Files
galaxy-game/internal/controller/ship_group.go
T
2026-02-12 14:32:54 +03:00

538 lines
15 KiB
Go

package controller
import (
"cmp"
"fmt"
"iter"
"maps"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
"github.com/iliadenisov/galaxy/internal/model/game"
)
// ShipGroup is a proxy func, nothing to cache
func (c *Cache) ShipGroup(groupIndex int) *game.ShipGroup {
c.validateShipGroupIndex(groupIndex)
return &c.g.ShipGroups[groupIndex]
}
func (c *Cache) internalShipGroupJoinFleet(groupIndex int, fID uuid.UUID) {
c.validateShipGroupIndex(groupIndex)
c.g.ShipGroups[groupIndex].FleetID = &fID
c.invalidateFleetCache()
}
func (c *Cache) ShipGroupShipsNumber(groupIndex int, number uint) {
c.validateShipGroupIndex(groupIndex)
if c.g.ShipGroups[groupIndex].Number > 0 {
c.g.ShipGroups[groupIndex].Load = game.F(c.g.ShipGroups[groupIndex].Load.F() / float64(c.g.ShipGroups[groupIndex].Number) * float64(number))
}
c.g.ShipGroups[groupIndex].Number = number
}
func (c *Cache) ShipGroupsIndex() iter.Seq[int] {
return func(yield func(int) bool) {
for i := range c.g.ShipGroups {
if !yield(i) {
return
}
}
}
}
func (c *Cache) ShipGroupOwnerRaceIndex(groupIndex int) int {
c.validateShipGroupIndex(groupIndex)
if len(c.cacheRaceIndexByShipGroupIndex) == 0 {
c.cacheShipsAndGroups()
}
if v, ok := c.cacheRaceIndexByShipGroupIndex[groupIndex]; ok {
return v
} else {
panic(fmt.Sprintf("ShipGroupRace: group not found by index=%v", groupIndex))
}
}
func (c *Cache) ShipGroupOwnerRace(groupIndex int) *game.Race {
return &c.g.Race[c.ShipGroupOwnerRaceIndex(groupIndex)]
}
func (c *Cache) ShipGroupDestroyItem(i int) {
c.validateShipGroupIndex(i)
sg := &c.g.ShipGroups[i]
if sg.Number == 0 {
panic("group has no ships")
}
sg.Load = game.F(sg.Load.F() / float64(sg.Number) * float64(sg.Number-1))
sg.Number -= 1
}
func (c *Cache) DeleteKilledShipGroups() {
keepFleet := make(map[uuid.UUID]bool, len(c.g.Fleets))
for sgi := len(c.g.ShipGroups) - 1; sgi >= 0; sgi-- {
if c.g.ShipGroups[sgi].FleetID != nil {
id := *c.g.ShipGroups[sgi].FleetID
keepFleet[id] = keepFleet[id] || c.g.ShipGroups[sgi].Number > 0
}
if c.g.ShipGroups[sgi].Number == 0 {
c.g.ShipGroups = append(c.g.ShipGroups[:sgi], c.g.ShipGroups[sgi+1:]...)
}
}
c.invalidateShipGroupCache()
for id, keep := range keepFleet {
if keep {
continue
}
c.unsafeDeleteFleet(c.MustFleetIndex(id))
}
}
func (c *Cache) TurnMergeEqualShipGroups() {
for i := range c.listRaceActingIdx() {
c.transferPendingGroups(i)
c.shipGroupMerge(i)
}
}
func (c *Cache) transferPendingGroups(ri int) {
c.validateRaceIndex(ri)
for sg := range c.listShipGroups(ri) {
if sg.State() == game.StateTransfer {
sg.StateTransfer = false
}
}
}
// shipGroupMerge merges several equal ship groups into one
func (c *Cache) shipGroupMerge(ri int) {
c.validateRaceIndex(ri)
raceGroups := make([]game.ShipGroup, 0)
for sg := range c.listShipGroups(ri) {
raceGroups = append(raceGroups, *sg)
}
origin := len(raceGroups)
if origin < 2 {
return
}
for i := 0; i < len(raceGroups)-1; i++ {
for j := len(raceGroups) - 1; j > i; j-- {
if raceGroups[i].Equal(raceGroups[j]) {
raceGroups[i].ID = raceGroups[j].ID // resulting group will have latest ID
raceGroups[i].Number += raceGroups[j].Number
raceGroups = append(raceGroups[:j], raceGroups[j+1:]...)
}
}
}
if len(raceGroups) == origin {
return
}
toDelete := make([]int, 0)
for i := range c.ShipGroupsIndex() {
if c.ShipGroup(i).OwnerID == c.g.Race[ri].ID {
toDelete = append(toDelete, i)
}
}
slices.Sort(toDelete)
slices.Reverse(toDelete)
for _, sgi := range toDelete {
c.unsafeDeleteShipGroup(sgi)
}
for i := range raceGroups {
c.appendShipGroup(ri, &raceGroups[i])
}
}
func (c *Cache) shipGroupDismantle(ri int, groupIndex uuid.UUID) error {
c.validateRaceIndex(ri)
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
}
pl, ok := c.Planet(c.ShipGroup(sgi).Destination)
if !ok {
return e.NewGameStateError("planet #%d", c.ShipGroup(sgi).Destination)
}
p := *pl
st := c.ShipGroupShipClass(sgi)
if c.ShipGroup(sgi).CargoType != nil {
ct := *c.ShipGroup(sgi).CargoType
load := c.ShipGroup(sgi).Load.F()
switch ct {
case game.CargoColonist:
if p.OwnedBy(c.g.Race[ri].ID) {
p = game.UnloadColonists(p, load)
}
case game.CargoMaterial:
p.Material = p.Material.Add(load)
case game.CargoCapital:
p.Capital = p.Capital.Add(load)
}
}
p.Material = p.Material.Add(c.ShipGroup(sgi).EmptyMass(st))
c.unsafeDeleteShipGroup(sgi)
c.g.Map.Planet[c.MustPlanetIndex(p.Number)] = p
return nil
}
// 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 (c *Cache) shipGroupLoad(ri int, groupID uuid.UUID, ct game.CargoType, quantity float64) error {
c.validateRaceIndex(ri)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group %s", groupID)
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
}
p, ok := c.Planet(c.ShipGroup(sgi).Destination)
if !ok {
return e.NewGameStateError("planet #%d", c.ShipGroup(sgi).Destination)
}
if p.Owned() && !p.OwnedBy(c.g.Race[ri].ID) {
return e.NewEntityNotOwnedError("planet #%d", p.Number)
}
st := c.ShipGroupShipClass(sgi)
if st.Cargo < 1 {
return e.NewNoCargoBayError("ship_type %q", st.Name)
}
if c.ShipGroup(sgi).CargoType != nil && *c.ShipGroup(sgi).CargoType != ct {
return e.NewCargoLoadNotEqualError("cargo: %v", *c.ShipGroup(sgi).CargoType)
}
capacity := c.ShipGroup(sgi).CargoCapacity(st)
freeShipGroupCargoLoad := capacity - float64(c.ShipGroup(sgi).Load)
if freeShipGroupCargoLoad == 0 {
return e.NewCargoLoadNoSpaceLeftError()
}
var availableOnPlanet *game.Float
switch ct {
case game.CargoMaterial:
availableOnPlanet = &p.Material
case game.CargoCapital:
availableOnPlanet = &p.Capital
case game.CargoColonist:
availableOnPlanet = &p.Colonists
default:
return e.NewGameStateError("CargoType not accepted: %v", ct)
}
if quantity > float64(*availableOnPlanet) || *availableOnPlanet == 0 {
return e.NewCargoLoadNotEnoughError("planet: #%d, %s=%.03f", p.Number, ct, *availableOnPlanet)
}
toBeLoaded := quantity
if quantity == 0 {
toBeLoaded = float64(*availableOnPlanet)
}
if toBeLoaded > freeShipGroupCargoLoad {
toBeLoaded = freeShipGroupCargoLoad
}
*availableOnPlanet = (*availableOnPlanet).Add(-toBeLoaded)
c.ShipGroup(sgi).Load = c.ShipGroup(sgi).Load.Add(toBeLoaded)
if c.ShipGroup(sgi).Load > 0 {
c.ShipGroup(sgi).CargoType = &ct
}
return nil
}
// Промышленность и Сырье могут быть выгружены на любой планете.
// Колонисты могут быть высажены только на планеты, принадлежащие Вам или на необитаемые планеты.
func (c *Cache) shipGroupUnload(ri int, groupID uuid.UUID, quantity float64) error {
c.validateRaceIndex(ri)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group %s", groupID)
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError("state: %s", state)
}
st := c.ShipGroupShipClass(sgi)
if st.Cargo < 1 {
return e.NewNoCargoBayError("ship_type %q", st.Name)
}
if c.ShipGroup(sgi).CargoType == nil || c.ShipGroup(sgi).Load == 0 {
return e.NewCargoUnloadEmptyError()
}
ct := *c.ShipGroup(sgi).CargoType
p := c.MustPlanet(c.ShipGroup(sgi).Destination)
if ct == game.CargoColonist && p.Owned() && !p.OwnedBy(c.g.Race[ri].ID) {
return e.NewEntityNotOwnedError("planet #%d unload %v", p.Number, ct)
}
toBeUnloaded := quantity
if quantity == 0 {
toBeUnloaded = float64(c.ShipGroup(sgi).Load)
}
if toBeUnloaded > float64(c.ShipGroup(sgi).Load) {
return e.NewCargoUnoadNotEnoughError("load: %.03f", c.ShipGroup(sgi).Load)
}
c.unsafeUnloadCargo(sgi, toBeUnloaded)
return nil
}
func (c *Cache) unsafeUnloadCargo(sgi int, q float64) {
if q <= 0 {
return
}
if st := c.ShipGroup(sgi).State(); st != game.StateInOrbit {
panic(fmt.Sprintf("invalid group state: %v", st))
}
c.validateShipGroupIndex(sgi)
p := c.MustPlanet(c.ShipGroup(sgi).Destination)
ct := *c.ShipGroup(sgi).CargoType
var availableOnPlanet *game.Float
switch ct {
case game.CargoColonist:
availableOnPlanet = &p.Colonists
if !p.Owned() {
p.Own(c.ShipGroup(sgi).OwnerID)
p.Production = game.ProductionCapital.AsType(uuid.Nil)
}
case game.CargoMaterial:
availableOnPlanet = &p.Material
case game.CargoCapital:
availableOnPlanet = &p.Capital
}
*availableOnPlanet = (*availableOnPlanet).Add(q)
c.ShipGroup(sgi).Load = c.ShipGroup(sgi).Load.Add(-q)
if c.ShipGroup(sgi).Load == 0 {
c.ShipGroup(sgi).CargoType = nil
}
p.UnpackColonists()
p.UnpackCapital()
}
func (c *Cache) shipGroupTransfer(ri, riAccept int, groupID uuid.UUID) (err error) {
c.validateRaceIndex(ri)
if ri == riAccept {
return e.NewSameRaceError(c.g.Race[riAccept].Name)
}
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group %s", groupID)
}
sg := c.ShipGroup(sgi)
state := sg.State()
if state == game.StateTransfer {
return e.NewShipsBusyError("state: %s", state)
}
st := c.ShipGroupShipClass(sgi)
var stAcc int
if stAcc = slices.IndexFunc(c.g.Race[riAccept].ShipTypes, func(v game.ShipType) bool { return v.Name == st.Name }); stAcc >= 0 &&
!st.Equal(c.g.Race[riAccept].ShipTypes[stAcc]) {
return e.NewGiveawayGroupShipsTypeNotEqualError("race %q, ship type %q", c.g.Race[riAccept].Name, c.g.Race[riAccept].ShipTypes[stAcc].Name)
}
if stAcc < 0 {
err = c.ShipClassCreate(riAccept,
st.Name,
st.Drive.F(),
int(st.Armament),
st.Weapons.F(),
st.Shields.F(),
st.Cargo.F())
if err != nil {
return err
}
stAcc = len(c.g.Race[riAccept].ShipTypes) - 1
}
newGroup := *(sg)
newGroup.ID = uuid.New()
newGroup.TypeID = c.g.Race[riAccept].ShipTypes[stAcc].ID
newGroup.Tech = maps.Clone(sg.Tech)
if state == game.StateLaunched {
newGroup.StateTransfer = true
}
c.appendShipGroup(riAccept, &newGroup)
c.unsafeDeleteShipGroup(sgi)
return nil
}
func (c *Cache) ShipGroupBreak(ri int, groupID, newID uuid.UUID, quantity uint) (err error) {
c.validateRaceIndex(ri)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return e.NewEntityNotExistsError("group %s", groupID)
}
for sgi := range c.g.ShipGroups {
if c.g.ShipGroups[sgi].ID == newID {
return e.NewEntityDuplicateIdentifierError("group %s", newID)
}
}
if state := c.ShipGroup(sgi).State(); state != game.StateInOrbit {
return e.NewShipsBusyError()
}
if c.ShipGroup(sgi).Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity)
}
if quantity > 0 && quantity < c.ShipGroup(sgi).Number {
if sgi, err = c.breakGroup(ri, groupID, quantity); err != nil {
return
}
}
c.ShipGroup(sgi).FleetID = nil
return nil
}
func (c *Cache) breakGroup(ri int, groupID uuid.UUID, newGroupShips uint) (int, error) {
c.validateRaceIndex(ri)
sgi, ok := c.raceShipGroupIndex(ri, groupID)
if !ok {
return -1, e.NewEntityNotExistsError("group %s", groupID)
}
if c.ShipGroup(sgi).Number < newGroupShips {
return -1, e.NewBreakGroupIllegalNumberError("group=%s ships: %d -> %d", c.ShipGroup(sgi).ID, c.ShipGroup(sgi).Number, newGroupShips)
}
return c.unsafeBreakGroup(ri, sgi, newGroupShips), nil
}
func (c *Cache) unsafeBreakGroup(ri, sgi int, newGroupShips uint) int {
newGroup := *c.ShipGroup(sgi)
if c.ShipGroup(sgi).CargoType != nil {
newGroup.Load = game.F(float64(c.ShipGroup(sgi).Load) / float64(c.ShipGroup(sgi).Number) * float64(newGroupShips))
}
newGroup.Number = newGroupShips
c.ShipGroupShipsNumber(sgi, c.ShipGroup(sgi).Number-newGroup.Number)
newGroup.FleetID = nil
return c.appendShipGroup(ri, &newGroup)
}
// Internal funcs
func (c *Cache) raceShipGroupIndex(ri int, id uuid.UUID) (int, bool) {
c.validateRaceIndex(ri)
for i := range c.ShipGroupsIndex() {
if c.ShipGroupOwnerRaceIndex(i) == ri && c.ShipGroup(i).ID == id {
return i, true
}
}
return -1, false
}
func (c *Cache) listShipGroupIdx(ri int) iter.Seq[int] {
c.validateRaceIndex(ri)
return func(yield func(int) bool) {
for i := range c.g.ShipGroups {
if ri == c.ShipGroupOwnerRaceIndex(i) {
if !yield(i) {
return
}
}
}
}
}
func (c *Cache) listShipGroups(ri int) iter.Seq[*game.ShipGroup] {
c.validateRaceIndex(ri)
return func(yield func(*game.ShipGroup) bool) {
for sgi := range c.listShipGroupIdx(ri) {
if !yield(c.ShipGroup(sgi)) {
return
}
}
}
}
func (c *Cache) shipGroupsInUpgrade(planetNumber uint) iter.Seq[*game.ShipGroup] {
return func(yield func(*game.ShipGroup) bool) {
result := make([]int, 0)
for sg := range c.g.ShipGroups {
// number checked for further sanity after battles
if c.g.ShipGroups[sg].Number > 0 && c.g.ShipGroups[sg].Destination == planetNumber && c.g.ShipGroups[sg].State() == game.StateUpgrade {
result = append(result, sg)
}
}
slices.SortFunc(result, func(a, b int) int {
return cmp.Compare(c.g.ShipGroups[b].StateUpgrade.Cost(), c.g.ShipGroups[a].StateUpgrade.Cost())
})
for i := range result {
if !yield(&c.g.ShipGroups[result[i]]) {
return
}
}
}
}
func (c *Cache) unsafeDeleteShipGroup(sgi int) {
c.validateShipGroupIndex(sgi)
sg := c.ShipGroup(sgi)
if sg.FleetID != nil {
fi := c.MustFleetIndex(*sg.FleetID)
fleetGroups := slices.Collect(c.fleetGroupIds(c.RaceIndex(sg.OwnerID), fi))
if len(fleetGroups) == 1 {
// remove fleet when deleting last group in the fleet
c.unsafeDeleteFleet(fi)
}
}
c.g.ShipGroups = append(c.g.ShipGroups[:sgi], c.g.ShipGroups[sgi+1:]...)
c.invalidateShipGroupCache()
}
func (c *Cache) validateShipGroupIndex(i int) {
if i >= len(c.g.ShipGroups) {
panic(fmt.Sprintf("group index out of range: %d >= %d", i, len(c.g.ShipGroups)))
}
}
func (c *Cache) unsafeCreateShips(ri int, classID uuid.UUID, planet uint, quantity uint) {
c.appendShipGroup(ri, &game.ShipGroup{
OwnerID: c.g.Race[ri].ID,
TypeID: classID,
Destination: planet,
Number: uint(quantity),
Tech: map[game.Tech]game.Float{
game.TechDrive: game.F(c.g.Race[ri].TechLevel(game.TechDrive)),
game.TechWeapons: game.F(c.g.Race[ri].TechLevel(game.TechWeapons)),
game.TechShields: game.F(c.g.Race[ri].TechLevel(game.TechShields)),
game.TechCargo: game.F(c.g.Race[ri].TechLevel(game.TechCargo)),
},
})
}
func (c *Cache) appendShipGroup(ri int, sg *game.ShipGroup) int {
c.validateRaceIndex(ri)
sg.ID = uuid.New()
sg.OwnerID = c.g.Race[ri].ID
sg.FleetID = nil
c.g.ShipGroups = append(c.g.ShipGroups, *sg)
i := len(c.g.ShipGroups) - 1
c.invalidateShipGroupCache()
return i
}