Files
mixmaker/backend/internal/domain/balancer.go
lemintare 1239fcee08
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Initialize project with basic structure, including Docker configuration, backend and frontend setup, environment configuration, and essential files for development.
2026-07-19 00:17:31 +03:00

256 lines
7.5 KiB
Go

package domain
import (
"fmt"
"math"
"slices"
"strings"
)
type BalanceCandidate struct {
Teams []Team `json:"teams"`
Reserve []string `json:"reserve"`
Score int `json:"score"`
Explanation []string `json:"explanation"`
}
// Balance deterministically creates three alternatives. Players are assigned to
// their strongest role while preserving the 1/2/2 composition of every team.
func Balance(eventID string, players []Player) ([]BalanceCandidate, error) {
if len(players) < 10 {
return nil, fmt.Errorf("%w: at least ten players are required", ErrInvalid)
}
base := slices.Clone(players)
slices.SortFunc(base, func(a, b Player) int {
if a.ID < b.ID {
return -1
}
if a.ID > b.ID {
return 1
}
return 0
})
roleOrders := [][]Role{
{Tank, Damage, Support},
{Tank, Support, Damage},
{Damage, Tank, Support},
{Damage, Support, Tank},
{Support, Tank, Damage},
{Support, Damage, Tank},
}
all := make([]BalanceCandidate, 0, len(roleOrders)*2)
for orderIndex, order := range roleOrders {
for offset := 0; offset < 2; offset++ {
all = append(all, buildCandidate(eventID, base, orderIndex*2+offset, order, offset))
}
}
slices.SortStableFunc(all, func(a, b BalanceCandidate) int { return a.Score - b.Score })
result := make([]BalanceCandidate, 0, 3)
seen := map[string]bool{}
for _, candidate := range all {
signature := candidateSignature(candidate)
if seen[signature] {
continue
}
seen[signature] = true
result = append(result, candidate)
if len(result) == 3 {
break
}
}
return result, nil
}
func buildCandidate(eventID string, players []Player, variant int, roleOrder []Role, offset int) BalanceCandidate {
teamCount := len(players) / 5
used := teamCount * 5
c := BalanceCandidate{Reserve: make([]string, 0, len(players)-used)}
for _, p := range players[used:] {
c.Reserve = append(c.Reserve, p.ID)
}
active := slices.Clone(players[:used])
for i := 0; i < teamCount; i++ {
c.Teams = append(c.Teams, Team{
ID: fmt.Sprintf("%s-v%d-team-%d", eventID, variant+1, i+1),
EventID: eventID,
Name: fmt.Sprintf("Team %d", i+1),
})
}
for _, role := range roleOrder {
slices.SortStableFunc(active, func(a, b Player) int {
ar, br := rating(a, role), rating(b, role)
if ar != br {
return br - ar
}
if a.ID < b.ID {
return -1
}
return 1
})
perTeam := 2
if role == Tank {
perTeam = 1
}
count := teamCount * perTeam
selected := slices.Clone(active[:count])
active = active[count:]
for i, p := range selected {
teamIndex := (i + offset) % teamCount
if (i/teamCount)%2 == 1 {
teamIndex = teamCount - 1 - teamIndex
if teamIndex < 0 {
teamIndex += teamCount
}
}
c.Teams[teamIndex].Slots = append(c.Teams[teamIndex].Slots, Slot{PlayerID: p.ID, Role: role, Rating: rating(p, role)})
}
}
optimizeCandidate(c.Teams, players)
c.Score = balanceScore(c.Teams, players)
preferredRoles, preferredTeammates := preferenceStats(c.Teams, players)
c.Explanation = []string{
fmt.Sprintf("%d preferred role assignments satisfied", preferredRoles),
fmt.Sprintf("%d preferred teammate choices satisfied", preferredTeammates),
}
return c
}
func balanceScore(teams []Team, players []Player) int {
playerByID := make(map[string]Player, len(players))
for _, player := range players {
playerByID[player.ID] = player
}
minTotal, maxTotal := math.MaxInt, 0
roleTotals := map[Role][]int{Tank: {}, Damage: {}, Support: {}}
weakRolePenalty := 0
preferredRolePenalty := 0
teamByPlayer := make(map[string]int)
for teamIndex, team := range teams {
total := 0
perRole := map[Role]int{}
for _, slot := range team.Slots {
total += slot.Rating
perRole[slot.Role] += slot.Rating
player := playerByID[slot.PlayerID]
teamByPlayer[slot.PlayerID] = teamIndex
strongest := max(player.Ratings.Tank, player.Ratings.Damage, player.Ratings.Support)
weakRolePenalty += strongest - slot.Rating
if len(player.PreferredRoles) > 0 && !slices.Contains(player.PreferredRoles, slot.Role) {
preferredRolePenalty += 12
}
}
minTotal = min(minTotal, total)
maxTotal = max(maxTotal, total)
for role := range roleTotals {
roleTotals[role] = append(roleTotals[role], perRole[role])
}
}
preferredTeammatePenalty := 0
for _, player := range players {
teamIndex, active := teamByPlayer[player.ID]
if !active {
continue
}
for _, preferredID := range player.PreferredPlayerIDs {
if preferredTeam, preferredActive := teamByPlayer[preferredID]; preferredActive && preferredTeam != teamIndex {
preferredTeammatePenalty += 8
}
}
}
score := (maxTotal-minTotal)*3 + weakRolePenalty + preferredRolePenalty + preferredTeammatePenalty
for _, totals := range roleTotals {
minimum, maximum := math.MaxInt, 0
for _, total := range totals {
minimum = min(minimum, total)
maximum = max(maximum, total)
}
score += (maximum - minimum) * 2
}
return score
}
func optimizeCandidate(teams []Team, players []Player) {
for iteration := 0; iteration < 20; iteration++ {
bestScore := balanceScore(teams, players)
bestA, bestB, bestSlotA, bestSlotB := -1, -1, -1, -1
for teamA := 0; teamA < len(teams); teamA++ {
for teamB := teamA + 1; teamB < len(teams); teamB++ {
for slotA := range teams[teamA].Slots {
for slotB := range teams[teamB].Slots {
if teams[teamA].Slots[slotA].Role != teams[teamB].Slots[slotB].Role {
continue
}
teams[teamA].Slots[slotA], teams[teamB].Slots[slotB] = teams[teamB].Slots[slotB], teams[teamA].Slots[slotA]
score := balanceScore(teams, players)
teams[teamA].Slots[slotA], teams[teamB].Slots[slotB] = teams[teamB].Slots[slotB], teams[teamA].Slots[slotA]
if score < bestScore {
bestScore = score
bestA, bestB, bestSlotA, bestSlotB = teamA, teamB, slotA, slotB
}
}
}
}
}
if bestA < 0 {
return
}
teams[bestA].Slots[bestSlotA], teams[bestB].Slots[bestSlotB] = teams[bestB].Slots[bestSlotB], teams[bestA].Slots[bestSlotA]
}
}
func preferenceStats(teams []Team, players []Player) (int, int) {
playerByID := make(map[string]Player, len(players))
teamByPlayer := make(map[string]int)
roleByPlayer := make(map[string]Role)
for _, player := range players {
playerByID[player.ID] = player
}
for teamIndex, team := range teams {
for _, slot := range team.Slots {
teamByPlayer[slot.PlayerID] = teamIndex
roleByPlayer[slot.PlayerID] = slot.Role
}
}
roleMatches, teammateMatches := 0, 0
for playerID, teamIndex := range teamByPlayer {
player := playerByID[playerID]
if len(player.PreferredRoles) > 0 && slices.Contains(player.PreferredRoles, roleByPlayer[playerID]) {
roleMatches++
}
for _, preferredID := range player.PreferredPlayerIDs {
if preferredTeam, ok := teamByPlayer[preferredID]; ok && preferredTeam == teamIndex {
teammateMatches++
}
}
}
return roleMatches, teammateMatches
}
func candidateSignature(candidate BalanceCandidate) string {
parts := make([]string, 0, len(candidate.Teams))
for _, team := range candidate.Teams {
slots := slices.Clone(team.Slots)
slices.SortFunc(slots, func(a, b Slot) int {
return strings.Compare(string(a.Role)+a.PlayerID, string(b.Role)+b.PlayerID)
})
var values []string
for _, slot := range slots {
values = append(values, string(slot.Role)+":"+slot.PlayerID)
}
parts = append(parts, strings.Join(values, ","))
}
slices.Sort(parts)
return strings.Join(parts, "|")
}
func rating(p Player, role Role) int {
switch role {
case Tank:
return p.Ratings.Tank
case Damage:
return p.Ratings.Damage
default:
return p.Ratings.Support
}
}