race quit, transfer state, refactor

This commit is contained in:
Ilia Denisov
2026-02-07 01:59:11 +02:00
parent 43ba5eb07c
commit fc73cbf83a
27 changed files with 520 additions and 341 deletions
+76 -44
View File
@@ -2,6 +2,7 @@ package controller
import (
"fmt"
"iter"
"slices"
e "github.com/iliadenisov/galaxy/internal/error"
@@ -9,40 +10,11 @@ import (
"github.com/iliadenisov/galaxy/internal/model/game"
)
func (c Controller) Relation(from, to string) (game.Relation, error) {
r1, err := c.Cache.raceIndex(from)
if err != nil {
return game.Relation(""), err
}
r2, err := c.Cache.raceIndex(to)
if err != nil {
return game.Relation(""), err
}
return c.Cache.Relation(r1, r2), nil
}
func (c Controller) UpdateRelation(race, opponent string, rel game.Relation) error {
ri, err := c.Cache.raceIndex(race)
if err != nil {
return err
}
var other int
if race == opponent {
other = ri
} else if other, err = c.Cache.raceIndex(opponent); err != nil {
return err
}
if err != nil {
return err
}
return c.Cache.UpdateRelation(ri, other, rel)
}
func (c *Cache) Relation(r1, r2 int) game.Relation {
if c.cacheRelation == nil {
c.cacheRelation = make(map[int]map[int]game.Relation)
for r1 := range c.g.Race {
for r2 := range c.g.Race {
for r1 := range c.listRaceActingIdx() {
for r2 := range c.listRaceActingIdx() {
if r1 == r2 {
continue
}
@@ -78,19 +50,6 @@ func (c *Cache) updateRelationCache(r1, r2 int, rel game.Relation) {
c.cacheRelation[r1][r2] = rel
}
func (c *Cache) GiveVotes(race, recipient string) error {
ri, err := c.raceIndex(race)
if err != nil {
return err
}
rec, err := c.raceIndex(recipient)
if err != nil {
return err
}
c.g.Race[ri].VoteFor = c.g.Race[rec].ID
return nil
}
func (c *Cache) Voted(ri int) int {
c.validateRaceIndex(ri)
return c.RaceIndex(c.g.Race[ri].VoteFor)
@@ -123,6 +82,26 @@ func (c *Cache) validateRaceIndex(i int) {
}
}
func (c *Cache) validActor(name string) (int, error) {
i, err := c.validRace(name)
if err != nil {
return -1, err
}
c.g.Race[i].TTL = 10
return i, nil
}
func (c *Cache) validRace(name string) (int, error) {
i, err := c.raceIndex(name)
if err != nil {
return -1, err
}
if c.g.Race[i].Extinct {
return -1, e.NewRaceExinctError(name)
}
return i, nil
}
func (c *Cache) raceIndex(name string) (int, error) {
i := slices.IndexFunc(c.g.Race, func(r game.Race) bool { return r.Name == name })
if i < 0 {
@@ -135,3 +114,56 @@ func (c *Cache) raceTechLevel(ri int, t game.Tech, v float64) {
c.validateRaceIndex(ri)
c.g.Race[ri].Tech = c.g.Race[ri].Tech.Set(t, v)
}
func (c *Cache) TurnWipeExtinctRaces() {
for i := range c.listRaceActingIdx() {
if c.g.Race[i].TTL == 0 {
c.wipeRace(i)
}
}
}
func (c *Cache) wipeRace(ri int) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
c.g.ShipGroups = slices.DeleteFunc(c.g.ShipGroups, func(v game.ShipGroup) bool { return v.OwnerID == r.ID })
c.g.Fleets = slices.DeleteFunc(c.g.Fleets, func(v game.Fleet) bool { return v.OwnerID == r.ID })
clear(r.ShipTypes)
clear(r.Sciences)
for i := range c.g.Map.Planet {
p := &c.g.Map.Planet[i]
if p.Owner != nil && *p.Owner != r.ID {
continue
}
p.Wipe()
}
r.Votes = 0
r.VoteFor = r.ID
r.Extinct = true
r.TTL = 0
c.invalidateFleetCache()
c.invalidateShipGroupCache()
}
func (c *Cache) listRaceActingIdx() iter.Seq[int] {
return func(yield func(int) bool) {
for i := range c.listRaceIdx() {
if c.g.Race[i].Extinct {
continue
}
if !yield(i) {
return
}
}
}
}
func (c *Cache) listRaceIdx() iter.Seq[int] {
return func(yield func(int) bool) {
for i := range c.g.Race {
if !yield(i) {
return
}
}
}
}