184 lines
5.0 KiB
Go
184 lines
5.0 KiB
Go
package game
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import (
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"iter"
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"math"
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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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)
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type Fleet struct {
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ID uuid.UUID `json:"id"`
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OwnerID uuid.UUID `json:"ownerId"`
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Name string `json:"name"`
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Destination uint `json:"destination"`
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Origin *uint `json:"origin,omitempty"`
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Range *float64 `json:"range,omitempty"`
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}
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// TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first.
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func (g Game) FleetSpeed(fl Fleet) float64 {
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result := math.MaxFloat64
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for sg := range g.ShipGroups {
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if g.ShipGroups[sg].FleetID == nil || *g.ShipGroups[sg].FleetID != fl.ID {
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continue
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}
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st := g.mustShipType(g.ShipGroups[sg].TypeID)
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typeSpeed := g.ShipGroups[sg].Speed(st)
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if typeSpeed < result {
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result = typeSpeed
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}
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}
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return result
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}
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func (g *Game) JoinShipGroupToFleet(raceName, fleetName string, group, count uint) error {
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ri, err := g.raceIndex(raceName)
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if err != nil {
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return err
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}
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return g.joinShipGroupToFleetInternal(ri, fleetName, group, count)
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}
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func (g *Game) JoinFleets(raceName, fleetSourceName, fleetTargetName string) error {
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ri, err := g.raceIndex(raceName)
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if err != nil {
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return err
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}
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return g.joinFleetsInternal(ri, fleetSourceName, fleetTargetName)
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}
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func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, group, count uint) (err error) {
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name, ok := validateTypeName(fleetName)
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if !ok {
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return e.NewEntityTypeNameValidationError("%q", name)
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}
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sgi := -1
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var maxIndex uint
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for i, sg := range g.listIndexShipGroups(ri) {
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if sgi < 0 && sg.Index == group {
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sgi = i
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}
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if sg.Index > maxIndex {
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maxIndex = sg.Index
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}
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}
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if sgi < 0 {
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return e.NewEntityNotExistsError("group #%d", group)
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}
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if g.ShipGroups[sgi].State() != StateInOrbit {
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return e.NewShipsBusyError()
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}
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if g.ShipGroups[sgi].Number < count {
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return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, count)
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}
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fi := g.fleetIndex(ri, name)
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if fi < 0 {
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fi, err = g.createFleet(ri, name, g.ShipGroups[sgi].Destination)
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if err != nil {
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return err
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}
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} else {
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if g.Fleets[fi].Destination != g.ShipGroups[sgi].Destination || g.Fleets[fi].Origin != nil || g.Fleets[fi].Range != nil {
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return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
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}
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}
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// FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group }
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if count > 0 && g.ShipGroups[sgi].Number != count {
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newGroup := g.ShipGroups[sgi]
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newGroup.Number -= count
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g.ShipGroups[sgi].Number = count
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newGroup.Index = maxIndex + 1
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g.ShipGroups = append(g.ShipGroups, newGroup)
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}
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g.ShipGroups[sgi].FleetID = &g.Fleets[fi].ID
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return nil
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}
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func (g *Game) createFleet(ri int, name string, planetNumber uint) (int, error) {
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n, ok := validateTypeName(name)
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if !ok {
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return 0, e.NewEntityTypeNameValidationError("%q", n)
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}
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if fl := g.fleetIndex(ri, n); fl >= 0 {
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return 0, e.NewEntityTypeNameDuplicateError("fleet %w", g.Fleets[fl].Name)
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}
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g.Fleets = append(g.Fleets, Fleet{
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ID: uuid.New(),
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OwnerID: g.Race[ri].ID,
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Name: n,
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Destination: planetNumber,
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})
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return len(g.Fleets) - 1, nil
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}
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func (g *Game) joinFleetsInternal(ri int, fleetSourceName, fleetTargetName string) (err error) {
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fiSource := g.fleetIndex(ri, fleetSourceName)
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if fiSource < 0 {
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return e.NewEntityNotExistsError("source fleet %s", fleetSourceName)
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}
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fiTarget := g.fleetIndex(ri, fleetTargetName)
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if fiTarget < 0 {
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return e.NewEntityNotExistsError("target fleet %s", fleetTargetName)
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}
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if g.Fleets[fiSource].Destination != g.Fleets[fiTarget].Destination ||
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g.Fleets[fiSource].Origin != nil || g.Fleets[fiTarget].Origin != nil ||
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g.Fleets[fiSource].Range != nil || g.Fleets[fiTarget].Range != nil {
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return e.NewShipsNotOnSamePlanetError()
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}
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for sgi, sg := range g.listIndexShipGroups(ri) {
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if sg.FleetID != nil && *sg.FleetID == g.Fleets[fiSource].ID {
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g.ShipGroups[sgi].FleetID = &g.Fleets[fiTarget].ID
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}
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}
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return g.deleteFleetSafe(ri, fleetSourceName)
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}
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func (g *Game) deleteFleetSafe(ri int, name string) error {
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fi := g.fleetIndex(ri, name)
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if fi < 0 {
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return e.NewEntityNotExistsError("fleet %s", name)
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}
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for sgi := range g.ShipGroups {
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if g.ShipGroups[sgi].FleetID != nil && *g.ShipGroups[sgi].FleetID == g.Fleets[fi].ID {
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return e.NewEntityInUseError("fleet %s: race %s, group #%d", name, g.Race[ri].Name, g.ShipGroups[sgi].Number)
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}
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}
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g.Fleets = append(g.Fleets[:fi], g.Fleets[fi+1:]...)
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return nil
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}
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func (g Game) fleetIndex(ri int, name string) int {
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return slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.OwnerID == g.Race[ri].ID && f.Name == name })
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}
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func (g Game) listFleets(ri int) iter.Seq[Fleet] {
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return func(yield func(Fleet) bool) {
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for _, fl := range g.listIndexFleets(ri) {
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if !yield(fl) {
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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 (g Game) listIndexFleets(ri int) iter.Seq2[int, Fleet] {
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return func(yield func(int, Fleet) bool) {
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for i := range g.Fleets {
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if g.Fleets[i].OwnerID == g.Race[ri].ID {
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if !yield(i, g.Fleets[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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