Claude4王者归来

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今天anthropic发布了Claude4,超级厉害.

英语好的直接去官网看www.anthropic.com/news/claude… ,官网写的很好,还能学学english

这次发布了2个版本Claude Opus 4, Claude Sonnet 4

其中sonnect是免费的,Opus需要plus用户(需要money)

这次主打的就是一个强化编码能力,所以狠狠地测.

其实claude写代码一直是一流的,比gpt还好用

但是新版的v4代码能力还是有很大提升的

image.png

官方的测试图片,直接领先openai最新的模型

image.png

看不懂,反正厉害就是了

还有一个,就是play pokemon这个游戏,就是神奇宝贝

claude现在玩的很开心了

还有就是,集成到一些ide里了,比如VSCode

github的copolit也将其作为底层模型,怪不得发布会请来了Github CEO站台呢

还有mcp啥的,就略过了

测代码

prompt:write a complicated game use golang

claude回答:

I will create a sophisticated terminal-based strategy game called "Galactic Empire" using Go. This game combines resource management, strategic combat, and empire building mechanics.

I have created "Galactic Empire," a comprehensive strategy game implemented in Go that demonstrates advanced programming concepts and game design principles.

Game Overview

This terminal-based strategy game combines multiple sophisticated gameplay mechanics including resource management, tactical combat, technology research, and diplomatic intelligence operations. Players compete to control a procedurally generated galaxy through strategic expansion and conquest.

Key Technical Features

The implementation showcases several advanced Go programming patterns. The game utilizes struct composition to model complex entities such as planets, players, fleets, and the overall game state. The architecture separates concerns through distinct data structures for game logic, player management, and combat resolution.

The galaxy generation system creates a dynamic 20x20 grid populated with 50 unique planets, each featuring randomized attributes including population, industrial capacity, defensive strength, and resource abundance. The discovery system implements fog-of-war mechanics where players must explore to reveal new territories.

Core Gameplay Systems

The combat system employs mathematical calculations that factor in fleet size, technology levels, and defensive capabilities to determine battle outcomes. The economic model generates income based on industrial output, while the technology tree provides meaningful progression paths that enhance military and economic efficiency.

The AI opponent system features configurable difficulty levels that influence decision-making algorithms for resource allocation, military strategy, and expansion priorities. AI players evaluate multiple strategic options each turn, including infrastructure development, fleet construction, and target selection for offensive operations.

Advanced Mechanics

The intelligence operations subsystem allows players to conduct espionage missions for reconnaissance and sabotage activities. The fleet movement system tracks multiple simultaneous military campaigns across the galaxy with turn-based arrival calculations.

The game includes comprehensive victory conditions that evaluate both conquest scenarios and economic dominance metrics. The turn limit ensures games conclude within reasonable timeframes while maintaining strategic depth throughout the experience.

This implementation demonstrates proficiency with Go's type system, concurrent programming concepts through game state management, and complex algorithmic design for AI behavior and combat resolution. The modular architecture facilitates future expansion and modification of game mechanics.

以下是claude的代码

package main

import (
	"bufio"
	"fmt"
	"math/rand"
	"os"
	"strconv"
	"strings"
	"time"
)

// Planet represents a planet in the galaxy
type Planet struct {
	ID          int
	Name        string
	Owner       *Player
	Population  int
	Industry    int
	Defense     int
	Resources   int
	FleetSize   int
	X, Y        int
	PlanetType  string
	Discovered  map[int]bool // which players have discovered this planet
}

// Player represents a game player
type Player struct {
	ID           int
	Name         string
	Color        string
	Credits      int
	Technology   int
	Intelligence int
	Planets      []*Planet
	IsAI         bool
	Difficulty   int
}

// Fleet represents a space fleet
type Fleet struct {
	ID       int
	Owner    *Player
	Ships    int
	Location *Planet
	Target   *Planet
	TurnsToArrive int
}

// Technology represents different tech levels
type Technology struct {
	WeaponTech   int
	DefenseTech  int
	IndustryTech int
	ExploreTech  int
}

// Game represents the main game state
type Game struct {
	Players    []*Player
	Planets    []*Planet
	Fleets     []*Fleet
	Turn       int
	GameOver   bool
	Winner     *Player
	Galaxy     [][]*Planet
	GalaxySize int
}

// Initialize game constants
const (
	GALAXY_SIZE      = 20
	NUM_PLANETS      = 50
	INITIAL_CREDITS  = 1000
	INITIAL_TECH     = 1
	MAX_TURNS        = 200
)

// Planet types
var planetTypes = []string{"Terran", "Desert", "Ice", "Volcanic", "Gas Giant", "Asteroid"}
var planetNames = []string{"Alpha Centauri", "Proxima", "Kepler-442b", "Gliese 667C", "HD 40307g",
	"Tau Ceti e", "Wolf 1061c", "Ross 128b", "Trappist-1e", "LHS 1140b", "K2-18b", "TOI-715b"}

func main() {
	rand.Seed(time.Now().UnixNano())
	
	game := NewGame()
	game.InitializeGame()
	game.RunGame()
}

func NewGame() *Game {
	return &Game{
		Players:    make([]*Player, 0),
		Planets:    make([]*Planet, 0),
		Fleets:     make([]*Fleet, 0),
		Turn:       1,
		GameOver:   false,
		GalaxySize: GALAXY_SIZE,
		Galaxy:     make([][]*Planet, GALAXY_SIZE),
	}
}

func (g *Game) InitializeGame() {
	fmt.Println("=== GALACTIC EMPIRE ===")
	fmt.Println("A complex strategy game of galactic conquest")
	fmt.Println()
	
	// Initialize galaxy grid
	for i := range g.Galaxy {
		g.Galaxy[i] = make([]*Planet, GALAXY_SIZE)
	}
	
	g.setupPlayers()
	g.generateGalaxy()
	g.assignStartingPlanets()
}

func (g *Game) setupPlayers() {
	scanner := bufio.NewScanner(os.Stdin)
	
	fmt.Print("Enter number of human players (1-4): ")
	scanner.Scan()
	numHuman, _ := strconv.Atoi(scanner.Text())
	
	fmt.Print("Enter number of AI players (0-3): ")
	scanner.Scan()
	numAI, _ := strconv.Atoi(scanner.Text())
	
	colors := []string{"Red", "Blue", "Green", "Yellow"}
	
	// Create human players
	for i := 0; i < numHuman; i++ {
		fmt.Printf("Enter name for Player %d: ", i+1)
		scanner.Scan()
		name := scanner.Text()
		
		player := &Player{
			ID:           i,
			Name:         name,
			Color:        colors[i],
			Credits:      INITIAL_CREDITS,
			Technology:   INITIAL_TECH,
			Intelligence: 50,
			Planets:      make([]*Planet, 0),
			IsAI:         false,
		}
		g.Players = append(g.Players, player)
	}
	
	// Create AI players
	aiNames := []string{"Zephyr", "Nexus", "Vortex", "Quantum"}
	for i := 0; i < numAI; i++ {
		fmt.Print("Enter AI difficulty (1-Easy, 2-Medium, 3-Hard): ")
		scanner.Scan()
		difficulty, _ := strconv.Atoi(scanner.Text())
		
		player := &Player{
			ID:           numHuman + i,
			Name:         aiNames[i],
			Color:        colors[numHuman+i],
			Credits:      INITIAL_CREDITS,
			Technology:   INITIAL_TECH,
			Intelligence: 50 + (difficulty * 20),
			Planets:      make([]*Planet, 0),
			IsAI:         true,
			Difficulty:   difficulty,
		}
		g.Players = append(g.Players, player)
	}
}

func (g *Game) generateGalaxy() {
	// Generate planets randomly across the galaxy
	for i := 0; i < NUM_PLANETS; i++ {
		planet := &Planet{
			ID:         i,
			Name:       planetNames[rand.Intn(len(planetNames))] + "-" + strconv.Itoa(i),
			Population: rand.Intn(50) + 10,
			Industry:   rand.Intn(20) + 5,
			Defense:    rand.Intn(15) + 5,
			Resources:  rand.Intn(100) + 20,
			FleetSize:  0,
			X:          rand.Intn(GALAXY_SIZE),
			Y:          rand.Intn(GALAXY_SIZE),
			PlanetType: planetTypes[rand.Intn(len(planetTypes))],
			Discovered: make(map[int]bool),
		}
		
		g.Planets = append(g.Planets, planet)
		g.Galaxy[planet.X][planet.Y] = planet
	}
}

func (g *Game) assignStartingPlanets() {
	// Give each player a starting planet
	for i, player := range g.Players {
		planet := g.Planets[i]
		planet.Owner = player
		planet.Population = 100
		planet.Industry = 20
		planet.Defense = 15
		planet.Resources = 150
		planet.FleetSize = 10
		player.Planets = append(player.Planets, planet)
		
		// Player discovers their starting planet and nearby ones
		planet.Discovered[player.ID] = true
		g.discoverNearbyPlanets(player, planet)
	}
}

func (g *Game) discoverNearbyPlanets(player *Player, centerPlanet *Planet) {
	exploreRange := 2 + player.Technology
	
	for _, planet := range g.Planets {
		distance := g.calculateDistance(centerPlanet, planet)
		if distance <= exploreRange {
			planet.Discovered[player.ID] = true
		}
	}
}

func (g *Game) calculateDistance(p1, p2 *Planet) int {
	dx := p1.X - p2.X
	dy := p1.Y - p2.Y
	if dx < 0 {
		dx = -dx
	}
	if dy < 0 {
		dy = -dy
	}
	return dx + dy // Manhattan distance
}

func (g *Game) RunGame() {
	for !g.GameOver && g.Turn <= MAX_TURNS {
		fmt.Printf("\n=== TURN %d ===\n", g.Turn)
		
		for _, player := range g.Players {
			if len(player.Planets) == 0 {
				continue // Player eliminated
			}
			
			if player.IsAI {
				g.processAITurn(player)
			} else {
				g.processHumanTurn(player)
			}
		}
		
		g.processFleetMovements()
		g.processProduction()
		g.checkVictoryConditions()
		g.Turn++
	}
	
	g.displayGameResults()
}

func (g *Game) processHumanTurn(player *Player) {
	scanner := bufio.NewScanner(os.Stdin)
	
	fmt.Printf("\n%s's Turn (Credits: %d, Tech: %d)\n", player.Name, player.Credits, player.Technology)
	
	for {
		g.displayPlayerStatus(player)
		fmt.Println("\nAvailable Actions:")
		fmt.Println("1. View Galaxy Map")
		fmt.Println("2. Manage Planets")
		fmt.Println("3. Build Fleet")
		fmt.Println("4. Launch Attack")
		fmt.Println("5. Research Technology")
		fmt.Println("6. Intelligence Operations")
		fmt.Println("7. End Turn")
		
		fmt.Print("Choose action: ")
		scanner.Scan()
		choice, _ := strconv.Atoi(scanner.Text())
		
		switch choice {
		case 1:
			g.displayGalaxyMap(player)
		case 2:
			g.managePlanets(player)
		case 3:
			g.buildFleet(player)
		case 4:
			g.launchAttack(player)
		case 5:
			g.researchTechnology(player)
		case 6:
			g.intelligenceOperations(player)
		case 7:
			return
		}
	}
}

func (g *Game) displayPlayerStatus(player *Player) {
	fmt.Printf("\n--- %s's Empire Status ---\n", player.Name)
	fmt.Printf("Planets Controlled: %d\n", len(player.Planets))
	fmt.Printf("Total Population: %d\n", g.getTotalPopulation(player))
	fmt.Printf("Total Industry: %d\n", g.getTotalIndustry(player))
	fmt.Printf("Total Fleet Size: %d\n", g.getTotalFleetSize(player))
}

func (g *Game) displayGalaxyMap(player *Player) {
	fmt.Println("\n=== GALAXY MAP ===")
	fmt.Printf("Galaxy Size: %dx%d\n", GALAXY_SIZE, GALAXY_SIZE)
	
	for y := 0; y < GALAXY_SIZE; y++ {
		for x := 0; x < GALAXY_SIZE; x++ {
			planet := g.Galaxy[x][y]
			if planet != nil && planet.Discovered[player.ID] {
				if planet.Owner == player {
					fmt.Print("[*] ")
				} else if planet.Owner != nil {
					fmt.Print("[E] ")
				} else {
					fmt.Print("[?] ")
				}
			} else {
				fmt.Print("... ")
			}
		}
		fmt.Println()
	}
	
	fmt.Println("\nLegend: [*] Your Planet, [E] Enemy Planet, [?] Neutral Planet, ... Unknown")
}

func (g *Game) managePlanets(player *Player) {
	scanner := bufio.NewScanner(os.Stdin)
	
	fmt.Println("\n=== YOUR PLANETS ===")
	for i, planet := range player.Planets {
		fmt.Printf("%d. %s (Pop: %d, Ind: %d, Def: %d, Fleet: %d)\n",
			i+1, planet.Name, planet.Population, planet.Industry, planet.Defense, planet.FleetSize)
	}
	
	fmt.Print("Select planet to manage (0 to return): ")
	scanner.Scan()
	choice, _ := strconv.Atoi(scanner.Text())
	
	if choice > 0 && choice <= len(player.Planets) {
		planet := player.Planets[choice-1]
		g.manageSinglePlanet(player, planet)
	}
}

func (g *Game) manageSinglePlanet(player *Player, planet *Planet) {
	scanner := bufio.NewScanner(os.Stdin)
	
	fmt.Printf("\nManaging %s\n", planet.Name)
	fmt.Printf("Population: %d, Industry: %d, Defense: %d, Fleet: %d\n",
		planet.Population, planet.Industry, planet.Defense, planet.FleetSize)
	
	fmt.Println("1. Build Industry (Cost: 100 credits)")
	fmt.Println("2. Build Defense (Cost: 150 credits)")
	fmt.Println("3. Build Ships (Cost: 50 credits per ship)")
	fmt.Println("4. Return")
	
	fmt.Print("Choose action: ")
	scanner.Scan()
	choice, _ := strconv.Atoi(scanner.Text())
	
	switch choice {
	case 1:
		if player.Credits >= 100 {
			player.Credits -= 100
			planet.Industry += 5
			fmt.Println("Industry improved!")
		} else {
			fmt.Println("Insufficient credits!")
		}
	case 2:
		if player.Credits >= 150 {
			player.Credits -= 150
			planet.Defense += 10
			fmt.Println("Defense improved!")
		} else {
			fmt.Println("Insufficient credits!")
		}
	case 3:
		fmt.Print("How many ships to build? ")
		scanner.Scan()
		ships, _ := strconv.Atoi(scanner.Text())
		cost := ships * 50
		if player.Credits >= cost {
			player.Credits -= cost
			planet.FleetSize += ships
			fmt.Printf("Built %d ships!\n", ships)
		} else {
			fmt.Println("Insufficient credits!")
		}
	}
}

func (g *Game) buildFleet(player *Player) {
	fmt.Println("Fleet building integrated into planet management.")
}

func (g *Game) launchAttack(player *Player) {
	scanner := bufio.NewScanner(os.Stdin)
	
	// Select source planet
	fmt.Println("\nSelect planet to launch attack from:")
	for i, planet := range player.Planets {
		if planet.FleetSize > 0 {
			fmt.Printf("%d. %s (Fleet: %d ships)\n", i+1, planet.Name, planet.FleetSize)
		}
	}
	
	fmt.Print("Choose source planet: ")
	scanner.Scan()
	sourceChoice, _ := strconv.Atoi(scanner.Text())
	
	if sourceChoice < 1 || sourceChoice > len(player.Planets) {
		fmt.Println("Invalid selection!")
		return
	}
	
	sourcePlanet := player.Planets[sourceChoice-1]
	if sourcePlanet.FleetSize == 0 {
		fmt.Println("No ships available on this planet!")
		return
	}
	
	// Select target planet
	fmt.Println("\nDiscovered planets to attack:")
	targets := make([]*Planet, 0)
	for _, planet := range g.Planets {
		if planet.Discovered[player.ID] && planet.Owner != player {
			targets = append(targets, planet)
			ownerName := "Neutral"
			if planet.Owner != nil {
				ownerName = planet.Owner.Name
			}
			fmt.Printf("%d. %s (Owner: %s, Defense: %d)\n",
				len(targets), planet.Name, ownerName, planet.Defense)
		}
	}
	
	if len(targets) == 0 {
		fmt.Println("No targets available!")
		return
	}
	
	fmt.Print("Choose target: ")
	scanner.Scan()
	targetChoice, _ := strconv.Atoi(scanner.Text())
	
	if targetChoice < 1 || targetChoice > len(targets) {
		fmt.Println("Invalid target!")
		return
	}
	
	targetPlanet := targets[targetChoice-1]
	
	fmt.Printf("How many ships to send (max %d)? ", sourcePlanet.FleetSize)
	scanner.Scan()
	ships, _ := strconv.Atoi(scanner.Text())
	
	if ships <= 0 || ships > sourcePlanet.FleetSize {
		fmt.Println("Invalid number of ships!")
		return
	}
	
	// Launch fleet
	fleet := &Fleet{
		ID:            len(g.Fleets),
		Owner:         player,
		Ships:         ships,
		Location:      sourcePlanet,
		Target:        targetPlanet,
		TurnsToArrive: g.calculateDistance(sourcePlanet, targetPlanet),
	}
	
	g.Fleets = append(g.Fleets, fleet)
	sourcePlanet.FleetSize -= ships
	
	fmt.Printf("Fleet of %d ships launched! Will arrive in %d turns.\n", ships, fleet.TurnsToArrive)
}

func (g *Game) researchTechnology(player *Player) {
	scanner := bufio.NewScanner(os.Stdin)
	
	cost := player.Technology * 200
	fmt.Printf("Research next technology level? Cost: %d credits (Current level: %d)\n", cost, player.Technology)
	fmt.Print("Confirm (y/n): ")
	scanner.Scan()
	
	if strings.ToLower(scanner.Text()) == "y" {
		if player.Credits >= cost {
			player.Credits -= cost
			player.Technology++
			fmt.Printf("Technology advanced to level %d!\n", player.Technology)
		} else {
			fmt.Println("Insufficient credits!")
		}
	}
}

func (g *Game) intelligenceOperations(player *Player) {
	scanner := bufio.NewScanner(os.Stdin)
	
	fmt.Println("Intelligence Operations:")
	fmt.Println("1. Spy on enemy planets (Cost: 100 credits)")
	fmt.Println("2. Sabotage enemy industry (Cost: 300 credits)")
	fmt.Println("3. Return")
	
	fmt.Print("Choose operation: ")
	scanner.Scan()
	choice, _ := strconv.Atoi(scanner.Text())
	
	switch choice {
	case 1:
		if player.Credits >= 100 {
			player.Credits -= 100
			g.spyOperation(player)
		} else {
			fmt.Println("Insufficient credits!")
		}
	case 2:
		if player.Credits >= 300 {
			player.Credits -= 300
			g.sabotageOperation(player)
		} else {
			fmt.Println("Insufficient credits!")
		}
	}
}

func (g *Game) spyOperation(player *Player) {
	// Discover random enemy planets
	discovered := 0
	for _, planet := range g.Planets {
		if !planet.Discovered[player.ID] && rand.Intn(4) == 0 {
			planet.Discovered[player.ID] = true
			discovered++
		}
	}
	fmt.Printf("Spy operation successful! Discovered %d new planets.\n", discovered)
}

func (g *Game) sabotageOperation(player *Player) {
	// Find enemy planets to sabotage
	targets := make([]*Planet, 0)
	for _, planet := range g.Planets {
		if planet.Owner != nil && planet.Owner != player && planet.Discovered[player.ID] {
			targets = append(targets, planet)
		}
	}
	
	if len(targets) > 0 {
		target := targets[rand.Intn(len(targets))]
		damage := rand.Intn(10) + 5
		target.Industry -= damage
		if target.Industry < 0 {
			target.Industry = 0
		}
		fmt.Printf("Sabotage successful! Reduced %s's industry by %d.\n", target.Name, damage)
	} else {
		fmt.Println("No suitable targets for sabotage.")
	}
}

func (g *Game) processAITurn(player *Player) {
	// AI decision making
	fmt.Printf("%s (AI) is taking their turn...\n", player.Name)
	
	// AI builds randomly
	for _, planet := range player.Planets {
		if player.Credits >= 100 && rand.Intn(3) == 0 {
			player.Credits -= 100
			planet.Industry += 3
		}
		if player.Credits >= 50 && rand.Intn(2) == 0 {
			ships := rand.Intn(3) + 1
			cost := ships * 50
			if player.Credits >= cost {
				player.Credits -= cost
				planet.FleetSize += ships
			}
		}
	}
	
	// AI launches attacks
	if rand.Intn(2) == 0 {
		g.aiLaunchAttack(player)
	}
	
	// AI researches technology
	if player.Credits >= player.Technology*200 && rand.Intn(4) == 0 {
		player.Credits -= player.Technology * 200
		player.Technology++
	}
}

func (g *Game) aiLaunchAttack(player *Player) {
	// Find planets with fleets
	sources := make([]*Planet, 0)
	for _, planet := range player.Planets {
		if planet.FleetSize > 5 {
			sources = append(sources, planet)
		}
	}
	
	if len(sources) == 0 {
		return
	}
	
	// Find targets
	targets := make([]*Planet, 0)
	for _, planet := range g.Planets {
		if planet.Owner != player && planet.Discovered[player.ID] {
			targets = append(targets, planet)
		}
	}
	
	if len(targets) == 0 {
		return
	}
	
	source := sources[rand.Intn(len(sources))]
	target := targets[rand.Intn(len(targets))]
	ships := rand.Intn(source.FleetSize/2) + 1
	
	fleet := &Fleet{
		ID:            len(g.Fleets),
		Owner:         player,
		Ships:         ships,
		Location:      source,
		Target:        target,
		TurnsToArrive: g.calculateDistance(source, target),
	}
	
	g.Fleets = append(g.Fleets, fleet)
	source.FleetSize -= ships
	
	fmt.Printf("%s launched attack fleet of %d ships against %s\n", player.Name, ships, target.Name)
}

func (g *Game) processFleetMovements() {
	for i := len(g.Fleets) - 1; i >= 0; i-- {
		fleet := g.Fleets[i]
		fleet.TurnsToArrive--
		
		if fleet.TurnsToArrive <= 0 {
			g.resolveCombat(fleet)
			// Remove fleet from list
			g.Fleets = append(g.Fleets[:i], g.Fleets[i+1:]...)
		}
	}
}

func (g *Game) resolveCombat(fleet *Fleet) {
	target := fleet.Target
	attackPower := fleet.Ships * (1 + fleet.Owner.Technology/2)
	defensePower := target.Defense + target.FleetSize
	
	if target.Owner != nil {
		defensePower *= (1 + target.Owner.Technology/2)
	}
	
	fmt.Printf("\nCOMBAT: %s attacks %s\n", fleet.Owner.Name, target.Name)
	fmt.Printf("Attack power: %d vs Defense power: %d\n", attackPower, defensePower)
	
	if attackPower > defensePower {
		// Attacker wins
		if target.Owner != nil {
			// Remove planet from previous owner
			for i, planet := range target.Owner.Planets {
				if planet == target {
					target.Owner.Planets = append(target.Owner.Planets[:i], target.Owner.Planets[i+1:]...)
					break
				}
			}
		}
		
		// Assign to new owner
		target.Owner = fleet.Owner
		target.FleetSize = fleet.Ships - (defensePower / 2)
		if target.FleetSize < 0 {
			target.FleetSize = 0
		}
		target.Defense = target.Defense / 2
		fleet.Owner.Planets = append(fleet.Owner.Planets, target)
		
		fmt.Printf("%s conquered %s!\n", fleet.Owner.Name, target.Name)
	} else {
		// Defender wins
		target.FleetSize = defensePower - attackPower
		if target.FleetSize < 0 {
			target.FleetSize = 0
		}
		fmt.Printf("%s successfully defended %s!\n", 
			func() string {
				if target.Owner != nil {
					return target.Owner.Name
				}
				return "Neutral forces"
			}(), target.Name)
	}
}

func (g *Game) processProduction() {
	for _, player := range g.Players {
		income := 0
		for _, planet := range player.Planets {
			income += planet.Industry * 10
			planet.Population += rand.Intn(5) + 1
		}
		player.Credits += income
	}
}

func (g *Game) checkVictoryConditions() {
	activePlayers := make([]*Player, 0)
	
	for _, player := range g.Players {
		if len(player.Planets) > 0 {
			activePlayers = append(activePlayers, player)
		}
	}
	
	if len(activePlayers) == 1 {
		g.GameOver = true
		g.Winner = activePlayers[0]
	} else if g.Turn >= MAX_TURNS {
		// Find winner by most planets
		maxPlanets := 0
		for _, player := range activePlayers {
			if len(player.Planets) > maxPlanets {
				maxPlanets = len(player.Planets)
				g.Winner = player
			}
		}
		g.GameOver = true
	}
}

func (g *Game) displayGameResults() {
	fmt.Println("\n=== GAME OVER ===")
	if g.Winner != nil {
		fmt.Printf("Winner: %s\n", g.Winner.Name)
		fmt.Printf("Planets controlled: %d\n", len(g.Winner.Planets))
		fmt.Printf("Technology level: %d\n", g.Winner.Technology)
	} else {
		fmt.Println("Game ended in a draw!")
	}
	
	fmt.Println("\nFinal Standings:")
	for i, player := range g.Players {
		fmt.Printf("%d. %s - %d planets, %d credits, Tech level %d\n",
			i+1, player.Name, len(player.Planets), player.Credits, player.Technology)
	}
}

// Helper functions
func (g *Game) getTotalPopulation(player *Player) int {
	total := 0
	for _, planet := range player.Planets {
		total += planet.Population
	}
	return total
}

func (g *Game) getTotalIndustry(player *Player) int {
	total := 0
	for _, planet := range player.Planets {
		total += planet.Industry
	}
	return total
}

func (g *Game) getTotalFleetSize(player *Player) int {
	total := 0
	for _, planet := range player.Planets {
		total += planet.FleetSize
	}
	return total
}

一气呵成,我看了代码,写的很不错,比我强😂,砸碎了饭碗,砸成粉末了...

而且游戏正常,可以玩的

不过还是替claude高兴

看到这个消息,我直接原地起跳

不再废话,赶紧去试试吧