refactor: game funcs moved to controller

This commit is contained in:
Ilia Denisov
2026-01-15 14:42:04 +02:00
parent fe8a8d4150
commit 16aba8435d
47 changed files with 1023 additions and 3093 deletions
+31 -37
View File
@@ -57,7 +57,6 @@ func (c *Cache) FleetSpeed(fl game.Fleet) float64 {
continue
}
st := c.ShipGroupShipClass(sg)
// st := g.mustShipType(g.ShipGroups[sg].TypeID)
typeSpeed := c.ShipGroup(sg).Speed(st)
if typeSpeed < result {
result = typeSpeed
@@ -85,20 +84,6 @@ func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quant
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
// sgi := -1
// var maxIndex uint
// for i, sg := range g.listIndexShipGroups(ri) {
// if sgi < 0 && sg.Index == groupIndex {
// sgi = i
// }
// if sg.Index > maxIndex {
// maxIndex = sg.Index
// }
// }
// if sgi < 0 {
// return e.NewEntityNotExistsError("group #%d", groupIndex)
// }
if c.ShipGroup(sgi).State() != game.StateInOrbit {
return e.NewShipsBusyError()
}
@@ -107,6 +92,12 @@ func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quant
return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity)
}
var oldFleetID *uuid.UUID
if c.ShipGroup(sgi).FleetID != nil {
fID := *c.ShipGroup(sgi).FleetID
oldFleetID = &fID
}
fi, ok := c.fleetIndex(ri, name)
if !ok {
fi, err = c.createFleet(ri, name)
@@ -120,22 +111,35 @@ func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quant
}
}
// FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group }
if quantity > 0 && quantity < c.ShipGroup(sgi).Number {
nsgi, err := c.breakGroupSafe(ri, groupIndex, quantity)
if err != nil {
return err
}
sgi = nsgi
// newGroup := g.ShipGroups[sgi]
// newGroup.Number -= quantity
// g.ShipGroups[sgi].Number = quantity
// newGroup.Index = maxIndex + 1
// g.ShipGroups = append(g.ShipGroups, newGroup)
}
// g.ShipGroups[sgi].FleetID = &g.Fleets[fi].ID
c.ShipGroupFleet(sgi, &c.g.Fleets[fi].ID)
c.ShipGroupJoinFleet(sgi, &c.g.Fleets[fi].ID)
if oldFleetID != nil {
keepOldFleet := false
for sg := range c.listShipGroups(ri) {
if sg.FleetID != nil && *sg.FleetID == *oldFleetID {
keepOldFleet = true
break
}
}
if !keepOldFleet {
oldFleetIndex, ok := c.FleetIndex(*oldFleetID)
if !ok {
return e.NewGameStateError("old fleet index not found by ID=%v", *oldFleetID)
}
if err := c.deleteFleetSafe(ri, c.g.Fleets[oldFleetIndex].Name); err != nil {
return err
}
}
}
return nil
}
@@ -176,7 +180,7 @@ func (c *Cache) createFleet(ri int, name string) (int, error) {
return 0, e.NewEntityTypeNameValidationError("%q", n)
}
if _, ok := c.fleetIndex(ri, n); ok {
return 0, e.NewEntityTypeNameDuplicateError("fleet %w", n)
return 0, e.NewEntityTypeNameDuplicateError("fleet %q", n)
}
fleets := slices.Clone(c.g.Fleets)
fleets = append(fleets, game.Fleet{
@@ -202,17 +206,15 @@ func (c *Cache) deleteFleetSafe(ri int, name string) error {
return e.NewEntityInUseError("fleet %s: race %s, group #%d", name, c.g.Race[ri].Name, sg.Number)
}
}
if c.cacheFleetIndexByID != nil {
delete(c.cacheFleetIndexByID, c.g.Fleets[fi].ID)
}
c.g.Fleets = append(c.g.Fleets[:fi], c.g.Fleets[fi+1:]...)
c.cacheFleetIndexByID = nil
return nil
}
// Internal funcs
func (c *Cache) FleetIndex(ID uuid.UUID) (int, bool) {
if c.cacheFleetIndexByID == nil {
if len(c.cacheFleetIndexByID) == 0 {
c.cacheFleetIndexByID = make(map[uuid.UUID]int)
for i := range c.g.Fleets {
c.cacheFleetIndexByID[c.g.Fleets[i].ID] = i
@@ -270,16 +272,8 @@ func (c *Cache) fleetIndex(ri int, name string) (int, bool) {
}
}
func (c *Cache) mustFleetIndex(ri int, name string) int {
if v, ok := c.fleetIndex(ri, name); ok {
return v
} else {
panic(fmt.Sprintf("fleet not found: race_idx=%d name=%q", ri, name))
}
}
func (c *Cache) validateFleetIndex(i int) {
if i >= len(c.g.Fleets) {
panic(fmt.Sprintf("race index out of range: %d >= %d", i, len(c.g.Fleets)))
panic(fmt.Sprintf("fleet index out of range: %d >= %d", i, len(c.g.Fleets)))
}
}