cmd: giveaway group
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@@ -20,8 +20,12 @@ const (
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CargoCapital CargoType = "CAP" // Промышленность
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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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type ShipGroup struct {
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Index uint `json:"index"` // Group index (ordered)
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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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TypeID uuid.UUID `json:"typeId"` // ShipType link
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FleetID *uuid.UUID `json:"fleetId,omitempty"` // Fleet link
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@@ -130,6 +134,95 @@ 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) 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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return err
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}
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riAccept, err := g.raceIndex(raceAcceptor)
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if err != nil {
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return err
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}
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return g.giveawayGroupInternal(ri, riAccept, groupIndex, quantity)
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}
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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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}
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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].Number < quantity {
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return e.NewBeakGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
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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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var stAcc int
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if stAcc = slices.IndexFunc(g.Race[riAccept].ShipTypes, func(st ShipType) bool { return st.Name == g.Race[ri].ShipTypes[sti].Name }); stAcc >= 0 &&
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!g.Race[ri].ShipTypes[sti].Equal(g.Race[riAccept].ShipTypes[stAcc]) {
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return e.NewGiveawayGroupShipsTypeNotEqualError("race %w, ship type %w", g.Race[riAccept].Name, g.Race[riAccept].ShipTypes[stAcc].Name)
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}
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if stAcc < 0 {
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stAcc, err = g.createShipTypeInternal(riAccept,
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g.Race[ri].ShipTypes[sti].Name,
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g.Race[ri].ShipTypes[sti].Drive,
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g.Race[ri].ShipTypes[sti].Weapons,
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g.Race[ri].ShipTypes[sti].Shields,
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g.Race[ri].ShipTypes[sti].Cargo,
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int(g.Race[ri].ShipTypes[sti].Armament))
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if err != nil {
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return err
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}
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}
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var maxIndex uint
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for sg := range g.listShipGroups(riAccept) {
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if sg.Index > maxIndex {
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maxIndex = sg.Index
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}
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}
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g.ShipGroups = append(g.ShipGroups, ShipGroup{
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Index: maxIndex + 1,
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OwnerID: g.Race[riAccept].ID,
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TypeID: g.Race[riAccept].ShipTypes[stAcc].ID,
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Number: uint(quantity),
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State: g.ShipGroups[sgi].State,
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CargoType: g.ShipGroups[sgi].CargoType,
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Load: g.ShipGroups[sgi].Load,
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Drive: g.ShipGroups[sgi].Drive,
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Weapons: g.ShipGroups[sgi].Weapons,
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Shields: g.ShipGroups[sgi].Shields,
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Cargo: g.ShipGroups[sgi].Cargo,
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Destination: g.ShipGroups[sgi].Destination,
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Origin: g.ShipGroups[sgi].Origin,
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Range: g.ShipGroups[sgi].Range,
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})
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if quantity == 0 || quantity == g.ShipGroups[sgi].Number {
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g.ShipGroups = append(g.ShipGroups[:sgi], g.ShipGroups[sgi+1:]...)
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} else {
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g.ShipGroups[sgi].Number -= quantity
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}
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return nil
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}
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func (g *Game) breakGroupInternal(ri int, groupIndex, quantity uint) error {
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sgi := -1
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var maxIndex uint
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