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