Files
galaxy-game/internal/model/game/ship.go
T
2026-01-11 20:27:43 +02:00

263 lines
7.1 KiB
Go

package game
import (
"fmt"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
)
type ShipTypeReport struct {
Name string `json:"name"`
Drive float64 `json:"drive"`
Armament uint `json:"armament"`
Weapons float64 `json:"weapons"`
Shields float64 `json:"shields"`
Cargo float64 `json:"cargo"`
}
type ShipType struct {
ID uuid.UUID `json:"id"`
ShipTypeReport
}
type ShipTypeReportForeign struct {
RaceName string
ShipTypeReport
}
func (st ShipType) Equal(o ShipType) bool {
return st.Drive == o.Drive &&
st.Weapons == o.Weapons &&
st.Armament == o.Armament &&
st.Shields == o.Shields &&
st.Cargo == o.Cargo
}
func (st ShipType) BlockMass(t Tech) float64 {
switch t {
case TechDrive:
return st.DriveBlockMass()
case TechWeapons:
return st.WeaponsBlockMass()
case TechShields:
return st.ShieldsBlockMass()
case TechCargo:
return st.CargoBlockMass()
default:
panic("BlockMass: unexpectec tech: " + t.String())
}
}
func (st ShipType) DriveBlockMass() float64 {
return st.Drive
}
func (st ShipType) WeaponsBlockMass() float64 {
if st.Armament == 0 || st.Weapons == 0 {
return 0
}
return float64(st.Armament+1) * (st.Weapons / 2)
}
func (st ShipType) ShieldsBlockMass() float64 {
return st.Shields
}
func (st ShipType) CargoBlockMass() float64 {
return st.Cargo
}
func (st ShipType) EmptyMass() float64 {
shipMass := st.DriveBlockMass() + st.ShieldsBlockMass() + st.CargoBlockMass() + st.WeaponsBlockMass()
return shipMass
}
// ProductionCost returns Material (MAT) and Population (POP) to produce this [ShipType]
func (st ShipType) ProductionCost() (mat float64, pop float64) {
mat = st.EmptyMass()
pop = mat * 10
return
}
func (g Game) mustShipType(id uuid.UUID) *ShipType {
for ri := range g.Race {
if st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == id }); st >= 0 {
return &g.Race[ri].ShipTypes[st]
}
}
panic(fmt.Sprintf("mustShipType: ShipType not found: %v", id))
}
func (g Game) ShipTypes(raceName string) ([]ShipType, error) {
ri, err := g.raceIndex(raceName)
if err != nil {
return nil, err
}
return g.shipTypesInternal(ri), nil
}
func (g Game) shipTypesInternal(ri int) []ShipType {
return g.Race[ri].ShipTypes
}
func (g Game) DeleteShipType(raceName, typeName string) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
return g.deleteShipTypeInternal(ri, typeName)
}
func (g Game) deleteShipTypeInternal(ri int, name string) error {
st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name })
if st < 0 {
return e.NewEntityNotExistsError("ship type %w", name)
}
if pl := slices.IndexFunc(g.Map.Planet, func(p Planet) bool {
return p.Production.Type == ProductionShip &&
p.Production.SubjectID != nil &&
g.Race[ri].ShipTypes[st].ID == *p.Production.SubjectID
}); pl >= 0 {
return e.NewDeleteShipTypePlanetProductionError(g.Map.Planet[pl].Name)
}
for sg := range g.listShipGroups(ri) {
if sg.TypeID == g.Race[ri].ShipTypes[st].ID {
return e.NewDeleteShipTypeExistingGroupError("group: %v", sg.Index)
}
}
g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes[:st], g.Race[ri].ShipTypes[st+1:]...)
return nil
}
// TODO: D A W S C
func (g Game) CreateShipType(raceName, typeName string, d, w, s, c float64, a int) error {
ri, err := g.raceIndex(raceName)
if err != nil {
return err
}
_, err = g.createShipTypeInternal(ri, typeName, d, w, s, c, a)
return err
}
func (g Game) createShipTypeInternal(ri int, name string, d, w, s, c float64, a int) (int, error) {
if err := checkShipTypeValues(d, w, s, c, a); err != nil {
return -1, err
}
n, ok := validateTypeName(name)
if !ok {
return -1, e.NewEntityTypeNameValidationError("%q", n)
}
if st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name }); st >= 0 {
return -1, e.NewEntityTypeNameDuplicateError("ship type %w", g.Race[ri].ShipTypes[st].Name)
}
g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes, ShipType{
ID: uuid.New(),
ShipTypeReport: ShipTypeReport{
Name: n,
Drive: d,
Weapons: w,
Shields: s,
Cargo: c,
Armament: uint(a),
},
})
return len(g.Race[ri].ShipTypes) - 1, nil
}
func (g Game) MergeShipType(race, name, targetName string) error {
ri, err := g.raceIndex(race)
if err != nil {
return err
}
return g.mergeShipTypeInternal(ri, name, targetName)
}
func (g Game) mergeShipTypeInternal(ri int, name, targetName string) error {
st := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == name })
if st < 0 {
return e.NewEntityNotExistsError("source ship type %w", name)
}
if name == targetName {
return e.NewEntityTypeNameEqualityError("ship type %q", targetName)
}
tt := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == targetName })
if tt < 0 {
return e.NewEntityNotExistsError("target ship type %w", name)
}
if !g.Race[ri].ShipTypes[st].Equal(g.Race[ri].ShipTypes[tt]) {
return e.NewMergeShipTypeNotEqualError()
}
// switch planet productions to the new type
for pl := range g.Map.Planet {
if g.Map.Planet[pl].Owner == g.Race[ri].ID &&
g.Map.Planet[pl].Production.Type == ProductionShip &&
g.Map.Planet[pl].Production.SubjectID != nil &&
*g.Map.Planet[pl].Production.SubjectID == g.Race[ri].ShipTypes[st].ID {
g.Map.Planet[pl].Production.SubjectID = &g.Race[ri].ShipTypes[tt].ID
}
}
// switch ship groups to the new type
for sg := range g.ShipGroups {
if g.ShipGroups[sg].OwnerID == g.Race[ri].ID && g.ShipGroups[sg].TypeID == g.Race[ri].ShipTypes[st].ID {
g.ShipGroups[sg].TypeID = g.Race[ri].ShipTypes[tt].ID
}
}
// remove the source type
g.Race[ri].ShipTypes = append(g.Race[ri].ShipTypes[:st], g.Race[ri].ShipTypes[st+1:]...)
return nil
}
func checkShipTypeValues(d, w, s, c float64, a int) error {
if !checkShipTypeValueDWSC(d) {
return e.NewDriveValueError(d)
}
if !checkShipTypeValueDWSC(w) {
return e.NewWeaponsValueError(w)
}
if !checkShipTypeValueDWSC(s) {
return e.NewShieldsValueError(s)
}
if !checkShipTypeValueDWSC(c) {
return e.NewCargoValueError(s)
}
if a < 0 {
return e.NewShipTypeArmamentValueError(a)
}
if (w == 0 && a > 0) || (a == 0 && w > 0) {
return e.NewShipTypeArmamentAndWeaponsValueError("A=%d W=%.0f", a, w)
}
if d == 0 && w == 0 && s == 0 && c == 0 && a == 0 {
return e.NewShipTypeShipTypeZeroValuesError()
}
return nil
}
func checkShipTypeValueDWSC(v float64) bool {
return v == 0 || v >= 1
}
func ShipClass(g *Game, ri int, classID uuid.UUID) (ShipType, bool) {
if len(g.Race) < ri+1 {
panic(fmt.Sprintf("ShipClass: game race index %d invalid: len=%d", ri, len(g.Race)))
}
sti := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == classID })
if sti < 0 {
return ShipType{}, false
}
return g.Race[ri].ShipTypes[sti], true
}
func ShipClassIndex(g *Game, ri int, classID uuid.UUID) (int, bool) {
if len(g.Race) < ri+1 {
panic(fmt.Sprintf("ShipClass: game race index %d invalid: len=%d", ri, len(g.Race)))
}
sti := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == classID })
return sti, sti >= 0
}