package controller import ( "fmt" "iter" "math" "slices" "github.com/google/uuid" e "github.com/iliadenisov/galaxy/internal/error" "github.com/iliadenisov/galaxy/internal/model/game" ) func (c *Cache) FleetState(fleetID uuid.UUID) (game.ShipGroupState, *uint, *game.InSpace) { fi := c.MustFleetIndex(fleetID) ri := c.RaceIndex(c.g.Fleets[fi].OwnerID) var state *game.ShipGroupState var onPlanet *uint var is *game.InSpace for sg := range c.FleetGroups(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", c.g.Race[ri].Name, c.g.Fleets[fi].Name)) } if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet { for sg := range c.FleetGroups(ri, fi) { fmt.Println("group", sg.Index, "fleet", sg.FleetID, c.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", c.g.Race[ri].Name, c.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", c.g.Race[ri].Name, c.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", c.g.Race[ri].Name, c.g.Fleets[fi].Name)) } } if state == nil { panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", c.g.Race[ri].Name, c.g.Fleets[fi].Name)) } return *state, onPlanet, is } // TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first. func (c *Cache) FleetSpeedAndMass(fi int) (float64, float64) { c.validateFleetIndex(fi) speed := math.MaxFloat64 mass := 0. for sgi := range c.ShipGroupsIndex() { if c.ShipGroup(sgi).FleetID == nil || *c.ShipGroup(sgi).FleetID != c.g.Fleets[fi].ID { continue } sg := c.ShipGroup(sgi) st := c.ShipGroupShipClass(sgi) typeSpeed := sg.Speed(st) if typeSpeed < speed { speed = typeSpeed } mass += sg.FullMass(st) } return speed, mass } func (c *Controller) JoinShipGroupToFleet(raceName, fleetName string, group, count uint) error { ri, err := c.Cache.raceIndex(raceName) if err != nil { return err } return c.Cache.JoinShipGroupToFleet(ri, fleetName, group, count) } func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quantity uint) (err error) { c.validateRaceIndex(ri) name, ok := validateTypeName(fleetName) if !ok { return e.NewEntityTypeNameValidationError("%q", name) } 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 c.ShipGroup(sgi).Number < quantity { return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity) } var oldFleetID *uuid.UUID if c.ShipGroup(sgi).FleetID != nil { fID := *c.ShipGroup(sgi).FleetID oldFleetID = &fID } fi, ok := c.fleetIndex(ri, name) if !ok { fi, err = c.createFleet(ri, name) if err != nil { return err } } else { state, onPlanet, _ := c.FleetState(c.g.Fleets[fi].ID) if state != game.StateInOrbit || *onPlanet != c.ShipGroup(sgi).Destination { return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName) } } if quantity > 0 && quantity < c.ShipGroup(sgi).Number { nsgi, err := c.breakGroupSafe(ri, groupIndex, quantity) if err != nil { return err } sgi = nsgi } c.ShipGroupJoinFleet(sgi, &c.g.Fleets[fi].ID) if oldFleetID != nil { keepOldFleet := false for sg := range c.listShipGroups(ri) { if sg.FleetID != nil && *sg.FleetID == *oldFleetID { keepOldFleet = true break } } if !keepOldFleet { oldFleetIndex, ok := c.FleetIndex(*oldFleetID) if !ok { return e.NewGameStateError("old fleet index not found by ID=%v", *oldFleetID) } if err := c.deleteFleetSafe(ri, c.g.Fleets[oldFleetIndex].Name); err != nil { return err } } } return nil } func (c *Controller) JoinFleets(raceName, fleetSourceName, fleetTargetName string) error { ri, err := c.Cache.raceIndex(raceName) if err != nil { return err } return c.Cache.JoinFleets(ri, fleetSourceName, fleetTargetName) } func (c *Cache) JoinFleets(ri int, fleetSourceName, fleetTargetName string) (err error) { fiSource, ok := c.fleetIndex(ri, fleetSourceName) if !ok { return e.NewEntityNotExistsError("source fleet %s", fleetSourceName) } fiTarget, ok := c.fleetIndex(ri, fleetTargetName) if !ok { return e.NewEntityNotExistsError("target fleet %s", fleetTargetName) } srcState, planet1, _ := c.FleetState(c.g.Fleets[fiSource].ID) tgtState, planet2, _ := c.FleetState(c.g.Fleets[fiTarget].ID) if srcState != game.StateInOrbit || srcState != tgtState || *planet1 != *planet2 { return e.NewShipsNotOnSamePlanetError() } for sg := range c.listShipGroups(ri) { if sg.FleetID != nil && *sg.FleetID == c.g.Fleets[fiSource].ID { sg.FleetID = &c.g.Fleets[fiTarget].ID } } return c.deleteFleetSafe(ri, fleetSourceName) } func (c *Cache) createFleet(ri int, name string) (int, error) { c.validateRaceIndex(ri) n, ok := validateTypeName(name) if !ok { return 0, e.NewEntityTypeNameValidationError("%q", n) } if _, ok := c.fleetIndex(ri, n); ok { return 0, e.NewEntityTypeNameDuplicateError("fleet %q", n) } fleets := slices.Clone(c.g.Fleets) fleets = append(fleets, game.Fleet{ ID: uuid.New(), OwnerID: c.g.Race[ri].ID, Name: n, }) c.g.Fleets = fleets i := len(c.g.Fleets) - 1 if c.cacheFleetIndexByID != nil { c.cacheFleetIndexByID[c.g.Fleets[i].ID] = i } return i, nil } func (c *Cache) deleteFleetSafe(ri int, name string) error { fi, ok := c.fleetIndex(ri, name) if !ok { return e.NewEntityNotExistsError("fleet %s", name) } for sg := range c.listShipGroups(ri) { if sg.FleetID != nil && *(sg.FleetID) == c.g.Fleets[fi].ID { return e.NewEntityInUseError("fleet %s: race %s, group #%d", name, c.g.Race[ri].Name, sg.Number) } } c.g.Fleets = append(c.g.Fleets[:fi], c.g.Fleets[fi+1:]...) c.cacheFleetIndexByID = nil return nil } // Internal funcs func (c *Cache) FleetIndex(ID uuid.UUID) (int, bool) { if len(c.cacheFleetIndexByID) == 0 { c.cacheFleetIndexByID = make(map[uuid.UUID]int) for i := range c.g.Fleets { c.cacheFleetIndexByID[c.g.Fleets[i].ID] = i } } if v, ok := c.cacheFleetIndexByID[ID]; ok { return v, true } else { return -1, false } } // TODO: rename / [fleetIndex] func (c *Cache) MustFleetIndex(ID uuid.UUID) int { if v, ok := c.FleetIndex(ID); ok { return v } else { panic(fmt.Sprintf("fleet not found by ID=%v", ID)) } } func (c *Cache) FleetGroups(ri, fi int) iter.Seq[*game.ShipGroup] { c.validateRaceIndex(ri) c.validateFleetIndex(fi) return func(yield func(*game.ShipGroup) bool) { for sg := range c.listShipGroups(ri) { if sg.FleetID != nil && *sg.FleetID == c.g.Fleets[fi].ID { if !yield(sg) { break } } } } } func (c *Cache) fleetGroupIds(ri, fi int) iter.Seq[int] { c.validateRaceIndex(ri) c.validateFleetIndex(fi) return func(yield func(int) bool) { for i := range c.ShipGroupsIndex() { sg := c.ShipGroup(i) if c.g.Race[ri].ID != sg.OwnerID { continue } if sg.FleetID == nil || c.MustFleetIndex(*sg.FleetID) != fi { continue } if !yield(i) { return } } } } func (c *Cache) listFleets(ri int) iter.Seq[*game.Fleet] { c.validateRaceIndex(ri) return func(yield func(*game.Fleet) bool) { for i := range c.g.Fleets { if c.g.Fleets[i].OwnerID == c.g.Race[ri].ID { if !yield(&c.g.Fleets[i]) { return } } } } } func (c *Cache) fleetIndex(ri int, name string) (int, bool) { c.validateRaceIndex(ri) if i := slices.IndexFunc(c.g.Fleets, func(f game.Fleet) bool { return f.OwnerID == c.g.Race[ri].ID && f.Name == name }); i < 0 { return -1, false } else { return i, true } } func (c *Cache) validateFleetIndex(i int) { if i >= len(c.g.Fleets) { panic(fmt.Sprintf("fleet index out of range: %d >= %d", i, len(c.g.Fleets))) } }