Files
galaxy-game/internal/model/game/fleet.go
T
2025-12-11 23:00:31 +03:00

184 lines
5.1 KiB
Go

package game
import (
"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"`
Destination uint `json:"destination"`
Origin *uint `json:"origin,omitempty"`
Range *float64 `json:"range,omitempty"`
}
// 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, group, count 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 == group {
sgi = i
}
if sg.Index > maxIndex {
maxIndex = sg.Index
}
}
if sgi < 0 {
return e.NewEntityNotExistsError("group #%d", group)
}
if g.ShipGroups[sgi].State != "In_Orbit" || g.ShipGroups[sgi].Origin != nil || g.ShipGroups[sgi].Range != nil {
return e.NewShipsBusyError()
}
if g.ShipGroups[sgi].Number < count {
return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, count)
}
fi := g.fleetIndex(ri, name)
if fi < 0 {
fi, err = g.createFleet(ri, name, g.ShipGroups[sgi].Destination)
if err != nil {
return err
}
} else {
if g.Fleets[fi].Destination != g.ShipGroups[sgi].Destination || g.Fleets[fi].Origin != nil || g.Fleets[fi].Range != nil {
return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
}
}
// FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group }
if count > 0 && g.ShipGroups[sgi].Number != count {
newGroup := g.ShipGroups[sgi]
newGroup.Number -= count
g.ShipGroups[sgi].Number = count
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, planetNumber uint) (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)
}
g.Fleets = append(g.Fleets, Fleet{
ID: uuid.New(),
OwnerID: g.Race[ri].ID,
Name: n,
Destination: planetNumber,
})
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)
}
if g.Fleets[fiSource].Destination != g.Fleets[fiTarget].Destination ||
g.Fleets[fiSource].Origin != nil || g.Fleets[fiTarget].Origin != nil ||
g.Fleets[fiSource].Range != nil || g.Fleets[fiTarget].Range != nil {
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
}
}
}
}
}