package game import "github.com/google/uuid" // 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 // } // } // } // } // }