chore: refactor structure
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@@ -0,0 +1,71 @@
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package controller
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import (
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"fmt"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/repo"
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)
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type Repo interface {
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// Lock must be called before any repository operations
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Lock() error
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// Release must be called after first and only repository operation
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Release() error
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// SaveTurn stores just generated new turn
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SaveTurn(uint, game.Game) error
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// SaveState stores current game state updated between turns
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SaveState(game.Game) error
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// LoadState retrieves game current state
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LoadState() (game.Game, error)
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}
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type Ctrl struct {
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param Param
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Repo Repo
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}
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type Param struct {
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StoragePath string
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}
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func NewController(configure func(*Param)) (*Ctrl, error) {
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c := &Param{
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StoragePath: ".",
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}
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if configure != nil {
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configure(c)
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}
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r, err := repo.NewFileRepo(c.StoragePath)
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if err != nil {
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return nil, err
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}
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return &Ctrl{
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param: *c,
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Repo: r,
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}, nil
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}
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func (c *Ctrl) ExecuteInit(consumer func(Repo)) error {
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if err := c.Repo.Lock(); err != nil {
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return fmt.Errorf("execute: lock failed: %s", err)
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}
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consumer(c.Repo)
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return c.Repo.Release()
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}
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func (c *Ctrl) Execute(consumer func(Repo, game.Game)) error {
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if err := c.Repo.Lock(); err != nil {
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return fmt.Errorf("execute: lock failed: %s", err)
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}
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g, err := c.Repo.LoadState()
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if err != nil {
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return err
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}
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consumer(c.Repo, g)
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return c.Repo.Release()
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}
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@@ -0,0 +1,147 @@
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package controller
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import (
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"fmt"
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"math/rand/v2"
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"slices"
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"github.com/google/uuid"
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"github.com/iliadenisov/galaxy/internal/generator"
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"github.com/iliadenisov/galaxy/internal/model/game"
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)
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func NewGame(r Repo, races []string) (uuid.UUID, error) {
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m, err := generator.Generate(func(ms *generator.MapSetting) {
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ms.Players = uint32(len(races))
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})
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if err != nil {
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return uuid.Nil, fmt.Errorf("generate map: %s", err)
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}
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return newGameOnMap(r, races, m)
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}
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func newGameOnMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
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g, err := buildGameOnMap(races, m)
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if err != nil {
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return uuid.Nil, err
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}
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if err := r.SaveTurn(0, *g); err != nil {
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return uuid.Nil, err
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}
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return g.ID, nil
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}
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func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
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if len(races) != len(m.HomePlanets) {
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return nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
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}
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gameID, err := uuid.NewRandom()
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if err != nil {
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return nil, fmt.Errorf("generate game uuid: %s", err)
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}
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g := &game.Game{
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ID: gameID,
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Race: make([]game.Race, len(races)),
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}
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gameMap := &game.Map{
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Width: m.Width,
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Height: m.Height,
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Planet: make([]game.Planet, 0),
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}
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var planetCount uint = 0
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relations := make([]game.RaceRelation, len(races))
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for i := range races {
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raceID, err := uuid.NewRandom()
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if err != nil {
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return nil, fmt.Errorf("generate race uuid: %s", err)
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}
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relations[i] = game.RaceRelation{RaceID: raceID, Relation: game.RelationWar}
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g.Race[i] = game.Race{
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ID: raceID,
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Name: races[i],
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Vote: raceID,
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Drive: 1,
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Weapons: 1,
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Shields: 1,
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Cargo: 1,
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}
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gameMap.Planet = append(gameMap.Planet, NewPlanet(
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planetCount,
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m.HomePlanets[i].HW.RandomName(),
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raceID,
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m.HomePlanets[i].HW.Position.X,
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m.HomePlanets[i].HW.Position.Y,
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m.HomePlanets[i].HW.Size,
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m.HomePlanets[i].HW.Size, // HW's pop & ind = size
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m.HomePlanets[i].HW.Size,
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m.HomePlanets[i].HW.Resources,
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game.ResearchDrive.AsType(uuid.Nil),
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))
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planetCount++
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for dw := range m.HomePlanets[i].DW {
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gameMap.Planet = append(gameMap.Planet, NewPlanet(
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planetCount,
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m.HomePlanets[i].DW[dw].RandomName(),
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raceID,
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m.HomePlanets[i].DW[dw].Position.X,
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m.HomePlanets[i].DW[dw].Position.Y,
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m.HomePlanets[i].DW[dw].Size,
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m.HomePlanets[i].DW[dw].Size, // DW's pop & ind = size
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m.HomePlanets[i].DW[dw].Size,
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m.HomePlanets[i].DW[dw].Resources,
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game.ResearchDrive.AsType(uuid.Nil),
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))
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planetCount++
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}
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}
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for i := range g.Race {
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rel := slices.Clone(relations)
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ri := slices.IndexFunc(rel, func(a game.RaceRelation) bool { return a.RaceID == g.Race[i].ID })
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g.Race[i].Relations = append(rel[:ri], rel[ri+1:]...)
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}
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for i := range m.FreePlanets {
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gameMap.Planet = append(gameMap.Planet, NewPlanet(
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planetCount,
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m.FreePlanets[i].RandomName(),
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uuid.Nil,
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m.FreePlanets[i].Position.X,
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m.FreePlanets[i].Position.Y,
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m.FreePlanets[i].Size,
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0,
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0,
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m.FreePlanets[i].Resources,
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game.ProductionNone.AsType(uuid.Nil),
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))
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planetCount++
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}
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rand.Shuffle(len(gameMap.Planet), func(i, j int) {
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gameMap.Planet[i].Number, gameMap.Planet[j].Number = gameMap.Planet[j].Number, gameMap.Planet[i].Number
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})
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g.Map = *gameMap
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return g, nil
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}
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func NewPlanet(num uint, name string, owner uuid.UUID, x, y, size, pop, ind, res float64, prod game.ProductionType) game.Planet {
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return game.Planet{
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Owner: owner,
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PlanetReport: game.PlanetReport{
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UninhabitedPlanet: game.UninhabitedPlanet{
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UnidentifiedPlanet: game.UnidentifiedPlanet{
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X: x,
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Y: y,
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Number: num,
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},
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Size: size,
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Name: name,
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Resources: res,
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},
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Population: pop,
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Industry: ind,
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Production: prod,
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},
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}
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}
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@@ -0,0 +1,60 @@
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package controller_test
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import (
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"fmt"
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"path/filepath"
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"testing"
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"github.com/google/uuid"
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"github.com/iliadenisov/galaxy/internal/controller"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/repo"
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"github.com/iliadenisov/galaxy/internal/util"
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"github.com/stretchr/testify/assert"
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)
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func TestNewGame(t *testing.T) {
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root, cleanup := util.CreateWorkDir(t)
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defer cleanup()
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r, err := repo.NewFileRepo(root)
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assert.NoError(t, err)
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players := 20
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races := make([]string, players)
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for i := range players {
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races[i] = fmt.Sprintf("race_%02d", i)
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}
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assert.NoError(t, r.Lock())
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gameID, err := controller.NewGame(r, races)
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assert.NoError(t, err)
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assert.FileExists(t, filepath.Join(root, "state.json"))
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assert.FileExists(t, filepath.Join(root, "000/state.json"))
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g, err := r.LoadState()
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assert.NoError(t, err)
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assert.Equal(t, gameID, g.ID)
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assert.Equal(t, uint(0), g.Age)
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assert.Equal(t, players, len(g.Race))
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for r := range g.Race {
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assert.NotEqual(t, uuid.Nil, g.Race[r].ID)
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assert.Equal(t, players-1, len(g.Race[r].Relations))
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for i := range g.Race[r].Relations {
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assert.NotEqual(t, uuid.Nil, g.Race[r].Relations[i].RaceID)
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if g.Race[r].Relations[i].RaceID == g.Race[r].ID {
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assert.Fail(t, "race relation with itself")
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}
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assert.Equal(t, game.RelationWar, g.Race[r].Relations[i].Relation)
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}
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}
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numShuffled := false
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for i := range g.Map.Planet {
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numShuffled = numShuffled || g.Map.Planet[i].Number != uint(i)
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}
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assert.True(t, numShuffled)
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assert.NoError(t, r.Release())
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}
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