refactor: fleet/group AtPlanet
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@@ -17,7 +17,7 @@ type FleetState struct {
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State game.ShipGroupState
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Destination uint
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InSpace func() (game.InSpace, bool)
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OnPlanet func() (uint, bool)
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AtPlanet func() (uint, bool)
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}
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func (fs *FleetState) inSpace() bool {
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@@ -25,16 +25,16 @@ func (fs *FleetState) inSpace() bool {
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return ok
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}
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func (fs FleetState) OnSamePlanet(other FleetState) bool {
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op1, ok := fs.OnPlanet()
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func (fs FleetState) AtSamePlanet(other FleetState) bool {
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pn1, ok := fs.AtPlanet()
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if !ok {
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return false
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}
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op2, ok := other.OnPlanet()
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pn2, ok := other.AtPlanet()
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if !ok {
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return false
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}
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return op1 == op2
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return pn1 == pn2
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}
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func (c *Cache) FleetState(fleetID uuid.UUID) FleetState {
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@@ -43,16 +43,15 @@ func (c *Cache) FleetState(fleetID uuid.UUID) FleetState {
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fs := &FleetState{
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State: fleetStateNil,
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InSpace: func() (game.InSpace, bool) { return game.InSpace{}, false },
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OnPlanet: func() (uint, bool) { return 0, false },
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AtPlanet: func() (uint, bool) { return 0, false },
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}
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for sg := range c.FleetGroups(ri, fi) {
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if fs.State == fleetStateNil {
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fs.State = sg.State()
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fs.Destination = sg.Destination
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if planet, ok := sg.OnPlanet(); ok {
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fs.OnPlanet = func() (uint, bool) { return planet, ok }
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}
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if sg.StateInSpace != nil {
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if pn, ok := sg.AtPlanet(); ok {
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fs.AtPlanet = func() (uint, bool) { return pn, ok }
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} else if sg.StateInSpace != nil {
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fs.InSpace = func() (game.InSpace, bool) { return *sg.StateInSpace, true }
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}
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continue
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@@ -63,8 +62,8 @@ func (c *Cache) FleetState(fleetID uuid.UUID) FleetState {
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if fs.Destination != sg.Destination {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different destination", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
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}
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if planet, ok := sg.OnPlanet(); ok {
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if onPlanet, ok := fs.OnPlanet(); ok && onPlanet != planet {
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if planet, ok := sg.AtPlanet(); ok {
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if onPlanet, ok := fs.AtPlanet(); ok && onPlanet != planet {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", c.g.Race[ri].Name, c.g.Fleets[fi].Name, onPlanet, planet))
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}
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}
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@@ -142,7 +141,7 @@ func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quant
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}
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} else {
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fleetState := c.FleetState(c.g.Fleets[fi].ID)
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if onPlanet, ok := fleetState.OnPlanet(); (ok && onPlanet != c.ShipGroup(sgi).Destination) || fleetState.State != game.StateInOrbit {
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if onPlanet, ok := fleetState.AtPlanet(); (ok && onPlanet != c.ShipGroup(sgi).Destination) || fleetState.State != game.StateInOrbit {
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return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
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}
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}
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@@ -198,7 +197,7 @@ func (c *Cache) JoinFleets(ri int, fleetSourceName, fleetTargetName string) (err
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}
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stateSrc := c.FleetState(c.g.Fleets[fiSource].ID)
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stateDst := c.FleetState(c.g.Fleets[fiTarget].ID)
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if !stateSrc.OnSamePlanet(stateDst) {
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if !stateSrc.AtSamePlanet(stateDst) {
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return e.NewShipsNotOnSamePlanetError()
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}
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@@ -22,7 +22,7 @@ func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error {
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c.validateRaceIndex(ri)
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c.validateFleetIndex(fi)
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fleetState := c.FleetState(c.g.Fleets[fi].ID)
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sourcePlanet, ok := fleetState.OnPlanet()
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sourcePlanet, ok := fleetState.AtPlanet()
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if !ok || game.StateInOrbit != fleetState.State && game.StateLaunched != fleetState.State {
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return e.NewShipsBusyError()
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}
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@@ -27,7 +27,7 @@ func (c *Cache) SendGroup(ri int, groupIndex, planetNumber, quantity uint) error
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return e.NewSendShipHasNoDrivesError()
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}
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sourcePlanet, ok := c.ShipGroup(sgi).OnPlanet()
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sourcePlanet, ok := c.ShipGroup(sgi).AtPlanet()
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if !ok {
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return e.NewShipsBusyError()
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}
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