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
-184
View File
@@ -1,11 +1,7 @@
package game
import (
"fmt"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
)
type ShipTypeReport struct {
@@ -80,183 +76,3 @@ func (st ShipType) ProductionCost() (mat float64, pop float64) {
pop = mat * 10
return
}
func (g Game) mustShipType(id uuid.UUID) *ShipType {
for ri := range g.Race {
if st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == id }); st >= 0 {
return &g.Race[ri].ShipTypes[st]
}
}
panic(fmt.Sprintf("mustShipType: ShipType not found: %v", id))
}
func (g Game) ShipTypes(raceName string) ([]ShipType, error) {
ri, err := g.raceIndex(raceName)
if err != nil {
return nil, err
}
return g.shipTypesInternal(ri), nil
}
func (g Game) shipTypesInternal(ri int) []ShipType {
return g.Race[ri].ShipTypes
}
// func (g Game) DeleteShipType(raceName, typeName string) error {
// ri, err := g.raceIndex(raceName)
// if err != nil {
// return err
// }
// return g.deleteShipTypeInternal(ri, typeName)
// }
// func (g Game) deleteShipTypeInternal(ri int, name string) error {
// st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name })
// if st < 0 {
// return e.NewEntityNotExistsError("ship type %w", name)
// }
// if pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool {
// return p.Production.Type == ProductionShip &&
// p.Production.SubjectID != nil &&
// g.Race[ri].ShipTypes[st].ID == *p.Production.SubjectID
// }); pl >= 0 {
// return e.NewDeleteShipTypePlanetProductionError(g.Map.Planet[pl].Name)
// }
// for sg := range g.listShipGroups(ri) {
// if sg.TypeID == g.Race[ri].ShipTypes[st].ID {
// return e.NewDeleteShipTypeExistingGroupError("group: %v", sg.Index)
// }
// }
// g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes[:st], g.Race[ri].ShipTypes[st+1:]...)
// return nil
// }
// TODO: D A W S C
// func (g Game) CreateShipType(raceName, typeName string, d, w, s, c float64, a int) error {
// ri, err := g.raceIndex(raceName)
// if err != nil {
// return err
// }
// _, err = g.createShipTypeInternal(ri, typeName, d, w, s, c, a)
// return err
// }
// func (g Game) createShipTypeInternal(ri int, name string, d, w, s, c float64, a int) (int, error) {
// if err := checkShipTypeValues(d, w, s, c, a); err != nil {
// return -1, err
// }
// n, ok := validateTypeName(name)
// if !ok {
// return -1, e.NewEntityTypeNameValidationError("%q", n)
// }
// if st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name }); st >= 0 {
// return -1, e.NewEntityTypeNameDuplicateError("ship type %w", g.Race[ri].ShipTypes[st].Name)
// }
// g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes, ShipType{
// ID: uuid.New(),
// ShipTypeReport: ShipTypeReport{
// Name: n,
// Drive: d,
// Weapons: w,
// Shields: s,
// Cargo: c,
// Armament: uint(a),
// },
// })
// return len(g.Race[ri].ShipTypes) - 1, nil
// }
// func (g Game) MergeShipType(race, name, targetName string) error {
// ri, err := g.raceIndex(race)
// if err != nil {
// return err
// }
// return g.mergeShipTypeInternal(ri, name, targetName)
// }
// func (g Game) mergeShipTypeInternal(ri int, name, targetName string) error {
// st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name })
// if st < 0 {
// return e.NewEntityNotExistsError("source ship type %w", name)
// }
// if name == targetName {
// return e.NewEntityTypeNameEqualityError("ship type %q", targetName)
// }
// tt := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == targetName })
// if tt < 0 {
// return e.NewEntityNotExistsError("target ship type %w", name)
// }
// if !g.Race[ri].ShipTypes[st].Equal(g.Race[ri].ShipTypes[tt]) {
// return e.NewMergeShipTypeNotEqualError()
// }
// // switch planet productions to the new type
// for pl := range g.Map.Planet {
// if g.Map.Planet[pl].Owner == g.Race[ri].ID &&
// g.Map.Planet[pl].Production.Type == ProductionShip &&
// g.Map.Planet[pl].Production.SubjectID != nil &&
// *g.Map.Planet[pl].Production.SubjectID == g.Race[ri].ShipTypes[st].ID {
// g.Map.Planet[pl].Production.SubjectID = &g.Race[ri].ShipTypes[tt].ID
// }
// }
// // switch ship groups to the new type
// for sg := range g.ShipGroups {
// if g.ShipGroups[sg].OwnerID == g.Race[ri].ID && g.ShipGroups[sg].TypeID == g.Race[ri].ShipTypes[st].ID {
// g.ShipGroups[sg].TypeID = g.Race[ri].ShipTypes[tt].ID
// }
// }
// // remove the source type
// g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes[:st], g.Race[ri].ShipTypes[st+1:]...)
// return nil
// }
func checkShipTypeValues(d, w, s, c float64, a int) error {
if !checkShipTypeValueDWSC(d) {
return e.NewDriveValueError(d)
}
if !checkShipTypeValueDWSC(w) {
return e.NewWeaponsValueError(w)
}
if !checkShipTypeValueDWSC(s) {
return e.NewShieldsValueError(s)
}
if !checkShipTypeValueDWSC(c) {
return e.NewCargoValueError(s)
}
if a < 0 {
return e.NewShipTypeArmamentValueError(a)
}
if (w == 0 && a > 0) || (a == 0 && w > 0) {
return e.NewShipTypeArmamentAndWeaponsValueError("A=%d W=%.0f", a, w)
}
if d == 0 && w == 0 && s == 0 && c == 0 && a == 0 {
return e.NewShipTypeShipTypeZeroValuesError()
}
return nil
}
func checkShipTypeValueDWSC(v float64) bool {
return v == 0 || v >= 1
}
func ShipClass(g *Game, ri int, classID uuid.UUID) (ShipType, bool) {
if len(g.Race) < ri+1 {
panic(fmt.Sprintf("ShipClass: game race index %d invalid: len=%d", ri, len(g.Race)))
}
sti := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == classID })
if sti < 0 {
return ShipType{}, false
}
return g.Race[ri].ShipTypes[sti], true
}
func ShipClassIndex(g *Game, ri int, classID uuid.UUID) (int, bool) {
if len(g.Race) < ri+1 {
panic(fmt.Sprintf("ShipClass: game race index %d invalid: len=%d", ri, len(g.Race)))
}
sti := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == classID })
return sti, sti >= 0
}