fix: remove fleet when deleting last group
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@@ -174,7 +174,7 @@ func (c *Cache) shipGroupDismantle(ri int, groupIndex uuid.UUID, quantity uint)
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if quantity > 0 && quantity < c.ShipGroup(sgi).Number {
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// make new group for disassembly
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nsgi, err := c.breakGroupSafe(ri, groupIndex, quantity)
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nsgi, err := c.breakGroup(ri, groupIndex, quantity)
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if err != nil {
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return err
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}
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@@ -236,7 +236,7 @@ func (c *Cache) shipGroupLoad(ri int, groupID uuid.UUID, ct game.CargoType, ship
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return e.NewCargoLoadNotEqualError("cargo: %v", *c.ShipGroup(sgi).CargoType)
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}
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if ships > 0 && ships < c.ShipGroup(sgi).Number {
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nsgi, err := c.breakGroupSafe(ri, groupID, ships)
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nsgi, err := c.breakGroup(ri, groupID, ships)
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if err != nil {
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return err
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}
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@@ -305,7 +305,7 @@ func (c *Cache) shipGroupUnload(ri int, groupID uuid.UUID, ships uint, quantity
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return e.NewEntityNotOwnedError("planet #%d unload %v", p.Number, ct)
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}
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if ships > 0 && ships < c.ShipGroup(sgi).Number {
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nsgi, err := c.breakGroupSafe(ri, groupID, ships)
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nsgi, err := c.breakGroup(ri, groupID, ships)
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if err != nil {
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return err
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}
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@@ -437,7 +437,7 @@ func (c *Cache) ShipGroupBreak(ri int, groupID uuid.UUID, quantity uint) error {
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if quantity == 0 || quantity == c.ShipGroup(sgi).Number {
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c.internalShipGroupJoinFleet(sgi, nil)
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} else {
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if _, err := c.breakGroupSafe(ri, groupID, quantity); err != nil {
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if _, err := c.breakGroup(ri, groupID, quantity); err != nil {
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return err
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}
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}
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@@ -445,7 +445,7 @@ func (c *Cache) ShipGroupBreak(ri int, groupID uuid.UUID, quantity uint) error {
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return nil
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}
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func (c *Cache) breakGroupSafe(ri int, groupID uuid.UUID, newGroupShips uint) (int, error) {
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func (c *Cache) breakGroup(ri int, groupID uuid.UUID, newGroupShips uint) (int, error) {
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c.validateRaceIndex(ri)
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sgi, ok := c.raceShipGroupIndex(ri, groupID)
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if !ok {
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@@ -454,10 +454,10 @@ func (c *Cache) breakGroupSafe(ri int, groupID uuid.UUID, newGroupShips uint) (i
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if c.ShipGroup(sgi).Number < newGroupShips {
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return -1, e.NewBreakGroupIllegalNumberError("group=%s ships: %d -> %d", c.ShipGroup(sgi).ID, c.ShipGroup(sgi).Number, newGroupShips)
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}
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return c.breakGroupUnsafe(ri, sgi, newGroupShips), nil
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return c.unsafeBreakGroup(ri, sgi, newGroupShips), nil
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}
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func (c *Cache) breakGroupUnsafe(ri, sgi int, newGroupShips uint) int {
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func (c *Cache) unsafeBreakGroup(ri, sgi int, newGroupShips uint) int {
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newGroup := *c.ShipGroup(sgi)
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if c.ShipGroup(sgi).CargoType != nil {
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newGroup.Load = game.F(float64(c.ShipGroup(sgi).Load) / float64(c.ShipGroup(sgi).Number) * float64(newGroupShips))
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@@ -526,6 +526,17 @@ func (c *Cache) shipGroupsInUpgrade(planetNumber uint) iter.Seq[*game.ShipGroup]
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func (c *Cache) unsafeDeleteShipGroup(sgi int) {
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c.validateShipGroupIndex(sgi)
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sg := c.ShipGroup(sgi)
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if sg.FleetID != nil {
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fi := c.MustFleetIndex(*sg.FleetID)
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fleetGroups := slices.Collect(c.fleetGroupIds(c.RaceIndex(sg.OwnerID), fi))
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if len(fleetGroups) == 1 {
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// remove fleet when deleting last group in the fleet
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c.unsafeDeleteFleet(fi)
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}
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}
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c.g.ShipGroups = append(c.g.ShipGroups[:sgi], c.g.ShipGroups[sgi+1:]...)
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c.invalidateShipGroupCache()
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}
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@@ -536,7 +547,7 @@ func (c *Cache) validateShipGroupIndex(i int) {
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}
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}
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func (c *Cache) createShipsUnsafe(ri int, classID uuid.UUID, planet uint, quantity uint) {
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func (c *Cache) unsafeCreateShips(ri int, classID uuid.UUID, planet uint, quantity uint) {
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c.appendShipGroup(ri, &game.ShipGroup{
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OwnerID: c.g.Race[ri].ID,
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TypeID: classID,
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