refactor: FleetState

This commit is contained in:
Ilia Denisov
2026-02-04 20:26:52 +02:00
parent c1d397c993
commit 46b4ab96f0
6 changed files with 77 additions and 43 deletions
+1 -1
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@@ -173,7 +173,7 @@ func SingleBattle(c *Cache, b *Battle) {
}) })
if destroyed { if destroyed {
c.ShipGroupNumber(defIdx, c.ShipGroup(defIdx).Number-1) c.ShipGroupDestroyItem(defIdx)
} }
if c.ShipGroup(defIdx).Number == 0 { if c.ShipGroup(defIdx).Number == 0 {
delete(b.attacker, defIdx) // Eliminated group cant attack anyone delete(b.attacker, defIdx) // Eliminated group cant attack anyone
+59 -26
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@@ -11,42 +11,74 @@ import (
"github.com/iliadenisov/galaxy/internal/model/game" "github.com/iliadenisov/galaxy/internal/model/game"
) )
func (c *Cache) FleetState(fleetID uuid.UUID) (game.ShipGroupState, *uint, *game.InSpace) { var fleetStateNil = game.ShipGroupState("-")
type FleetState struct {
State game.ShipGroupState
Destination uint
InSpace func() (game.InSpace, bool)
OnPlanet func() (uint, bool)
}
func (fs *FleetState) inSpace() bool {
_, ok := fs.InSpace()
return ok
}
func (fs FleetState) OnSamePlanet(other FleetState) bool {
op1, ok := fs.OnPlanet()
if !ok {
return false
}
op2, ok := other.OnPlanet()
if !ok {
return false
}
return op1 == op2
}
func (c *Cache) FleetState(fleetID uuid.UUID) FleetState {
fi := c.MustFleetIndex(fleetID) fi := c.MustFleetIndex(fleetID)
ri := c.RaceIndex(c.g.Fleets[fi].OwnerID) ri := c.RaceIndex(c.g.Fleets[fi].OwnerID)
var state *game.ShipGroupState fs := &FleetState{
var onPlanet *uint State: fleetStateNil,
var is *game.InSpace InSpace: func() (game.InSpace, bool) { return game.InSpace{}, false },
for sg := range c.FleetGroups(ri, fi) { OnPlanet: func() (uint, bool) { return 0, false },
if state == nil { }
s := sg.State() for sg := range c.FleetGroups(ri, fi) {
state = &s if fs.State == fleetStateNil {
if planet, ok := sg.OnPlanet(); ok { fs.State = sg.State()
onPlanet = &planet fs.Destination = sg.Destination
if planet, ok := sg.OnPlanet(); ok {
fs.OnPlanet = func() (uint, bool) { return planet, ok }
}
if sg.StateInSpace != nil {
fs.InSpace = func() (game.InSpace, bool) { return *sg.StateInSpace, true }
} }
is = sg.StateInSpace
continue continue
} }
if *state != sg.State() { if fs.State != sg.State() {
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different states", c.g.Race[ri].Name, c.g.Fleets[fi].Name)) panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different states", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
} }
if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet { if fs.Destination != sg.Destination {
// for sg := range c.FleetGroups(ri, fi) { panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different destination", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
// fmt.Println("group", sg.Index, "fleet", sg.FleetID, c.g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
// }
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", c.g.Race[ri].Name, c.g.Fleets[fi].Name, *onPlanet, planet))
} }
if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) { if planet, ok := sg.OnPlanet(); ok {
if onPlanet, ok := fs.OnPlanet(); ok && onPlanet != planet {
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", c.g.Race[ri].Name, c.g.Fleets[fi].Name, onPlanet, planet))
}
}
if (!fs.inSpace() && sg.StateInSpace != nil) || (fs.inSpace() && sg.StateInSpace == nil) {
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q on_planet and in_space at the same time", c.g.Race[ri].Name, c.g.Fleets[fi].Name)) panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q on_planet and in_space at the same time", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
} }
if is != nil && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) { if is, ok := fs.InSpace(); ok && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) {
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different is_space states", c.g.Race[ri].Name, c.g.Fleets[fi].Name)) panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different is_space states", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
} }
} }
if state == nil { if fs.State == fleetStateNil {
panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", c.g.Race[ri].Name, c.g.Fleets[fi].Name)) panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
} }
return *state, onPlanet, is return *fs
} }
// TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first. // TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first.
@@ -109,8 +141,8 @@ func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quant
return err return err
} }
} else { } else {
state, onPlanet, _ := c.FleetState(c.g.Fleets[fi].ID) fleetState := c.FleetState(c.g.Fleets[fi].ID)
if state != game.StateInOrbit || *onPlanet != c.ShipGroup(sgi).Destination { if onPlanet, ok := fleetState.OnPlanet(); (ok && onPlanet != c.ShipGroup(sgi).Destination) || fleetState.State != game.StateInOrbit {
return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName) return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
} }
} }
@@ -164,11 +196,12 @@ func (c *Cache) JoinFleets(ri int, fleetSourceName, fleetTargetName string) (err
if !ok { if !ok {
return e.NewEntityNotExistsError("target fleet %s", fleetTargetName) return e.NewEntityNotExistsError("target fleet %s", fleetTargetName)
} }
srcState, planet1, _ := c.FleetState(c.g.Fleets[fiSource].ID) stateSrc := c.FleetState(c.g.Fleets[fiSource].ID)
tgtState, planet2, _ := c.FleetState(c.g.Fleets[fiTarget].ID) stateDst := c.FleetState(c.g.Fleets[fiTarget].ID)
if srcState != game.StateInOrbit || srcState != tgtState || *planet1 != *planet2 { if !stateSrc.OnSamePlanet(stateDst) {
return e.NewShipsNotOnSamePlanetError() return e.NewShipsNotOnSamePlanetError()
} }
for sg := range c.listShipGroups(ri) { for sg := range c.listShipGroups(ri) {
if sg.FleetID != nil && *sg.FleetID == c.g.Fleets[fiSource].ID { if sg.FleetID != nil && *sg.FleetID == c.g.Fleets[fiSource].ID {
sg.FleetID = &c.g.Fleets[fiTarget].ID sg.FleetID = &c.g.Fleets[fiTarget].ID
+5 -4
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@@ -21,12 +21,13 @@ func (c *Controller) SendFleet(raceName, fleetName string, planetNumber uint) er
func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error { func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error {
c.validateRaceIndex(ri) c.validateRaceIndex(ri)
c.validateFleetIndex(fi) c.validateFleetIndex(fi)
state, sourcePlanet, _ := c.FleetState(c.g.Fleets[fi].ID) fleetState := c.FleetState(c.g.Fleets[fi].ID)
if game.StateInOrbit != state && game.StateLaunched != state { sourcePlanet, ok := fleetState.OnPlanet()
if !ok || game.StateInOrbit != fleetState.State && game.StateLaunched != fleetState.State {
return e.NewShipsBusyError() return e.NewShipsBusyError()
} }
p1, ok := c.Planet(*sourcePlanet) p1, ok := c.Planet(sourcePlanet)
if !ok { if !ok {
return e.NewGameStateError("source planet #%d does not exists", sourcePlanet) return e.NewGameStateError("source planet #%d does not exists", sourcePlanet)
} }
@@ -46,7 +47,7 @@ func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error {
} }
} }
if *sourcePlanet == planetNumber { if sourcePlanet == planetNumber {
c.UnsendFleet(ri, fi) c.UnsendFleet(ri, fi)
return nil return nil
} }
+4 -4
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@@ -70,15 +70,15 @@ func TestSendFleet(t *testing.T) {
e.GenericErrorText(e.ErrSendShipHasNoDrives)) e.GenericErrorText(e.ErrSendShipHasNoDrives))
assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 2)) assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 2))
state, _, _ := c.FleetState(c.MustFleetID(Race_0_idx, fleetSending)) fleetState := c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
assert.Equal(t, game.StateLaunched, state) assert.Equal(t, game.StateLaunched, fleetState.State)
for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) { for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {
assert.Equal(t, game.StateLaunched, sg.State()) assert.Equal(t, game.StateLaunched, sg.State())
} }
assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 0)) assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 0))
state, _, _ = c.FleetState(c.MustFleetID(Race_0_idx, fleetSending)) fleetState = c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
assert.Equal(t, game.StateInOrbit, state) assert.Equal(t, game.StateInOrbit, fleetState.State)
for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) { for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {
assert.Equal(t, game.StateInOrbit, sg.State()) assert.Equal(t, game.StateInOrbit, sg.State())
} }
+6 -6
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@@ -41,8 +41,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
gi := 0 gi := 0
assert.Len(t, fleets, 1) assert.Len(t, fleets, 1)
assert.Equal(t, fleets[0].Name, fleetOne) assert.Equal(t, fleets[0].Name, fleetOne)
state, _, _ := c.FleetState(fleets[0].ID) fleetState := c.FleetState(fleets[0].ID)
assert.Equal(t, game.StateInOrbit, state) assert.Equal(t, game.StateInOrbit, fleetState.State)
assert.NotNil(t, groups[gi].FleetID) assert.NotNil(t, groups[gi].FleetID)
assert.Equal(t, fleets[0].ID, *groups[gi].FleetID) assert.Equal(t, fleets[0].ID, *groups[gi].FleetID)
@@ -56,8 +56,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
assert.Len(t, groups, 3) assert.Len(t, groups, 3)
assert.Len(t, fleets, 2) assert.Len(t, fleets, 2)
assert.Equal(t, fleets[1].Name, fleetTwo) assert.Equal(t, fleets[1].Name, fleetTwo)
state, _, _ = c.FleetState(fleets[1].ID) fleetState = c.FleetState(fleets[1].ID)
assert.Equal(t, game.StateInOrbit, state) assert.Equal(t, game.StateInOrbit, fleetState.State)
gi = 2 gi = 2
assert.Len(t, groups, 3) assert.Len(t, groups, 3)
@@ -78,8 +78,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
groups = slices.Collect(c.RaceShipGroups(Race_0_idx)) groups = slices.Collect(c.RaceShipGroups(Race_0_idx))
assert.NotNil(t, groups[gi].FleetID) assert.NotNil(t, groups[gi].FleetID)
assert.Equal(t, fleets[0].ID, *groups[gi].FleetID) assert.Equal(t, fleets[0].ID, *groups[gi].FleetID)
state, _, _ = c.FleetState(fleets[0].ID) fleetState = c.FleetState(fleets[0].ID)
assert.Equal(t, game.StateInOrbit, state) assert.Equal(t, game.StateInOrbit, fleetState.State)
// group not In_Orbit // group not In_Orbit
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 7)) assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 7))
+4 -4
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@@ -585,15 +585,15 @@ func (c *Cache) ReportLocalFleet(ri int, rep *mr.Report) {
} }
speed, _ := c.FleetSpeedAndMass(fi) speed, _ := c.FleetSpeedAndMass(fi)
state, _, inSpace := c.FleetState(fl.ID) fleetState := c.FleetState(fl.ID)
sliceIndexValidate(&rep.LocalFleet, i) sliceIndexValidate(&rep.LocalFleet, i)
rep.LocalFleet[i].Name = fl.Name rep.LocalFleet[i].Name = fl.Name
rep.LocalFleet[i].Groups = uint(len(gid)) rep.LocalFleet[i].Groups = uint(len(gid))
rep.LocalFleet[i].Speed = mr.F(speed) rep.LocalFleet[i].Speed = mr.F(speed)
rep.LocalFleet[i].State = state.String() rep.LocalFleet[i].State = fleetState.State.String()
rep.LocalFleet[i].Destination = c.ShipGroup(gid[0]).Destination // FIXME: get fleet destination with some nicer way rep.LocalFleet[i].Destination = fleetState.Destination
if inSpace != nil { if inSpace, ok := fleetState.InSpace(); ok {
rep.LocalFleet[i].Origin = &inSpace.Origin rep.LocalFleet[i].Origin = &inSpace.Origin
p2 := c.MustPlanet(rep.LocalFleet[i].Destination) p2 := c.MustPlanet(rep.LocalFleet[i].Destination)
rangeToDestination := mr.F(util.ShortDistance(c.g.Map.Width, c.g.Map.Height, inSpace.X.F(), inSpace.Y.F(), p2.X.F(), p2.Y.F())) rangeToDestination := mr.F(util.ShortDistance(c.g.Map.Width, c.g.Map.Height, inSpace.X.F(), inSpace.Y.F(), p2.X.F(), p2.Y.F()))