generated_players) } fn should_produce_players(&self, current_year: i32, current_month: u32) -> bool { // Produce players once per year, typically in July (pre-season) const YOUTH_INTAKE_MONTH: u32 = 7; if current_month != YOUTH_INTAKE_MONTH { return false; } // Check if we've already produced players this year match self.last_production_year { Some(last_year) if last_year >= current_year => false, _ => true, } } fn calculate_annual_intake(&self) -> usize { // Academy level determines quality and quantity of youth intake // Level 1-3: Poor academy (2-4 players) // Level 4-6: Average academy (3-6 players) // Level 7-9: Good academy (4-8 players) // Level 10: Excellent academy (5-10 players) let (min_intake, max_intake) = match self.level { 1..=3 => (2, 4), 4..=6 => (3, 6), 7..=9 => (4, 8), 10 => (5, 10), _ => (2, 4), // Default for unexpected values }; IntegerUtils::random(min_intake, max_intake) as usize } fn select_position_for_youth_player(&self, index: usize, total_players: usize) -> PlayerPositionType { // Distribute positions somewhat realistically // Ensure at least 1 GK if producing 4+ players // Otherwise random distribution favoring outfield players if total_players >= 4 && index == 0 { // First player is goalkeeper when producing 4+ players PlayerPositionType::Goalkeeper } else { // Random distribution for other positions let position_roll = IntegerUtils::random(0, 100); match position_roll { 0..=5 => PlayerPositionType::Goalkeeper, // 5% chance 6..=20 => { // Defenders 15% chance match IntegerUtils::random(0, 5) { 0 => PlayerPositionType::DefenderLeft, 1 => PlayerPositionType::DefenderRight, 2 => PlayerPositionType::DefenderCenter, 3 => PlayerPositionType::DefenderCenterLeft, 4 => PlayerPositionType::DefenderCenterRight, _ => PlayerPositionType::DefenderCenter, } }, 21..=50 => { // Midfielders 30% chance match IntegerUtils::random(0, 6) { 0 => PlayerPositionType::DefensiveMidfielder, 1 => PlayerPositionType::MidfielderLeft, 2 => PlayerPositionType::MidfielderRight, 3 => PlayerPositionType::MidfielderCenter, 4 => PlayerPositionType::MidfielderCenterLeft, 5 => PlayerPositionType::MidfielderCenterRight, _ => PlayerPositionType::MidfielderCenter, } }, 51..=75 => { // Attacking midfielders/wingers 25% chance match IntegerUtils::random(0, 4) { 0 => PlayerPositionType::AttackingMidfielderLeft, 1 => PlayerPositionType::AttackingMidfielderRight, 2 => PlayerPositionType::AttackingMidfielderCenter, 3 => PlayerPositionType::WingbackLeft, _ => PlayerPositionType::WingbackRight, } }, _ => { // Forwards 25% chance match IntegerUtils::random(0, 3) { 0 => PlayerPositionType::Striker, 1 => PlayerPositionType::ForwardLeft, 2 => PlayerPositionType::ForwardRight, _ => PlayerPositionType::ForwardCenter, } } } } } pub fn graduate_player(&mut self, player_id: u32) -> Option<Player> { // Remove a player from academy (e.g., promoted to first team) self.players.take_player(&player_id) } pub fn release_player(&mut self, player_id: u32) -> Option<Player> { // Release a player from academy let player = self.players.take_player(&player_id); if let Some(ref p) = player { debug!("👋 academy: releasing player {}", p.full_name); } player } pub fn get_capacity_status(&self) -> (usize, usize, usize) { let current = self.players.players.len(); let min = self.settings.players_count_range.start as usize; let max = self.settings.players_count_range.end as usize; (current, min, max) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/academy/mod.rs
src/core/src/club/academy/mod.rs
pub mod academy; pub mod result; mod settings; pub use academy::*; pub use result::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/player.rs
src/core/src/club/player/player.rs
use crate::club::player::utils::PlayerUtils; use crate::club::{ PersonBehaviour, PlayerAttributes, PlayerClubContract, PlayerCollectionResult, PlayerMailbox, PlayerResult, PlayerSkills, PlayerTraining, }; use crate::context::GlobalContext; use crate::shared::fullname::FullName; use crate::utils::{DateUtils, Logging}; use crate::{ Person, PersonAttributes, PlayerHappiness, PlayerPositionType, PlayerPositions, PlayerStatistics, PlayerStatisticsHistory, PlayerStatus, PlayerTrainingHistory, PlayerValueCalculator, Relations, }; use chrono::{NaiveDate, NaiveDateTime}; use std::fmt::{Display, Formatter, Result}; use std::ops::Index; use crate::club::player::builder::PlayerBuilder; #[derive(Debug)] pub struct Player { //person data pub id: u32, pub full_name: FullName, pub birth_date: NaiveDate, pub country_id: u32, pub behaviour: PersonBehaviour, pub attributes: PersonAttributes, //player data pub happiness: PlayerHappiness, pub statuses: PlayerStatus, pub skills: PlayerSkills, pub contract: Option<PlayerClubContract>, pub positions: PlayerPositions, pub preferred_foot: PlayerPreferredFoot, pub player_attributes: PlayerAttributes, pub mailbox: PlayerMailbox, pub training: PlayerTraining, pub training_history: PlayerTrainingHistory, pub relations: Relations, pub statistics: PlayerStatistics, pub statistics_history: PlayerStatisticsHistory, } impl Player { pub fn builder() -> PlayerBuilder { PlayerBuilder::new() } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> PlayerResult { let now = ctx.simulation.date; let mut result = PlayerResult::new(self.id); if DateUtils::is_birthday(self.birth_date, now.date()) { self.behaviour.try_increase(); } self.process_contract(&mut result, now); self.process_mailbox(&mut result, now.date()); if self.behaviour.is_poor() { result.request_transfer(self.id); } result } fn process_contract(&mut self, result: &mut PlayerResult, now: NaiveDateTime) { if let Some(ref mut contract) = self.contract { const HALF_YEAR_DAYS: i64 = 30 * 6; if contract.days_to_expiration(now) < HALF_YEAR_DAYS { result.contract.want_extend_contract = true; } } else { result.contract.no_contract = true; } } fn process_mailbox(&mut self, result: &mut PlayerResult, now: NaiveDate) { PlayerMailbox::process(self, result, now); } pub fn shirt_number(&self) -> u8 { if let Some(contract) = &self.contract { return contract.shirt_number.unwrap_or(0); } 0 } pub fn value(&self, date: NaiveDate) -> f64 { PlayerValueCalculator::calculate(self, date) } #[inline] pub fn positions(&self) -> Vec<PlayerPositionType> { self.positions.positions() } #[inline] pub fn position(&self) -> PlayerPositionType { *self .positions .positions() .first() .expect("no position found") } pub fn preferred_foot_str(&self) -> &'static str { match self.preferred_foot { PlayerPreferredFoot::Left => "Left", PlayerPreferredFoot::Right => "Right", PlayerPreferredFoot::Both => "Both", } } pub fn is_ready_for_match(&self) -> bool { match self.skills.physical.match_readiness.floor() as u32 { 0..=10 => false, 11..=20 => true, _ => false, } } pub fn growth_potential(&self, now: NaiveDate) -> u8 { PlayerUtils::growth_potential(self, now) } } impl Person for Player { fn id(&self) -> u32 { self.id } fn fullname(&self) -> &FullName { &self.full_name } fn birthday(&self) -> NaiveDate { self.birth_date } fn behaviour(&self) -> &PersonBehaviour { &self.behaviour } fn attributes(&self) -> &PersonAttributes { &self.attributes } fn relations(&self) -> &Relations { &self.relations } } #[derive(Debug)] pub enum PlayerPreferredFoot { Left, Right, Both, } //DISPLAY impl Display for Player { fn fmt(&self, f: &mut Formatter<'_>) -> Result { write!(f, "{}, {}", self.full_name, self.birth_date) } } const DEFAULT_PLAYER_TRANSFER_BUFFER_SIZE: usize = 10; #[derive(Debug)] pub struct PlayerCollection { pub players: Vec<Player>, } impl PlayerCollection { pub fn new(players: Vec<Player>) -> Self { PlayerCollection { players } } pub fn simulate(&mut self, ctx: GlobalContext<'_>) -> PlayerCollectionResult { let player_results: Vec<PlayerResult> = self .players .iter_mut() .map(|player| { let message = &format!("simulate player: id: {}", player.id); Logging::estimate_result( || player.simulate(ctx.with_player(Some(player.id))), message, ) }) .collect(); let mut outgoing_players = Vec::with_capacity(DEFAULT_PLAYER_TRANSFER_BUFFER_SIZE); for transfer_request_player_id in player_results.iter().flat_map(|p| &p.transfer_requests) { if let Some(player) = self.take_player(transfer_request_player_id) { outgoing_players.push(player) } } PlayerCollectionResult::new(player_results, outgoing_players) } pub fn by_position(&self, position: &PlayerPositionType) -> Vec<&Player> { self.players .iter() .filter(|p| p.positions().contains(position)) .collect() } pub fn add(&mut self, player: Player) { self.players.push(player); } pub fn add_range(&mut self, players: Vec<Player>) { for player in players { self.players.push(player); } } pub fn get_week_salary(&self) -> u32 { self.players .iter() .filter_map(|p| p.contract.as_ref()) .map(|c| c.salary) .sum::<u32>() } pub fn players(&self) -> Vec<&Player> { self.players.iter().map(|player| player).collect() } pub fn take_player(&mut self, player_id: &u32) -> Option<Player> { let player_idx = self.players.iter().position(|p| p.id == *player_id); match player_idx { Some(idx) => Some(self.players.remove(idx)), None => None, } } pub fn contains(&self, player_id: u32) -> bool { self.players.iter().any(|p| p.id == player_id) } } impl Index<u32> for PlayerCollection { type Output = Player; fn index(&self, player_id: u32) -> &Self::Output { self .players .iter() .find(|p| p.id == player_id) .expect(&format!("no player with id = {}", player_id)) } } impl PartialEq for Player { fn eq(&self, other: &Self) -> bool { self.id == other.id } } #[cfg(test)] mod tests { #[test] fn player_is_correct() { assert_eq!(10, 10); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/builder.rs
src/core/src/club/player/builder.rs
use crate::club::{ PersonBehaviour, PlayerAttributes, PlayerClubContract, PlayerMailbox, PlayerSkills, PlayerTraining, }; use crate::shared::fullname::FullName; use crate::{PersonAttributes, Player, PlayerHappiness, PlayerPositions, PlayerPreferredFoot, PlayerStatistics, PlayerStatisticsHistory, PlayerStatus, PlayerTrainingHistory, Relations}; use chrono::NaiveDate; // Builder for Player #[derive(Default)] pub struct PlayerBuilder { id: Option<u32>, full_name: Option<FullName>, birth_date: Option<NaiveDate>, country_id: Option<u32>, behaviour: Option<PersonBehaviour>, attributes: Option<PersonAttributes>, happiness: Option<PlayerHappiness>, statuses: Option<PlayerStatus>, skills: Option<PlayerSkills>, contract: Option<Option<PlayerClubContract>>, positions: Option<PlayerPositions>, preferred_foot: Option<PlayerPreferredFoot>, player_attributes: Option<PlayerAttributes>, mailbox: Option<PlayerMailbox>, training: Option<PlayerTraining>, training_history: Option<PlayerTrainingHistory>, relations: Option<Relations>, statistics: Option<PlayerStatistics>, statistics_history: Option<PlayerStatisticsHistory>, } impl PlayerBuilder { pub fn new() -> Self { Self::default() } pub fn id(mut self, id: u32) -> Self { self.id = Some(id); self } pub fn full_name(mut self, full_name: FullName) -> Self { self.full_name = Some(full_name); self } pub fn birth_date(mut self, birth_date: NaiveDate) -> Self { self.birth_date = Some(birth_date); self } pub fn country_id(mut self, country_id: u32) -> Self { self.country_id = Some(country_id); self } pub fn behaviour(mut self, behaviour: PersonBehaviour) -> Self { self.behaviour = Some(behaviour); self } pub fn attributes(mut self, attributes: PersonAttributes) -> Self { self.attributes = Some(attributes); self } pub fn happiness(mut self, happiness: PlayerHappiness) -> Self { self.happiness = Some(happiness); self } pub fn statuses(mut self, statuses: PlayerStatus) -> Self { self.statuses = Some(statuses); self } pub fn skills(mut self, skills: PlayerSkills) -> Self { self.skills = Some(skills); self } pub fn contract(mut self, contract: Option<PlayerClubContract>) -> Self { self.contract = Some(contract); self } pub fn positions(mut self, positions: PlayerPositions) -> Self { self.positions = Some(positions); self } pub fn preferred_foot(mut self, preferred_foot: PlayerPreferredFoot) -> Self { self.preferred_foot = Some(preferred_foot); self } pub fn player_attributes(mut self, player_attributes: PlayerAttributes) -> Self { self.player_attributes = Some(player_attributes); self } pub fn mailbox(mut self, mailbox: PlayerMailbox) -> Self { self.mailbox = Some(mailbox); self } pub fn training(mut self, training: PlayerTraining) -> Self { self.training = Some(training); self } pub fn training_history(mut self, training_history: PlayerTrainingHistory) -> Self { self.training_history = Some(training_history); self } pub fn relations(mut self, relations: Relations) -> Self { self.relations = Some(relations); self } pub fn statistics(mut self, statistics: PlayerStatistics) -> Self { self.statistics = Some(statistics); self } pub fn statistics_history(mut self, statistics_history: PlayerStatisticsHistory) -> Self { self.statistics_history = Some(statistics_history); self } pub fn build(self) -> Result<Player, String> { Ok(Player { id: self.id.ok_or("id is required")?, full_name: self.full_name.ok_or("full_name is required")?, birth_date: self.birth_date.ok_or("birth_date is required")?, country_id: self.country_id.ok_or("country_id is required")?, behaviour: self.behaviour.unwrap_or_default(), attributes: self.attributes.ok_or("attributes is required")?, happiness: self.happiness.unwrap_or_else(PlayerHappiness::new), statuses: self.statuses.unwrap_or_else(PlayerStatus::new), skills: self.skills.ok_or("skills is required")?, contract: self.contract.unwrap_or(None), positions: self.positions.ok_or("positions is required")?, preferred_foot: self.preferred_foot.unwrap_or(PlayerPreferredFoot::Right), player_attributes: self.player_attributes.ok_or("player_attributes is required")?, mailbox: self.mailbox.unwrap_or_else(PlayerMailbox::new), training: self.training.unwrap_or_else(PlayerTraining::new), training_history: self.training_history.unwrap_or_else(PlayerTrainingHistory::new), relations: self.relations.unwrap_or_else(Relations::new), statistics: self.statistics.unwrap_or_default(), statistics_history: self.statistics_history.unwrap_or_else(PlayerStatisticsHistory::new), }) } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/status.rs
src/core/src/club/player/status.rs
use chrono::NaiveDate; use serde::Serialize; #[derive(Debug)] pub struct StatusData { pub start_date: NaiveDate, pub status: PlayerStatusType, } impl StatusData { pub fn new(start_date: NaiveDate, status: PlayerStatusType) -> Self { StatusData { start_date, status } } } #[derive(Debug)] pub struct PlayerStatus { pub statuses: Vec<StatusData>, } impl PlayerStatus { pub fn new() -> Self { PlayerStatus { statuses: Vec::new(), } } pub fn add(&mut self, start_date: NaiveDate, status: PlayerStatusType) { self.statuses.push(StatusData::new(start_date, status)); } pub fn remove(&mut self, status: PlayerStatusType) { if let Some(idx) = self.statuses.iter().position(|s| s.status == status) { self.statuses.remove(idx); } } pub fn get(&self) -> Vec<PlayerStatusType> { self.statuses.iter().map(|s| s.status).collect() } } #[derive(Debug, PartialEq, Eq, Hash, Clone, Copy, Serialize)] pub enum PlayerStatusType { //When a player is absent from the club without permission Abs, //The player has had a bid from another club accepted Bid, //An out-of-contract player still with a club Ctr, //The player is cup-tied, having played in the same competition in a previous round but for another club Cup, //The player is on an MLS developmental contract Dev, //The player has been selected in the MLS Draft Dft, //Another club has made a transfer enquiry about the player Enq, //A player who counts as a foreign player in a competition Fgn, //A player who wants to leave the club on a free transfer at the end of the season Frt, //The player is concerned about his future at the club Fut, //The player counts towards the Home Grown quota necessary for a competition HG, //A player currently on holiday Hol, //Ineligible for the next match. Ine, //When it has a red background, this means a player is injured and cannot be selected. If the background is orange, he has resumed light training, but he may not be fully fit. Check his condition indicator Inj, //The player is away on international duty Int, //When a player is short on match fitness (perhaps after a long spell on the sidelines), and needs perhaps to play with the reserves in order to regain full fitness Lmp, //Player is available for loan Loa, //The player is learning from a team-mate (see Tut below). Lrn, //The player is transfer listed Lst, //The player has reacted to a media comment made by you PR, //The player has requested to leave the club Req, //The player is retiring at the end of the season Ret, //The player is jaded and in need of a rest Rst, //The player is being scouted by your scouts Sct, //The player is an MLS Senior International - a non domestic player aged 25+ SI, //The player has some slight concerns Slt, //The player is suspended Sus, //The player has agreed a transfer with another club and will go there when the transfer window opens. Trn, //The player is travelling to/from international duty with his squad Trv, //The player is tutoring a team-mate Tut, //The player is unfit, and shouldn't be selected unless in case of an emergency Unf, //A player is unhappy with his role or an event/action Unh, //The player is unregistered for a competition Unr, //The player has been withdrawn from international duty by his club manager Wdn, //The player is wanted by another club Wnt, //The player has no work permit and is unable to play Wp, //The player is one yellow card away from a suspension Yel, //The player is an MLS Youth International - a non domestic player aged 24 or under. YI, //The player is on a youth contract and is not yet on professional terms Yth, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/result.rs
src/core/src/club/player/result.rs
use crate::club::Player; use crate::simulator::SimulatorData; pub struct PlayerCollectionResult { pub players: Vec<PlayerResult>, pub outgoing_players: Vec<Player>, } impl PlayerCollectionResult { pub fn new(players: Vec<PlayerResult>, outgoing_players: Vec<Player>) -> Self { PlayerCollectionResult { players, outgoing_players, } } pub fn process(&self, data: &mut SimulatorData) { for player in &self.players { player.process(data); } } } pub struct PlayerResult { pub player_id: u32, pub contract: PlayerContractResult, pub is_transfer_requested: bool, pub transfer_requests: Vec<u32>, } pub struct PlayerContractResult { pub no_contract: bool, pub contract_rejected: bool, pub want_improve_contract: bool, pub want_extend_contract: bool, } impl PlayerResult { pub fn new(player_id: u32) -> Self { PlayerResult { player_id, contract: PlayerContractResult { no_contract: false, contract_rejected: false, want_improve_contract: false, want_extend_contract: false, }, is_transfer_requested: false, transfer_requests: Vec::new(), } } pub fn process(&self, _: &mut SimulatorData) {} pub fn request_transfer(&mut self, player_id: u32) { self.transfer_requests.push(player_id); } pub fn has_contract_actions(&self) -> bool { self.contract.no_contract || self.contract.contract_rejected || self.contract.want_extend_contract || self.contract.want_improve_contract } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/utils.rs
src/core/src/club/player/utils.rs
use crate::{Person, Player}; use chrono::NaiveDate; pub struct PlayerUtils; impl PlayerUtils { #[inline] pub fn growth_potential(player: &Player, now: NaiveDate) -> u8 { let age = player.age(now); let age_factor = Self::age_factor(age); let determination = player.skills.mental.determination as f32 / 20.0; let ambition = player.attributes.ambition as f32 / 20.0; let professionalism = player.attributes.professionalism as f32 / 20.0; let base_factor = determination + ambition + professionalism; let current_ability = player.player_attributes.current_ability as f32; let potential_ability = player.player_attributes.potential_ability as f32; let ability_factor = (potential_ability - current_ability) / 20.0; let condition = player.player_attributes.condition as f32 / 100.0; let fitness = player.player_attributes.fitness as f32 / 20.0; let jadedness = player.player_attributes.jadedness as f32 / 100.0; let physical_factor = (condition + fitness - jadedness) / 3.0; let reputation = player.player_attributes.current_reputation as f32 / 100.0; let international_factor = player.player_attributes.international_apps as f32 / 100.0; let total_factor = age_factor * base_factor * ability_factor * physical_factor * reputation * international_factor; let growth_potential = (total_factor * 5.0).round() as u8; growth_potential } pub fn age_factor(age: u8) -> f32 { 1.0 / (1.0 + (-0.1 * age as f32).exp()) } } #[cfg(test)] mod tests { use super::*; #[test] fn test_age_factor_under_18() { let age_factor = PlayerUtils::age_factor(18); assert!(age_factor > 0.0); assert!(age_factor < 1.0); } #[test] fn test_age_factor_under_30() { let age_factor = PlayerUtils::age_factor(30); assert!(age_factor > 0.0); assert!(age_factor < 1.0); } #[test] fn test_age_factor_under_40() { let age_factor = PlayerUtils::age_factor(40); assert!(age_factor > 0.0); assert!(age_factor < 1.0); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/happiness.rs
src/core/src/club/player/happiness.rs
#[derive(Debug)] pub struct PlayerHappiness { positive: Vec<PositiveHappiness>, negative: Vec<NegativeHappiness>, } impl PlayerHappiness { pub fn new() -> Self { PlayerHappiness { positive: Vec::new(), negative: Vec::new(), } } pub fn is_happy(&self) -> bool { self.positive.len() > self.negative.len() } } #[derive(Debug)] pub struct PositiveHappiness { pub description: String, } #[derive(Debug)] pub struct NegativeHappiness { pub description: String, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/mod.rs
src/core/src/club/player/mod.rs
pub mod attributes; pub mod calculators; pub mod context; pub mod contract; pub mod generators; pub mod happiness; pub mod mailbox; pub mod player; pub mod position; pub mod result; pub mod skills; pub mod statistics; pub mod status; pub mod training; pub mod utils; pub mod builder; pub use attributes::*; pub use builder::*; pub use calculators::*; pub use context::*; pub use contract::*; pub use generators::*; pub use happiness::*; pub use mailbox::*; pub use player::*; pub use position::*; pub use result::*; pub use skills::*; pub use statistics::*; pub use status::*; pub use training::*; pub use utils::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/attributes.rs
src/core/src/club/player/attributes.rs
pub const CONDITION_MAX_VALUE: i16 = 10000; #[derive(Debug, Clone, Copy, Default)] pub struct PlayerAttributes { pub is_banned: bool, pub is_injured: bool, pub condition: i16, pub fitness: i16, pub jadedness: i16, pub weight: u8, pub height: u8, pub value: u32, //reputation pub current_reputation: i16, pub home_reputation: i16, pub world_reputation: i16, //ability pub current_ability: u8, pub potential_ability: u8, //international expirience pub international_apps: u16, pub international_goals: u16, pub under_21_international_apps: u16, pub under_21_international_goals: u16, } impl PlayerAttributes { pub fn rest(&mut self, val: u16) { self.condition += val as i16; if self.condition > CONDITION_MAX_VALUE { self.condition = CONDITION_MAX_VALUE; } } pub fn condition_percentage(&self) -> u32 { (self.condition as f32 * 100.0 / CONDITION_MAX_VALUE as f32).floor() as u32 } } #[cfg(test)] mod tests { use super::*; #[test] fn test_rest_increases_condition() { let mut player_attributes = PlayerAttributes { is_banned: false, is_injured: false, condition: 5000, fitness: 8000, jadedness: 2000, weight: 75, height: 180, value: 1000000, current_reputation: 50, home_reputation: 60, world_reputation: 70, current_ability: 80, potential_ability: 90, international_apps: 10, international_goals: 5, under_21_international_apps: 15, under_21_international_goals: 7, }; player_attributes.rest(1000); assert_eq!(player_attributes.condition, 6000); } #[test] fn test_rest_does_not_exceed_max_condition() { let mut player_attributes = PlayerAttributes { is_banned: false, is_injured: false, condition: 9500, fitness: 8000, jadedness: 2000, weight: 75, height: 180, value: 1000000, current_reputation: 50, home_reputation: 60, world_reputation: 70, current_ability: 80, potential_ability: 90, international_apps: 10, international_goals: 5, under_21_international_apps: 15, under_21_international_goals: 7, }; player_attributes.rest(1000); assert_eq!(player_attributes.condition, CONDITION_MAX_VALUE); } #[test] fn test_condition_percentage() { let player_attributes = PlayerAttributes { is_banned: false, is_injured: false, condition: 7500, fitness: 8000, jadedness: 2000, weight: 75, height: 180, value: 1000000, current_reputation: 50, home_reputation: 60, world_reputation: 70, current_ability: 80, potential_ability: 90, international_apps: 10, international_goals: 5, under_21_international_apps: 15, under_21_international_goals: 7, }; let condition_percentage = player_attributes.condition_percentage(); assert_eq!(condition_percentage, 75); } #[test] fn test_condition_percentage_rounding() { let player_attributes = PlayerAttributes { is_banned: false, is_injured: false, condition: 7499, fitness: 8000, jadedness: 2000, weight: 75, height: 180, value: 1000000, current_reputation: 50, home_reputation: 60, world_reputation: 70, current_ability: 80, potential_ability: 90, international_apps: 10, international_goals: 5, under_21_international_apps: 15, under_21_international_goals: 7, }; let condition_percentage = player_attributes.condition_percentage(); assert_eq!(condition_percentage, 74); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/position.rs
src/core/src/club/player/position.rs
use serde::Serialize; use std::fmt::{Display, Formatter, Result}; #[derive(Debug, PartialEq, Eq, Hash, Clone, Copy, PartialOrd, Serialize)] pub enum PlayerPositionType { Goalkeeper, Sweeper, DefenderLeft, DefenderCenterLeft, DefenderCenter, DefenderCenterRight, DefenderRight, DefensiveMidfielder, MidfielderLeft, MidfielderCenterLeft, MidfielderCenter, MidfielderCenterRight, MidfielderRight, AttackingMidfielderLeft, AttackingMidfielderCenter, AttackingMidfielderRight, WingbackLeft, WingbackRight, Striker, ForwardLeft, ForwardCenter, ForwardRight, } impl Display for PlayerPositionType { fn fmt(&self, f: &mut Formatter) -> Result { write!(f, "{:?}", self) } } impl PlayerPositionType { #[inline] pub fn get_short_name(&self) -> &'static str { match *self { PlayerPositionType::Goalkeeper => "GK", PlayerPositionType::Sweeper => "SW", PlayerPositionType::DefenderLeft => "DL", PlayerPositionType::DefenderCenterLeft => "DCL", PlayerPositionType::DefenderCenter => "DC", PlayerPositionType::DefenderCenterRight => "DCR", PlayerPositionType::DefenderRight => "DR", PlayerPositionType::DefensiveMidfielder => "DM", PlayerPositionType::MidfielderLeft => "ML", PlayerPositionType::MidfielderCenterLeft => "MCL", PlayerPositionType::MidfielderCenter => "MC", PlayerPositionType::MidfielderCenterRight => "MCR", PlayerPositionType::MidfielderRight => "MR", PlayerPositionType::AttackingMidfielderLeft => "AML", PlayerPositionType::AttackingMidfielderCenter => "AMC", PlayerPositionType::AttackingMidfielderRight => "AMR", PlayerPositionType::WingbackLeft => "WL", PlayerPositionType::WingbackRight => "WR", PlayerPositionType::ForwardLeft => "FL", PlayerPositionType::ForwardCenter => "FC", PlayerPositionType::ForwardRight => "FR", PlayerPositionType::Striker => "ST", } } #[inline] pub fn is_goalkeeper(&self) -> bool { self.position_group() == PlayerFieldPositionGroup::Goalkeeper } #[inline] pub fn is_defender(&self) -> bool { self.position_group() == PlayerFieldPositionGroup::Defender } #[inline] pub fn is_midfielder(&self) -> bool { self.position_group() == PlayerFieldPositionGroup::Midfielder } #[inline] pub fn is_forward(&self) -> bool { self.position_group() == PlayerFieldPositionGroup::Forward } #[inline] pub fn position_group(&self) -> PlayerFieldPositionGroup { match *self { PlayerPositionType::Goalkeeper => PlayerFieldPositionGroup::Goalkeeper, PlayerPositionType::Sweeper | PlayerPositionType::DefenderLeft | PlayerPositionType::DefenderCenterLeft | PlayerPositionType::DefenderCenter | PlayerPositionType::DefenderCenterRight | PlayerPositionType::DefenderRight | PlayerPositionType::DefensiveMidfielder => PlayerFieldPositionGroup::Defender, PlayerPositionType::MidfielderLeft | PlayerPositionType::MidfielderCenterLeft | PlayerPositionType::MidfielderCenter | PlayerPositionType::MidfielderCenterRight | PlayerPositionType::MidfielderRight | PlayerPositionType::AttackingMidfielderLeft | PlayerPositionType::AttackingMidfielderCenter | PlayerPositionType::AttackingMidfielderRight | PlayerPositionType::WingbackLeft | PlayerPositionType::WingbackRight => PlayerFieldPositionGroup::Midfielder, PlayerPositionType::ForwardLeft | PlayerPositionType::ForwardCenter | PlayerPositionType::ForwardRight | PlayerPositionType::Striker => PlayerFieldPositionGroup::Forward, } } } #[derive(Debug)] pub struct PlayerPositions { pub positions: Vec<PlayerPosition>, } const REQUIRED_POSITION_LEVEL: u8 = 15; impl PlayerPositions { pub fn positions(&self) -> Vec<PlayerPositionType> { self.positions .iter() .filter(|p| p.level >= REQUIRED_POSITION_LEVEL) .map(|p| p.position) .collect() } pub fn display_positions(&self) -> Vec<&str> { self.positions() .iter() .map(|p| p.get_short_name()) .collect() } pub fn has_position(&self, position: PlayerPositionType) -> bool { self.positions().contains(&position) } pub fn is_goalkeeper(&self) -> bool { self.positions().contains(&PlayerPositionType::Goalkeeper) } pub fn get_level(&self, position: PlayerPositionType) -> u8 { match self.positions.iter().find(|p| p.position == position) { Some(p) => p.level, None => 0, } } } #[derive(Debug)] pub struct PlayerPosition { pub position: PlayerPositionType, pub level: u8, } #[cfg(test)] mod tests { use super::*; #[test] fn short_position_names_is_correct() { assert_eq!("GK", PlayerPositionType::Goalkeeper.get_short_name()); assert_eq!("SW", PlayerPositionType::Sweeper.get_short_name()); assert_eq!("DL", PlayerPositionType::DefenderLeft.get_short_name()); assert_eq!("DC", PlayerPositionType::DefenderCenter.get_short_name()); assert_eq!("DR", PlayerPositionType::DefenderRight.get_short_name()); assert_eq!( "DM", PlayerPositionType::DefensiveMidfielder.get_short_name() ); assert_eq!("ML", PlayerPositionType::MidfielderLeft.get_short_name()); assert_eq!("MC", PlayerPositionType::MidfielderCenter.get_short_name()); assert_eq!("MR", PlayerPositionType::MidfielderRight.get_short_name()); assert_eq!( "AML", PlayerPositionType::AttackingMidfielderLeft.get_short_name() ); assert_eq!( "AMC", PlayerPositionType::AttackingMidfielderCenter.get_short_name() ); assert_eq!( "AMR", PlayerPositionType::AttackingMidfielderRight.get_short_name() ); assert_eq!("ST", PlayerPositionType::Striker.get_short_name()); assert_eq!("WL", PlayerPositionType::WingbackLeft.get_short_name()); assert_eq!("WR", PlayerPositionType::WingbackRight.get_short_name()); } #[test] fn display_positions_return_with_over_15_level() { let positions = PlayerPositions { positions: vec![ PlayerPosition { position: PlayerPositionType::Goalkeeper, level: 1, }, PlayerPosition { position: PlayerPositionType::Sweeper, level: 10, }, PlayerPosition { position: PlayerPositionType::Striker, level: 14, }, PlayerPosition { position: PlayerPositionType::WingbackLeft, level: 15, }, PlayerPosition { position: PlayerPositionType::WingbackRight, level: 20, }, ], }; let display_positions = positions.display_positions().join(","); assert_eq!("WL,WR", display_positions); } } #[derive(PartialEq, Debug)] pub enum PlayerFieldPositionGroup { Goalkeeper, Defender, Midfielder, Forward, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/context.rs
src/core/src/club/player/context.rs
#[derive(Clone)] pub struct PlayerContext { pub id: Option<u32>, } impl PlayerContext { pub fn new(id: Option<u32>) -> Self { PlayerContext { id } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/skills.rs
src/core/src/club/player/skills.rs
#[derive(Debug, Copy, Clone, Default)] pub struct PlayerSkills { pub technical: Technical, pub mental: Mental, pub physical: Physical, } impl PlayerSkills { /// Calculate maximum speed without condition factor (raw speed based on skills only) pub fn max_speed(&self) -> f32 { let pace_factor = (self.physical.pace as f32 - 1.0) / 19.0; let acceleration_factor = (self.physical.acceleration as f32 - 1.0) / 19.0; let agility_factor = (self.physical.agility as f32 - 1.0) / 19.0; let balance_factor = (self.physical.balance as f32 - 1.0) / 19.0; let base_speed = 1.1; // Increased by 2x from 1.3 to 2.6 for faster gameplay let max_speed = base_speed * (0.6 * pace_factor + 0.2 * acceleration_factor + 0.1 * agility_factor + 0.1 * balance_factor); max_speed } /// Calculate maximum speed with condition factor (real-time performance) /// This is what should be used during match for actual speed calculation /// Speed depends primarily (90%) on condition, with minimal stamina influence (10%) pub fn max_speed_with_condition(&self, condition: i16) -> f32 { let base_max_speed = self.max_speed(); // Condition is the primary factor (0-10000 scale) let condition_percentage = (condition as f32 / 10000.0).clamp(0.0, 1.0); // Stamina provides minimal resistance to fatigue (0-10% boost when tired) // High stamina players maintain 90-100% speed at low condition // Low stamina players drop to 80-100% speed at low condition let stamina_normalized = (self.physical.stamina / 20.0).clamp(0.0, 1.0); let stamina_protection = stamina_normalized * 0.10; // Max 10% protection // Simple linear condition curve with stamina protection // At 100% condition: 100% speed (regardless of stamina) // At 50% condition: 50-60% speed (depending on stamina) // At 0% condition: 10-20% speed (minimum + stamina protection) let condition_factor = (condition_percentage * (1.0 - stamina_protection) + stamina_protection) .clamp(0.10, 1.0); base_max_speed * condition_factor } } #[derive(Debug, Copy, Clone, Default)] pub struct Technical { pub corners: f32, pub crossing: f32, pub dribbling: f32, pub finishing: f32, pub first_touch: f32, pub free_kicks: f32, pub heading: f32, pub long_shots: f32, pub long_throws: f32, pub marking: f32, pub passing: f32, pub penalty_taking: f32, pub tackling: f32, pub technique: f32, } impl Technical { pub fn average(&self) -> f32 { (self.corners + self.crossing + self.dribbling + self.finishing + self.first_touch + self.free_kicks + self.heading + self.long_shots + self.long_throws + self.marking + self.passing + self.penalty_taking + self.tackling + self.technique) / 14.0 } pub fn rest(&mut self) {} } #[derive(Debug, Copy, Clone, Default)] pub struct Mental { pub aggression: f32, pub anticipation: f32, pub bravery: f32, pub composure: f32, pub concentration: f32, pub decisions: f32, pub determination: f32, pub flair: f32, pub leadership: f32, pub off_the_ball: f32, pub positioning: f32, pub teamwork: f32, pub vision: f32, pub work_rate: f32, } impl Mental { pub fn average(&self) -> f32 { (self.aggression + self.anticipation + self.bravery + self.composure + self.concentration + self.decisions + self.determination + self.flair + self.leadership + self.off_the_ball + self.positioning + self.teamwork + self.vision + self.work_rate) / 14.0 } pub fn rest(&mut self) {} } #[derive(Debug, Copy, Clone, Default)] pub struct Physical { pub acceleration: f32, pub agility: f32, pub balance: f32, pub jumping: f32, pub natural_fitness: f32, pub pace: f32, pub stamina: f32, pub strength: f32, pub match_readiness: f32, } impl Physical { pub fn average(&self) -> f32 { (self.acceleration + self.agility + self.balance + self.jumping + self.natural_fitness + self.pace + self.stamina + self.strength) / 8.0 } pub fn rest(&mut self) {} } #[cfg(test)] mod tests { use super::*; #[test] fn test_technical_average() { let technical = Technical { corners: 10.0, crossing: 20.0, dribbling: 30.0, finishing: 40.0, first_touch: 50.0, free_kicks: 60.0, heading: 70.0, long_shots: 80.0, long_throws: 90.0, marking: 100.0, passing: 110.0, penalty_taking: 120.0, tackling: 130.0, technique: 140.0, }; assert_eq!(technical.average(), 75.0); // (10 + 20 + 30 + 40 + 50 + 60 + 70 + 80 + 90 + 100 + 110 + 120 + 130 + 140) / 14 } #[test] fn test_technical_rest() { let mut technical = Technical { corners: 10.0, crossing: 20.0, dribbling: 30.0, finishing: 40.0, first_touch: 50.0, free_kicks: 60.0, heading: 70.0, long_shots: 80.0, long_throws: 90.0, marking: 100.0, passing: 110.0, penalty_taking: 120.0, tackling: 130.0, technique: 140.0, }; technical.rest(); // Since the rest method doesn't modify any fields, we'll just assert true to indicate it ran successfully assert!(true); } #[test] fn test_mental_average() { let mental = Mental { aggression: 10.0, anticipation: 20.0, bravery: 30.0, composure: 40.0, concentration: 50.0, decisions: 60.0, determination: 70.0, flair: 80.0, leadership: 90.0, off_the_ball: 100.0, positioning: 110.0, teamwork: 120.0, vision: 130.0, work_rate: 140.0, }; assert_eq!(mental.average(), 75.0); // (10 + 20 + 30 + 40 + 50 + 60 + 70 + 80 + 90 + 100 + 110 + 120 + 130 + 140) / 14 } #[test] fn test_mental_rest() { let mut mental = Mental { aggression: 10.0, anticipation: 20.0, bravery: 30.0, composure: 40.0, concentration: 50.0, decisions: 60.0, determination: 70.0, flair: 80.0, leadership: 90.0, off_the_ball: 100.0, positioning: 110.0, teamwork: 120.0, vision: 130.0, work_rate: 140.0, }; mental.rest(); // Since the rest method doesn't modify any fields, we'll just assert true to indicate it ran successfully assert!(true); } #[test] fn test_physical_average() { let physical = Physical { acceleration: 10.0, agility: 20.0, balance: 30.0, jumping: 40.0, natural_fitness: 50.0, pace: 60.0, stamina: 70.0, strength: 80.0, match_readiness: 90.0, }; assert_eq!(physical.average(), 45.0); // (10 + 20 + 30 + 40 + 50 + 60 + 70 + 80) / 8 } #[test] fn test_physical_rest() { let mut physical = Physical { acceleration: 10.0, agility: 20.0, balance: 30.0, jumping: 40.0, natural_fitness: 50.0, pace: 60.0, stamina: 70.0, strength: 80.0, match_readiness: 90.0, }; physical.rest(); // Since the rest method doesn't modify any fields, we'll just assert true to indicate it ran successfully assert!(true); } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/statistics.rs
src/core/src/club/player/statistics.rs
use crate::league::Season; #[derive(Debug, Default)] pub struct PlayerStatistics { pub played: u16, pub played_subs: u16, pub goals: u16, pub assists: u16, pub penalties: u16, pub player_of_the_match: u8, pub yellow_cards: u8, pub red_cards: u8, pub shots_on_target: f32, pub tackling: f32, pub passes: u8, pub average_rating: f32, } #[derive(Debug)] pub struct PlayerStatisticsHistory { pub items: Vec<PlayerStatisticsHistoryItem>, } #[derive(Debug)] pub struct PlayerStatisticsHistoryItem { pub season: Season, pub statistics: PlayerStatistics, } impl Default for PlayerStatisticsHistory { fn default() -> Self { Self::new() } } impl PlayerStatisticsHistory { pub fn new() -> Self { PlayerStatisticsHistory { items: Vec::new() } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/generators/generator.rs
src/core/src/club/player/generators/generator.rs
use crate::shared::FullName; use crate::utils::IntegerUtils; use crate::{ Mental, PersonAttributes, PersonBehaviour, PersonBehaviourState, Physical, Player, PlayerAttributes, PlayerHappiness, PlayerMailbox, PlayerPosition, PlayerPositionType, PlayerPositions, PlayerPreferredFoot, PlayerSkills, PlayerStatistics, PlayerStatisticsHistory, PlayerStatus, PlayerTraining, PlayerTrainingHistory, Relations, Technical, }; use chrono::{Datelike, NaiveDate}; pub struct PlayerGenerator; impl PlayerGenerator { pub fn generate( country_id: u32, now: NaiveDate, position: PlayerPositionType, level: u8, ) -> Player { let year = IntegerUtils::random(now.year() - 14, now.year() - 16) as u32; let month = IntegerUtils::random(1, 12) as u32; let day = IntegerUtils::random(1, 29) as u32; let positions = PlayerPositions { positions: vec![PlayerPosition { position, level }], }; Player { id: IntegerUtils::random(0, 100000) as u32, full_name: FullName::with_full("".to_string(), "".to_string(), "".to_string()), birth_date: NaiveDate::from_ymd_opt(year as i32, month, day).unwrap(), country_id, behaviour: PersonBehaviour { state: PersonBehaviourState::Poor, }, attributes: PersonAttributes { adaptability: 10.0, ambition: 10.0, controversy: 10.0, loyalty: 10.0, pressure: 10.0, professionalism: 10.0, sportsmanship: 10.0, temperament: 10.0, }, happiness: PlayerHappiness::new(), statuses: PlayerStatus { statuses: vec![] }, skills: PlayerSkills { technical: Technical { corners: 10.0, crossing: 10.0, dribbling: 10.0, finishing: 10.0, first_touch: 10.0, free_kicks: 10.0, heading: 10.0, long_shots: 10.0, long_throws: 10.0, marking: 10.0, passing: 10.0, penalty_taking: 10.0, tackling: 10.0, technique: 10.0, }, mental: Mental { aggression: 10.0, anticipation: 10.0, bravery: 10.0, composure: 10.0, concentration: 10.0, decisions: 10.0, determination: 10.0, flair: 10.0, leadership: 10.0, off_the_ball: 10.0, positioning: 10.0, teamwork: 10.0, vision: 10.0, work_rate: 10.0, }, physical: Physical { acceleration: 10.0, agility: 10.0, balance: 10.0, jumping: 10.0, natural_fitness: 10.0, pace: 10.0, stamina: 10.0, strength: 10.0, match_readiness: 10.0, }, }, contract: Option::None, positions, preferred_foot: PlayerPreferredFoot::Left, player_attributes: PlayerAttributes { is_banned: false, is_injured: false, condition: 10000, fitness: 0, jadedness: 0, weight: 0, height: 0, value: 0, current_reputation: 0, home_reputation: 1000, world_reputation: 1000, current_ability: 0, potential_ability: 0, international_apps: 0, international_goals: 0, under_21_international_apps: 0, under_21_international_goals: 0, }, mailbox: PlayerMailbox::new(), training: PlayerTraining::new(), training_history: PlayerTrainingHistory::new(), relations: Relations::new(), statistics: PlayerStatistics::default(), statistics_history: PlayerStatisticsHistory::new(), } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/generators/mod.rs
src/core/src/club/player/generators/mod.rs
mod generator; pub use generator::*;
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/training/training.rs
src/core/src/club/player/training/training.rs
use crate::club::player::training::result::PlayerTrainingResult; use crate::{MentalGains, Person, PhysicalGains, Player, Staff, TechnicalGains, TrainingEffects, TrainingIntensity, TrainingSession, TrainingType}; use chrono::NaiveDateTime; #[derive(Debug)] pub struct PlayerTraining {} impl Default for PlayerTraining { fn default() -> Self { Self::new() } } impl PlayerTraining { pub fn new() -> Self { PlayerTraining {} } pub fn train( player: &Player, coach: &Staff, session: &TrainingSession, date: NaiveDateTime, ) -> PlayerTrainingResult { let mut effects = TrainingEffects { physical_gains: PhysicalGains::default(), technical_gains: TechnicalGains::default(), mental_gains: MentalGains::default(), fatigue_change: 0.0, injury_risk: 0.0, morale_change: 0.0, }; // Base effectiveness factors let coach_quality = Self::calculate_coach_effectiveness(coach, &session.session_type); let player_receptiveness = Self::calculate_player_receptiveness(player, coach); let age_factor = Self::calculate_age_training_factor(player.age(date.date())); // Intensity multipliers let intensity_multiplier = match session.intensity { TrainingIntensity::VeryLight => 0.3, TrainingIntensity::Light => 0.5, TrainingIntensity::Moderate => 1.0, TrainingIntensity::High => 1.5, TrainingIntensity::VeryHigh => 2.0, }; // Calculate gains based on training type match session.session_type { TrainingType::Endurance => { effects.physical_gains.stamina = 0.05 * coach_quality * player_receptiveness * age_factor; effects.physical_gains.natural_fitness = 0.03 * coach_quality * player_receptiveness * age_factor; effects.fatigue_change = 15.0 * intensity_multiplier; effects.injury_risk = 0.02 * intensity_multiplier; } TrainingType::Strength => { effects.physical_gains.strength = 0.04 * coach_quality * player_receptiveness * age_factor; effects.physical_gains.jumping = 0.02 * coach_quality * player_receptiveness * age_factor; effects.fatigue_change = 20.0 * intensity_multiplier; effects.injury_risk = 0.03 * intensity_multiplier; } TrainingType::Speed => { effects.physical_gains.pace = 0.03 * coach_quality * player_receptiveness * age_factor; effects.physical_gains.agility = 0.04 * coach_quality * player_receptiveness * age_factor; effects.fatigue_change = 25.0 * intensity_multiplier; effects.injury_risk = 0.04 * intensity_multiplier; } TrainingType::BallControl => { effects.technical_gains.first_touch = 0.05 * coach_quality * player_receptiveness; effects.technical_gains.technique = 0.04 * coach_quality * player_receptiveness; effects.technical_gains.dribbling = 0.03 * coach_quality * player_receptiveness; effects.fatigue_change = 10.0 * intensity_multiplier; effects.injury_risk = 0.01 * intensity_multiplier; } TrainingType::Passing => { effects.technical_gains.passing = 0.06 * coach_quality * player_receptiveness; effects.mental_gains.vision = 0.02 * coach_quality * player_receptiveness; effects.fatigue_change = 8.0 * intensity_multiplier; effects.injury_risk = 0.01 * intensity_multiplier; } TrainingType::Shooting => { effects.technical_gains.finishing = 0.05 * coach_quality * player_receptiveness; effects.technical_gains.technique = 0.02 * coach_quality * player_receptiveness; effects.mental_gains.decisions = 0.01 * coach_quality * player_receptiveness; effects.fatigue_change = 12.0 * intensity_multiplier; effects.injury_risk = 0.02 * intensity_multiplier; } TrainingType::Positioning => { effects.mental_gains.positioning = 0.06 * coach_quality * player_receptiveness; effects.mental_gains.concentration = 0.03 * coach_quality * player_receptiveness; effects.mental_gains.decisions = 0.02 * coach_quality * player_receptiveness; effects.fatigue_change = 5.0 * intensity_multiplier; effects.injury_risk = 0.005 * intensity_multiplier; } TrainingType::TeamShape => { effects.mental_gains.teamwork = 0.05 * coach_quality * player_receptiveness; effects.mental_gains.positioning = 0.04 * coach_quality * player_receptiveness; effects.mental_gains.work_rate = 0.02 * coach_quality * player_receptiveness; effects.fatigue_change = 10.0 * intensity_multiplier; effects.injury_risk = 0.01 * intensity_multiplier; effects.morale_change = 0.1; // Team activities boost morale } TrainingType::Recovery => { effects.fatigue_change = -30.0; // Negative means recovery effects.injury_risk = -0.02; // Reduces injury risk effects.morale_change = 0.05; } TrainingType::VideoAnalysis => { effects.mental_gains.decisions = 0.03 * coach_quality; effects.mental_gains.positioning = 0.02 * coach_quality; effects.mental_gains.vision = 0.02 * coach_quality; effects.fatigue_change = 0.0; effects.injury_risk = 0.0; } _ => { // Default minimal gains for unspecified training types effects.fatigue_change = 10.0 * intensity_multiplier; effects.injury_risk = 0.01 * intensity_multiplier; } } // Apply player condition modifiers let condition_factor = player.player_attributes.condition_percentage() as f32 / 100.0; if condition_factor < 0.7 { effects.injury_risk *= 1.5; // Higher injury risk when tired effects.fatigue_change *= 1.2; // Get tired faster when already fatigued } // Apply professionalism bonus to gains let professionalism_bonus = player.attributes.professionalism / 20.0; effects.physical_gains = Self::apply_bonus_to_physical(effects.physical_gains, professionalism_bonus); effects.technical_gains = Self::apply_bonus_to_technical(effects.technical_gains, professionalism_bonus); effects.mental_gains = Self::apply_bonus_to_mental(effects.mental_gains, professionalism_bonus); PlayerTrainingResult::new(player.id, effects) } fn apply_bonus_to_physical(mut gains: PhysicalGains, bonus: f32) -> PhysicalGains { gains.stamina *= 1.0 + bonus; gains.strength *= 1.0 + bonus; gains.pace *= 1.0 + bonus; gains.agility *= 1.0 + bonus; gains.balance *= 1.0 + bonus; gains.jumping *= 1.0 + bonus; gains.natural_fitness *= 1.0 + bonus; gains } fn apply_bonus_to_technical(mut gains: TechnicalGains, bonus: f32) -> TechnicalGains { gains.first_touch *= 1.0 + bonus; gains.passing *= 1.0 + bonus; gains.crossing *= 1.0 + bonus; gains.dribbling *= 1.0 + bonus; gains.finishing *= 1.0 + bonus; gains.heading *= 1.0 + bonus; gains.tackling *= 1.0 + bonus; gains.technique *= 1.0 + bonus; gains } fn apply_bonus_to_mental(mut gains: MentalGains, bonus: f32) -> MentalGains { gains.concentration *= 1.0 + bonus; gains.decisions *= 1.0 + bonus; gains.positioning *= 1.0 + bonus; gains.teamwork *= 1.0 + bonus; gains.vision *= 1.0 + bonus; gains.work_rate *= 1.0 + bonus; gains.leadership *= 1.0 + bonus; gains } fn calculate_coach_effectiveness(coach: &Staff, training_type: &TrainingType) -> f32 { let base_effectiveness = match training_type { TrainingType::Endurance | TrainingType::Strength | TrainingType::Speed => { coach.staff_attributes.coaching.fitness as f32 / 20.0 } TrainingType::BallControl | TrainingType::Passing | TrainingType::Shooting => { coach.staff_attributes.coaching.technical as f32 / 20.0 } TrainingType::Positioning | TrainingType::TeamShape => { coach.staff_attributes.coaching.tactical as f32 / 20.0 } TrainingType::Concentration | TrainingType::DecisionMaking => { coach.staff_attributes.coaching.mental as f32 / 20.0 } _ => { // Average of all coaching attributes (coach.staff_attributes.coaching.attacking + coach.staff_attributes.coaching.defending + coach.staff_attributes.coaching.tactical + coach.staff_attributes.coaching.technical) as f32 / 80.0 } }; // Add determination factor let determination_factor = coach.staff_attributes.mental.determination as f32 / 20.0; (base_effectiveness * 0.7 + determination_factor * 0.3).min(1.0) } fn calculate_player_receptiveness(player: &Player, coach: &Staff) -> f32 { // Base receptiveness from player attributes let base = (player.attributes.professionalism + player.attributes.ambition) / 40.0; // Relationship with coach affects receptiveness let relationship_bonus = if coach.relations.is_favorite_player(player.id) { 0.2 } else if coach.relations.get_player(player.id).map_or(false, |r| r.level < -50.0) { -0.2 } else { 0.0 }; // Age affects receptiveness (younger players learn faster) let age_bonus = match player.age(chrono::Local::now().date_naive()) { 16..=20 => 0.3, 21..=24 => 0.2, 25..=28 => 0.1, 29..=32 => 0.0, _ => -0.1, }; (base + relationship_bonus + age_bonus).clamp(0.1, 1.5) } fn calculate_age_training_factor(age: u8) -> f32 { match age { 16..=18 => 1.5, // Youth develop quickly 19..=21 => 1.3, 22..=24 => 1.1, 25..=27 => 1.0, 28..=30 => 0.8, 31..=33 => 0.5, 34..=36 => 0.3, _ => 0.1, // Very old players barely improve } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/training/result.rs
src/core/src/club/player/training/result.rs
use crate::{MentalGains, PhysicalGains, SimulatorData, TechnicalGains, TrainingEffects}; pub struct PlayerTrainingResult { pub player_id: u32, pub effects: TrainingEffects, } impl PlayerTrainingResult { pub fn new(player_id: u32, effects: TrainingEffects) -> Self { PlayerTrainingResult { player_id, effects, } } pub fn empty(player_id: u32) -> Self { PlayerTrainingResult { player_id, effects: TrainingEffects { physical_gains: PhysicalGains::default(), technical_gains: TechnicalGains::default(), mental_gains: MentalGains::default(), fatigue_change: 0.0, injury_risk: 0.0, morale_change: 0.0, }, } } /// Apply the training effects to the player /// This is where the actual skill updates happen with mutable references pub fn process(&self, data: &mut SimulatorData) { // Get mutable reference to the player if let Some(player) = data.player_mut(self.player_id) { // Apply physical gains player.skills.physical.stamina = (player.skills.physical.stamina + self.effects.physical_gains.stamina).min(20.0); player.skills.physical.strength = (player.skills.physical.strength + self.effects.physical_gains.strength).min(20.0); player.skills.physical.pace = (player.skills.physical.pace + self.effects.physical_gains.pace).min(20.0); player.skills.physical.agility = (player.skills.physical.agility + self.effects.physical_gains.agility).min(20.0); player.skills.physical.balance = (player.skills.physical.balance + self.effects.physical_gains.balance).min(20.0); player.skills.physical.jumping = (player.skills.physical.jumping + self.effects.physical_gains.jumping).min(20.0); player.skills.physical.natural_fitness = (player.skills.physical.natural_fitness + self.effects.physical_gains.natural_fitness).min(20.0); // Apply technical gains player.skills.technical.first_touch = (player.skills.technical.first_touch + self.effects.technical_gains.first_touch).min(20.0); player.skills.technical.passing = (player.skills.technical.passing + self.effects.technical_gains.passing).min(20.0); player.skills.technical.crossing = (player.skills.technical.crossing + self.effects.technical_gains.crossing).min(20.0); player.skills.technical.dribbling = (player.skills.technical.dribbling + self.effects.technical_gains.dribbling).min(20.0); player.skills.technical.finishing = (player.skills.technical.finishing + self.effects.technical_gains.finishing).min(20.0); player.skills.technical.heading = (player.skills.technical.heading + self.effects.technical_gains.heading).min(20.0); player.skills.technical.tackling = (player.skills.technical.tackling + self.effects.technical_gains.tackling).min(20.0); player.skills.technical.technique = (player.skills.technical.technique + self.effects.technical_gains.technique).min(20.0); // Apply mental gains player.skills.mental.concentration = (player.skills.mental.concentration + self.effects.mental_gains.concentration).min(20.0); player.skills.mental.decisions = (player.skills.mental.decisions + self.effects.mental_gains.decisions).min(20.0); player.skills.mental.positioning = (player.skills.mental.positioning + self.effects.mental_gains.positioning).min(20.0); player.skills.mental.teamwork = (player.skills.mental.teamwork + self.effects.mental_gains.teamwork).min(20.0); player.skills.mental.vision = (player.skills.mental.vision + self.effects.mental_gains.vision).min(20.0); player.skills.mental.work_rate = (player.skills.mental.work_rate + self.effects.mental_gains.work_rate).min(20.0); player.skills.mental.leadership = (player.skills.mental.leadership + self.effects.mental_gains.leadership).min(20.0); // Apply fatigue changes let new_condition = player.player_attributes.condition as f32 - self.effects.fatigue_change; player.player_attributes.condition = new_condition.clamp(0.0, 10000.0) as i16; // Apply injury risk (simplified) if rand::random::<f32>() < self.effects.injury_risk { player.player_attributes.is_injured = true; // You might want to add more injury details here } // Update match readiness based on training if self.effects.fatigue_change < 0.0 { // Recovery training improves match readiness player.skills.physical.match_readiness = (player.skills.physical.match_readiness + 2.0).min(20.0); } else if self.effects.fatigue_change > 20.0 { // Intense training reduces match readiness player.skills.physical.match_readiness = (player.skills.physical.match_readiness - 1.0).max(0.0); } // Apply morale changes to happiness (simplified) // You might want to integrate this with your happiness system if self.effects.morale_change > 0.0 { // Positive morale change could improve behavior if rand::random::<f32>() < self.effects.morale_change { player.behaviour.try_increase(); } } // Record training in history (if you implement this) // player.training_history.add_record(TrainingRecord { // date: data.date, // skills: player.skills.clone(), // }); } } }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false
ZOXEXIVO/open-football
https://github.com/ZOXEXIVO/open-football/blob/7b55c8c095942c1df498d7aa02b524af6e3a896c/src/core/src/club/player/training/history.rs
src/core/src/club/player/training/history.rs
use crate::PlayerSkills; use chrono::{NaiveDate, NaiveDateTime}; #[derive(Debug)] pub struct PlayerTrainingHistory { records: Vec<TrainingRecord>, } impl PlayerTrainingHistory { pub fn new() -> Self { PlayerTrainingHistory { records: Vec::new(), } } pub fn add_record(&mut self, record: TrainingRecord) { self.records.push(record); } pub fn get_latest_record(&self) -> Option<&TrainingRecord> { self.records.last() } pub fn weeks_since_last_training(&self, now: NaiveDate) -> u32 { let mut weeks_since_last_training: u32 = 0; if let Some(last_training_record) = self.records.last() { let duration = now.signed_duration_since(last_training_record.date.date()); weeks_since_last_training = duration.num_weeks() as u32; } weeks_since_last_training } } #[derive(Debug)] pub struct TrainingRecord { date: NaiveDateTime, _skills: PlayerSkills, }
rust
Apache-2.0
7b55c8c095942c1df498d7aa02b524af6e3a896c
2026-01-04T20:24:06.162327Z
false