cmd: send group
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@@ -0,0 +1,95 @@
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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) SendGroup(raceName string, groupIndex, planetNumber, 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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return g.sendGroupInternal(ri, groupIndex, planetNumber, quantity)
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}
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func (g *Game) sendGroupInternal(ri int, groupIndex, planetNumber, quantity uint) error {
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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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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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st := g.Race[ri].ShipTypes[sti]
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if st.DriveBlockMass() == 0 {
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return e.NewSendShipHasNoDrivesError()
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}
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sourcePlanet, ok := g.ShipGroups[sgi].OnPlanet()
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if !ok {
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return e.NewShipsBusyError()
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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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p1, ok := PlanetByNum(g, sourcePlanet)
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if !ok {
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return e.NewGameStateError("source planet #%d does not exists", g.ShipGroups[sgi].Destination)
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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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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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}
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if sourcePlanet == planetNumber {
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fmt.Println("unsend: sgi=", sgi)
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g.ShipGroups[sgi] = UnsendShips(g.ShipGroups[sgi])
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g.joinEqualGroupsInternal(ri)
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return nil
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}
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g.ShipGroups[sgi] = LaunchShips(g.ShipGroups[sgi], planetNumber)
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return nil
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}
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func LaunchShips(sg ShipGroup, destination uint) ShipGroup {
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sg.StateInSpace = &InSpace{
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Origin: sg.Destination,
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}
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sg.Destination = destination
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return sg
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}
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func UnsendShips(sg ShipGroup) ShipGroup {
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sg.Destination = sg.StateInSpace.Origin
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sg.StateInSpace = nil
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return sg
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}
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