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
-52
View File
@@ -2,10 +2,8 @@ package game
import (
"math"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
)
type UnidentifiedPlanet struct {
@@ -48,21 +46,6 @@ func (p Planet) ProductionCapacity() float64 {
return p.Industry*0.75 + p.Population*0.25
}
// Свободный производственный потенциал (L)
// промышленность * 0.75 + население * 0.25
// за вычетом затрат, расходуемых в течение хода на модернизацию кораблей
func PlanetProductionCapacity(g *Game, planetNumber uint) float64 {
p, err := g.PlanetByNumber(planetNumber)
if err != nil {
panic(err)
}
var busyResources float64
for sg := range g.ShipsInUpgrade(p.Number) {
busyResources += sg.StateUpgrade.Cost()
}
return PlanetProduction(p.Industry, p.Population) - busyResources
}
func PlanetProduction(industry, population float64) float64 {
return industry*0.75 + population*0.25
}
@@ -102,38 +85,3 @@ func UnloadColonists(p Planet, v float64) Planet {
}
return p
}
func (g Game) RenamePlanet(raceName string, planetNumber int, typeName string) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.renamePlanetInternal(ri, planetNumber, typeName)
}
func (g Game) renamePlanetInternal(ri int, number int, name string) error {
n, ok := validateTypeName(name)
if !ok {
return e.NewEntityTypeNameValidationError("%q", n)
}
if number < 0 {
return e.NewPlanetNumberError(number)
}
pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == uint(number) })
if pl < 0 {
return e.NewEntityNotExistsError("planet #%d", number)
}
if g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d", number)
}
g.Map.Planet[pl].Name = n
return nil
}
func PlanetByNum(g *Game, number uint) (Planet, bool) {
pi := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == number })
if pi < 0 {
return Planet{}, false
}
return g.Map.Planet[pi], true
}