Files
galaxy-game/internal/model/game/fleet.go
T
2025-11-21 21:40:15 +03:00

103 lines
2.5 KiB
Go

package game
import (
"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"`
}
// 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) joinShipGroupToFleetInternal(ri int, fleetName string, group, count uint) (err error) {
name, ok := validateTypeName(fleetName)
if !ok {
return e.NewEntityTypeNameValidationError("%q", name)
}
sgi := -1
var maxIndex uint
for i, sg := range g.listShipGroups(ri) {
if sgi < 0 && sg.Index == group {
sgi = i
}
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", group)
}
if g.ShipGroups[sgi].Number < count {
return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, count)
}
fi := g.fleetIndex(ri, name)
if fi < 0 {
fi, err = g.createFleet(ri, name)
if err != nil {
return err
}
}
if g.ShipGroups[sgi].Number != count && count > 0 {
newGroup := g.ShipGroups[sgi]
newGroup.Number -= count
g.ShipGroups[sgi].Number = count
newGroup.Index = maxIndex + 1
g.ShipGroups = append(g.ShipGroups, newGroup)
}
g.ShipGroups[sgi].FleetID = &g.Fleets[fi].ID
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) 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)
}
g.Fleets = append(g.Fleets, Fleet{
ID: uuid.New(),
OwnerID: g.Race[ri].ID,
Name: n,
})
return len(g.Fleets) - 1, nil
}