Files
galaxy-game/internal/model/game/group.go
T
2026-01-04 21:43:16 +02:00

737 lines
22 KiB
Go

package game
import (
"fmt"
"iter"
"maps"
"math"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
"github.com/iliadenisov/galaxy/internal/number"
)
type CargoType string
const (
CargoColonist CargoType = "COL" // Колонисты
CargoMaterial CargoType = "MAT" // Сырьё
CargoCapital CargoType = "CAP" // Промышленность
)
var (
cargoTypeSet map[string]CargoType = map[string]CargoType{
CargoColonist.String(): CargoColonist,
CargoMaterial.String(): CargoMaterial,
CargoCapital.String(): CargoCapital,
}
)
func (ct CargoType) Ref() *CargoType {
return &ct
}
func (ct CargoType) String() string {
return string(ct)
}
type ShipGroupState string
const (
StateInOrbit ShipGroupState = "In_Orbit"
StateLaunched ShipGroupState = "Launched"
StateInSpace ShipGroupState = "In_Space"
StateUpgrade ShipGroupState = "Upgrade"
StateTransfer ShipGroupState = "Transfer_Status"
)
type InSpace struct {
Origin uint `json:"origin"`
X float64 `json:"x"`
Y float64 `json:"y"`
// zero is for Launched status
// TODO: calculate range dynamically
Range float64 `json:"range"`
}
type InUpgrade struct {
UpgradeTech []UpgradePreference `json:"preference"`
}
func (iu InUpgrade) Cost() float64 {
var sum float64
for i := range iu.UpgradeTech {
sum += iu.UpgradeTech[i].Cost
}
return sum
}
func (iu InUpgrade) TechCost(t Tech) float64 {
for i := range iu.UpgradeTech {
if iu.UpgradeTech[i].Tech == t {
return iu.UpgradeTech[i].Cost
}
}
return 0.
}
type UpgradePreference struct {
Tech Tech `json:"tech"`
Level float64 `json:"level"`
Cost float64 `json:"cost"`
}
type Tech string
const (
TechAll Tech = "ALL"
TechDrive Tech = "DRIVE"
TechWeapons Tech = "WEAPONS"
TechShields Tech = "SHIELDS"
TechCargo Tech = "CARGO"
)
func (t Tech) String() string {
return string(t)
}
type ShipGroup struct {
Index uint `json:"index"` // FIXME: use UUID for Group Index (ordered)
OwnerID uuid.UUID `json:"ownerId"` // Race link
TypeID uuid.UUID `json:"typeId"` // ShipType link
FleetID *uuid.UUID `json:"fleetId,omitempty"` // Fleet link
Number uint `json:"number"` // Number (quantity) ships of specific ShipType
CargoType *CargoType `json:"loadType,omitempty"`
Load float64 `json:"load"` // Cargo loaded - "Масса груза"
Tech TechSet `json:"tech"`
// TODO: TEST: Destination, Origin, Range
Destination uint `json:"destination"`
StateInSpace *InSpace `json:"stateInSpace,omitempty"`
StateUpgrade *InUpgrade `json:"stateUpgrade,omitempty"`
}
func (sg ShipGroup) TechLevel(t Tech) float64 {
return sg.Tech.Value(t)
}
// TODO: refactor to separate method with *ShipGroup as parameter
func (sg *ShipGroup) SetTechLevel(t Tech, v float64) {
sg.Tech = sg.Tech.Set(t, v)
}
func (sg ShipGroup) State() ShipGroupState {
switch {
case sg.StateInSpace == nil && sg.StateUpgrade == nil:
return StateInOrbit
case sg.StateInSpace != nil && sg.StateUpgrade == nil:
if sg.StateInSpace.Range > 0 {
return StateInSpace
}
return StateLaunched
case sg.StateUpgrade != nil && sg.StateInSpace == nil:
return StateUpgrade
default:
panic(fmt.Sprintf("ambigous group state: in_space=%#v upgrage=%#v", sg.StateInSpace, sg.StateUpgrade))
}
}
func (sg ShipGroup) OnPlanet() (uint, bool) {
switch sg.State() {
case StateInOrbit:
return sg.Destination, true
case StateLaunched:
return sg.StateInSpace.Origin, true
default:
return 0, false
}
}
func (sg ShipGroup) Equal(other ShipGroup) bool {
return sg.OwnerID == other.OwnerID &&
sg.TypeID == other.TypeID &&
sg.FleetID == other.FleetID &&
sg.TechLevel(TechDrive) == other.TechLevel(TechDrive) &&
sg.TechLevel(TechWeapons) == other.TechLevel(TechWeapons) &&
sg.TechLevel(TechShields) == other.TechLevel(TechShields) &&
sg.TechLevel(TechCargo) == other.TechLevel(TechCargo) &&
sg.CargoType == other.CargoType &&
sg.Load/float64(sg.Number) == other.Load/float64(other.Number) &&
sg.State() == other.State()
}
// Грузоподъёмность
func (sg ShipGroup) CargoCapacity(st *ShipType) float64 {
return sg.TechLevel(TechCargo) * (st.Cargo + (st.Cargo*st.Cargo)/20) * float64(sg.Number)
}
// Масса перевозимого груза -
// общее количество единиц груза, деленное на технологический уровень Грузоперевозок
func (sg ShipGroup) CarryingMass() float64 {
return sg.Load / sg.TechLevel(TechCargo)
}
// Масса группы без учёта груза
func (sg ShipGroup) EmptyMass(st *ShipType) float64 {
return st.EmptyMass() * float64(sg.Number)
}
// Полная масса -
// массу корабля самого по себе плюс масса перевозимого груза
func (sg ShipGroup) FullMass(st *ShipType) float64 {
return sg.EmptyMass(st) + sg.CarryingMass()
}
// Эффективность двигателя -
// равна мощности Двигателей, умноженной на технологический уровень блока Двигателей
func (sg ShipGroup) DriveEffective(st *ShipType) float64 {
return st.Drive * sg.TechLevel(TechDrive)
}
// Корабли перемещаются за один ход на количество световых лет, равное
// эффективности двигателя, умноженной на 20 и деленной на "Полную массу" корабля
func (sg ShipGroup) Speed(st *ShipType) float64 {
return sg.DriveEffective(st) * 20 / sg.FullMass(st)
}
func (sg ShipGroup) UpgradeDriveCost(st *ShipType, drive float64) float64 {
return (1 - sg.TechLevel(TechDrive)/drive) * 10 * st.Drive
}
// TODO: test on other values
func (sg ShipGroup) UpgradeWeaponsCost(st *ShipType, weapons float64) float64 {
return (1 - sg.TechLevel(TechWeapons)/weapons) * 10 * st.WeaponsBlockMass()
}
func (sg ShipGroup) UpgradeShieldsCost(st *ShipType, shields float64) float64 {
return (1 - sg.TechLevel(TechShields)/shields) * 10 * st.Shields
}
func (sg ShipGroup) UpgradeCargoCost(st *ShipType, cargo float64) float64 {
return (1 - sg.TechLevel(TechCargo)/cargo) * 10 * st.Cargo
}
// Мощность бомбардировки
// TODO: maybe rounding must be done only for display?
func (sg ShipGroup) BombingPower(st *ShipType) float64 {
// return math.Sqrt(sg.Type.Weapons * sg.Weapons)
result := (math.Sqrt(st.Weapons*sg.TechLevel(TechWeapons))/10. + 1.) *
st.Weapons *
sg.TechLevel(TechWeapons) *
float64(st.Armament) *
float64(sg.Number)
return number.Fixed3(result)
}
func (g *Game) JoinEqualGroups(raceName string) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
g.joinEqualGroupsInternal(ri)
return nil
}
func (g *Game) BreakGroup(raceName string, groupIndex, quantity uint) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.breakGroupInternal(ri, groupIndex, quantity)
}
func (g *Game) DisassembleGroup(raceName string, groupIndex, quantity uint) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.disassembleGroupInternal(ri, groupIndex, quantity)
}
func (g *Game) disassembleGroupInternal(ri int, groupIndex, quantity uint) error {
sgi := -1
var maxIndex uint
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].State() != StateInOrbit {
return e.NewShipsBusyError()
}
if g.ShipGroups[sgi].Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
}
pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination })
if pl < 0 {
return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
}
var sti int
if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
// hard to test, need manual game data invalidation
return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
}
if quantity > 0 && quantity < g.ShipGroups[sgi].Number {
// make new group for disassembly
nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity)
if err != nil {
return err
}
sgi = nsgi
}
if g.ShipGroups[sgi].CargoType != nil {
ct := *g.ShipGroups[sgi].CargoType
load := g.ShipGroups[sgi].Load
switch ct {
case CargoColonist:
if g.Map.Planet[pl].Owner == g.Race[ri].ID {
g.Map.Planet[pl] = UnloadColonists(g.Map.Planet[pl], load)
}
case CargoMaterial:
g.Map.Planet[pl].Material += load
case CargoCapital:
g.Map.Planet[pl].Capital += load
}
}
g.Map.Planet[pl].Material += g.ShipGroups[sgi].EmptyMass(&g.Race[ri].ShipTypes[sti])
g.ShipGroups = append(g.ShipGroups[:sgi], g.ShipGroups[sgi+1:]...)
return nil
}
func (g *Game) LoadCargo(raceName string, groupIndex uint, cargoType string, ships uint, quantity float64) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
ct, ok := cargoTypeSet[cargoType]
if !ok {
return e.NewCargoTypeInvalidError(cargoType)
}
return g.loadCargoInternal(ri, groupIndex, ct, ships, quantity)
}
func (g *Game) UnloadCargo(raceName string, groupIndex uint, ships uint, quantity float64) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.unloadCargoInternal(ri, groupIndex, ships, quantity)
}
// Промышленность и Сырье могут быть выгружены на любой планете.
// Колонисты могут быть высажены только на планеты, принадлежащие Вам или на необитаемые планеты.
func (g *Game) unloadCargoInternal(ri int, groupIndex uint, ships uint, quantity float64) error {
if ships == 0 && quantity > 0 {
return e.NewCargoQuantityWithoutGroupBreakError()
}
sgi := -1
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].State() != StateInOrbit {
return e.NewShipsBusyError()
}
var sti int
if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
// hard to test, need manual game data invalidation
return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
}
if g.Race[ri].ShipTypes[sti].Cargo < 1 {
return e.NewNoCargoBayError("ship_type %q", g.Race[ri].ShipTypes[sti].Name)
}
if g.ShipGroups[sgi].CargoType == nil || g.ShipGroups[sgi].Load == 0 {
return e.NewCargoUnloadEmptyError()
}
ct := *g.ShipGroups[sgi].CargoType
pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination })
if pl < 0 {
return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
}
if ct == CargoColonist {
if g.Map.Planet[pl].Owner != uuid.Nil && g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d unload %v", g.Map.Planet[pl].Number, ct)
}
if g.Map.Planet[pl].Owner == uuid.Nil {
g.Map.Planet[pl].Owner = g.Race[ri].ID
}
}
var availableOnPlanet *float64
switch ct {
case CargoMaterial:
availableOnPlanet = &g.Map.Planet[pl].Material
case CargoCapital:
availableOnPlanet = &g.Map.Planet[pl].Capital
case CargoColonist:
availableOnPlanet = &g.Map.Planet[pl].Colonists
default:
return e.NewGameStateError("CargoType not accepted: %v", ct)
}
if ships > 0 && ships < g.ShipGroups[sgi].Number {
nsgi, err := g.breakGroupSafe(ri, groupIndex, ships)
if err != nil {
return err
}
sgi = nsgi
}
toBeUnloaded := quantity
if quantity == 0 {
toBeUnloaded = g.ShipGroups[sgi].Load
}
if toBeUnloaded > g.ShipGroups[sgi].Load {
return e.NewCargoUnoadNotEnoughError("load: %.03f", g.ShipGroups[sgi].Load)
}
*availableOnPlanet += toBeUnloaded
g.ShipGroups[sgi].Load -= toBeUnloaded
if g.ShipGroups[sgi].Load == 0 {
g.ShipGroups[sgi].CargoType = nil
}
return nil
}
/*
TODO: multi-command processing: Game data should NOT be changed when error is returned
*/
// Корабль может нести только один тип груза одновременно.
// Возможные типы груза - это колонисты, сырье и промышленность.
// Груз может быть доставлен на борт корабля с Вашей или не занятой планеты, на которой он имеется.
func (g *Game) loadCargoInternal(ri int, groupIndex uint, ct CargoType, ships uint, quantity float64) error {
if ships == 0 && quantity > 0 {
return e.NewCargoQuantityWithoutGroupBreakError()
}
sgi := -1
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].State() != StateInOrbit {
return e.NewShipsBusyError()
}
pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == g.ShipGroups[sgi].Destination })
if pl < 0 {
return e.NewGameStateError("planet #%d", g.ShipGroups[sgi].Destination)
}
if g.Map.Planet[pl].Owner != uuid.Nil && g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d", g.Map.Planet[pl].Number)
}
var sti int
if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
// hard to test, need manual game data invalidation
return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
}
if g.Race[ri].ShipTypes[sti].Cargo < 1 {
return e.NewNoCargoBayError("ship_type %q", g.Race[ri].ShipTypes[sti].Name)
}
if g.ShipGroups[sgi].CargoType != nil && *g.ShipGroups[sgi].CargoType != ct {
return e.NewCargoLoadNotEqualError("cargo: %v", *g.ShipGroups[sgi].CargoType)
}
if ships > 0 && ships < g.ShipGroups[sgi].Number {
nsgi, err := g.breakGroupSafe(ri, groupIndex, ships)
if err != nil {
return err
}
sgi = nsgi
}
capacity := g.ShipGroups[sgi].CargoCapacity(&g.Race[ri].ShipTypes[sti])
freeShipGroupCargoLoad := capacity - g.ShipGroups[sgi].Load
if freeShipGroupCargoLoad == 0 {
return e.NewCargoLoadNoSpaceLeftError()
}
var availableOnPlanet *float64
switch ct {
case CargoMaterial:
availableOnPlanet = &g.Map.Planet[pl].Material
case CargoCapital:
availableOnPlanet = &g.Map.Planet[pl].Capital
case CargoColonist:
availableOnPlanet = &g.Map.Planet[pl].Colonists
default:
return e.NewGameStateError("CargoType not accepted: %v", ct)
}
if quantity > *availableOnPlanet || *availableOnPlanet == 0 {
return e.NewCargoLoadNotEnoughError("planet: #%d, %s=%.03f", g.Map.Planet[pl].Number, ct, *availableOnPlanet)
}
toBeLoaded := quantity
if quantity == 0 {
toBeLoaded = *availableOnPlanet
}
if toBeLoaded > freeShipGroupCargoLoad {
toBeLoaded = freeShipGroupCargoLoad
}
*availableOnPlanet = *availableOnPlanet - toBeLoaded
g.ShipGroups[sgi].Load += toBeLoaded
if g.ShipGroups[sgi].Load > 0 {
g.ShipGroups[sgi].CargoType = &ct
}
return nil
}
func (g *Game) GiveawayGroup(raceName, raceAcceptor string, groupIndex, quantity uint) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
riAccept, err := g.raceIndex(raceAcceptor)
if err != nil {
return err
}
return g.giveawayGroupInternal(ri, riAccept, groupIndex, quantity)
}
func (g *Game) giveawayGroupInternal(ri, riAccept int, groupIndex, quantity uint) (err error) {
if ri == riAccept {
return e.NewSameRaceError(g.Race[riAccept].Name)
}
sgi := -1
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
}
var sti int
if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
// hard to test, need manual game data invalidation
return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
}
var stAcc int
if stAcc = slices.IndexFunc(g.Race[riAccept].ShipTypes, func(st ShipType) bool { return st.Name == g.Race[ri].ShipTypes[sti].Name }); stAcc >= 0 &&
!g.Race[ri].ShipTypes[sti].Equal(g.Race[riAccept].ShipTypes[stAcc]) {
return e.NewGiveawayGroupShipsTypeNotEqualError("race %w, ship type %w", g.Race[riAccept].Name, g.Race[riAccept].ShipTypes[stAcc].Name)
}
if stAcc < 0 {
stAcc, err = g.createShipTypeInternal(riAccept,
g.Race[ri].ShipTypes[sti].Name,
g.Race[ri].ShipTypes[sti].Drive,
g.Race[ri].ShipTypes[sti].Weapons,
g.Race[ri].ShipTypes[sti].Shields,
g.Race[ri].ShipTypes[sti].Cargo,
int(g.Race[ri].ShipTypes[sti].Armament))
if err != nil {
return err
}
}
var maxIndex uint
for sg := range g.listShipGroups(riAccept) {
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
g.ShipGroups = append(g.ShipGroups, ShipGroup{
Index: maxIndex + 1,
OwnerID: g.Race[riAccept].ID,
TypeID: g.Race[riAccept].ShipTypes[stAcc].ID,
Number: uint(quantity),
CargoType: g.ShipGroups[sgi].CargoType,
Load: g.ShipGroups[sgi].Load,
Tech: maps.Clone(g.ShipGroups[sgi].Tech),
Destination: g.ShipGroups[sgi].Destination,
StateInSpace: g.ShipGroups[sgi].StateInSpace,
StateUpgrade: g.ShipGroups[sgi].StateUpgrade,
})
if quantity == 0 || quantity == g.ShipGroups[sgi].Number {
g.ShipGroups = append(g.ShipGroups[:sgi], g.ShipGroups[sgi+1:]...)
} else {
g.ShipGroups[sgi].Number -= quantity
}
return nil
}
func (g *Game) breakGroupInternal(ri int, groupIndex, quantity uint) error {
sgi := -1
var maxIndex uint
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].State() != StateInOrbit {
return e.NewShipsBusyError()
}
if g.ShipGroups[sgi].Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
}
if quantity == 0 || quantity == g.ShipGroups[sgi].Number {
g.ShipGroups[sgi].FleetID = nil
} else {
if _, err := g.breakGroupSafe(ri, groupIndex, quantity); err != nil {
return err
}
}
return nil
}
func (g *Game) breakGroupSafe(ri int, groupIndex uint, newGroupShips uint) (int, error) {
sgi := -1
var maxIndex uint
for i, sg := range g.listIndexShipGroups(ri) {
if sgi < 0 && sg.Index == groupIndex {
sgi = i
}
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
if sgi < 0 {
return -1, e.NewEntityNotExistsError("group #%d", groupIndex)
}
if g.ShipGroups[sgi].Number < newGroupShips {
return -1, e.NewBreakGroupIllegalNumberError("group #%d ships: %d -> %d", g.ShipGroups[sgi].Index, g.ShipGroups[sgi].Number, newGroupShips)
}
newGroup := g.ShipGroups[sgi]
if g.ShipGroups[sgi].CargoType != nil {
newGroup.Load = g.ShipGroups[sgi].Load / float64(g.ShipGroups[sgi].Number) * float64(newGroupShips)
g.ShipGroups[sgi].Load -= newGroup.Load
}
newGroup.Number = newGroupShips
g.ShipGroups[sgi].Number -= newGroup.Number
newGroup.Index = maxIndex + 1
newGroup.FleetID = nil
g.ShipGroups = append(g.ShipGroups, newGroup)
return len(g.ShipGroups) - 1, nil
}
func (g *Game) joinEqualGroupsInternal(ri int) {
shipGroups := slices.Collect(maps.Values(maps.Collect(g.listIndexShipGroups(ri))))
origin := len(shipGroups)
if origin < 2 {
return
}
for i := 0; i < len(shipGroups)-1; i++ {
for j := len(shipGroups) - 1; j > i; j-- {
if shipGroups[i].Equal(shipGroups[j]) {
shipGroups[i].Index = maxUint(shipGroups[i].Index, shipGroups[j].Index)
shipGroups[i].Number += shipGroups[j].Number
shipGroups = append(shipGroups[:j], shipGroups[j+1:]...)
}
}
}
if len(shipGroups) == origin {
return
}
g.ShipGroups = slices.DeleteFunc(g.ShipGroups, func(v ShipGroup) bool { return v.OwnerID == g.Race[ri].ID })
g.ShipGroups = append(g.ShipGroups, shipGroups...)
}
func (g *Game) createShips(ri int, shipTypeName string, planetNumber int, quantity int) error {
st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == shipTypeName })
if st < 0 {
return e.NewEntityNotExistsError("ship type %w", shipTypeName)
}
pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == uint(planetNumber) })
if pl < 0 {
return e.NewEntityNotExistsError("planet #%d", planetNumber)
}
if g.Map.Planet[pl].Owner != g.Race[ri].ID {
return e.NewEntityNotOwnedError("planet #%d", planetNumber)
}
var maxIndex uint
for _, sg := range g.listIndexShipGroups(ri) {
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
g.ShipGroups = append(g.ShipGroups, ShipGroup{
Index: maxIndex + 1,
OwnerID: g.Race[ri].ID,
TypeID: g.Race[ri].ShipTypes[st].ID,
Destination: g.Map.Planet[pl].Number,
Number: uint(quantity),
Tech: map[Tech]float64{
TechDrive: g.Race[ri].TechLevel(TechDrive),
TechWeapons: g.Race[ri].TechLevel(TechWeapons),
TechShields: g.Race[ri].TechLevel(TechShields),
TechCargo: g.Race[ri].TechLevel(TechCargo),
},
})
return nil
}
func (g Game) listShipGroups(ri int) iter.Seq[ShipGroup] {
return func(yield func(ShipGroup) bool) {
for _, sg := range g.listIndexShipGroups(ri) {
if !yield(sg) {
return
}
}
}
}
func (g Game) listIndexShipGroups(ri int) iter.Seq2[int, ShipGroup] {
return func(yield func(int, ShipGroup) bool) {
for i := range g.ShipGroups {
if g.ShipGroups[i].OwnerID == g.Race[ri].ID {
if !yield(i, g.ShipGroups[i]) {
return
}
}
}
}
}
func MustShipGroup(g *Game, ri int, index uint) ShipGroup {
for sg := range g.listShipGroups(ri) {
if sg.Index == index {
return sg
}
}
panic(fmt.Sprintf("race i=%d have no group i=%d", ri, index))
}
func maxUint(a, b uint) uint {
if b > a {
return b
}
return a
}