539 lines
15 KiB
Go
539 lines
15 KiB
Go
package controller
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import (
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"cmp"
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"fmt"
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"iter"
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"maps"
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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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)
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// ShipGroup is a proxy func, nothing to cache
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func (c *Cache) ShipGroup(groupIndex int) *game.ShipGroup {
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c.validateShipGroupIndex(groupIndex)
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return &c.g.ShipGroups[groupIndex]
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}
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func (c *Cache) internalShipGroupJoinFleet(groupIndex int, fID *uuid.UUID) {
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c.validateShipGroupIndex(groupIndex)
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c.g.ShipGroups[groupIndex].FleetID = fID
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c.invalidateFleetCache()
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}
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func (c *Cache) ShipGroupShipsNumber(groupIndex int, number uint) {
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c.validateShipGroupIndex(groupIndex)
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if c.g.ShipGroups[groupIndex].Number > 0 {
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c.g.ShipGroups[groupIndex].Load = game.F(c.g.ShipGroups[groupIndex].Load.F() / float64(c.g.ShipGroups[groupIndex].Number) * float64(number))
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}
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c.g.ShipGroups[groupIndex].Number = number
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}
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func (c *Cache) ShipGroupsIndex() iter.Seq[int] {
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return func(yield func(int) bool) {
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for i := range c.g.ShipGroups {
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if !yield(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) ShipGroupOwnerRaceIndex(groupIndex int) int {
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c.validateShipGroupIndex(groupIndex)
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if len(c.cacheRaceIndexByShipGroupIndex) == 0 {
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c.cacheShipsAndGroups()
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}
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if v, ok := c.cacheRaceIndexByShipGroupIndex[groupIndex]; ok {
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return v
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} else {
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panic(fmt.Sprintf("ShipGroupRace: group not found by index=%v", groupIndex))
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}
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}
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func (c *Cache) ShipGroupOwnerRace(groupIndex int) *game.Race {
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return &c.g.Race[c.ShipGroupOwnerRaceIndex(groupIndex)]
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}
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func (c *Cache) ShipGroupDestroyItem(i int) {
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c.validateShipGroupIndex(i)
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sg := &c.g.ShipGroups[i]
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if sg.Number == 0 {
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panic("group has no ships")
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}
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sg.Load = game.F(sg.Load.F() / float64(sg.Number) * float64(sg.Number-1))
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sg.Number -= 1
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}
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func (c *Cache) DeleteKilledShipGroups() {
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keepFleet := make(map[uuid.UUID]bool, len(c.g.Fleets))
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for sgi := len(c.g.ShipGroups) - 1; sgi >= 0; sgi-- {
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if c.g.ShipGroups[sgi].FleetID != nil {
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id := *c.g.ShipGroups[sgi].FleetID
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keepFleet[id] = keepFleet[id] || c.g.ShipGroups[sgi].Number > 0
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}
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if c.g.ShipGroups[sgi].Number == 0 {
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c.g.ShipGroups = append(c.g.ShipGroups[:sgi], c.g.ShipGroups[sgi+1:]...)
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}
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}
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c.invalidateShipGroupCache()
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for id, keep := range keepFleet {
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if keep {
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continue
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}
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c.unsafeDeleteFleet(c.MustFleetIndex(id))
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}
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}
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func (c *Cache) TurnMergeEqualShipGroups() {
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for i := range c.listRaceActingIdx() {
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c.transferPendingGroups(i)
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c.shipGroupMerge(i)
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}
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}
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func (c *Cache) transferPendingGroups(ri int) {
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c.validateRaceIndex(ri)
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for sg := range c.listShipGroups(ri) {
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if sg.State() == game.StateTransfer {
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sg.StateTransfer = false
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}
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}
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}
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// shipGroupMerge merges several equal ship groups into one
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func (c *Cache) shipGroupMerge(ri int) {
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c.validateRaceIndex(ri)
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raceGroups := make([]game.ShipGroup, 0)
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for sg := range c.listShipGroups(ri) {
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raceGroups = append(raceGroups, *sg)
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}
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origin := len(raceGroups)
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if origin < 2 {
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return
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}
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for i := 0; i < len(raceGroups)-1; i++ {
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for j := len(raceGroups) - 1; j > i; j-- {
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if raceGroups[i].Equal(raceGroups[j]) {
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raceGroups[i].ID = raceGroups[j].ID // resulting group will have latest ID
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raceGroups[i].Number += raceGroups[j].Number
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raceGroups = append(raceGroups[:j], raceGroups[j+1:]...)
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}
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}
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}
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if len(raceGroups) == origin {
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return
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}
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toDelete := make([]int, 0)
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for i := range c.ShipGroupsIndex() {
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if c.ShipGroup(i).OwnerID == c.g.Race[ri].ID {
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toDelete = append(toDelete, i)
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}
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}
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slices.Sort(toDelete)
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slices.Reverse(toDelete)
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for _, sgi := range toDelete {
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c.unsafeDeleteShipGroup(sgi)
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}
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for i := range raceGroups {
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c.appendShipGroup(ri, &raceGroups[i])
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}
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}
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func (c *Cache) shipGroupDismantle(ri int, groupIndex uuid.UUID) error {
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c.validateRaceIndex(ri)
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sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
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if !ok {
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return e.NewEntityNotExistsError("group #%d", groupIndex)
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}
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if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
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return e.NewShipsBusyError("state: %s", state)
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}
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pl, ok := c.Planet(c.ShipGroup(sgi).Destination)
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if !ok {
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return e.NewGameStateError("planet #%d", c.ShipGroup(sgi).Destination)
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}
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p := *pl
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st := c.ShipGroupShipClass(sgi)
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if c.ShipGroup(sgi).CargoType != nil {
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ct := *c.ShipGroup(sgi).CargoType
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load := c.ShipGroup(sgi).Load.F()
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switch ct {
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case game.CargoColonist:
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if p.OwnedBy(c.g.Race[ri].ID) {
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p = game.UnloadColonists(p, load)
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}
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case game.CargoMaterial:
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p.Material = p.Material.Add(load)
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case game.CargoCapital:
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p.Capital = p.Capital.Add(load)
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}
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}
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p.Material = p.Material.Add(c.ShipGroup(sgi).EmptyMass(st))
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c.unsafeDeleteShipGroup(sgi)
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c.g.Map.Planet[c.MustPlanetIndex(p.Number)] = p
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return nil
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}
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// Корабль может нести только один тип груза одновременно.
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// Возможные типы груза - это колонисты, сырье и промышленность.
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// Груз может быть доставлен на борт корабля с Вашей или не занятой планеты, на которой он имеется.
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func (c *Cache) shipGroupLoad(ri int, groupID uuid.UUID, ct game.CargoType, quantity float64) error {
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c.validateRaceIndex(ri)
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sgi, ok := c.raceShipGroupIndex(ri, groupID)
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if !ok {
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return e.NewEntityNotExistsError("group %s", groupID)
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}
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if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
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return e.NewShipsBusyError("state: %s", state)
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}
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p, ok := c.Planet(c.ShipGroup(sgi).Destination)
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if !ok {
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return e.NewGameStateError("planet #%d", c.ShipGroup(sgi).Destination)
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}
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if p.Owned() && !p.OwnedBy(c.g.Race[ri].ID) {
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return e.NewEntityNotOwnedError("planet #%d", p.Number)
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}
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st := c.ShipGroupShipClass(sgi)
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if st.Cargo < 1 {
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return e.NewNoCargoBayError("ship_type %q", st.Name)
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}
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if c.ShipGroup(sgi).CargoType != nil && *c.ShipGroup(sgi).CargoType != ct {
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return e.NewCargoLoadNotEqualError("cargo: %v", *c.ShipGroup(sgi).CargoType)
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}
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capacity := c.ShipGroup(sgi).CargoCapacity(st)
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freeShipGroupCargoLoad := capacity - float64(c.ShipGroup(sgi).Load)
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if freeShipGroupCargoLoad == 0 {
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return e.NewCargoLoadNoSpaceLeftError()
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}
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var availableOnPlanet *game.Float
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switch ct {
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case game.CargoMaterial:
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availableOnPlanet = &p.Material
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case game.CargoCapital:
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availableOnPlanet = &p.Capital
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case game.CargoColonist:
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availableOnPlanet = &p.Colonists
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default:
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return e.NewGameStateError("CargoType not accepted: %v", ct)
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}
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if quantity > float64(*availableOnPlanet) || *availableOnPlanet == 0 {
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return e.NewCargoLoadNotEnoughError("planet: #%d, %s=%.03f", p.Number, ct, *availableOnPlanet)
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}
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toBeLoaded := quantity
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if quantity == 0 {
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toBeLoaded = float64(*availableOnPlanet)
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}
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if toBeLoaded > freeShipGroupCargoLoad {
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toBeLoaded = freeShipGroupCargoLoad
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}
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*availableOnPlanet = (*availableOnPlanet).Add(-toBeLoaded)
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c.ShipGroup(sgi).Load = c.ShipGroup(sgi).Load.Add(toBeLoaded)
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if c.ShipGroup(sgi).Load > 0 {
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c.ShipGroup(sgi).CargoType = &ct
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}
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return nil
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}
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// Промышленность и Сырье могут быть выгружены на любой планете.
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// Колонисты могут быть высажены только на планеты, принадлежащие Вам или на необитаемые планеты.
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func (c *Cache) shipGroupUnload(ri int, groupID uuid.UUID, quantity float64) error {
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c.validateRaceIndex(ri)
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sgi, ok := c.raceShipGroupIndex(ri, groupID)
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if !ok {
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return e.NewEntityNotExistsError("group %s", groupID)
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}
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if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
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return e.NewShipsBusyError("state: %s", state)
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}
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st := c.ShipGroupShipClass(sgi)
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if st.Cargo < 1 {
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return e.NewNoCargoBayError("ship_type %q", st.Name)
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}
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if c.ShipGroup(sgi).CargoType == nil || c.ShipGroup(sgi).Load == 0 {
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return e.NewCargoUnloadEmptyError()
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}
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ct := *c.ShipGroup(sgi).CargoType
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p := c.MustPlanet(c.ShipGroup(sgi).Destination)
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if ct == game.CargoColonist && p.Owned() && !p.OwnedBy(c.g.Race[ri].ID) {
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return e.NewEntityNotOwnedError("planet #%d unload %v", p.Number, ct)
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}
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toBeUnloaded := quantity
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if quantity == 0 {
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toBeUnloaded = float64(c.ShipGroup(sgi).Load)
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}
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if toBeUnloaded > float64(c.ShipGroup(sgi).Load) {
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return e.NewCargoUnoadNotEnoughError("load: %.03f", c.ShipGroup(sgi).Load)
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}
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c.unsafeUnloadCargo(sgi, toBeUnloaded)
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return nil
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}
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func (c *Cache) unsafeUnloadCargo(sgi int, q float64) {
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if q <= 0 {
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return
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}
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if st := c.ShipGroup(sgi).State(); st != game.StateInOrbit {
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panic(fmt.Sprintf("invalid group state: %v", st))
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}
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c.validateShipGroupIndex(sgi)
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p := c.MustPlanet(c.ShipGroup(sgi).Destination)
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ct := *c.ShipGroup(sgi).CargoType
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var availableOnPlanet *game.Float
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switch ct {
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case game.CargoColonist:
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availableOnPlanet = &p.Colonists
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if !p.Owned() {
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p.Own(c.ShipGroup(sgi).OwnerID)
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p.Production = game.ProductionCapital.AsType(uuid.Nil)
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}
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case game.CargoMaterial:
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availableOnPlanet = &p.Material
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case game.CargoCapital:
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availableOnPlanet = &p.Capital
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}
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*availableOnPlanet = (*availableOnPlanet).Add(q)
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c.ShipGroup(sgi).Load = c.ShipGroup(sgi).Load.Add(-q)
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if c.ShipGroup(sgi).Load == 0 {
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c.ShipGroup(sgi).CargoType = nil
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}
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p.UnpackColonists()
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p.UnpackCapital()
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}
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func (c *Cache) shipGroupTransfer(ri, riAccept int, groupID uuid.UUID) (err error) {
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c.validateRaceIndex(ri)
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if ri == riAccept {
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return e.NewSameRaceError(c.g.Race[riAccept].Name)
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}
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sgi, ok := c.raceShipGroupIndex(ri, groupID)
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if !ok {
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return e.NewEntityNotExistsError("group %s", groupID)
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}
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sg := c.ShipGroup(sgi)
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state := sg.State()
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if state == game.StateTransfer {
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return e.NewShipsBusyError("state: %s", state)
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}
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st := c.ShipGroupShipClass(sgi)
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var stAcc int
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if stAcc = slices.IndexFunc(c.g.Race[riAccept].ShipTypes, func(v game.ShipType) bool { return v.Name == st.Name }); stAcc >= 0 &&
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!st.Equal(c.g.Race[riAccept].ShipTypes[stAcc]) {
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return e.NewGiveawayGroupShipsTypeNotEqualError("race %q, ship type %q", c.g.Race[riAccept].Name, c.g.Race[riAccept].ShipTypes[stAcc].Name)
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}
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if stAcc < 0 {
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err = c.ShipClassCreate(riAccept,
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st.Name,
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st.Drive.F(),
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int(st.Armament),
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st.Weapons.F(),
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st.Shields.F(),
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st.Cargo.F())
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if err != nil {
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return err
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}
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stAcc = len(c.g.Race[riAccept].ShipTypes) - 1
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}
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newGroup := *(sg)
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newGroup.ID = uuid.New()
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newGroup.TypeID = c.g.Race[riAccept].ShipTypes[stAcc].ID
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newGroup.Tech = maps.Clone(sg.Tech)
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if state == game.StateLaunched {
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newGroup.StateTransfer = true
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}
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c.appendShipGroup(riAccept, &newGroup)
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c.unsafeDeleteShipGroup(sgi)
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return nil
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}
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func (c *Cache) ShipGroupBreak(ri int, groupID, newID uuid.UUID, quantity uint) error {
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c.validateRaceIndex(ri)
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sgi, ok := c.raceShipGroupIndex(ri, groupID)
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if !ok {
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return e.NewEntityNotExistsError("group %s", groupID)
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}
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for sgi := range c.g.ShipGroups {
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if c.g.ShipGroups[sgi].ID == newID {
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return e.NewEntityDuplicateIdentifierError("group %s", newID)
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}
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}
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if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
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return e.NewShipsBusyError()
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}
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if c.ShipGroup(sgi).Number < quantity {
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return e.NewBeakGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity)
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}
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if quantity == 0 || quantity == c.ShipGroup(sgi).Number {
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c.internalShipGroupJoinFleet(sgi, nil)
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} else {
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// TODO: which group stays in fleet?
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if _, err := c.breakGroup(ri, groupID, quantity); err != nil {
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return err
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}
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}
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return nil
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}
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func (c *Cache) breakGroup(ri int, groupID uuid.UUID, newGroupShips uint) (int, error) {
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c.validateRaceIndex(ri)
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sgi, ok := c.raceShipGroupIndex(ri, groupID)
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if !ok {
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return -1, e.NewEntityNotExistsError("group %s", groupID)
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}
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if c.ShipGroup(sgi).Number < newGroupShips {
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return -1, e.NewBreakGroupIllegalNumberError("group=%s ships: %d -> %d", c.ShipGroup(sgi).ID, c.ShipGroup(sgi).Number, newGroupShips)
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}
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return c.unsafeBreakGroup(ri, sgi, newGroupShips), nil
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}
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func (c *Cache) unsafeBreakGroup(ri, sgi int, newGroupShips uint) int {
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newGroup := *c.ShipGroup(sgi)
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if c.ShipGroup(sgi).CargoType != nil {
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newGroup.Load = game.F(float64(c.ShipGroup(sgi).Load) / float64(c.ShipGroup(sgi).Number) * float64(newGroupShips))
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}
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newGroup.Number = newGroupShips
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c.ShipGroupShipsNumber(sgi, c.ShipGroup(sgi).Number-newGroup.Number)
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newGroup.FleetID = nil
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return c.appendShipGroup(ri, &newGroup)
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}
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// Internal funcs
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func (c *Cache) raceShipGroupIndex(ri int, id uuid.UUID) (int, bool) {
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c.validateRaceIndex(ri)
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for i := range c.ShipGroupsIndex() {
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if c.ShipGroupOwnerRaceIndex(i) == ri && c.ShipGroup(i).ID == id {
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return i, true
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}
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}
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return -1, false
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}
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func (c *Cache) listShipGroupIdx(ri int) iter.Seq[int] {
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c.validateRaceIndex(ri)
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return func(yield func(int) bool) {
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for i := range c.g.ShipGroups {
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if ri == c.ShipGroupOwnerRaceIndex(i) {
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if !yield(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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}
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func (c *Cache) listShipGroups(ri int) iter.Seq[*game.ShipGroup] {
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c.validateRaceIndex(ri)
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return func(yield func(*game.ShipGroup) bool) {
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for sgi := range c.listShipGroupIdx(ri) {
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if !yield(c.ShipGroup(sgi)) {
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return
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}
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|
}
|
|
}
|
|
}
|
|
|
|
func (c *Cache) shipGroupsInUpgrade(planetNumber uint) iter.Seq[*game.ShipGroup] {
|
|
return func(yield func(*game.ShipGroup) bool) {
|
|
result := make([]int, 0)
|
|
for sg := range c.g.ShipGroups {
|
|
// number checked for further sanity after battles
|
|
if c.g.ShipGroups[sg].Number > 0 && c.g.ShipGroups[sg].Destination == planetNumber && c.g.ShipGroups[sg].State() == game.StateUpgrade {
|
|
result = append(result, sg)
|
|
}
|
|
}
|
|
slices.SortFunc(result, func(a, b int) int {
|
|
return cmp.Compare(c.g.ShipGroups[b].StateUpgrade.Cost(), c.g.ShipGroups[a].StateUpgrade.Cost())
|
|
})
|
|
for i := range result {
|
|
if !yield(&c.g.ShipGroups[result[i]]) {
|
|
return
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func (c *Cache) unsafeDeleteShipGroup(sgi int) {
|
|
c.validateShipGroupIndex(sgi)
|
|
|
|
sg := c.ShipGroup(sgi)
|
|
if sg.FleetID != nil {
|
|
fi := c.MustFleetIndex(*sg.FleetID)
|
|
fleetGroups := slices.Collect(c.fleetGroupIds(c.RaceIndex(sg.OwnerID), fi))
|
|
if len(fleetGroups) == 1 {
|
|
// remove fleet when deleting last group in the fleet
|
|
c.unsafeDeleteFleet(fi)
|
|
}
|
|
}
|
|
|
|
c.g.ShipGroups = append(c.g.ShipGroups[:sgi], c.g.ShipGroups[sgi+1:]...)
|
|
c.invalidateShipGroupCache()
|
|
}
|
|
|
|
func (c *Cache) validateShipGroupIndex(i int) {
|
|
if i >= len(c.g.ShipGroups) {
|
|
panic(fmt.Sprintf("group index out of range: %d >= %d", i, len(c.g.ShipGroups)))
|
|
}
|
|
}
|
|
|
|
func (c *Cache) unsafeCreateShips(ri int, classID uuid.UUID, planet uint, quantity uint) {
|
|
c.appendShipGroup(ri, &game.ShipGroup{
|
|
OwnerID: c.g.Race[ri].ID,
|
|
TypeID: classID,
|
|
Destination: planet,
|
|
Number: uint(quantity),
|
|
Tech: map[game.Tech]game.Float{
|
|
game.TechDrive: game.F(c.g.Race[ri].TechLevel(game.TechDrive)),
|
|
game.TechWeapons: game.F(c.g.Race[ri].TechLevel(game.TechWeapons)),
|
|
game.TechShields: game.F(c.g.Race[ri].TechLevel(game.TechShields)),
|
|
game.TechCargo: game.F(c.g.Race[ri].TechLevel(game.TechCargo)),
|
|
},
|
|
})
|
|
}
|
|
|
|
func (c *Cache) appendShipGroup(ri int, sg *game.ShipGroup) int {
|
|
c.validateRaceIndex(ri)
|
|
sg.ID = uuid.New()
|
|
sg.OwnerID = c.g.Race[ri].ID
|
|
sg.FleetID = nil
|
|
c.g.ShipGroups = append(c.g.ShipGroups, *sg)
|
|
i := len(c.g.ShipGroups) - 1
|
|
c.invalidateShipGroupCache()
|
|
return i
|
|
}
|