Files
galaxy-game/internal/controller/fleet.go
T
2026-02-10 20:54:43 +03:00

333 lines
8.8 KiB
Go

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"
"github.com/iliadenisov/galaxy/internal/util"
)
var fleetStateNil = game.ShipGroupState("-")
type FleetState struct {
State game.ShipGroupState
Destination uint
InSpace func() (game.InSpace, bool)
AtPlanet func() (uint, bool)
}
func (fs *FleetState) inSpace() bool {
_, ok := fs.InSpace()
return ok
}
func (fs FleetState) AtSamePlanet(other FleetState) bool {
pn1, ok := fs.AtPlanet()
if !ok {
return false
}
pn2, ok := other.AtPlanet()
if !ok {
return false
}
return pn1 == pn2
}
func (c *Cache) FleetState(fleetID uuid.UUID) FleetState {
fi := c.MustFleetIndex(fleetID)
ri := c.RaceIndex(c.g.Fleets[fi].OwnerID)
fs := &FleetState{
State: fleetStateNil,
InSpace: func() (game.InSpace, bool) { return game.InSpace{}, false },
AtPlanet: func() (uint, bool) { return 0, false },
}
for sgi := range c.FleetGroupIdx(ri, fi) {
sg := c.ShipGroup(sgi)
if fs.State == fleetStateNil {
fs.State = sg.State()
fs.Destination = sg.Destination
if pn, ok := sg.AtPlanet(); ok {
fs.AtPlanet = func() (uint, bool) { return pn, ok }
} else if sg.StateInSpace != nil {
fs.InSpace = func() (game.InSpace, bool) { return *sg.StateInSpace, true }
}
continue
}
if fs.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 fs.Destination != sg.Destination {
panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different destination", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
}
if planet, ok := sg.AtPlanet(); ok {
if onPlanet, ok := fs.AtPlanet(); ok && onPlanet != planet {
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 (!fs.inSpace() && sg.StateInSpace != nil) || (fs.inSpace() && 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, ok := fs.InSpace(); ok && 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 fs.State == fleetStateNil {
panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
}
return *fs
}
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 *Cache) ShipGroupJoinFleet(ri int, fleetName string, groupID uuid.UUID, quantity uint) (err error) {
c.validateRaceIndex(ri)
name, ok := util.ValidateTypeName(fleetName)
if !ok {
return e.NewEntityTypeNameValidationError("%q", name)
}
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group %s", groupID)
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
}
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 {
fleetState := c.FleetState(c.g.Fleets[fi].ID)
if onPlanet, ok := fleetState.AtPlanet(); (ok && onPlanet != c.ShipGroup(sgi).Destination) || fleetState.State != game.StateInOrbit {
return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
}
}
if quantity > 0 && quantity < c.ShipGroup(sgi).Number {
nsgi, err := c.breakGroupSafe(ri, groupID, quantity)
if err != nil {
return err
}
sgi = nsgi
}
c.internalShipGroupJoinFleet(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 *Cache) fleetMerge(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)
}
stateSrc := c.FleetState(c.g.Fleets[fiSource].ID)
stateDst := c.FleetState(c.g.Fleets[fiTarget].ID)
if !stateSrc.AtSamePlanet(stateDst) {
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 := util.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.unsafeDeleteFleet(fi)
return nil
}
func (c *Cache) unsafeDeleteFleet(fi int) {
c.validateFleetIndex(fi)
c.g.Fleets = append(c.g.Fleets[:fi], c.g.Fleets[fi+1:]...)
c.invalidateFleetCache()
}
// Internal funcs
func (c *Cache) FleetIndex(ID uuid.UUID) (int, bool) {
if len(c.cacheFleetIndexByID) == 0 {
c.cacheFleetIndex()
}
if v, ok := c.cacheFleetIndexByID[ID]; ok {
return v, true
} else {
return -1, false
}
}
func (c *Cache) cacheFleetIndex() {
if c.cacheFleetIndexByID != nil {
clear(c.cacheFleetIndexByID)
} else {
c.cacheFleetIndexByID = make(map[uuid.UUID]int)
}
for i := range c.g.Fleets {
c.cacheFleetIndexByID[c.g.Fleets[i].ID] = i
}
}
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) FleetGroupIdx(ri, fi int) iter.Seq[int] {
c.validateRaceIndex(ri)
c.validateFleetIndex(fi)
return func(yield func(int) bool) {
for sgi := range c.listShipGroupIdx(ri) {
sg := c.ShipGroup(sgi)
if sg.FleetID != nil && *sg.FleetID == c.g.Fleets[fi].ID {
if !yield(sgi) {
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)))
}
}