refactor: game funcs moved to controller
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@@ -1,11 +1,6 @@
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package game
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import (
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// "slices"
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"github.com/google/uuid"
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// e "github.com/iliadenisov/galaxy/internal/error"
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)
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import "github.com/google/uuid"
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type Race struct {
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ID uuid.UUID `json:"id"`
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@@ -38,11 +33,6 @@ func (r Race) TechLevel(t Tech) float64 {
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return r.Tech.Value(t)
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}
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// TODO: remove func, move to Cache
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func (r *Race) SetTechLevel(t Tech, v float64) {
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r.Tech = r.Tech.Set(t, v)
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}
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func (r Race) FlightDistance() float64 {
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return r.TechLevel(TechDrive) * 40
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}
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@@ -50,75 +40,3 @@ func (r Race) FlightDistance() float64 {
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func (r Race) VisibilityDistance() float64 {
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return r.TechLevel(TechDrive) * 30
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}
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// func (g Game) Relation(hostRace, opponentRace string) (RaceRelation, error) {
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// ri, err := g.raceIndex(hostRace)
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// if err != nil {
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// return RaceRelation{}, err
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// }
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// other, err := g.raceIndex(opponentRace)
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// if err != nil {
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// return RaceRelation{}, err
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// }
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// return g.relationInternal(ri, other)
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// }
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// func (g Game) UpdateRelation(race, opponent string, rel Relation) error {
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// ri, err := g.raceIndex(race)
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// if err != nil {
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// return err
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// }
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// var other int
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// if race == opponent {
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// other = ri
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// } else if other, err = g.raceIndex(opponent); err != nil {
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// return err
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// }
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// if err != nil {
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// return err
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// }
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// return g.updateRelationInternal(ri, other, rel)
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// }
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// func (g *Game) GiveVotes(race, recipient string) error {
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// ri, err := g.raceIndex(race)
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// if err != nil {
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// return err
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// }
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// rec, err := g.raceIndex(recipient)
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// if err != nil {
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// return err
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// }
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// g.Race[ri].Vote = g.Race[rec].ID
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// return nil
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// }
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// func (g Game) relationInternal(ri, other int) (RaceRelation, error) {
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// if ri == other {
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// return RaceRelation{
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// RaceID: g.Race[ri].ID,
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// Relation: RelationPeace,
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// }, nil
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// }
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// rel := slices.IndexFunc(g.Race[ri].Relations, func(r RaceRelation) bool { return r.RaceID == g.Race[other].ID })
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// if rel < 0 {
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// return RaceRelation{}, e.NewGameStateError("Relation: opponent not found")
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// }
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// return g.Race[ri].Relations[rel], nil
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// }
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// func (g Game) updateRelationInternal(ri, other int, rel Relation) error {
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// for o := range g.Race[ri].Relations {
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// switch {
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// case ri == other:
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// g.Race[ri].Relations[o].Relation = rel
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// case g.Race[ri].Relations[o].RaceID == g.Race[other].ID:
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// g.Race[ri].Relations[o].Relation = rel
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// return nil
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// }
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// }
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// if ri != other {
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// return e.NewGameStateError("UpdateRelation: opponent not found")
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// }
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// return nil
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// }
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