Files
galaxy-game/internal/controller/ship_class.go
T
2026-02-11 09:46:24 +02:00

188 lines
5.1 KiB
Go

package controller
import (
"fmt"
"iter"
"slices"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/util"
)
func (c *Cache) ShipClassCreate(ri int, typeName string, drive float64, ammo int, weapons, shileds, cargo float64) error {
c.validateRaceIndex(ri)
if err := validateShipTypeValues(drive, ammo, weapons, shileds, cargo); err != nil {
return err
}
n, ok := util.ValidateTypeName(typeName)
if !ok {
return e.NewEntityTypeNameValidationError("%q", n)
}
if st := slices.IndexFunc(c.g.Race[ri].ShipTypes, func(st game.ShipType) bool { return st.Name == typeName }); st >= 0 {
return e.NewEntityDuplicateIdentifierError("ship class %q", c.g.Race[ri].ShipTypes[st].Name)
}
c.g.Race[ri].ShipTypes = append(c.g.Race[ri].ShipTypes, game.ShipType{
ID: uuid.New(),
Name: n,
Drive: game.Float(drive),
Armament: uint(ammo),
Weapons: game.Float(weapons),
Shields: game.Float(shileds),
Cargo: game.Float(cargo),
})
c.invalidateShipGroupCache()
c.invalidateFleetCache()
return nil
}
func (c *Cache) shipClassMerge(ri int, sourceName, targetName string) error {
c.validateRaceIndex(ri)
sourceClass, sti, ok := c.ShipClass(ri, sourceName)
if !ok {
return e.NewEntityNotExistsError("source ship type %q", sourceName)
}
targetClass, _, ok := c.ShipClass(ri, targetName)
if !ok {
return e.NewEntityNotExistsError("target ship type %q", sourceName)
}
if sourceClass.Name == targetClass.Name {
return e.NewEntityTypeNameEqualityError("ship type %q", targetName)
}
if !sourceClass.Equal(*targetClass) {
return e.NewMergeShipTypeNotEqualError()
}
// switch planet productions to the new type
for pl := range c.g.Map.Planet {
if c.g.Map.Planet[pl].OwnedBy(c.g.Race[ri].ID) &&
c.g.Map.Planet[pl].Production.Type == game.ProductionShip &&
c.g.Map.Planet[pl].Production.SubjectID != nil &&
*c.g.Map.Planet[pl].Production.SubjectID == sourceClass.ID {
c.g.Map.Planet[pl].Production.SubjectID = &targetClass.ID
}
}
// switch ship groups to the new type
for sg := range c.g.ShipGroups {
if c.g.ShipGroups[sg].OwnerID == c.g.Race[ri].ID && c.g.ShipGroups[sg].TypeID == sourceClass.ID {
c.g.ShipGroups[sg].TypeID = targetClass.ID
}
}
// remove the source type
c.g.Race[ri].ShipTypes = append(c.g.Race[ri].ShipTypes[:sti], c.g.Race[ri].ShipTypes[sti+1:]...)
c.invalidateShipGroupCache()
c.invalidateFleetCache()
return nil
}
func (c *Cache) shipClassRemove(ri int, name string) error {
c.validateRaceIndex(ri)
st, i, ok := c.ShipClass(ri, name)
if !ok {
return e.NewEntityNotExistsError("ship type %q", name)
}
if pl := slices.IndexFunc(c.g.Map.Planet, func(p game.Planet) bool {
return p.Production.Type == game.ProductionShip &&
p.Production.SubjectID != nil &&
st.ID == *p.Production.SubjectID
}); pl >= 0 {
return e.NewDeleteShipTypePlanetProductionError(c.g.Map.Planet[pl].Name)
}
for sg := range c.listShipGroups(ri) {
if sg.TypeID == st.ID {
return e.NewDeleteShipTypeExistingGroupError("group: %s", sg.ID)
}
}
c.g.Race[ri].ShipTypes = append(c.g.Race[ri].ShipTypes[:i], c.g.Race[ri].ShipTypes[i+1:]...)
c.invalidateShipGroupCache()
c.invalidateFleetCache()
return nil
}
// ShipTypes used for tests only
func (c *Cache) ShipTypes(ri int) []*game.ShipType {
c.validateRaceIndex(ri)
result := make([]*game.ShipType, len(c.g.Race[ri].ShipTypes))
for i := range c.g.Race[ri].ShipTypes {
result[i] = &c.g.Race[ri].ShipTypes[i]
}
return result
}
func (c *Cache) ListShipTypes(ri int) iter.Seq[*game.ShipType] {
return func(yield func(*game.ShipType) bool) {
for i := range c.g.Race[ri].ShipTypes {
if !yield(&c.g.Race[ri].ShipTypes[i]) {
return
}
}
}
}
func (c *Cache) ShipClass(ri int, name string) (*game.ShipType, int, bool) {
i := slices.IndexFunc(c.g.Race[ri].ShipTypes, func(st game.ShipType) bool { return st.Name == name })
if i < 0 {
return nil, -1, false
}
return &c.g.Race[ri].ShipTypes[i], i, true
}
func (c *Cache) ShipType(ri int, ID uuid.UUID) (*game.ShipType, bool) {
c.validateRaceIndex(ri)
for i := range c.g.Race[ri].ShipTypes {
if c.g.Race[ri].ShipTypes[i].ID == ID {
return &c.g.Race[ri].ShipTypes[i], true
}
}
return nil, false
}
func (c *Cache) MustShipType(ri int, ID uuid.UUID) *game.ShipType {
if v, ok := c.ShipType(ri, ID); ok {
return v
}
panic(fmt.Sprintf("ship class not found: race_idx=%d id=%v", ri, ID))
}
func validateShipTypeValues(d float64, a int, w, s, c float64) 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
}