cmd: send fleet
This commit is contained in:
@@ -1,6 +1,7 @@
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package game
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import (
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"fmt"
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"iter"
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"math"
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"slices"
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@@ -13,10 +14,50 @@ type Fleet struct {
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ID uuid.UUID `json:"id"`
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OwnerID uuid.UUID `json:"ownerId"`
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Name string `json:"name"`
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}
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Destination uint `json:"destination"`
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Origin *uint `json:"origin,omitempty"`
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Range *float64 `json:"range,omitempty"`
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func FleetState(g *Game, fleetID uuid.UUID) (ShipGroupState, *uint, *InSpace) {
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fi := slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.ID == fleetID })
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if fi < 0 {
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panic("FleetState: fleet id not found: " + fleetID.String())
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}
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ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == g.Fleets[fi].OwnerID })
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if ri < 0 {
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panic("FleetState: race id not found: " + g.Fleets[fi].OwnerID.String())
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}
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var state *ShipGroupState
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var onPlanet *uint
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var is *InSpace
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for sg := range FleetGroups(g, ri, fi) {
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if state == nil {
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s := sg.State()
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state = &s
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if planet, ok := sg.OnPlanet(); ok {
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onPlanet = &planet
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}
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is = sg.StateInSpace
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continue
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}
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if *state != sg.State() {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different states", g.Race[ri].Name, g.Fleets[fi].Name))
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}
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if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
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for sg := range FleetGroups(g, ri, fi) {
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fmt.Println("group", sg.Index, "fleet", sg.FleetID, g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
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}
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", g.Race[ri].Name, g.Fleets[fi].Name, *onPlanet, planet))
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}
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if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q on_planet and in_space at the same time", g.Race[ri].Name, g.Fleets[fi].Name))
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}
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if is != nil && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different is_space states", g.Race[ri].Name, g.Fleets[fi].Name))
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}
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}
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if state == nil {
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panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", g.Race[ri].Name, g.Fleets[fi].Name))
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}
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return *state, onPlanet, is
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}
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// TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first.
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@@ -51,7 +92,7 @@ func (g *Game) JoinFleets(raceName, fleetSourceName, fleetTargetName string) err
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return g.joinFleetsInternal(ri, fleetSourceName, fleetTargetName)
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}
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func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, group, count uint) (err error) {
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func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, groupIndex, quantity uint) (err error) {
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name, ok := validateTypeName(fleetName)
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if !ok {
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return e.NewEntityTypeNameValidationError("%q", name)
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@@ -59,7 +100,7 @@ func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, group, cou
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sgi := -1
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var maxIndex uint
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for i, sg := range g.listIndexShipGroups(ri) {
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if sgi < 0 && sg.Index == group {
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if sgi < 0 && sg.Index == groupIndex {
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sgi = i
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}
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if sg.Index > maxIndex {
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@@ -67,34 +108,40 @@ func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, group, cou
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}
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}
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if sgi < 0 {
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return e.NewEntityNotExistsError("group #%d", group)
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return e.NewEntityNotExistsError("group #%d", groupIndex)
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}
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if g.ShipGroups[sgi].State() != StateInOrbit {
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return e.NewShipsBusyError()
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}
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if g.ShipGroups[sgi].Number < count {
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return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, count)
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if g.ShipGroups[sgi].Number < quantity {
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return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
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}
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fi := g.fleetIndex(ri, name)
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if fi < 0 {
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fi, err = g.createFleet(ri, name, g.ShipGroups[sgi].Destination)
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fi, err = g.createFleet(ri, name)
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if err != nil {
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return err
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}
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} else {
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if g.Fleets[fi].Destination != g.ShipGroups[sgi].Destination || g.Fleets[fi].Origin != nil || g.Fleets[fi].Range != nil {
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state, onPlanet, _ := FleetState(g, g.Fleets[fi].ID)
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if state != StateInOrbit || *onPlanet != g.ShipGroups[sgi].Destination {
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return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
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}
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}
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// FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group }
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if count > 0 && g.ShipGroups[sgi].Number != count {
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if quantity > 0 && quantity < g.ShipGroups[sgi].Number {
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// nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity)
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// if err != nil {
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// return err
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// }
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// sgi = nsgi
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newGroup := g.ShipGroups[sgi]
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newGroup.Number -= count
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g.ShipGroups[sgi].Number = count
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newGroup.Number -= quantity
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g.ShipGroups[sgi].Number = quantity
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newGroup.Index = maxIndex + 1
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g.ShipGroups = append(g.ShipGroups, newGroup)
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}
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@@ -103,7 +150,7 @@ func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, group, cou
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return nil
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}
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func (g *Game) createFleet(ri int, name string, planetNumber uint) (int, error) {
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func (g *Game) createFleet(ri int, name string) (int, error) {
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n, ok := validateTypeName(name)
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if !ok {
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return 0, e.NewEntityTypeNameValidationError("%q", n)
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@@ -111,12 +158,13 @@ func (g *Game) createFleet(ri int, name string, planetNumber uint) (int, error)
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if fl := g.fleetIndex(ri, n); fl >= 0 {
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return 0, e.NewEntityTypeNameDuplicateError("fleet %w", g.Fleets[fl].Name)
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}
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g.Fleets = append(g.Fleets, Fleet{
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ID: uuid.New(),
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OwnerID: g.Race[ri].ID,
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Name: n,
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Destination: planetNumber,
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fleets := slices.Clone(g.Fleets)
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fleets = append(fleets, Fleet{
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ID: uuid.New(),
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OwnerID: g.Race[ri].ID,
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Name: n,
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})
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g.Fleets = fleets
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return len(g.Fleets) - 1, nil
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}
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@@ -129,9 +177,9 @@ func (g *Game) joinFleetsInternal(ri int, fleetSourceName, fleetTargetName strin
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if fiTarget < 0 {
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return e.NewEntityNotExistsError("target fleet %s", fleetTargetName)
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}
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if g.Fleets[fiSource].Destination != g.Fleets[fiTarget].Destination ||
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g.Fleets[fiSource].Origin != nil || g.Fleets[fiTarget].Origin != nil ||
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g.Fleets[fiSource].Range != nil || g.Fleets[fiTarget].Range != nil {
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srcState, planet1, _ := FleetState(g, g.Fleets[fiSource].ID)
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tgtState, planet2, _ := FleetState(g, g.Fleets[fiTarget].ID)
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if srcState != StateInOrbit || srcState != tgtState || *planet1 != *planet2 {
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return e.NewShipsNotOnSamePlanetError()
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}
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for sgi, sg := range g.listIndexShipGroups(ri) {
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@@ -181,3 +229,18 @@ func (g Game) listIndexFleets(ri int) iter.Seq2[int, Fleet] {
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}
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}
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}
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func FleetGroups(g *Game, ri, fi int) iter.Seq[ShipGroup] {
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if len(g.Fleets) < fi+1 {
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panic(fmt.Sprintf("FleetGroups: game fleets index %d invalid: len=%d", fi, len(g.Fleets)))
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}
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return func(yield func(ShipGroup) bool) {
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for sg := range g.listShipGroups(ri) {
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if sg.FleetID != nil && *sg.FleetID == g.Fleets[fi].ID {
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if !yield(sg) {
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break
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}
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}
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}
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}
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}
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@@ -0,0 +1,80 @@
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package game
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import (
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"fmt"
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"slices"
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e "github.com/iliadenisov/galaxy/internal/error"
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"github.com/iliadenisov/galaxy/internal/util"
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)
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func (g *Game) SendFleet(raceName, fleetName string, planetNumber 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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fi := g.fleetIndex(ri, fleetName)
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if fi < 0 {
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return e.NewEntityNotExistsError("fleet %q", fleetName)
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}
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return g.sendFleetInternal(ri, fi, planetNumber)
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}
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func (g *Game) sendFleetInternal(ri, fi int, planetNumber uint) error {
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state, sourcePlanet, _ := FleetState(g, g.Fleets[fi].ID)
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if StateInOrbit != state && StateLaunched != state {
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return e.NewShipsBusyError()
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}
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p1, ok := PlanetByNum(g, *sourcePlanet)
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if !ok {
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return e.NewGameStateError("source planet #%d does not exists", sourcePlanet)
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}
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p2, ok := PlanetByNum(g, planetNumber)
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if !ok {
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return e.NewEntityNotExistsError("destination planet #%d", planetNumber)
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}
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rangeToDestination := util.ShortDistance(g.Map.Width, g.Map.Height, p1.X, p1.Y, p2.X, p2.Y)
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if rangeToDestination > g.Race[ri].FlightDistance() {
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return e.NewSendUnreachableDestinationError("range=%.03f", rangeToDestination)
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}
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for sg := range FleetGroups(g, ri, fi) {
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st, ok := ShipClass(g, ri, sg.TypeID)
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if !ok {
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return e.NewGameStateError("not found: ShipType ID=%v", sg.TypeID)
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}
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if st.DriveBlockMass() == 0 {
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return e.NewSendShipHasNoDrivesError("Class=%s", st.Name)
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}
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}
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if *sourcePlanet == planetNumber {
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UnsendFleet(g, ri, fi)
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return nil
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}
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LaunchFleet(g, ri, fi, planetNumber)
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return nil
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}
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func LaunchFleet(g *Game, ri, fi int, destination uint) {
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for sg := range FleetGroups(g, ri, fi) {
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sgi := slices.IndexFunc(g.ShipGroups, func(s ShipGroup) bool { return sg.Index == s.Index })
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if sgi < 0 {
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panic(fmt.Sprintf("LauncgFleet: cannot find ship group index=%d", sg.Index))
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}
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g.ShipGroups[sgi] = LaunchShips(sg, destination)
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}
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}
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func UnsendFleet(g *Game, ri, fi int) {
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for sg := range FleetGroups(g, ri, fi) {
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sgi := slices.IndexFunc(g.ShipGroups, func(s ShipGroup) bool { return sg.Index == s.Index })
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if sgi < 0 {
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panic(fmt.Sprintf("UnsendFleet: cannot find ship group index=%d", sg.Index))
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}
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g.ShipGroups[sgi] = UnsendShips(sg)
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}
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}
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@@ -0,0 +1,73 @@
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package game_test
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import (
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"slices"
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"testing"
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e "github.com/iliadenisov/galaxy/internal/error"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/stretchr/testify/assert"
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)
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func TestSendFleet(t *testing.T) {
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g := newGame()
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// group #1 - in_orbit Planet_0
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 1))
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// group #2 - in_space (later)
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 3))
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// group #3 - in_orbit Planet_0, unmovable
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g.CreateShipType(Race_0.Name, "Fortress", 0, 30, 100, 0, 50)
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assert.NoError(t, g.CreateShips(Race_0_idx, "Fortress", R0_Planet_0_num, 1))
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// group #4 - in_orbit Planet_0
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 2))
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// ensure race has no Fleets
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assert.Len(t, slices.Collect(g.ListFleets(Race_0_idx)), 0)
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fleetSending := "R0_Fleet_one"
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fleetInSpace := "R0_Fleet_inSpace"
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fleetUnmovable := "R0_Fleet_unmovable"
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 1, 0))
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 3, 0))
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetInSpace, 2, 0))
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable, 3, 0))
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// group #2 - in_space
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g.ShipGroups[1].StateInSpace = &game.InSpace{Origin: 2, Range: 1.23}
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assert.ErrorContains(t,
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g.SendFleet("UnknownRace", fleetSending, 2),
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e.GenericErrorText(e.ErrInputUnknownRace))
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assert.ErrorContains(t,
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g.SendFleet(Race_0.Name, "UnknownFleet", 2),
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e.GenericErrorText(e.ErrInputEntityNotExists))
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assert.ErrorContains(t,
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g.SendFleet(Race_0.Name, fleetInSpace, 2),
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e.GenericErrorText(e.ErrShipsBusy))
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assert.ErrorContains(t,
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g.SendFleet(Race_0.Name, fleetSending, 200),
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e.GenericErrorText(e.ErrInputEntityNotExists))
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assert.ErrorContains(t,
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g.SendFleet(Race_0.Name, fleetSending, 3),
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e.GenericErrorText(e.ErrSendUnreachableDestination))
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assert.ErrorContains(t,
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g.SendFleet(Race_0.Name, fleetUnmovable, 2),
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e.GenericErrorText(e.ErrSendShipHasNoDrives))
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assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 2))
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fi := slices.IndexFunc(slices.Collect(g.ListFleets(Race_0_idx)), func(f game.Fleet) bool { return f.Name == fleetSending })
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state, _, _ := game.FleetState(g, g.Fleets[fi].ID)
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assert.Equal(t, game.StateLaunched, state)
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for sg := range game.FleetGroups(g, Race_0_idx, fi) {
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assert.Equal(t, game.StateLaunched, sg.State())
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}
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assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 0))
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fi = slices.IndexFunc(slices.Collect(g.ListFleets(Race_0_idx)), func(f game.Fleet) bool { return f.Name == fleetSending })
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state, _, _ = game.FleetState(g, g.Fleets[fi].ID)
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assert.Equal(t, game.StateInOrbit, state)
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for sg := range game.FleetGroups(g, Race_0_idx, fi) {
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assert.Equal(t, game.StateInOrbit, sg.State())
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}
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}
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@@ -41,9 +41,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
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gi := 0
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assert.Len(t, fleets, 1)
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assert.Equal(t, fleets[0].Name, fleetOne)
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assert.Equal(t, fleets[0].Destination, groups[gi].Destination)
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assert.Nil(t, fleets[0].Origin)
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assert.Nil(t, fleets[0].Range)
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state, _, _ := game.FleetState(g, fleets[0].ID)
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assert.Equal(t, game.StateInOrbit, state)
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assert.NotNil(t, groups[gi].FleetID)
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assert.Equal(t, fleets[0].ID, *groups[gi].FleetID)
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@@ -58,9 +57,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
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gi = 1
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assert.Len(t, fleets, 2)
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assert.Equal(t, fleets[1].Name, fleetTwo)
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assert.Equal(t, fleets[1].Destination, groups[gi].Destination)
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assert.Nil(t, fleets[1].Origin)
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assert.Nil(t, fleets[1].Range)
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state, _, _ = game.FleetState(g, fleets[1].ID)
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assert.Equal(t, game.StateInOrbit, state)
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assert.NotNil(t, groups[gi].FleetID)
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assert.Equal(t, fleets[1].ID, *groups[gi].FleetID)
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@@ -79,9 +77,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
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groups = slices.Collect(g.ListShipGroups(Race_0_idx))
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assert.NotNil(t, groups[gi].FleetID)
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assert.Equal(t, fleets[0].ID, *groups[gi].FleetID)
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assert.Equal(t, fleets[0].Destination, groups[gi].Destination)
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assert.Nil(t, fleets[0].Origin)
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assert.Nil(t, fleets[0].Range)
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state, _, _ = game.FleetState(g, fleets[0].ID)
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assert.Equal(t, game.StateInOrbit, state)
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// group not In_Orbit
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assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 7))
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||||
@@ -96,20 +93,23 @@ func TestJoinShipGroupToFleet(t *testing.T) {
|
||||
g.ShipGroups[gi].StateInSpace = nil
|
||||
|
||||
// existing fleet not on the same planet or in_orbit
|
||||
g.Fleets[0].Destination = R0_Planet_2_num
|
||||
g.ShipGroups[0].StateInSpace = &game.InSpace{
|
||||
Origin: 2,
|
||||
Range: 1,
|
||||
}
|
||||
g.ShipGroups[2].StateInSpace = g.ShipGroups[0].StateInSpace
|
||||
assert.ErrorContains(t,
|
||||
g.JoinShipGroupToFleet(Race_0.Name, fleetOne, g.ShipGroups[gi].Index, 0),
|
||||
e.GenericErrorText(e.ErrShipsNotOnSamePlanet))
|
||||
g.Fleets[0].Destination = R0_Planet_0_num
|
||||
}
|
||||
|
||||
func TestJoinFleets(t *testing.T) {
|
||||
g := newGame()
|
||||
// creating ShipGroup at Planet_0
|
||||
// creating ShipGroup #1 at Planet_0
|
||||
assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 1)) // group #1
|
||||
// creating ShipGroup at Planet_2
|
||||
// creating ShipGroup #2 at Planet_2
|
||||
assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_2_num, 2)) // group #2
|
||||
// creating ShipGroup at Planet_0
|
||||
// creating ShipGroup #3 at Planet_0
|
||||
assert.NoError(t, g.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 3)) // group #3
|
||||
|
||||
// ensure race has no Fleets
|
||||
|
||||
@@ -55,6 +55,14 @@ type InSpace struct {
|
||||
Range float64 `json:"range"`
|
||||
}
|
||||
|
||||
func (is InSpace) Equal(other InSpace) bool {
|
||||
return is.Origin == other.Origin && is.X == other.X && is.Y == other.Y
|
||||
}
|
||||
|
||||
func (is InSpace) Launched() bool {
|
||||
return is.Range == 0
|
||||
}
|
||||
|
||||
type InUpgrade struct {
|
||||
UpgradeTech []UpgradePreference `json:"preference"`
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"slices"
|
||||
|
||||
e "github.com/iliadenisov/galaxy/internal/error"
|
||||
@@ -69,7 +68,6 @@ func (g *Game) sendGroupInternal(ri int, groupIndex, planetNumber, quantity uint
|
||||
}
|
||||
|
||||
if sourcePlanet == planetNumber {
|
||||
fmt.Println("unsend: sgi=", sgi)
|
||||
g.ShipGroups[sgi] = UnsendShips(g.ShipGroups[sgi])
|
||||
g.joinEqualGroupsInternal(ri)
|
||||
return nil
|
||||
|
||||
@@ -235,3 +235,14 @@ func checkShipTypeValues(d, w, s, c float64, a int) error {
|
||||
func checkShipTypeValueDWSC(v float64) bool {
|
||||
return v == 0 || v >= 1
|
||||
}
|
||||
|
||||
func ShipClass(g *Game, ri int, classID uuid.UUID) (ShipType, bool) {
|
||||
if len(g.Race) < ri+1 {
|
||||
panic(fmt.Sprintf("ShipClass: game race index %d invalid: len=%d", ri, len(g.Race)))
|
||||
}
|
||||
sti := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == classID })
|
||||
if sti < 0 {
|
||||
return ShipType{}, false
|
||||
}
|
||||
return g.Race[ri].ShipTypes[sti], true
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user