chore: refactor structure

This commit is contained in:
Ilia Denisov
2025-11-21 21:40:15 +03:00
parent 126f381b04
commit 269de2184c
72 changed files with 512 additions and 393 deletions
+71
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package controller
import (
"fmt"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/repo"
)
type Repo interface {
// Lock must be called before any repository operations
Lock() error
// Release must be called after first and only repository operation
Release() error
// SaveTurn stores just generated new turn
SaveTurn(uint, game.Game) error
// SaveState stores current game state updated between turns
SaveState(game.Game) error
// LoadState retrieves game current state
LoadState() (game.Game, error)
}
type Ctrl struct {
param Param
Repo Repo
}
type Param struct {
StoragePath string
}
func NewController(configure func(*Param)) (*Ctrl, error) {
c := &Param{
StoragePath: ".",
}
if configure != nil {
configure(c)
}
r, err := repo.NewFileRepo(c.StoragePath)
if err != nil {
return nil, err
}
return &Ctrl{
param: *c,
Repo: r,
}, nil
}
func (c *Ctrl) ExecuteInit(consumer func(Repo)) error {
if err := c.Repo.Lock(); err != nil {
return fmt.Errorf("execute: lock failed: %s", err)
}
consumer(c.Repo)
return c.Repo.Release()
}
func (c *Ctrl) Execute(consumer func(Repo, game.Game)) error {
if err := c.Repo.Lock(); err != nil {
return fmt.Errorf("execute: lock failed: %s", err)
}
g, err := c.Repo.LoadState()
if err != nil {
return err
}
consumer(c.Repo, g)
return c.Repo.Release()
}
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package controller
import (
"fmt"
"math/rand/v2"
"slices"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/generator"
"github.com/iliadenisov/galaxy/internal/model/game"
)
func NewGame(r Repo, races []string) (uuid.UUID, error) {
m, err := generator.Generate(func(ms *generator.MapSetting) {
ms.Players = uint32(len(races))
})
if err != nil {
return uuid.Nil, fmt.Errorf("generate map: %s", err)
}
return newGameOnMap(r, races, m)
}
func newGameOnMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
g, err := buildGameOnMap(races, m)
if err != nil {
return uuid.Nil, err
}
if err := r.SaveTurn(0, *g); err != nil {
return uuid.Nil, err
}
return g.ID, nil
}
func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
if len(races) != len(m.HomePlanets) {
return nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
}
gameID, err := uuid.NewRandom()
if err != nil {
return nil, fmt.Errorf("generate game uuid: %s", err)
}
g := &game.Game{
ID: gameID,
Race: make([]game.Race, len(races)),
}
gameMap := &game.Map{
Width: m.Width,
Height: m.Height,
Planet: make([]game.Planet, 0),
}
var planetCount uint = 0
relations := make([]game.RaceRelation, len(races))
for i := range races {
raceID, err := uuid.NewRandom()
if err != nil {
return nil, fmt.Errorf("generate race uuid: %s", err)
}
relations[i] = game.RaceRelation{RaceID: raceID, Relation: game.RelationWar}
g.Race[i] = game.Race{
ID: raceID,
Name: races[i],
Vote: raceID,
Drive: 1,
Weapons: 1,
Shields: 1,
Cargo: 1,
}
gameMap.Planet = append(gameMap.Planet, NewPlanet(
planetCount,
m.HomePlanets[i].HW.RandomName(),
raceID,
m.HomePlanets[i].HW.Position.X,
m.HomePlanets[i].HW.Position.Y,
m.HomePlanets[i].HW.Size,
m.HomePlanets[i].HW.Size, // HW's pop & ind = size
m.HomePlanets[i].HW.Size,
m.HomePlanets[i].HW.Resources,
game.ResearchDrive.AsType(uuid.Nil),
))
planetCount++
for dw := range m.HomePlanets[i].DW {
gameMap.Planet = append(gameMap.Planet, NewPlanet(
planetCount,
m.HomePlanets[i].DW[dw].RandomName(),
raceID,
m.HomePlanets[i].DW[dw].Position.X,
m.HomePlanets[i].DW[dw].Position.Y,
m.HomePlanets[i].DW[dw].Size,
m.HomePlanets[i].DW[dw].Size, // DW's pop & ind = size
m.HomePlanets[i].DW[dw].Size,
m.HomePlanets[i].DW[dw].Resources,
game.ResearchDrive.AsType(uuid.Nil),
))
planetCount++
}
}
for i := range g.Race {
rel := slices.Clone(relations)
ri := slices.IndexFunc(rel, func(a game.RaceRelation) bool { return a.RaceID == g.Race[i].ID })
g.Race[i].Relations = append(rel[:ri], rel[ri+1:]...)
}
for i := range m.FreePlanets {
gameMap.Planet = append(gameMap.Planet, NewPlanet(
planetCount,
m.FreePlanets[i].RandomName(),
uuid.Nil,
m.FreePlanets[i].Position.X,
m.FreePlanets[i].Position.Y,
m.FreePlanets[i].Size,
0,
0,
m.FreePlanets[i].Resources,
game.ProductionNone.AsType(uuid.Nil),
))
planetCount++
}
rand.Shuffle(len(gameMap.Planet), func(i, j int) {
gameMap.Planet[i].Number, gameMap.Planet[j].Number = gameMap.Planet[j].Number, gameMap.Planet[i].Number
})
g.Map = *gameMap
return g, nil
}
func NewPlanet(num uint, name string, owner uuid.UUID, x, y, size, pop, ind, res float64, prod game.ProductionType) game.Planet {
return game.Planet{
Owner: owner,
PlanetReport: game.PlanetReport{
UninhabitedPlanet: game.UninhabitedPlanet{
UnidentifiedPlanet: game.UnidentifiedPlanet{
X: x,
Y: y,
Number: num,
},
Size: size,
Name: name,
Resources: res,
},
Population: pop,
Industry: ind,
Production: prod,
},
}
}
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package controller_test
import (
"fmt"
"path/filepath"
"testing"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/controller"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/repo"
"github.com/iliadenisov/galaxy/internal/util"
"github.com/stretchr/testify/assert"
)
func TestNewGame(t *testing.T) {
root, cleanup := util.CreateWorkDir(t)
defer cleanup()
r, err := repo.NewFileRepo(root)
assert.NoError(t, err)
players := 20
races := make([]string, players)
for i := range players {
races[i] = fmt.Sprintf("race_%02d", i)
}
assert.NoError(t, r.Lock())
gameID, err := controller.NewGame(r, races)
assert.NoError(t, err)
assert.FileExists(t, filepath.Join(root, "state.json"))
assert.FileExists(t, filepath.Join(root, "000/state.json"))
g, err := r.LoadState()
assert.NoError(t, err)
assert.Equal(t, gameID, g.ID)
assert.Equal(t, uint(0), g.Age)
assert.Equal(t, players, len(g.Race))
for r := range g.Race {
assert.NotEqual(t, uuid.Nil, g.Race[r].ID)
assert.Equal(t, players-1, len(g.Race[r].Relations))
for i := range g.Race[r].Relations {
assert.NotEqual(t, uuid.Nil, g.Race[r].Relations[i].RaceID)
if g.Race[r].Relations[i].RaceID == g.Race[r].ID {
assert.Fail(t, "race relation with itself")
}
assert.Equal(t, game.RelationWar, g.Race[r].Relations[i].Relation)
}
}
numShuffled := false
for i := range g.Map.Planet {
numShuffled = numShuffled || g.Map.Planet[i].Number != uint(i)
}
assert.True(t, numShuffled)
assert.NoError(t, r.Release())
}