Files
galaxy-game/internal/controller/fleet.go
T
2026-01-18 22:38:11 +02:00

299 lines
8.2 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"
)
func (c *Cache) FleetState(fleetID uuid.UUID) (game.ShipGroupState, *uint, *game.InSpace) {
fi := c.MustFleetIndex(fleetID)
ri := c.RaceIndex(c.g.Fleets[fi].OwnerID)
var state *game.ShipGroupState
var onPlanet *uint
var is *game.InSpace
for sg := range c.FleetGroups(ri, fi) {
if state == nil {
s := sg.State()
state = &s
if planet, ok := sg.OnPlanet(); ok {
onPlanet = &planet
}
is = sg.StateInSpace
continue
}
if *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 planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
for sg := range c.FleetGroups(ri, fi) {
fmt.Println("group", sg.Index, "fleet", sg.FleetID, c.g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
}
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 (is == nil && sg.StateInSpace != nil) || (is != nil && 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 != nil && 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 state == nil {
panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
}
return *state, onPlanet, is
}
// TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first.
func (c *Cache) FleetSpeed(fl game.Fleet) float64 {
result := math.MaxFloat64
for sg := range c.ShipGroupsIndex() {
if c.ShipGroup(sg).FleetID == nil || *c.ShipGroup(sg).FleetID != fl.ID {
continue
}
st := c.ShipGroupShipClass(sg)
typeSpeed := c.ShipGroup(sg).Speed(st)
if typeSpeed < result {
result = typeSpeed
}
}
return result
}
func (c *Controller) JoinShipGroupToFleet(raceName, fleetName string, group, count uint) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
return c.Cache.JoinShipGroupToFleet(ri, fleetName, group, count)
}
func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quantity uint) (err error) {
c.validateRaceIndex(ri)
name, ok := validateTypeName(fleetName)
if !ok {
return e.NewEntityTypeNameValidationError("%q", name)
}
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if c.ShipGroup(sgi).State() != game.StateInOrbit {
return e.NewShipsBusyError()
}
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 {
state, onPlanet, _ := c.FleetState(c.g.Fleets[fi].ID)
if state != game.StateInOrbit || *onPlanet != c.ShipGroup(sgi).Destination {
return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
}
}
if quantity > 0 && quantity < c.ShipGroup(sgi).Number {
nsgi, err := c.breakGroupSafe(ri, groupIndex, quantity)
if err != nil {
return err
}
sgi = nsgi
}
c.ShipGroupJoinFleet(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 *Controller) JoinFleets(raceName, fleetSourceName, fleetTargetName string) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
return c.Cache.JoinFleets(ri, fleetSourceName, fleetTargetName)
}
func (c *Cache) JoinFleets(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)
}
srcState, planet1, _ := c.FleetState(c.g.Fleets[fiSource].ID)
tgtState, planet2, _ := c.FleetState(c.g.Fleets[fiTarget].ID)
if srcState != game.StateInOrbit || srcState != tgtState || *planet1 != *planet2 {
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 := 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.g.Fleets = append(c.g.Fleets[:fi], c.g.Fleets[fi+1:]...)
c.cacheFleetIndexByID = nil
return nil
}
// Internal funcs
func (c *Cache) FleetIndex(ID uuid.UUID) (int, bool) {
if len(c.cacheFleetIndexByID) == 0 {
c.cacheFleetIndexByID = make(map[uuid.UUID]int)
for i := range c.g.Fleets {
c.cacheFleetIndexByID[c.g.Fleets[i].ID] = i
}
}
if v, ok := c.cacheFleetIndexByID[ID]; ok {
return v, true
} else {
return -1, false
}
}
// TODO: rename / [fleetIndex]
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) FleetGroups(ri, fi int) iter.Seq[*game.ShipGroup] {
c.validateRaceIndex(ri)
c.validateFleetIndex(fi)
return func(yield func(*game.ShipGroup) bool) {
for sg := range c.listShipGroups(ri) {
if sg.FleetID != nil && *sg.FleetID == c.g.Fleets[fi].ID {
if !yield(sg) {
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)))
}
}