247 lines
7.2 KiB
Go
247 lines
7.2 KiB
Go
package game
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import (
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"fmt"
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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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}
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func FleetState(g *Game, fleetID uuid.UUID) (ShipGroupState, *uint, *InSpace) {
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fi := slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.ID == fleetID })
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if fi < 0 {
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panic("FleetState: fleet id not found: " + fleetID.String())
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}
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ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == g.Fleets[fi].OwnerID })
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if ri < 0 {
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panic("FleetState: race id not found: " + g.Fleets[fi].OwnerID.String())
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}
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var state *ShipGroupState
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var onPlanet *uint
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var is *InSpace
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for sg := range FleetGroups(g, ri, fi) {
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if state == nil {
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s := sg.State()
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state = &s
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if planet, ok := sg.OnPlanet(); ok {
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onPlanet = &planet
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}
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is = sg.StateInSpace
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continue
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}
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if *state != sg.State() {
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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))
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}
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if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
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for sg := range FleetGroups(g, ri, fi) {
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fmt.Println("group", sg.Index, "fleet", sg.FleetID, g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
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}
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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))
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}
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if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) {
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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))
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}
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if is != nil && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) {
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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))
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}
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}
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if state == nil {
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panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", g.Race[ri].Name, g.Fleets[fi].Name))
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}
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return *state, onPlanet, is
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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, groupIndex, quantity 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 == groupIndex {
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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", groupIndex)
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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 < quantity {
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return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
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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)
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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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state, onPlanet, _ := FleetState(g, g.Fleets[fi].ID)
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if state != StateInOrbit || *onPlanet != g.ShipGroups[sgi].Destination {
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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 quantity > 0 && quantity < g.ShipGroups[sgi].Number {
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// nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity)
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// if err != nil {
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// return err
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// }
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// sgi = nsgi
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newGroup := g.ShipGroups[sgi]
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newGroup.Number -= quantity
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g.ShipGroups[sgi].Number = quantity
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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) (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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fleets := slices.Clone(g.Fleets)
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fleets = append(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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})
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g.Fleets = fleets
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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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srcState, planet1, _ := FleetState(g, g.Fleets[fiSource].ID)
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tgtState, planet2, _ := FleetState(g, g.Fleets[fiTarget].ID)
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if srcState != StateInOrbit || srcState != tgtState || *planet1 != *planet2 {
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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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func FleetGroups(g *Game, ri, fi int) iter.Seq[ShipGroup] {
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if len(g.Fleets) < fi+1 {
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panic(fmt.Sprintf("FleetGroups: game fleets index %d invalid: len=%d", fi, len(g.Fleets)))
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}
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return func(yield func(ShipGroup) bool) {
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for sg := range g.listShipGroups(ri) {
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if sg.FleetID != nil && *sg.FleetID == g.Fleets[fi].ID {
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if !yield(sg) {
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break
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}
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}
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}
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}
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}
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