188 lines
5.1 KiB
Go
188 lines
5.1 KiB
Go
package controller
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import (
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"fmt"
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"iter"
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"slices"
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"github.com/google/uuid"
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e "github.com/iliadenisov/galaxy/internal/error"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/util"
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)
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func (c *Cache) ShipClassCreate(ri int, typeName string, drive float64, ammo int, weapons, shileds, cargo float64) error {
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c.validateRaceIndex(ri)
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if err := validateShipTypeValues(drive, ammo, weapons, shileds, cargo); err != nil {
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return err
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}
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n, ok := util.ValidateTypeName(typeName)
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if !ok {
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return e.NewEntityTypeNameValidationError("%q", n)
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}
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if st := slices.IndexFunc(c.g.Race[ri].ShipTypes, func(st game.ShipType) bool { return st.Name == typeName }); st >= 0 {
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return e.NewEntityTypeNameDuplicateError("ship type %q", c.g.Race[ri].ShipTypes[st].Name)
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}
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c.g.Race[ri].ShipTypes = append(c.g.Race[ri].ShipTypes, game.ShipType{
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ID: uuid.New(),
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Name: n,
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Drive: game.Float(drive),
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Armament: uint(ammo),
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Weapons: game.Float(weapons),
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Shields: game.Float(shileds),
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Cargo: game.Float(cargo),
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})
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c.invalidateShipGroupCache()
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c.invalidateFleetCache()
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return nil
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}
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func (c *Cache) shipClassMerge(ri int, sourceName, targetName string) error {
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c.validateRaceIndex(ri)
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sourceClass, sti, ok := c.ShipClass(ri, sourceName)
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if !ok {
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return e.NewEntityNotExistsError("source ship type %q", sourceName)
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}
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targetClass, _, ok := c.ShipClass(ri, targetName)
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if !ok {
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return e.NewEntityNotExistsError("target ship type %q", sourceName)
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}
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if sourceClass.Name == targetClass.Name {
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return e.NewEntityTypeNameEqualityError("ship type %q", targetName)
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}
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if !sourceClass.Equal(*targetClass) {
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return e.NewMergeShipTypeNotEqualError()
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}
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// switch planet productions to the new type
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for pl := range c.g.Map.Planet {
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if c.g.Map.Planet[pl].OwnedBy(c.g.Race[ri].ID) &&
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c.g.Map.Planet[pl].Production.Type == game.ProductionShip &&
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c.g.Map.Planet[pl].Production.SubjectID != nil &&
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*c.g.Map.Planet[pl].Production.SubjectID == sourceClass.ID {
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c.g.Map.Planet[pl].Production.SubjectID = &targetClass.ID
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}
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}
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// switch ship groups to the new type
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for sg := range c.g.ShipGroups {
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if c.g.ShipGroups[sg].OwnerID == c.g.Race[ri].ID && c.g.ShipGroups[sg].TypeID == sourceClass.ID {
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c.g.ShipGroups[sg].TypeID = targetClass.ID
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}
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}
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// remove the source type
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c.g.Race[ri].ShipTypes = append(c.g.Race[ri].ShipTypes[:sti], c.g.Race[ri].ShipTypes[sti+1:]...)
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c.invalidateShipGroupCache()
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c.invalidateFleetCache()
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return nil
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}
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func (c *Cache) shipClassRemove(ri int, name string) error {
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c.validateRaceIndex(ri)
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st, i, ok := c.ShipClass(ri, name)
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if !ok {
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return e.NewEntityNotExistsError("ship type %q", name)
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}
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if pl := slices.IndexFunc(c.g.Map.Planet, func(p game.Planet) bool {
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return p.Production.Type == game.ProductionShip &&
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p.Production.SubjectID != nil &&
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st.ID == *p.Production.SubjectID
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}); pl >= 0 {
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return e.NewDeleteShipTypePlanetProductionError(c.g.Map.Planet[pl].Name)
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}
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for sg := range c.listShipGroups(ri) {
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if sg.TypeID == st.ID {
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return e.NewDeleteShipTypeExistingGroupError("group: %s", sg.ID)
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}
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}
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c.g.Race[ri].ShipTypes = append(c.g.Race[ri].ShipTypes[:i], c.g.Race[ri].ShipTypes[i+1:]...)
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c.invalidateShipGroupCache()
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c.invalidateFleetCache()
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return nil
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}
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// ShipTypes used for tests only
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func (c *Cache) ShipTypes(ri int) []*game.ShipType {
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c.validateRaceIndex(ri)
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result := make([]*game.ShipType, len(c.g.Race[ri].ShipTypes))
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for i := range c.g.Race[ri].ShipTypes {
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result[i] = &c.g.Race[ri].ShipTypes[i]
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}
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return result
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}
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func (c *Cache) ListShipTypes(ri int) iter.Seq[*game.ShipType] {
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return func(yield func(*game.ShipType) bool) {
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for i := range c.g.Race[ri].ShipTypes {
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if !yield(&c.g.Race[ri].ShipTypes[i]) {
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return
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}
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}
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}
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}
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func (c *Cache) ShipClass(ri int, name string) (*game.ShipType, int, bool) {
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i := slices.IndexFunc(c.g.Race[ri].ShipTypes, func(st game.ShipType) bool { return st.Name == name })
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if i < 0 {
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return nil, -1, false
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}
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return &c.g.Race[ri].ShipTypes[i], i, true
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}
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func (c *Cache) ShipType(ri int, ID uuid.UUID) (*game.ShipType, bool) {
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c.validateRaceIndex(ri)
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for i := range c.g.Race[ri].ShipTypes {
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if c.g.Race[ri].ShipTypes[i].ID == ID {
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return &c.g.Race[ri].ShipTypes[i], true
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}
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}
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return nil, false
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}
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func (c *Cache) MustShipType(ri int, ID uuid.UUID) *game.ShipType {
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if v, ok := c.ShipType(ri, ID); ok {
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return v
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}
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panic(fmt.Sprintf("ship class not found: race_idx=%d id=%v", ri, ID))
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}
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func validateShipTypeValues(d float64, a int, w, s, c float64) error {
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if !checkShipTypeValueDWSC(d) {
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return e.NewDriveValueError(d)
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}
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if !checkShipTypeValueDWSC(w) {
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return e.NewWeaponsValueError(w)
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}
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if !checkShipTypeValueDWSC(s) {
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return e.NewShieldsValueError(s)
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}
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if !checkShipTypeValueDWSC(c) {
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return e.NewCargoValueError(s)
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}
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if a < 0 {
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return e.NewShipTypeArmamentValueError(a)
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}
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if (w == 0 && a > 0) || (a == 0 && w > 0) {
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return e.NewShipTypeArmamentAndWeaponsValueError("A=%d W=%.0f", a, w)
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}
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if d == 0 && w == 0 && s == 0 && c == 0 && a == 0 {
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return e.NewShipTypeShipTypeZeroValuesError()
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}
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return nil
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}
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func checkShipTypeValueDWSC(v float64) bool {
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return v == 0 || v >= 1
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}
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