feat: turn stage increment after player's command
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@@ -28,6 +28,10 @@ func NewCache(g *game.Game) *Cache {
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return c
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}
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func (c Cache) Stage() uint {
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return c.g.Stage
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}
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func (c *Cache) ShipGroupShipClass(groupIndex int) *game.ShipType {
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if len(c.cacheShipClassByShipGroupIndex) == 0 {
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c.cacheShipsAndGroups()
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@@ -1,6 +1,7 @@
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package controller
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import (
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"errors"
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"fmt"
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"github.com/iliadenisov/galaxy/internal/model/game"
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@@ -70,15 +71,18 @@ func NewRepoController(r Repo) *Controller {
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}
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}
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func (c *Controller) ExecuteState(consumer func(Repo)) error {
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func (c *Controller) ExecuteState(consumer func(Repo) error) (err error) {
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if err := c.Repo.Lock(); err != nil {
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return fmt.Errorf("execute: lock failed: %s", err)
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}
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consumer(c.Repo)
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return c.Repo.Release()
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defer func() {
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err = errors.Join(err, c.Repo.Release())
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}()
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err = consumer(c.Repo)
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return
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}
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func (c *Controller) ExecuteGame(consumer func(Repo, *game.Game)) error {
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func (c *Controller) ExecuteCommand(consumer func(Repo, *game.Game) error) (err error) {
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if err := c.Repo.Lock(); err != nil {
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return fmt.Errorf("execute: lock failed: %s", err)
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}
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@@ -86,7 +90,14 @@ func (c *Controller) ExecuteGame(consumer func(Repo, *game.Game)) error {
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if err != nil {
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return err
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}
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defer func() {
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err = errors.Join(err, c.Repo.Release())
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}()
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c.Cache = NewCache(g)
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consumer(c.Repo, g)
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return c.Repo.Release()
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err = consumer(c.Repo, g)
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if err == nil {
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g.Stage += 1
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c.Repo.SaveLastState(g)
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}
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return
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}
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@@ -12,6 +12,7 @@ import (
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func MakeTurn(c *Controller, r Repo) error {
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// Next turn
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c.Cache.g.Turn += 1
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c.Cache.g.Stage = 0
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// 00. Вышедшие расы удаляются из списка участвующих рас перед началом просчета очередного хода
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c.Cache.TurnWipeExtinctRaces()
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