Files
galaxy-game/game/internal/controller/race.go
T
Ilia Denisov 9ade76e21d fs storage
2026-03-13 21:07:23 +02:00

179 lines
4.0 KiB
Go

package controller
import (
"fmt"
"iter"
"slices"
e "galaxy/error"
"galaxy/game/internal/model/game"
)
func (c *Cache) Relation(r1, r2 int) game.Relation {
if c.cacheRelation == nil {
c.cacheRelation = make(map[int]map[int]game.Relation)
for r1 := range c.listRaceActingIdx() {
for r2 := range c.listRaceActingIdx() {
if r1 == r2 {
continue
}
rel := slices.IndexFunc(c.g.Race[r1].Relations, func(r game.RaceRelation) bool { return r.RaceID == c.g.Race[r2].ID })
if rel < 0 {
panic(fmt.Sprintf("Relation: opponent not found idx=%d", r2))
}
c.updateRelationCache(r1, r2, c.g.Race[r1].Relations[rel].Relation)
}
}
}
if _, ok := c.cacheRelation[r1]; !ok {
panic(fmt.Sprintf("Relation: no left race idx=%d", r1))
}
if v, ok := c.cacheRelation[r1][r2]; !ok {
panic(fmt.Sprintf("Relation: no right race idx=%d", r2))
} else {
return v
}
}
func (c *Cache) updateRelationCache(r1, r2 int, rel game.Relation) {
if r1 == r2 {
return
}
if c.cacheRelation == nil {
c.cacheRelation = make(map[int]map[int]game.Relation)
}
if _, ok := c.cacheRelation[r1]; !ok {
c.cacheRelation[r1] = make(map[int]game.Relation)
}
c.cacheRelation[r1][r2] = rel
}
func (c *Cache) Voted(ri int) int {
c.validateRaceIndex(ri)
return c.RaceIndex(c.g.Race[ri].VoteFor)
}
func (c *Cache) UpdateRelation(ri, other int, rel game.Relation) (err error) {
defer func() {
if err == nil && c.cacheRelation != nil {
c.updateRelationCache(ri, other, rel)
}
}()
for o := range c.g.Race[ri].Relations {
switch {
case ri == other:
c.g.Race[ri].Relations[o].Relation = rel
case c.g.Race[ri].Relations[o].RaceID == c.g.Race[other].ID:
c.g.Race[ri].Relations[o].Relation = rel
return nil
}
}
if ri != other {
err = e.NewGameStateError("UpdateRelation: opponent not found")
}
return
}
func (c *Cache) validateRaceIndex(i int) {
if i >= len(c.g.Race) {
panic(fmt.Sprintf("race index out of range: %d >= %d", i, len(c.g.Race)))
}
}
func (c *Cache) validActor(name string) (int, error) {
i, err := c.validRace(name)
if err != nil {
return -1, err
}
c.g.Race[i].TTL = 10
return i, nil
}
// validRace returns index of race with given name or error when race not found or extinct
func (c *Cache) validRace(name string) (int, error) {
i, err := c.raceIndex(name)
if err != nil {
return -1, err
}
if c.g.Race[i].Extinct {
return -1, e.NewRaceExinctError(name)
}
return i, nil
}
func (c *Cache) raceIndex(name string) (int, error) {
i := slices.IndexFunc(c.g.Race, func(r game.Race) bool { return r.Name == name })
if i < 0 {
return i, e.NewRaceUnknownError(name)
}
return i, nil
}
func (c *Cache) raceTechLevel(ri int, t game.Tech, v float64) {
c.validateRaceIndex(ri)
c.g.Race[ri].Tech = c.g.Race[ri].Tech.Set(t, v)
}
func (c *Cache) TurnWipeExtinctRaces() {
for i := range c.listRaceActingIdx() {
if c.g.Race[i].TTL == 0 {
c.wipeRace(i)
}
}
}
func (c *Cache) wipeRace(ri int) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
c.g.ShipGroups = slices.DeleteFunc(c.g.ShipGroups, func(v game.ShipGroup) bool { return v.OwnerID == r.ID })
c.g.Fleets = slices.DeleteFunc(c.g.Fleets, func(v game.Fleet) bool { return v.OwnerID == r.ID })
clear(r.ShipTypes)
clear(r.Sciences)
for i := range c.g.Map.Planet {
p := &c.g.Map.Planet[i]
if p.Owner != nil && *p.Owner != r.ID {
continue
}
p.Wipe()
}
for i := range c.listRaceActingIdx() {
if i == ri {
continue
}
if c.g.Race[i].VoteFor == r.ID {
c.g.Race[i].VoteFor = c.g.Race[i].ID
}
}
r.Votes = 0
r.VoteFor = r.ID
r.Extinct = true
r.TTL = 0
c.invalidateFleetCache()
c.invalidateShipGroupCache()
}
func (c *Cache) listRaceActingIdx() iter.Seq[int] {
return func(yield func(int) bool) {
for i := range c.listRaceIdx() {
if c.g.Race[i].Extinct {
continue
}
if !yield(i) {
return
}
}
}
}
func (c *Cache) listRaceIdx() iter.Seq[int] {
return func(yield func(int) bool) {
for i := range c.g.Race {
if !yield(i) {
return
}
}
}
}