feat: turn stage increment after player's command
This commit is contained in:
@@ -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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@@ -6,17 +6,14 @@ import (
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)
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func JoinEqualGroups(configure func(*controller.Param), race string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = joinEqualGroups(c, r, g, race)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return joinEqualGroups(c, race)
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})
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})
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return
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}
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func joinEqualGroups(c *controller.Controller, r controller.Repo, g *game.Game, race string) error {
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if err := c.JoinEqualGroups(race); err != nil {
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return err
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}
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return r.SaveLastState(g)
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func joinEqualGroups(c *controller.Controller, race string) error {
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return c.JoinEqualGroups(race)
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}
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@@ -6,17 +6,14 @@ import (
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)
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func RenamePlanet(configure func(*controller.Param), race string, number int, name string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = renamePlanet(c, r, g, race, number, name)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return renamePlanet(c, race, number, name)
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})
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})
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return
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}
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func renamePlanet(c *controller.Controller, r controller.Repo, g *game.Game, race string, number int, name string) error {
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if err := c.RenamePlanet(race, number, name); err != nil {
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return err
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}
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return r.SaveLastState(g)
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func renamePlanet(c *controller.Controller, race string, number int, name string) error {
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return c.RenamePlanet(race, number, name)
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}
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@@ -6,17 +6,14 @@ import (
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)
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func PlanetProduction(configure func(*controller.Param), race string, planetNumber int, prodType, subject string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = planetProduction(c, r, g, race, planetNumber, prodType, subject)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return planetProduction(c, race, planetNumber, prodType, subject)
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})
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})
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return
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}
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func planetProduction(c *controller.Controller, r controller.Repo, g *game.Game, race string, planetNumber int, prodType, subject string) error {
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if err := c.PlanetProduction(race, planetNumber, prodType, subject); err != nil {
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return err
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}
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return r.SaveLastState(g)
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func planetProduction(c *controller.Controller, race string, planetNumber int, prodType, subject string) error {
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return c.PlanetProduction(race, planetNumber, prodType, subject)
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}
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@@ -6,33 +6,27 @@ import (
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)
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func CreateScience(configure func(*controller.Param), race, typeName string, drive, weapons, shields, cargo float64) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = createScience(c, r, g, race, typeName, drive, weapons, shields, cargo)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return createScience(c, race, typeName, drive, weapons, shields, cargo)
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})
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})
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return
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}
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func createScience(c *controller.Controller, r controller.Repo, g *game.Game, race, typeName string, drive, weapons, shields, cargo float64) error {
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if err := c.CreateScience(race, typeName, drive, weapons, shields, cargo); err != nil {
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return err
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}
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return r.SaveLastState(g)
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func createScience(c *controller.Controller, race, typeName string, drive, weapons, shields, cargo float64) error {
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return c.CreateScience(race, typeName, drive, weapons, shields, cargo)
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}
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func DeleteScience(configure func(*controller.Param), race, typeName string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = deleteScience(c, r, g, race, typeName)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return deleteScience(c, race, typeName)
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})
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})
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return
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}
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func deleteScience(c *controller.Controller, r controller.Repo, g *game.Game, race, typeName string) error {
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if err := c.DeleteScience(race, typeName); err != nil {
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return err
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}
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return r.SaveLastState(g)
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func deleteScience(c *controller.Controller, race, typeName string) error {
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return c.DeleteScience(race, typeName)
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}
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@@ -53,7 +53,7 @@ func TestCreateScienceValidation(t *testing.T) {
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{typeName, 0, 0, 0, -1, e.GenericErrorText(e.ErrInputCargoValue)},
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{typeName, 0, 1, 1, -1, e.GenericErrorText(e.ErrInputCargoValue)},
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}
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c(t, func(p func(*controller.Param), g func() *controller.Controller) {
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c(t, func(p func(*controller.Param), ctrl func() *controller.Controller) {
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for i, tc := range table {
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if tc.err == "" {
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n := tc.name + strconv.Itoa(i)
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@@ -6,49 +6,49 @@ import (
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)
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func CreateShipType(configure func(*controller.Param), race, typeName string, drive float64, ammo int, weapons, shields, cargo float64) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = createShipType(c, r, g, race, typeName, drive, ammo, weapons, shields, cargo)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return createShipType(c, race, typeName, drive, ammo, weapons, shields, cargo)
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})
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})
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return
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}
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func createShipType(c *controller.Controller, r controller.Repo, g *game.Game, race, typeName string, drive float64, ammo int, weapons, shields, cargo float64) error {
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func createShipType(c *controller.Controller, race, typeName string, drive float64, ammo int, weapons, shields, cargo float64) error {
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if err := c.CreateShipType(race, typeName, drive, ammo, weapons, shields, cargo); err != nil {
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return err
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}
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return r.SaveLastState(g)
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return nil // r.SaveLastState(g)
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}
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func MergeShipType(configure func(*controller.Param), race, source, target string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = mergeShipType(c, r, g, race, source, target)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return mergeShipType(c, race, source, target)
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})
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})
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return
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}
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func mergeShipType(c *controller.Controller, r controller.Repo, g *game.Game, race, source, target string) error {
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func mergeShipType(c *controller.Controller, race, source, target string) error {
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if err := c.MergeShipType(race, source, target); err != nil {
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return err
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}
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return r.SaveLastState(g)
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return nil // r.SaveLastState(g)
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}
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func DeleteShipType(configure func(*controller.Param), race, typeName string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) {
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err = deleteShipType(c, r, g, race, typeName)
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return deleteShipType(c, race, typeName)
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})
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})
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return
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}
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func deleteShipType(c *controller.Controller, r controller.Repo, g *game.Game, race, typeName string) error {
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func deleteShipType(c *controller.Controller, race, typeName string) error {
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if err := c.DeleteShipType(race, typeName); err != nil {
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return err
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}
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return r.SaveLastState(g)
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return nil // r.SaveLastState(g)
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}
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@@ -2,12 +2,18 @@ package game
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import (
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"github.com/iliadenisov/galaxy/internal/controller"
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"github.com/iliadenisov/galaxy/internal/model/game"
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)
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func MakeTurn(configure func(*controller.Param), race string, number int, name string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) { controller.MakeTurn(c, r) })
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func GenerateTurn(configure func(*controller.Param)) (err error) {
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteState(func(r controller.Repo) error {
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g, err := r.LoadState()
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if err != nil {
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return err
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}
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c.Cache = controller.NewCache(g)
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return controller.MakeTurn(c, r)
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})
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})
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return
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}
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@@ -6,22 +6,26 @@ import (
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)
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func DeclareWar(configure func(*controller.Param), from, to string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) { err = updateRelation(c, r, g, from, to, game.RelationWar) })
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return updateRelation(c, from, to, game.RelationWar)
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})
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})
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return
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}
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func DeclarePeace(configure func(*controller.Param), from, to string) (err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteGame(func(r controller.Repo, g *game.Game) { err = updateRelation(c, r, g, from, to, game.RelationPeace) })
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteCommand(func(r controller.Repo, g *game.Game) error {
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return updateRelation(c, from, to, game.RelationPeace)
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})
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})
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return
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}
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func updateRelation(c *controller.Controller, r controller.Repo, g *game.Game, hostRace, opponentRace string, rel game.Relation) error {
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func updateRelation(c *controller.Controller, hostRace, opponentRace string, rel game.Relation) error {
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if err := c.UpdateRelation(hostRace, opponentRace, rel); err != nil {
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return err
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}
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return r.SaveLastState(g)
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return nil // r.SaveLastState(g)
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}
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@@ -37,6 +37,7 @@ func TestDeclarePeaceAndWarAll(t *testing.T) {
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}
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assert.NoError(t, game.DeclarePeace(f, raceNum(hostRace), raceNum(hostRace)))
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assert.Equal(t, 1, int(ctrl().Cache.Stage()))
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for i := range testRaceCount {
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if i == hostRace {
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@@ -46,6 +47,7 @@ func TestDeclarePeaceAndWarAll(t *testing.T) {
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}
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assert.NoError(t, game.DeclareWar(f, raceNum(hostRace), raceNum(hostRace)))
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assert.Equal(t, 2, int(ctrl().Cache.Stage()))
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for i := range testRaceCount {
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if i == hostRace {
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@@ -7,31 +7,39 @@ import (
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)
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func GenerateGame(configure func(*controller.Param), races []string) (gameID uuid.UUID, err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteState(func(r controller.Repo) { gameID, err = controller.NewGame(r, races) })
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteState(func(r controller.Repo) error {
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gameID, err = controller.NewGame(r, races)
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return err
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})
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})
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return
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}
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// LoadState used for lock-safe loading game state and may be called concurrently.
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func LoadState(configure func(*controller.Param)) (g *game.Game, err error) {
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control(configure, func(c *controller.Controller) { g, err = c.Repo.LoadStateSafe() })
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err = control(configure, func(c *controller.Controller) error {
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g, err = c.Repo.LoadStateSafe()
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return err
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})
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return
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}
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// TODO: command for loading report by players (MUST be limited by router)
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func LoadReport(configure func(*controller.Param)) (g *game.Game, err error) {
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control(configure, func(c *controller.Controller) {
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c.ExecuteState(func(r controller.Repo) { g, err = c.Repo.LoadState() })
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err = control(configure, func(c *controller.Controller) error {
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return c.ExecuteState(func(r controller.Repo) error {
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g, err = c.Repo.LoadState()
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return err
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})
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})
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return
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}
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func control(configure func(*controller.Param), consumer func(*controller.Controller)) error {
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func control(configure func(*controller.Param), consumer func(*controller.Controller) error) (err error) {
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c, err := controller.NewController(configure)
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if err != nil {
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return err
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}
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consumer(c)
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return nil
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return consumer(c)
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}
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@@ -48,10 +48,10 @@ func NewTechSet() TechSet {
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}
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}
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// TODO: turn's incremental Version
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type Game struct {
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ID uuid.UUID `json:"id"`
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Turn uint `json:"turn"`
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Stage uint `json:"stage"`
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Map Map `json:"map"`
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Race []Race `json:"races"`
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Votes Float `json:"votes"`
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