cmd: unload cargo

This commit is contained in:
Ilia Denisov
2025-12-11 23:00:31 +03:00
parent 4447d125ac
commit d0d5bc3c88
7 changed files with 322 additions and 39 deletions
+138 -16
View File
@@ -145,7 +145,7 @@ func (g *Game) BreakGroup(raceName string, groupIndex, quantity uint) error {
return g.breakGroupInternal(ri, groupIndex, quantity)
}
func (g *Game) LoadCargo(raceName string, groupIndex uint, cargoType string, quantity float64) error {
func (g *Game) LoadCargo(raceName string, groupIndex uint, cargoType string, ships uint, quantity float64) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
@@ -154,10 +154,102 @@ func (g *Game) LoadCargo(raceName string, groupIndex uint, cargoType string, qua
if !ok {
return e.NewCargoTypeInvalidError(cargoType)
}
return g.loadCargoInternal(ri, groupIndex, ct, quantity)
return g.loadCargoInternal(ri, groupIndex, ct, ships, quantity)
}
func (g *Game) loadCargoInternal(ri int, groupIndex uint, ct CargoType, quantity float64) error {
func (g *Game) UnloadCargo(raceName string, groupIndex uint, ships uint, quantity float64) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.unloadCargoInternal(ri, groupIndex, ships, quantity)
}
// Промышленность и Сырье могут быть выгружены на любой планете.
// Колонисты могут быть высажены только на планеты, принадлежащие Вам или на необитаемые планеты.
func (g *Game) unloadCargoInternal(ri int, groupIndex uint, ships uint, quantity float64) error {
if ships == 0 && quantity > 0 {
return e.NewCargoQuantityWithoutGroupBreakError()
}
sgi := -1
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].State != "In_Orbit" || g.ShipGroups[sgi].Origin != nil || g.ShipGroups[sgi].Range != nil {
return e.NewShipsBusyError()
}
var sti int
if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
// hard to test, need manual game data invalidation
return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
}
if g.Race[ri].ShipTypes[sti].Cargo < 1 {
return e.NewNoCargoBayError("ship_type %q", g.Race[ri].ShipTypes[sti].Name)
}
if g.ShipGroups[sgi].CargoType == nil || g.ShipGroups[sgi].Load == 0 {
return e.NewCargoUnloadEmptyError()
}
ct := *g.ShipGroups[sgi].CargoType
pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination })
if pl < 0 {
return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
}
if ct == CargoColonist {
if g.Map.Planet[pl].Owner != uuid.Nil && g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d unload %v", g.Map.Planet[pl].Number, ct)
}
if g.Map.Planet[pl].Owner == uuid.Nil {
g.Map.Planet[pl].Owner = g.Race[ri].ID
}
}
var availableOnPlanet *float64
switch ct {
case CargoMaterial:
availableOnPlanet = &g.Map.Planet[pl].Material
case CargoCapital:
availableOnPlanet = &g.Map.Planet[pl].Capital
case CargoColonist:
availableOnPlanet = &g.Map.Planet[pl].Colonists
default:
return e.NewGameStateError("CargoType not accepted: %v", ct)
}
if ships > 0 && ships < g.ShipGroups[sgi].Number {
nsgi, err := g.breakGroupSafe(ri, groupIndex, ships)
if err != nil {
return err
}
sgi = nsgi
}
toBeUnloaded := quantity
if quantity == 0 {
toBeUnloaded = g.ShipGroups[sgi].Load
}
if toBeUnloaded > g.ShipGroups[sgi].Load {
return e.NewCargoUnoadNotEnoughError("load: %.03f", g.ShipGroups[sgi].Load)
}
*availableOnPlanet += toBeUnloaded
g.ShipGroups[sgi].Load -= toBeUnloaded
if g.ShipGroups[sgi].Load == 0 {
g.ShipGroups[sgi].CargoType = nil
}
return nil
}
/*
TODO: multi-command processing: Game data should NOT be changed when error is returned
*/
// Корабль может нести только один тип груза одновременно.
// Возможные типы груза - это колонисты, сырье и промышленность.
// Груз может быть доставлен на борт корабля с Вашей или не занятой планеты, на которой он имеется.
func (g *Game) loadCargoInternal(ri int, groupIndex uint, ct CargoType, ships uint, quantity float64) error {
if ships == 0 && quantity > 0 {
return e.NewCargoQuantityWithoutGroupBreakError()
}
sgi := -1
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
@@ -174,8 +266,8 @@ func (g *Game) loadCargoInternal(ri int, groupIndex uint, ct CargoType, quantity
if pl < 0 {
return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
}
if g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet %#d", g.Map.Planet[pl].Number)
if g.Map.Planet[pl].Owner != uuid.Nil && g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d", g.Map.Planet[pl].Number)
}
var sti int
if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
@@ -183,11 +275,18 @@ func (g *Game) loadCargoInternal(ri int, groupIndex uint, ct CargoType, quantity
return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
}
if g.Race[ri].ShipTypes[sti].Cargo < 1 {
return e.NewCargoLoadNoCargoBayError("ship_type %q", g.Race[ri].ShipTypes[sti].Name)
return e.NewNoCargoBayError("ship_type %q", g.Race[ri].ShipTypes[sti].Name)
}
if g.ShipGroups[sgi].CargoType != nil && *g.ShipGroups[sgi].CargoType != ct {
return e.NewCargoLoadNotEqualError("cargo: %v", *g.ShipGroups[sgi].CargoType)
}
if ships > 0 && ships < g.ShipGroups[sgi].Number {
nsgi, err := g.breakGroupSafe(ri, groupIndex, ships)
if err != nil {
return err
}
sgi = nsgi
}
capacity := g.ShipGroups[sgi].CargoCapacity(&g.Race[ri].ShipTypes[sti])
freeShipGroupCargoLoad := capacity - g.ShipGroups[sgi].Load
if freeShipGroupCargoLoad == 0 {
@@ -338,21 +437,44 @@ func (g *Game) breakGroupInternal(ri int, groupIndex, quantity uint) error {
if quantity == 0 || quantity == g.ShipGroups[sgi].Number {
g.ShipGroups[sgi].FleetID = nil
} else {
newGroup := g.ShipGroups[sgi]
if g.ShipGroups[sgi].CargoType != nil {
newGroup.Load = g.ShipGroups[sgi].Load / float64(g.ShipGroups[sgi].Number) * float64(quantity)
g.ShipGroups[sgi].Load -= newGroup.Load
if _, err := g.breakGroupSafe(ri, groupIndex, quantity); err != nil {
return err
}
newGroup.Number = quantity
g.ShipGroups[sgi].Number -= newGroup.Number
newGroup.Index = maxIndex + 1
newGroup.FleetID = nil
g.ShipGroups = append(g.ShipGroups, newGroup)
}
return nil
}
func (g *Game) breakGroupSafe(ri int, groupIndex uint, newGroupShips uint) (int, error) {
sgi := -1
var maxIndex uint
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
if sgi < 0 {
return -1, e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].Number < newGroupShips {
return -1, e.NewBreakGroupIllegalNumberError("group #%d ships: %d -> %d", g.ShipGroups[sgi].Index, g.ShipGroups[sgi].Number, newGroupShips)
}
newGroup := g.ShipGroups[sgi]
if g.ShipGroups[sgi].CargoType != nil {
newGroup.Load = g.ShipGroups[sgi].Load / float64(g.ShipGroups[sgi].Number) * float64(newGroupShips)
g.ShipGroups[sgi].Load -= newGroup.Load
}
newGroup.Number = newGroupShips
g.ShipGroups[sgi].Number -= newGroup.Number
newGroup.Index = maxIndex + 1
newGroup.FleetID = nil
g.ShipGroups = append(g.ShipGroups, newGroup)
return len(g.ShipGroups) - 1, nil
}
func (g *Game) joinEqualGroupsInternal(ri int) {
shipGroups := slices.Collect(maps.Values(maps.Collect(g.listIndexShipGroups(ri))))
origin := len(shipGroups)
@@ -385,7 +507,7 @@ func (g *Game) createShips(ri int, shipTypeName string, planetNumber int, quanti
return e.NewEntityNotExistsError("planet #%d", planetNumber)
}
if g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet %#d", planetNumber)
return e.NewEntityNotOwnedError("planet #%d", planetNumber)
}
var maxIndex uint