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
+46 -75
View File
@@ -118,29 +118,39 @@ func (c *Cache) DeleteShipGroup(i int) {
}
func (c *Cache) DeleteKilledShipGroups() {
keepFleet := make(map[uuid.UUID]bool, len(c.g.Fleets))
for i := len(c.g.ShipGroups) - 1; i >= 0; i-- {
if c.g.ShipGroups[i].FleetID != nil {
id := *c.g.ShipGroups[i].FleetID
keepFleet[id] = keepFleet[id] || c.g.ShipGroups[i].Number > 0
}
if c.g.ShipGroups[i].Number == 0 {
c.unsafeDeleteShipGroup(i)
}
}
// TODO: delete empty fleets
}
func (c *Controller) JoinEqualGroups(raceName string) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
for id, keep := range keepFleet {
if keep {
continue
}
c.unsafeDeleteFleet(c.MustFleetIndex(id))
}
c.Cache.JoinEqualGroups(ri)
return nil
}
func (c *Cache) TurnMergeEqualShipGroups() {
for i := range c.g.Race {
for i := range c.listRaceActingIdx() {
c.transferPendingGroups(i)
c.JoinEqualGroups(i)
}
}
func (c *Cache) transferPendingGroups(ri int) {
for sg := range c.listShipGroups(ri) {
if sg.State() == game.StateTransfer {
sg.StateTransfer = false
}
}
}
func (c *Cache) JoinEqualGroups(ri int) {
c.validateRaceIndex(ri)
raceGroups := make([]game.ShipGroup, 0)
@@ -183,30 +193,14 @@ func (c *Cache) JoinEqualGroups(ri int) {
}
}
func (c *Controller) BreakGroup(raceName string, groupIndex, quantity uint) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
return c.Cache.BreakGroup(ri, groupIndex, quantity)
}
func (c *Controller) DisassembleGroup(raceName string, groupIndex, quantity uint) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
return c.Cache.DisassembleGroup(ri, groupIndex, quantity)
}
func (c *Cache) DisassembleGroup(ri int, groupIndex, quantity uint) error {
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if c.ShipGroup(sgi).State() != game.StateInOrbit {
return e.NewShipsBusyError()
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
}
if c.ShipGroup(sgi).Number < quantity {
@@ -254,18 +248,6 @@ func (c *Cache) DisassembleGroup(ri int, groupIndex, quantity uint) error {
return nil
}
func (c *Controller) LoadCargo(raceName string, groupIndex uint, cargoType string, ships uint, quantity float64) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
ct, ok := game.CargoTypeSet[cargoType]
if !ok {
return e.NewCargoTypeInvalidError(cargoType)
}
return c.Cache.LoadCargo(ri, groupIndex, ct, ships, quantity)
}
// 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.
@@ -277,8 +259,8 @@ func (c *Cache) LoadCargo(ri int, groupIndex uint, ct game.CargoType, ships uint
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if c.ShipGroup(sgi).State() != game.StateInOrbit {
return e.NewShipsBusyError()
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
}
p, ok := c.Planet(c.ShipGroup(sgi).Destination)
if !ok {
@@ -337,14 +319,6 @@ func (c *Cache) LoadCargo(ri int, groupIndex uint, ct game.CargoType, ships uint
return nil
}
func (c *Controller) UnloadCargo(raceName string, groupIndex uint, ships uint, quantity float64) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
return c.Cache.UnloadCargo(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 (c *Cache) UnloadCargo(ri int, groupIndex uint, ships uint, quantity float64) error {
@@ -356,8 +330,8 @@ func (c *Cache) UnloadCargo(ri int, groupIndex uint, ships uint, quantity float6
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if c.ShipGroup(sgi).State() != game.StateInOrbit {
return e.NewShipsBusyError()
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
}
st := c.ShipGroupShipClass(sgi)
if st.Cargo < 1 {
@@ -429,19 +403,7 @@ func (c *Cache) unsafeUnloadCargo(sgi int, q float64) {
p.UnpackCapital()
}
func (c *Controller) GiveawayGroup(raceName, raceAcceptor string, groupIndex, quantity uint) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
riAccept, err := c.Cache.raceIndex(raceAcceptor)
if err != nil {
return err
}
return c.Cache.GiveawayGroup(ri, riAccept, groupIndex, quantity)
}
func (c *Cache) GiveawayGroup(ri, riAccept int, groupIndex, quantity uint) (err error) {
func (c *Cache) TransferGroup(ri, riAccept int, groupIndex, quantity uint) (err error) {
if ri == riAccept {
return e.NewSameRaceError(c.g.Race[riAccept].Name)
}
@@ -449,8 +411,13 @@ func (c *Cache) GiveawayGroup(ri, riAccept int, groupIndex, quantity uint) (err
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if c.ShipGroup(sgi).Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity)
sg := c.ShipGroup(sgi)
state := sg.State()
if state == game.StateTransfer {
return e.NewShipsBusyError("state: %s", state)
}
if sg.Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", sg.Number, quantity)
}
st := c.ShipGroupShipClass(sgi)
@@ -474,18 +441,22 @@ func (c *Cache) GiveawayGroup(ri, riAccept int, groupIndex, quantity uint) (err
stAcc = len(c.g.Race[riAccept].ShipTypes) - 1
}
sg := *(c.ShipGroup(sgi))
sg.TypeID = c.g.Race[riAccept].ShipTypes[stAcc].ID
sg.Number = uint(quantity)
sg.Tech = maps.Clone(sg.Tech)
c.appendShipGroup(riAccept, &sg)
newGroup := *(sg)
newGroup.TypeID = c.g.Race[riAccept].ShipTypes[stAcc].ID
newGroup.Tech = maps.Clone(sg.Tech)
if state == game.StateLaunched {
newGroup.StateTransfer = true
}
if quantity == 0 || quantity == c.ShipGroup(sgi).Number {
if quantity == 0 || quantity == sg.Number {
c.unsafeDeleteShipGroup(sgi)
} else {
c.ShipGroup(sgi).Number -= quantity
newGroup.Number = quantity
sg.Number -= quantity
}
c.appendShipGroup(riAccept, &newGroup)
return nil
}
@@ -502,7 +473,7 @@ func (c *Cache) BreakGroup(ri int, groupIndex, quantity uint) error {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if c.ShipGroup(sgi).State() != game.StateInOrbit {
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError()
}