package controller import ( "fmt" "slices" "github.com/google/uuid" e "github.com/iliadenisov/galaxy/internal/error" "github.com/iliadenisov/galaxy/internal/model/game" ) func (c *Controller) CreateScience(raceName, typeName string, drive, weapons, shields, cargo float64) error { ri, err := c.Cache.raceIndex(raceName) if err != nil { return err } return c.Cache.CreateScience(ri, typeName, drive, weapons, shields, cargo) } func (c *Cache) CreateScience(ri int, name string, drive, weapons, shileds, cargo float64) error { c.validateRaceIndex(ri) n, ok := validateTypeName(name) if !ok { return e.NewEntityTypeNameValidationError("%q", n) } if sc := slices.IndexFunc(c.g.Race[ri].Sciences, func(s game.Science) bool { return s.Name == n }); sc >= 0 { return e.NewEntityTypeNameDuplicateError("science %q", c.g.Race[ri].Sciences[sc].Name) } if drive < 0 { return e.NewDriveValueError(drive) } if weapons < 0 { return e.NewWeaponsValueError(weapons) } if shileds < 0 { return e.NewShieldsValueError(shileds) } if cargo < 0 { return e.NewCargoValueError(cargo) } sum := drive + weapons + shileds + cargo if sum != 1 { return e.NewScienceSumValuesError("D=%f W=%f S=%f C=%f sum=%f", drive, weapons, shileds, cargo, sum) } c.g.Race[ri].Sciences = append(c.g.Race[ri].Sciences, game.Science{ ID: uuid.New(), ScienceReport: game.ScienceReport{ Name: n, Drive: drive, Weapons: weapons, Shields: shileds, Cargo: cargo, }, }) return nil } func (c *Controller) DeleteScience(raceName, typeName string) error { ri, err := c.Cache.raceIndex(raceName) if err != nil { return err } return c.Cache.DeleteScience(ri, typeName) } func (c *Cache) DeleteScience(ri int, name string) error { c.validateRaceIndex(ri) sc := slices.IndexFunc(c.g.Race[ri].Sciences, func(s game.Science) bool { return s.Name == name }) if sc < 0 { return e.NewEntityNotExistsError("science %q", name) } if pl := slices.IndexFunc(c.g.Map.Planet, func(p game.Planet) bool { return p.Production.Type == game.ResearchScience && p.Production.SubjectID != nil && *p.Production.SubjectID == c.g.Race[ri].Sciences[sc].ID }); pl >= 0 { return e.NewDeleteSciencePlanetProductionError(c.g.Map.Planet[pl].Name) } c.g.Race[ri].Sciences = append(c.g.Race[ri].Sciences[:sc], c.g.Race[ri].Sciences[sc+1:]...) return nil } func ResearchTech(r *game.Race, indCapacity float64, drive, weapons, shields, cargo float64) { increment := indCapacity / 5000. if drive > 0 { r.Tech = r.Tech.Set(game.TechDrive, r.Tech.Value(game.TechDrive)+increment*drive) } if weapons > 0 { r.Tech = r.Tech.Set(game.TechWeapons, r.Tech.Value(game.TechWeapons)+increment*weapons) } if shields > 0 { r.Tech = r.Tech.Set(game.TechShields, r.Tech.Value(game.TechShields)+increment*shields) } if cargo > 0 { r.Tech = r.Tech.Set(game.TechCargo, r.Tech.Value(game.TechCargo)+increment*cargo) } } // Internal func func (c *Cache) raceScience(ri int) []game.Science { c.validateRaceIndex(ri) return c.g.Race[ri].Sciences } func (c *Cache) mustScience(ri int, id uuid.UUID) *game.Science { c.validateRaceIndex(ri) r := &c.g.Race[ri] i := slices.IndexFunc(r.Sciences, func(s game.Science) bool { return s.ID == id }) if i < 0 { panic(fmt.Sprintf("science not found for race=%q id=%v", r.Name, id)) } return &c.g.Race[ri].Sciences[i] }