refactor: race index by name

This commit is contained in:
Ilia Denisov
2025-10-02 22:41:04 +03:00
parent 0890bf3009
commit cafdd10bab
10 changed files with 129 additions and 210 deletions
+37 -61
View File
@@ -2,6 +2,7 @@ package game
import (
"math"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/pkg/error"
@@ -128,67 +129,50 @@ func (fl Fleet) Speed() float64 {
}
func (g Game) ShipTypes(raceName string) ([]ShipType, error) {
raceID, err := g.hostRaceID(raceName)
ri, err := g.raceIndex(raceName)
if err != nil {
return nil, err
}
return g.shipTypesInternal(raceID)
return g.shipTypesInternal(ri), nil
}
func (g Game) shipTypesInternal(race uuid.UUID) ([]ShipType, error) {
for r := range g.Race {
if g.Race[r].ID == race {
return g.Race[r].ShipTypes, nil
}
}
return nil, e.NewGameStateError("ShipTypes: race %v not found", race)
func (g Game) shipTypesInternal(ri int) []ShipType {
return g.Race[ri].ShipTypes
}
func (g Game) DeleteShipType(raceName, typeName string) error {
raceID, err := g.hostRaceID(raceName)
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.deleteShipTypeInternal(raceID, typeName)
return g.deleteShipTypeInternal(ri, typeName)
}
func (g Game) deleteShipTypeInternal(race uuid.UUID, name string) error {
for r := range g.Race {
if g.Race[r].ID == race {
for st := range g.Race[r].ShipTypes {
if g.Race[r].ShipTypes[st].Name == name {
for sg := range g.Race[r].ShipGroups {
if g.Race[r].ShipGroups[sg].TypeID == g.Race[r].ShipTypes[st].ID {
return e.NewDeleteShipTypeExistingGroupError(g.Race[r].ShipGroups[sg].Number)
}
}
for pl := range g.Map.Planet {
if g.Map.Planet[pl].Owner == race &&
g.Map.Planet[pl].Production.Production == ProductionShip &&
g.Map.Planet[pl].Production.SubjectID != nil &&
g.Race[r].ShipTypes[st].ID == *g.Map.Planet[pl].Production.SubjectID {
return e.NewDeleteShipTypePlanetProductionError(g.Map.Planet[pl].Name)
}
}
g.Race[r].ShipTypes = append(g.Race[r].ShipTypes[:st], g.Race[r].ShipTypes[st+1:]...)
return nil
}
}
return e.NewEntityNotExistsError("ship type %w", name)
}
func (g Game) deleteShipTypeInternal(ri int, name string) error {
st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name })
if st < 0 {
return e.NewEntityNotExistsError("ship type %w", name)
}
return e.NewGameStateError("DeleteShipType: race %v not found", race)
if pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool {
return p.Production.Production == ProductionShip &&
p.Production.SubjectID != nil &&
g.Race[ri].ShipTypes[st].ID == *p.Production.SubjectID
}); pl >= 0 {
return e.NewDeleteShipTypePlanetProductionError(g.Map.Planet[pl].Name)
}
g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes[:st], g.Race[ri].ShipTypes[st+1:]...)
return nil
}
func (g Game) CreateShipType(raceName, typeName string, d, w, s, c float64, a int) error {
raceID, err := g.hostRaceID(raceName)
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.createShipTypeInternal(raceID, typeName, d, w, s, c, a)
return g.createShipTypeInternal(ri, typeName, d, w, s, c, a)
}
func (g Game) createShipTypeInternal(race uuid.UUID, name string, d, w, s, c float64, a int) error {
func (g Game) createShipTypeInternal(ri int, name string, d, w, s, c float64, a int) error {
if err := checkShipTypeValues(d, w, s, c, a); err != nil {
return err
}
@@ -196,29 +180,21 @@ func (g Game) createShipTypeInternal(race uuid.UUID, name string, d, w, s, c flo
if !ok {
return e.NewEntityTypeNameValidationError("%q", n)
}
for r := range g.Race {
if g.Race[r].ID == race {
for st := range g.Race[r].ShipTypes {
if g.Race[r].ShipTypes[st].Name == n {
return e.NewEntityTypeNameDuplicateError("ship type %w", g.Race[r].ShipTypes[st].Name)
}
}
id := uuid.New()
g.Race[r].ShipTypes = append(g.Race[r].ShipTypes, ShipType{
ID: id,
ShipTypeReport: ShipTypeReport{
Name: n,
Drive: d,
Weapons: w,
Shields: s,
Cargo: c,
Armament: uint(a),
},
})
return nil
}
if st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name }); st >= 0 {
return e.NewEntityTypeNameDuplicateError("ship type %w", g.Race[ri].ShipTypes[st].Name)
}
return e.NewGameStateError("CreateShipType: race %v not found", race)
g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes, ShipType{
ID: uuid.New(),
ShipTypeReport: ShipTypeReport{
Name: n,
Drive: d,
Weapons: w,
Shields: s,
Cargo: c,
Armament: uint(a),
},
})
return nil
}
func checkShipTypeValues(d, w, s, c float64, a int) error {