create basic controller

This commit is contained in:
Ilia Denisov
2025-09-26 20:54:34 +03:00
parent 282150a253
commit 66eeefc65d
13 changed files with 357 additions and 165 deletions
+56
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@@ -0,0 +1,56 @@
package game
import (
"fmt"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/pkg/repo"
)
type ctrl struct {
param Param
repo Repo
}
type Param struct {
StoragePath string
}
func ComposeGame(configure func(*Param), races []string) (gameID uuid.UUID, err error) {
control(configure, func(c *ctrl) { c.execute(func(r Repo) { gameID, err = newGame(r, races) }) })
return
}
func newController(configure func(*Param)) (*ctrl, error) {
c := &Param{
StoragePath: ".",
}
if configure != nil {
configure(c)
}
r, err := repo.NewFileRepo(c.StoragePath)
if err != nil {
return nil, err
}
return &ctrl{
param: *c,
repo: r,
}, nil
}
func control(configure func(*Param), consumer func(*ctrl)) error {
c, err := newController(configure)
if err != nil {
return err
}
consumer(c)
return nil
}
func (c *ctrl) execute(consumer func(Repo)) error {
if err := c.repo.Lock(); err != nil {
return fmt.Errorf("execute: lock failed: %s", err)
}
consumer(c.repo)
return c.repo.Release()
}
+25
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@@ -0,0 +1,25 @@
package game_test
import (
"fmt"
"testing"
"github.com/iliadenisov/galaxy/pkg/game"
"github.com/iliadenisov/galaxy/pkg/util"
"github.com/stretchr/testify/assert"
)
func TestComposeGame(t *testing.T) {
root, cleanup := util.CreateWorkDir(t)
defer cleanup()
players := 20
races := make([]string, players)
for i := range players {
races[i] = fmt.Sprintf("race_%02d", i)
}
_, err := game.ComposeGame(func(p *game.Param) { p.StoragePath = root }, races)
assert.NoError(t, err)
_, err = game.ComposeGame(func(p *game.Param) { p.StoragePath = root }, races)
assert.Error(t, err)
assert.ErrorContains(t, err, "state for turn 0 already saved")
}
+14 -120
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@@ -1,126 +1,20 @@
package game
import (
"fmt"
"math/rand/v2"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/pkg/generator"
"github.com/iliadenisov/galaxy/pkg/model/game"
)
import "github.com/iliadenisov/galaxy/pkg/model/game"
type Repo interface {
// Lock must be called before any repository operations
Lock() error
// Release must be called after first and only repository operation
Release() error
// SaveTurn stores just generated new turn
SaveTurn(uint, game.Game) error
}
func NewGame(r Repo, races []string) (uuid.UUID, error) {
gameID, err := uuid.NewRandom()
if err != nil {
return uuid.Nil, fmt.Errorf("generate game uuid: %s", err)
}
m, err := generator.Generate(func(ms *generator.MapSetting) {
ms.Players = uint32(len(races))
})
if err != nil {
return uuid.Nil, fmt.Errorf("generate map: %s", err)
}
if len(races) != len(m.HomePlanets) {
return uuid.Nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
}
g := &game.Game{
ID: gameID,
Race: make([]game.Race, len(races)),
}
gameMap := &game.Map{
Width: m.Width,
Height: m.Height,
Planet: make([]game.Planet, 0),
}
var planetCount uint = 0
for i := range races {
raceID, err := uuid.NewRandom()
if err != nil {
return uuid.Nil, fmt.Errorf("generate race uuid: %s", err)
}
g.Race[i] = game.Race{
ID: raceID,
Name: races[i],
Vote: raceID,
Drive: 1,
Weapons: 1,
Shields: 1,
Cargo: 1,
}
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
m.HomePlanets[i].HW.RandomName(),
raceID,
m.HomePlanets[i].HW.Position.X,
m.HomePlanets[i].HW.Position.Y,
m.HomePlanets[i].HW.Size,
m.HomePlanets[i].HW.Size, // HW's pop & ind = size
m.HomePlanets[i].HW.Size,
m.HomePlanets[i].HW.Resources,
game.ResearchDrive.AsType(""),
))
planetCount++
for dw := range m.HomePlanets[i].DW {
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
m.HomePlanets[i].DW[dw].RandomName(),
raceID,
m.HomePlanets[i].DW[dw].Position.X,
m.HomePlanets[i].DW[dw].Position.Y,
m.HomePlanets[i].DW[dw].Size,
m.HomePlanets[i].DW[dw].Size, // DW's pop & ind = size
m.HomePlanets[i].DW[dw].Size,
m.HomePlanets[i].DW[dw].Resources,
game.ResearchDrive.AsType(""),
))
planetCount++
}
}
for i := range m.FreePlanets {
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
m.FreePlanets[i].RandomName(),
uuid.Nil,
m.FreePlanets[i].Position.X,
m.FreePlanets[i].Position.Y,
m.FreePlanets[i].Size,
0,
0,
m.FreePlanets[i].Resources,
game.ProductionNone.AsType(""),
))
planetCount++
}
// TODO: check code below actually works
rand.Shuffle(len(gameMap.Planet), func(i, j int) {
gameMap.Planet[i].Number, gameMap.Planet[j].Number = gameMap.Planet[j].Number, gameMap.Planet[i].Number
})
g.Map = *gameMap
if err := r.SaveTurn(0, *g); err != nil {
return uuid.Nil, fmt.Errorf("persist: %s", err)
}
return g.ID, nil
}
func newPlanet(num uint, name string, owner uuid.UUID, x, y, size, pop, ind, res float64, prod game.ProductionType) game.Planet {
return game.Planet{
Name: name,
Number: num,
Owner: owner,
X: x,
Y: y,
Size: size,
Population: pop,
Industry: ind,
Resources: res,
Production: prod,
}
// SaveState stores current game state updated between turns
SaveState(game.Game) error
// LoadState retrieves game current state
LoadState() (game.Game, error)
}
+126
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@@ -0,0 +1,126 @@
package game
import (
"fmt"
"math/rand/v2"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/pkg/generator"
"github.com/iliadenisov/galaxy/pkg/model/game"
)
func newGame(r Repo, races []string) (uuid.UUID, error) {
m, err := generator.Generate(func(ms *generator.MapSetting) {
ms.Players = uint32(len(races))
})
if err != nil {
return uuid.Nil, fmt.Errorf("generate map: %s", err)
}
return NewGameFromMap(r, races, m)
}
func NewGameFromMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
if len(races) != len(m.HomePlanets) {
return uuid.Nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
}
gameID, err := uuid.NewRandom()
if err != nil {
return uuid.Nil, fmt.Errorf("generate game uuid: %s", err)
}
g := &game.Game{
ID: gameID,
Race: make([]game.Race, len(races)),
}
gameMap := &game.Map{
Width: m.Width,
Height: m.Height,
Planet: make([]game.Planet, 0),
}
var planetCount uint = 0
for i := range races {
raceID, err := uuid.NewRandom()
if err != nil {
return uuid.Nil, fmt.Errorf("generate race uuid: %s", err)
}
g.Race[i] = game.Race{
ID: raceID,
Name: races[i],
Vote: raceID,
Drive: 1,
Weapons: 1,
Shields: 1,
Cargo: 1,
}
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
m.HomePlanets[i].HW.RandomName(),
raceID,
m.HomePlanets[i].HW.Position.X,
m.HomePlanets[i].HW.Position.Y,
m.HomePlanets[i].HW.Size,
m.HomePlanets[i].HW.Size, // HW's pop & ind = size
m.HomePlanets[i].HW.Size,
m.HomePlanets[i].HW.Resources,
game.ResearchDrive.AsType(""),
))
planetCount++
for dw := range m.HomePlanets[i].DW {
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
m.HomePlanets[i].DW[dw].RandomName(),
raceID,
m.HomePlanets[i].DW[dw].Position.X,
m.HomePlanets[i].DW[dw].Position.Y,
m.HomePlanets[i].DW[dw].Size,
m.HomePlanets[i].DW[dw].Size, // DW's pop & ind = size
m.HomePlanets[i].DW[dw].Size,
m.HomePlanets[i].DW[dw].Resources,
game.ResearchDrive.AsType(""),
))
planetCount++
}
}
for i := range m.FreePlanets {
gameMap.Planet = append(gameMap.Planet, newPlanet(
planetCount,
m.FreePlanets[i].RandomName(),
uuid.Nil,
m.FreePlanets[i].Position.X,
m.FreePlanets[i].Position.Y,
m.FreePlanets[i].Size,
0,
0,
m.FreePlanets[i].Resources,
game.ProductionNone.AsType(""),
))
planetCount++
}
// TODO: check code below actually works
rand.Shuffle(len(gameMap.Planet), func(i, j int) {
gameMap.Planet[i].Number, gameMap.Planet[j].Number = gameMap.Planet[j].Number, gameMap.Planet[i].Number
})
g.Map = *gameMap
if err := r.SaveTurn(0, *g); err != nil {
return uuid.Nil, fmt.Errorf("persist: %s", err)
}
return g.ID, nil
}
func newPlanet(num uint, name string, owner uuid.UUID, x, y, size, pop, ind, res float64, prod game.ProductionType) game.Planet {
return game.Planet{
Name: name,
Number: num,
Owner: owner,
X: x,
Y: y,
Size: size,
Population: pop,
Industry: ind,
Resources: res,
Production: prod,
}
}
+29
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@@ -0,0 +1,29 @@
package game
import (
"fmt"
"testing"
"github.com/iliadenisov/galaxy/pkg/repo"
"github.com/iliadenisov/galaxy/pkg/util"
"github.com/stretchr/testify/assert"
)
func TestNewGame(t *testing.T) {
root, cleanup := util.CreateWorkDir(t)
defer cleanup()
r, err := repo.NewFileRepo(root)
assert.NoError(t, err)
players := 20
races := make([]string, players)
for i := range players {
races[i] = fmt.Sprintf("race_%02d", i)
}
assert.NoError(t, r.Lock())
gameID, err := newGame(r, races)
assert.NoError(t, err)
assert.NoError(t, r.Release())
_ = gameID
}