Ally/War commands
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+26
-25
@@ -3,6 +3,7 @@ package game
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import (
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"fmt"
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"math/rand/v2"
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"slices"
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"github.com/google/uuid"
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"github.com/iliadenisov/galaxy/pkg/generator"
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@@ -16,33 +17,45 @@ func newGame(r Repo, races []string) (uuid.UUID, error) {
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if err != nil {
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return uuid.Nil, fmt.Errorf("generate map: %s", err)
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}
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return NewGameFromMap(r, races, m)
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return newGameOnMap(r, races, m)
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}
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func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
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func newGameOnMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
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g, err := buildGameOnMap(races, m)
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if err != nil {
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return uuid.Nil, err
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}
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if err := r.SaveTurn(0, *g); err != nil {
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return uuid.Nil, err
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}
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return g.ID, nil
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}
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func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
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if len(races) != len(m.HomePlanets) {
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return uuid.Nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
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return nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
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}
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gameID, err := uuid.NewRandom()
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if err != nil {
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return uuid.Nil, fmt.Errorf("generate game uuid: %s", err)
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return nil, fmt.Errorf("generate game uuid: %s", err)
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}
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g := &game.Game{
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ID: gameID,
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Race: make([]game.Race, len(races)),
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}
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gameMap := &game.Map{
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Width: m.Width,
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Height: m.Height,
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Planet: make([]game.Planet, 0),
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}
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var planetCount uint = 0
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relations := make([]game.RaceRelation, len(races))
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for i := range races {
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raceID, err := uuid.NewRandom()
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if err != nil {
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return uuid.Nil, fmt.Errorf("generate race uuid: %s", err)
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return nil, fmt.Errorf("generate race uuid: %s", err)
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}
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relations[i] = game.RaceRelation{RaceID: raceID, Relation: game.RelationWar}
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g.Race[i] = game.Race{
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ID: raceID,
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Name: races[i],
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@@ -51,7 +64,6 @@ func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error)
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Weapons: 1,
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Shields: 1,
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Cargo: 1,
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// TODO: fill Relation
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}
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gameMap.Planet = append(gameMap.Planet, newPlanet(
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planetCount,
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@@ -82,6 +94,12 @@ func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error)
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planetCount++
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}
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}
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for i := range g.Race {
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rel := slices.Clone(relations)
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ri := slices.IndexFunc(rel, func(a game.RaceRelation) bool { return a.RaceID == g.Race[i].ID })
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g.Race[i].Relations = append(rel[:ri], rel[ri+1:]...)
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}
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for i := range m.FreePlanets {
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gameMap.Planet = append(gameMap.Planet, newPlanet(
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planetCount,
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@@ -98,30 +116,13 @@ func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error)
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planetCount++
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}
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// TODO: check code below actually works
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rand.Shuffle(len(gameMap.Planet), func(i, j int) {
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gameMap.Planet[i].Number, gameMap.Planet[j].Number = gameMap.Planet[j].Number, gameMap.Planet[i].Number
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})
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g.Map = *gameMap
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gg := *g
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if err := r.SaveTurn(0, gg); err != nil {
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return uuid.Nil, fmt.Errorf("save_turn: %s", err)
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}
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// if err := r.SaveState(gg); err != nil {
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// return uuid.Nil, fmt.Errorf("save_state: %s", err)
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// }
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// TODO: save reports
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// for i := range g.Race {
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// }
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// TODO: save battles
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return g.ID, nil
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return g, nil
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}
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func newPlanet(num uint, name string, owner uuid.UUID, x, y, size, pop, ind, res float64, prod game.ProductionType) game.Planet {
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