package game import ( "fmt" "iter" "math" "slices" "github.com/google/uuid" e "github.com/iliadenisov/galaxy/internal/error" ) type Fleet struct { ID uuid.UUID `json:"id"` OwnerID uuid.UUID `json:"ownerId"` Name string `json:"name"` } func FleetState(g *Game, fleetID uuid.UUID) (ShipGroupState, *uint, *InSpace) { fi := slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.ID == fleetID }) if fi < 0 { panic("FleetState: fleet id not found: " + fleetID.String()) } ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == g.Fleets[fi].OwnerID }) if ri < 0 { panic("FleetState: race id not found: " + g.Fleets[fi].OwnerID.String()) } var state *ShipGroupState var onPlanet *uint var is *InSpace for sg := range FleetGroups(g, ri, fi) { if state == nil { s := sg.State() state = &s if planet, ok := sg.OnPlanet(); ok { onPlanet = &planet } is = sg.StateInSpace continue } if *state != sg.State() { panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different states", g.Race[ri].Name, g.Fleets[fi].Name)) } if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet { for sg := range FleetGroups(g, ri, fi) { fmt.Println("group", sg.Index, "fleet", sg.FleetID, g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination) } panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", g.Race[ri].Name, g.Fleets[fi].Name, *onPlanet, planet)) } if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) { panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q on_planet and in_space at the same time", g.Race[ri].Name, g.Fleets[fi].Name)) } if is != nil && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) { panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different is_space states", g.Race[ri].Name, g.Fleets[fi].Name)) } } if state == nil { panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", g.Race[ri].Name, g.Fleets[fi].Name)) } return *state, onPlanet, is } // TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first. func (g Game) FleetSpeed(fl Fleet) float64 { result := math.MaxFloat64 for sg := range g.ShipGroups { if g.ShipGroups[sg].FleetID == nil || *g.ShipGroups[sg].FleetID != fl.ID { continue } st := g.mustShipType(g.ShipGroups[sg].TypeID) typeSpeed := g.ShipGroups[sg].Speed(st) if typeSpeed < result { result = typeSpeed } } return result } func (g *Game) JoinShipGroupToFleet(raceName, fleetName string, group, count uint) error { ri, err := g.raceIndex(raceName) if err != nil { return err } return g.joinShipGroupToFleetInternal(ri, fleetName, group, count) } func (g *Game) JoinFleets(raceName, fleetSourceName, fleetTargetName string) error { ri, err := g.raceIndex(raceName) if err != nil { return err } return g.joinFleetsInternal(ri, fleetSourceName, fleetTargetName) } func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, groupIndex, quantity uint) (err error) { name, ok := validateTypeName(fleetName) if !ok { return e.NewEntityTypeNameValidationError("%q", name) } 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 e.NewEntityNotExistsError("group #%d", groupIndex) } if g.ShipGroups[sgi].State() != StateInOrbit { return e.NewShipsBusyError() } if g.ShipGroups[sgi].Number < quantity { return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity) } fi := g.fleetIndex(ri, name) if fi < 0 { fi, err = g.createFleet(ri, name) if err != nil { return err } } else { state, onPlanet, _ := FleetState(g, g.Fleets[fi].ID) if state != StateInOrbit || *onPlanet != g.ShipGroups[sgi].Destination { return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName) } } // FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group } if quantity > 0 && quantity < g.ShipGroups[sgi].Number { // nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity) // if err != nil { // return err // } // sgi = nsgi newGroup := g.ShipGroups[sgi] newGroup.Number -= quantity g.ShipGroups[sgi].Number = quantity newGroup.Index = maxIndex + 1 g.ShipGroups = append(g.ShipGroups, newGroup) } g.ShipGroups[sgi].FleetID = &g.Fleets[fi].ID return nil } func (g *Game) createFleet(ri int, name string) (int, error) { n, ok := validateTypeName(name) if !ok { return 0, e.NewEntityTypeNameValidationError("%q", n) } if fl := g.fleetIndex(ri, n); fl >= 0 { return 0, e.NewEntityTypeNameDuplicateError("fleet %w", g.Fleets[fl].Name) } fleets := slices.Clone(g.Fleets) fleets = append(fleets, Fleet{ ID: uuid.New(), OwnerID: g.Race[ri].ID, Name: n, }) g.Fleets = fleets return len(g.Fleets) - 1, nil } func (g *Game) joinFleetsInternal(ri int, fleetSourceName, fleetTargetName string) (err error) { fiSource := g.fleetIndex(ri, fleetSourceName) if fiSource < 0 { return e.NewEntityNotExistsError("source fleet %s", fleetSourceName) } fiTarget := g.fleetIndex(ri, fleetTargetName) if fiTarget < 0 { return e.NewEntityNotExistsError("target fleet %s", fleetTargetName) } srcState, planet1, _ := FleetState(g, g.Fleets[fiSource].ID) tgtState, planet2, _ := FleetState(g, g.Fleets[fiTarget].ID) if srcState != StateInOrbit || srcState != tgtState || *planet1 != *planet2 { return e.NewShipsNotOnSamePlanetError() } for sgi, sg := range g.listIndexShipGroups(ri) { if sg.FleetID != nil && *sg.FleetID == g.Fleets[fiSource].ID { g.ShipGroups[sgi].FleetID = &g.Fleets[fiTarget].ID } } return g.deleteFleetSafe(ri, fleetSourceName) } func (g *Game) deleteFleetSafe(ri int, name string) error { fi := g.fleetIndex(ri, name) if fi < 0 { return e.NewEntityNotExistsError("fleet %s", name) } for sgi := range g.ShipGroups { if g.ShipGroups[sgi].FleetID != nil && *g.ShipGroups[sgi].FleetID == g.Fleets[fi].ID { return e.NewEntityInUseError("fleet %s: race %s, group #%d", name, g.Race[ri].Name, g.ShipGroups[sgi].Number) } } g.Fleets = append(g.Fleets[:fi], g.Fleets[fi+1:]...) return nil } func (g Game) fleetIndex(ri int, name string) int { return slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.OwnerID == g.Race[ri].ID && f.Name == name }) } func (g Game) listFleets(ri int) iter.Seq[Fleet] { return func(yield func(Fleet) bool) { for _, fl := range g.listIndexFleets(ri) { if !yield(fl) { return } } } } func (g Game) listIndexFleets(ri int) iter.Seq2[int, Fleet] { return func(yield func(int, Fleet) bool) { for i := range g.Fleets { if g.Fleets[i].OwnerID == g.Race[ri].ID { if !yield(i, g.Fleets[i]) { return } } } } } func FleetGroups(g *Game, ri, fi int) iter.Seq[ShipGroup] { if len(g.Fleets) < fi+1 { panic(fmt.Sprintf("FleetGroups: game fleets index %d invalid: len=%d", fi, len(g.Fleets))) } return func(yield func(ShipGroup) bool) { for sg := range g.listShipGroups(ri) { if sg.FleetID != nil && *sg.FleetID == g.Fleets[fi].ID { if !yield(sg) { break } } } } }