cmd: load cargo
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@@ -14,16 +14,27 @@ import (
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type CargoType string
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const (
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// CargoNone CargoType = "-"
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CargoColonist CargoType = "COL" // Колонисты
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CargoMaterial CargoType = "MAT" // Сырьё
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CargoCapital CargoType = "CAP" // Промышленность
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)
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var (
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cargoTypeSet map[string]CargoType = map[string]CargoType{
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CargoColonist.String(): CargoColonist,
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CargoMaterial.String(): CargoMaterial,
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CargoCapital.String(): CargoCapital,
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}
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)
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func (ct CargoType) Ref() *CargoType {
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return &ct
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}
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func (ct CargoType) String() string {
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return string(ct)
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}
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type ShipGroup struct {
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Index uint `json:"index"` // FIXME: use UUID for Group Index (ordered)
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OwnerID uuid.UUID `json:"ownerId"` // Race link
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@@ -134,6 +145,84 @@ func (g *Game) BreakGroup(raceName string, groupIndex, quantity uint) error {
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return g.breakGroupInternal(ri, groupIndex, quantity)
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}
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func (g *Game) LoadCargo(raceName string, groupIndex uint, cargoType string, quantity float64) 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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ct, ok := cargoTypeSet[cargoType]
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if !ok {
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return e.NewCargoTypeInvalidError(cargoType)
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}
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return g.loadCargoInternal(ri, groupIndex, ct, quantity)
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}
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func (g *Game) loadCargoInternal(ri int, groupIndex uint, ct CargoType, quantity float64) error {
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sgi := -1
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for i, sg := range g.listIndexShipGroups(ri) {
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if sgi < 0 && sg.Index == groupIndex {
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sgi = i
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}
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}
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if sgi < 0 {
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return e.NewEntityNotExistsError("group #%d", groupIndex)
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}
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if g.ShipGroups[sgi].State != "In_Orbit" || g.ShipGroups[sgi].Origin != nil || g.ShipGroups[sgi].Range != nil {
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return e.NewShipsBusyError()
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}
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pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination })
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if pl < 0 {
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return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
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}
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if g.Map.Planet[pl].Owner != g.Race[ri].ID {
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return e.NewEntityNotOwnedError("planet %#d", g.Map.Planet[pl].Number)
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}
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var sti int
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if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
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// hard to test, need manual game data invalidation
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return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
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}
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if g.Race[ri].ShipTypes[sti].Cargo < 1 {
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return e.NewCargoLoadNoCargoBayError("ship_type %q", g.Race[ri].ShipTypes[sti].Name)
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}
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if g.ShipGroups[sgi].CargoType != nil && *g.ShipGroups[sgi].CargoType != ct {
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return e.NewCargoLoadNotEqualError("cargo: %v", *g.ShipGroups[sgi].CargoType)
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}
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capacity := g.ShipGroups[sgi].CargoCapacity(&g.Race[ri].ShipTypes[sti])
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freeShipGroupCargoLoad := capacity - g.ShipGroups[sgi].Load
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if freeShipGroupCargoLoad == 0 {
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return e.NewCargoLoadNoSpaceLeftError()
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}
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var availableOnPlanet *float64
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switch ct {
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case CargoMaterial:
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availableOnPlanet = &g.Map.Planet[pl].Material
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case CargoCapital:
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availableOnPlanet = &g.Map.Planet[pl].Capital
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case CargoColonist:
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availableOnPlanet = &g.Map.Planet[pl].Colonists
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default:
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return e.NewGameStateError("CargoType not accepted: %v", ct)
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}
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if quantity > *availableOnPlanet || *availableOnPlanet == 0 {
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return e.NewCargoLoadNotEnoughError("planet: #%d, %s=%.03f", g.Map.Planet[pl].Number, ct, *availableOnPlanet)
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}
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toBeLoaded := quantity
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if quantity == 0 {
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toBeLoaded = *availableOnPlanet
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}
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if toBeLoaded > freeShipGroupCargoLoad {
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toBeLoaded = freeShipGroupCargoLoad
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}
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*availableOnPlanet = *availableOnPlanet - toBeLoaded
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g.ShipGroups[sgi].Load += toBeLoaded
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// fmt.Println("capacity:", capacity, "loaded:", g.ShipGroups[sgi].Load, "free:", capacity-g.ShipGroups[sgi].Load)
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if g.ShipGroups[sgi].Load > 0 {
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g.ShipGroups[sgi].CargoType = &ct
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}
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return nil
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}
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func (g *Game) GiveawayGroup(raceName, raceAcceptor string, groupIndex, quantity uint) error {
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ri, err := g.raceIndex(raceName)
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if err != nil {
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@@ -148,7 +237,7 @@ func (g *Game) GiveawayGroup(raceName, raceAcceptor string, groupIndex, quantity
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func (g *Game) giveawayGroupInternal(ri, riAccept int, groupIndex, quantity uint) (err error) {
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if ri == riAccept {
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return e.NewInputSameRaceError(g.Race[riAccept].Name)
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return e.NewSameRaceError(g.Race[riAccept].Name)
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}
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sgi := -1
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for i, sg := range g.listIndexShipGroups(ri) {
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@@ -250,8 +339,12 @@ func (g *Game) breakGroupInternal(ri int, groupIndex, quantity uint) error {
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g.ShipGroups[sgi].FleetID = nil
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} else {
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newGroup := g.ShipGroups[sgi]
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if g.ShipGroups[sgi].CargoType != nil {
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newGroup.Load = g.ShipGroups[sgi].Load / float64(g.ShipGroups[sgi].Number) * float64(quantity)
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g.ShipGroups[sgi].Load -= newGroup.Load
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}
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newGroup.Number = quantity
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g.ShipGroups[sgi].Number -= quantity
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g.ShipGroups[sgi].Number -= newGroup.Number
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newGroup.Index = maxIndex + 1
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newGroup.FleetID = nil
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g.ShipGroups = append(g.ShipGroups, newGroup)
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