Ally/War commands

This commit is contained in:
Ilia Denisov
2025-09-28 22:43:27 +03:00
parent 6510676237
commit 128d6862a7
14 changed files with 315 additions and 74 deletions
+26 -25
View File
@@ -3,6 +3,7 @@ package game
import (
"fmt"
"math/rand/v2"
"slices"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/pkg/generator"
@@ -16,33 +17,45 @@ func newGame(r Repo, races []string) (uuid.UUID, error) {
if err != nil {
return uuid.Nil, fmt.Errorf("generate map: %s", err)
}
return NewGameFromMap(r, races, m)
return newGameOnMap(r, races, m)
}
func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
func newGameOnMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
g, err := buildGameOnMap(races, m)
if err != nil {
return uuid.Nil, err
}
if err := r.SaveTurn(0, *g); err != nil {
return uuid.Nil, err
}
return g.ID, nil
}
func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
if len(races) != len(m.HomePlanets) {
return uuid.Nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
return nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
}
gameID, err := uuid.NewRandom()
if err != nil {
return uuid.Nil, fmt.Errorf("generate game uuid: %s", err)
return nil, fmt.Errorf("generate game uuid: %s", err)
}
g := &game.Game{
ID: gameID,
Race: make([]game.Race, len(races)),
}
gameMap := &game.Map{
Width: m.Width,
Height: m.Height,
Planet: make([]game.Planet, 0),
}
var planetCount uint = 0
relations := make([]game.RaceRelation, len(races))
for i := range races {
raceID, err := uuid.NewRandom()
if err != nil {
return uuid.Nil, fmt.Errorf("generate race uuid: %s", err)
return nil, fmt.Errorf("generate race uuid: %s", err)
}
relations[i] = game.RaceRelation{RaceID: raceID, Relation: game.RelationWar}
g.Race[i] = game.Race{
ID: raceID,
Name: races[i],
@@ -51,7 +64,6 @@ func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error)
Weapons: 1,
Shields: 1,
Cargo: 1,
// TODO: fill Relation
}
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
@@ -82,6 +94,12 @@ func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error)
planetCount++
}
}
for i := range g.Race {
rel := slices.Clone(relations)
ri := slices.IndexFunc(rel, func(a game.RaceRelation) bool { return a.RaceID == g.Race[i].ID })
g.Race[i].Relations = append(rel[:ri], rel[ri+1:]...)
}
for i := range m.FreePlanets {
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
@@ -98,30 +116,13 @@ func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error)
planetCount++
}
// TODO: check code below actually works
rand.Shuffle(len(gameMap.Planet), func(i, j int) {
gameMap.Planet[i].Number, gameMap.Planet[j].Number = gameMap.Planet[j].Number, gameMap.Planet[i].Number
})
g.Map = *gameMap
gg := *g
if err := r.SaveTurn(0, gg); err != nil {
return uuid.Nil, fmt.Errorf("save_turn: %s", err)
}
// if err := r.SaveState(gg); err != nil {
// return uuid.Nil, fmt.Errorf("save_state: %s", err)
// }
// TODO: save reports
// for i := range g.Race {
// }
// TODO: save battles
return g.ID, nil
return g, nil
}
func newPlanet(num uint, name string, owner uuid.UUID, x, y, size, pop, ind, res float64, prod game.ProductionType) game.Planet {