refactor: group uuid instead of index

This commit is contained in:
IliaDenisov
2026-02-10 20:54:43 +03:00
parent 6c8384ce7a
commit 56998d4c2d
26 changed files with 333 additions and 363 deletions
+68 -91
View File
@@ -10,43 +10,8 @@ import (
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/number"
)
func (c *Cache) CreateShips(ri int, shipTypeName string, planetNumber uint, quantity int) error {
class, _, ok := c.ShipClass(ri, shipTypeName)
if !ok {
return e.NewEntityNotExistsError("ship class q", shipTypeName)
}
p, ok := c.Planet(planetNumber)
if !ok {
return e.NewEntityNotExistsError("planet #%d", planetNumber)
}
if !p.OwnedBy(c.g.Race[ri].ID) {
return e.NewEntityNotOwnedError("planet #%d", planetNumber)
}
c.createShipsUnsafe(ri, class.ID, p.Number, uint(quantity))
return nil
}
func (c *Cache) createShipsUnsafe(ri int, classID uuid.UUID, planet uint, quantity uint) {
c.appendShipGroup(ri, &game.ShipGroup{
OwnerID: c.g.Race[ri].ID,
TypeID: classID,
Destination: planet,
Number: uint(quantity),
Tech: map[game.Tech]game.Float{
game.TechDrive: game.F(c.g.Race[ri].TechLevel(game.TechDrive)),
game.TechWeapons: game.F(c.g.Race[ri].TechLevel(game.TechWeapons)),
game.TechShields: game.F(c.g.Race[ri].TechLevel(game.TechShields)),
game.TechCargo: game.F(c.g.Race[ri].TechLevel(game.TechCargo)),
},
})
}
// ShipGroup is a proxy func, nothing to cache
func (c *Cache) ShipGroup(groupIndex int) *game.ShipGroup {
c.validateShipGroupIndex(groupIndex)
@@ -77,16 +42,6 @@ func (c *Cache) ShipGroupsIndex() iter.Seq[int] {
}
}
func (c *Cache) ShipGroupMaxIndex(ri int) uint {
var max uint = 0
for i := range c.g.ShipGroups {
if r := c.ShipGroupOwnerRaceIndex(i); r == ri && c.ShipGroup(i).Index > max {
max = c.ShipGroup(i).Index
}
}
return max
}
func (c *Cache) ShipGroupOwnerRaceIndex(groupIndex int) int {
c.validateShipGroupIndex(groupIndex)
if len(c.cacheRaceIndexByShipGroupIndex) == 0 {
@@ -167,7 +122,7 @@ func (c *Cache) shipGroupMerge(ri int) {
for i := 0; i < len(raceGroups)-1; i++ {
for j := len(raceGroups) - 1; j > i; j-- {
if raceGroups[i].Equal(raceGroups[j]) {
raceGroups[i].Index = number.Max(raceGroups[i].Index, raceGroups[j].Index)
raceGroups[i].ID = raceGroups[j].ID
raceGroups[i].Number += raceGroups[j].Number
raceGroups = append(raceGroups[:j], raceGroups[j+1:]...)
}
@@ -195,7 +150,7 @@ func (c *Cache) shipGroupMerge(ri int) {
}
}
func (c *Cache) shipGroupDismantle(ri int, groupIndex, quantity uint) error {
func (c *Cache) shipGroupDismantle(ri int, groupIndex uuid.UUID, quantity uint) error {
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
@@ -253,13 +208,13 @@ func (c *Cache) shipGroupDismantle(ri int, groupIndex, quantity uint) error {
// Корабль может нести только один тип груза одновременно.
// Возможные типы груза - это колонисты, сырье и промышленность.
// Груз может быть доставлен на борт корабля с Вашей или не занятой планеты, на которой он имеется.
func (c *Cache) shipGroupLoad(ri int, groupIndex uint, ct game.CargoType, ships uint, quantity float64) error {
func (c *Cache) shipGroupLoad(ri int, groupID uuid.UUID, ct game.CargoType, ships uint, quantity float64) error {
if ships == 0 && quantity > 0 {
return e.NewCargoQuantityWithoutGroupBreakError()
}
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
return e.NewEntityNotExistsError("group %s", groupID)
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
@@ -281,7 +236,7 @@ func (c *Cache) shipGroupLoad(ri int, groupIndex uint, ct game.CargoType, ships
return e.NewCargoLoadNotEqualError("cargo: %v", *c.ShipGroup(sgi).CargoType)
}
if ships > 0 && ships < c.ShipGroup(sgi).Number {
nsgi, err := c.breakGroupSafe(ri, groupIndex, ships)
nsgi, err := c.breakGroupSafe(ri, groupID, ships)
if err != nil {
return err
}
@@ -323,14 +278,14 @@ func (c *Cache) shipGroupLoad(ri int, groupIndex uint, ct game.CargoType, ships
// Промышленность и Сырье могут быть выгружены на любой планете.
// Колонисты могут быть высажены только на планеты, принадлежащие Вам или на необитаемые планеты.
func (c *Cache) shipGroupUnload(ri int, groupIndex uint, ships uint, quantity float64) error {
func (c *Cache) shipGroupUnload(ri int, groupID uuid.UUID, ships uint, quantity float64) error {
c.validateRaceIndex(ri)
if ships == 0 && quantity > 0 {
return e.NewCargoQuantityWithoutGroupBreakError()
}
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
return e.NewEntityNotExistsError("group %s", groupID)
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
@@ -350,7 +305,7 @@ func (c *Cache) shipGroupUnload(ri int, groupIndex uint, ships uint, quantity fl
return e.NewEntityNotOwnedError("planet #%d unload %v", p.Number, ct)
}
if ships > 0 && ships < c.ShipGroup(sgi).Number {
nsgi, err := c.breakGroupSafe(ri, groupIndex, ships)
nsgi, err := c.breakGroupSafe(ri, groupID, ships)
if err != nil {
return err
}
@@ -405,13 +360,13 @@ func (c *Cache) unsafeUnloadCargo(sgi int, q float64) {
p.UnpackCapital()
}
func (c *Cache) shipGroupTransfer(ri, riAccept int, groupIndex, quantity uint) (err error) {
func (c *Cache) shipGroupTransfer(ri, riAccept int, groupID uuid.UUID, quantity uint) (err error) {
if ri == riAccept {
return e.NewSameRaceError(c.g.Race[riAccept].Name)
}
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
return e.NewEntityNotExistsError("group %s", groupID)
}
sg := c.ShipGroup(sgi)
state := sg.State()
@@ -444,6 +399,7 @@ func (c *Cache) shipGroupTransfer(ri, riAccept int, groupIndex, quantity uint) (
}
newGroup := *(sg)
newGroup.ID = uuid.New()
newGroup.TypeID = c.g.Race[riAccept].ShipTypes[stAcc].ID
newGroup.Tech = maps.Clone(sg.Tech)
if state == game.StateLaunched {
@@ -451,6 +407,7 @@ func (c *Cache) shipGroupTransfer(ri, riAccept int, groupIndex, quantity uint) (
}
if quantity == 0 || quantity == sg.Number {
// FIXME: remove fleet & invalidate cache?
c.unsafeDeleteShipGroup(sgi)
} else {
newGroup.Number = quantity
@@ -462,17 +419,11 @@ func (c *Cache) shipGroupTransfer(ri, riAccept int, groupIndex, quantity uint) (
return nil
}
func (c *Cache) ShipGroupBreak(ri int, groupIndex, quantity uint) error {
func (c *Cache) ShipGroupBreak(ri int, groupID uuid.UUID, quantity uint) error {
c.validateRaceIndex(ri)
sgi := -1
for i := range c.ShipGroupsIndex() {
if c.ShipGroupOwnerRaceIndex(i) == ri && c.ShipGroup(i).Index == groupIndex {
sgi = i
break
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group %s", groupID)
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
@@ -486,7 +437,7 @@ func (c *Cache) ShipGroupBreak(ri int, groupIndex, quantity uint) error {
if quantity == 0 || quantity == c.ShipGroup(sgi).Number {
c.internalShipGroupJoinFleet(sgi, nil)
} else {
if _, err := c.breakGroupSafe(ri, groupIndex, quantity); err != nil {
if _, err := c.breakGroupSafe(ri, groupID, quantity); err != nil {
return err
}
}
@@ -494,14 +445,14 @@ func (c *Cache) ShipGroupBreak(ri int, groupIndex, quantity uint) error {
return nil
}
func (c *Cache) breakGroupSafe(ri int, groupIndex uint, newGroupShips uint) (int, error) {
func (c *Cache) breakGroupSafe(ri int, groupID uuid.UUID, newGroupShips uint) (int, error) {
c.validateRaceIndex(ri)
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return -1, e.NewEntityNotExistsError("group #%d", groupIndex)
return -1, e.NewEntityNotExistsError("group %s", groupID)
}
if c.ShipGroup(sgi).Number < newGroupShips {
return -1, e.NewBreakGroupIllegalNumberError("group #%d ships: %d -> %d", c.ShipGroup(sgi).Index, c.ShipGroup(sgi).Number, newGroupShips)
return -1, e.NewBreakGroupIllegalNumberError("group=%s ships: %d -> %d", c.ShipGroup(sgi).ID, c.ShipGroup(sgi).Number, newGroupShips)
}
return c.breakGroupUnsafe(ri, sgi, newGroupShips), nil
}
@@ -519,35 +470,35 @@ func (c *Cache) breakGroupUnsafe(ri, sgi int, newGroupShips uint) int {
// Internal funcs
func (c *Cache) appendShipGroup(ri int, sg *game.ShipGroup) int {
c.validateRaceIndex(ri)
sg.Index = c.ShipGroupMaxIndex(ri) + 1
sg.OwnerID = c.g.Race[ri].ID
sg.FleetID = nil
c.g.ShipGroups = append(c.g.ShipGroups, *sg)
i := len(c.g.ShipGroups) - 1
c.invalidateShipGroupCache()
return i
}
func (c *Cache) raceShipGroupIndex(ri int, index uint) (int, bool) {
func (c *Cache) raceShipGroupIndex(ri int, id uuid.UUID) (int, bool) {
c.validateRaceIndex(ri)
for i := range c.ShipGroupsIndex() {
if c.ShipGroupOwnerRaceIndex(i) == ri && c.ShipGroup(i).Index == index {
if c.ShipGroupOwnerRaceIndex(i) == ri && c.ShipGroup(i).ID == id {
return i, true
}
}
return -1, false
}
func (c *Cache) listShipGroupIdx(ri int) iter.Seq[int] {
c.validateRaceIndex(ri)
return func(yield func(int) bool) {
for i := range c.g.ShipGroups {
if ri == c.ShipGroupOwnerRaceIndex(i) {
if !yield(i) {
return
}
}
}
}
}
func (c *Cache) listShipGroups(ri int) iter.Seq[*game.ShipGroup] {
c.validateRaceIndex(ri)
return func(yield func(*game.ShipGroup) bool) {
for i := range c.g.ShipGroups {
if ri == c.ShipGroupOwnerRaceIndex(i) {
if !yield(&c.g.ShipGroups[i]) {
return
}
for sgi := range c.listShipGroupIdx(ri) {
if !yield(c.ShipGroup(sgi)) {
return
}
}
}
@@ -584,3 +535,29 @@ func (c *Cache) validateShipGroupIndex(i int) {
panic(fmt.Sprintf("group index out of range: %d >= %d", i, len(c.g.ShipGroups)))
}
}
func (c *Cache) createShipsUnsafe(ri int, classID uuid.UUID, planet uint, quantity uint) {
c.appendShipGroup(ri, &game.ShipGroup{
OwnerID: c.g.Race[ri].ID,
TypeID: classID,
Destination: planet,
Number: uint(quantity),
Tech: map[game.Tech]game.Float{
game.TechDrive: game.F(c.g.Race[ri].TechLevel(game.TechDrive)),
game.TechWeapons: game.F(c.g.Race[ri].TechLevel(game.TechWeapons)),
game.TechShields: game.F(c.g.Race[ri].TechLevel(game.TechShields)),
game.TechCargo: game.F(c.g.Race[ri].TechLevel(game.TechCargo)),
},
})
}
func (c *Cache) appendShipGroup(ri int, sg *game.ShipGroup) int {
c.validateRaceIndex(ri)
sg.ID = uuid.New()
sg.OwnerID = c.g.Race[ri].ID
sg.FleetID = nil
c.g.ShipGroups = append(c.g.ShipGroups, *sg)
i := len(c.g.ShipGroups) - 1
c.invalidateShipGroupCache()
return i
}