Files
galaxy-game/internal/model/game/fleet.go
T
2026-01-05 19:46:33 +02:00

247 lines
7.2 KiB
Go

package game
import (
"fmt"
"iter"
"math"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
)
type Fleet struct {
ID uuid.UUID `json:"id"`
OwnerID uuid.UUID `json:"ownerId"`
Name string `json:"name"`
}
func FleetState(g *Game, fleetID uuid.UUID) (ShipGroupState, *uint, *InSpace) {
fi := slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.ID == fleetID })
if fi < 0 {
panic("FleetState: fleet id not found: " + fleetID.String())
}
ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == g.Fleets[fi].OwnerID })
if ri < 0 {
panic("FleetState: race id not found: " + g.Fleets[fi].OwnerID.String())
}
var state *ShipGroupState
var onPlanet *uint
var is *InSpace
for sg := range FleetGroups(g, 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", g.Race[ri].Name, g.Fleets[fi].Name))
}
if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
for sg := range FleetGroups(g, ri, fi) {
fmt.Println("group", sg.Index, "fleet", sg.FleetID, 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", g.Race[ri].Name, 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", g.Race[ri].Name, 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", g.Race[ri].Name, g.Fleets[fi].Name))
}
}
if state == nil {
panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", g.Race[ri].Name, g.Fleets[fi].Name))
}
return *state, onPlanet, is
}
// TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first.
func (g Game) FleetSpeed(fl Fleet) float64 {
result := math.MaxFloat64
for sg := range g.ShipGroups {
if g.ShipGroups[sg].FleetID == nil || *g.ShipGroups[sg].FleetID != fl.ID {
continue
}
st := g.mustShipType(g.ShipGroups[sg].TypeID)
typeSpeed := g.ShipGroups[sg].Speed(st)
if typeSpeed < result {
result = typeSpeed
}
}
return result
}
func (g *Game) JoinShipGroupToFleet(raceName, fleetName string, group, count uint) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.joinShipGroupToFleetInternal(ri, fleetName, group, count)
}
func (g *Game) JoinFleets(raceName, fleetSourceName, fleetTargetName string) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.joinFleetsInternal(ri, fleetSourceName, fleetTargetName)
}
func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, groupIndex, quantity uint) (err error) {
name, ok := validateTypeName(fleetName)
if !ok {
return e.NewEntityTypeNameValidationError("%q", name)
}
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.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
}
fi := g.fleetIndex(ri, name)
if fi < 0 {
fi, err = g.createFleet(ri, name)
if err != nil {
return err
}
} else {
state, onPlanet, _ := FleetState(g, g.Fleets[fi].ID)
if state != StateInOrbit || *onPlanet != g.ShipGroups[sgi].Destination {
return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
}
}
// FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group }
if quantity > 0 && quantity < g.ShipGroups[sgi].Number {
// nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity)
// if err != nil {
// return err
// }
// sgi = nsgi
newGroup := g.ShipGroups[sgi]
newGroup.Number -= quantity
g.ShipGroups[sgi].Number = quantity
newGroup.Index = maxIndex + 1
g.ShipGroups = append(g.ShipGroups, newGroup)
}
g.ShipGroups[sgi].FleetID = &g.Fleets[fi].ID
return nil
}
func (g *Game) createFleet(ri int, name string) (int, error) {
n, ok := validateTypeName(name)
if !ok {
return 0, e.NewEntityTypeNameValidationError("%q", n)
}
if fl := g.fleetIndex(ri, n); fl >= 0 {
return 0, e.NewEntityTypeNameDuplicateError("fleet %w", g.Fleets[fl].Name)
}
fleets := slices.Clone(g.Fleets)
fleets = append(fleets, Fleet{
ID: uuid.New(),
OwnerID: g.Race[ri].ID,
Name: n,
})
g.Fleets = fleets
return len(g.Fleets) - 1, nil
}
func (g *Game) joinFleetsInternal(ri int, fleetSourceName, fleetTargetName string) (err error) {
fiSource := g.fleetIndex(ri, fleetSourceName)
if fiSource < 0 {
return e.NewEntityNotExistsError("source fleet %s", fleetSourceName)
}
fiTarget := g.fleetIndex(ri, fleetTargetName)
if fiTarget < 0 {
return e.NewEntityNotExistsError("target fleet %s", fleetTargetName)
}
srcState, planet1, _ := FleetState(g, g.Fleets[fiSource].ID)
tgtState, planet2, _ := FleetState(g, g.Fleets[fiTarget].ID)
if srcState != StateInOrbit || srcState != tgtState || *planet1 != *planet2 {
return e.NewShipsNotOnSamePlanetError()
}
for sgi, sg := range g.listIndexShipGroups(ri) {
if sg.FleetID != nil && *sg.FleetID == g.Fleets[fiSource].ID {
g.ShipGroups[sgi].FleetID = &g.Fleets[fiTarget].ID
}
}
return g.deleteFleetSafe(ri, fleetSourceName)
}
func (g *Game) deleteFleetSafe(ri int, name string) error {
fi := g.fleetIndex(ri, name)
if fi < 0 {
return e.NewEntityNotExistsError("fleet %s", name)
}
for sgi := range g.ShipGroups {
if g.ShipGroups[sgi].FleetID != nil && *g.ShipGroups[sgi].FleetID == g.Fleets[fi].ID {
return e.NewEntityInUseError("fleet %s: race %s, group #%d", name, g.Race[ri].Name, g.ShipGroups[sgi].Number)
}
}
g.Fleets = append(g.Fleets[:fi], g.Fleets[fi+1:]...)
return nil
}
func (g Game) fleetIndex(ri int, name string) int {
return slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.OwnerID == g.Race[ri].ID && f.Name == name })
}
func (g Game) listFleets(ri int) iter.Seq[Fleet] {
return func(yield func(Fleet) bool) {
for _, fl := range g.listIndexFleets(ri) {
if !yield(fl) {
return
}
}
}
}
func (g Game) listIndexFleets(ri int) iter.Seq2[int, Fleet] {
return func(yield func(int, Fleet) bool) {
for i := range g.Fleets {
if g.Fleets[i].OwnerID == g.Race[ri].ID {
if !yield(i, g.Fleets[i]) {
return
}
}
}
}
}
func FleetGroups(g *Game, ri, fi int) iter.Seq[ShipGroup] {
if len(g.Fleets) < fi+1 {
panic(fmt.Sprintf("FleetGroups: game fleets index %d invalid: len=%d", fi, len(g.Fleets)))
}
return func(yield func(ShipGroup) bool) {
for sg := range g.listShipGroups(ri) {
if sg.FleetID != nil && *sg.FleetID == g.Fleets[fi].ID {
if !yield(sg) {
break
}
}
}
}
}