Files
galaxy-game/internal/controller/controller_export_test.go
T
2026-02-07 01:59:11 +02:00

132 lines
3.0 KiB
Go

package controller
import (
"fmt"
"iter"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/model/game"
)
func (c *Cache) AddRace(n string) (int, uuid.UUID) {
id := uuid.New()
r := &game.Race{
ID: id,
VoteFor: id,
Name: n,
Tech: game.NewTechSet(),
Relations: make([]game.RaceRelation, len(c.g.Race)),
}
c.g.Race = append(c.g.Race, *r)
for i := range c.listRaceIdx() {
if c.g.Race[i].ID != id {
c.g.Race[i].Relations = append(c.g.Race[i].Relations, game.RaceRelation{RaceID: id, Relation: game.RelationPeace})
continue
}
for j := range c.g.Race[i].Relations {
c.g.Race[i].Relations[j].RaceID = c.g.Race[j].ID
c.g.Race[i].Relations[j].Relation = game.RelationPeace
}
}
return len(c.g.Race) - 1, id
}
func (c *Cache) Race(i int) game.Race {
c.validateRaceIndex(i)
return c.g.Race[i]
}
func (c *Cache) RaceShipGroups(ri int) iter.Seq[*game.ShipGroup] {
return c.listShipGroups(ri)
}
func (c *Cache) RaceScience(ri int) []game.Science {
return c.raceScience(ri)
}
func (c *Cache) ListFleets(ri int) iter.Seq[*game.Fleet] {
return c.listFleets(ri)
}
func (c *Cache) MustFleetID(ri int, name string) uuid.UUID {
for f := range c.listFleets(ri) {
if f.Name == name {
return f.ID
}
}
panic("fleet not found")
}
func (c *Cache) MustShipGroup(ri int, index uint) *game.ShipGroup {
for sg := range c.listShipGroups(ri) {
if sg.Index == index {
return sg
}
}
panic(fmt.Sprintf("race i=%d have no group i=%d", ri, index))
}
func (c *Cache) MustShipClass(ri int, name string) *game.ShipType {
st, _, ok := c.ShipClass(ri, name)
if !ok {
panic("ship class not found")
}
return st
}
func (c *Cache) PutPopulation(pn uint, v float64) {
c.putPopulation(pn, v)
}
func (c *Cache) PutColonists(pn uint, v float64) {
c.putColonists(pn, v)
}
func (c *Cache) PutMaterial(pn uint, v float64) {
c.putMaterial(pn, v)
}
func (c *Cache) RaceTechLevel(ri int, t game.Tech, v float64) {
c.raceTechLevel(ri, t, v)
}
func (c *Cache) ListRoutedSendGroupIds(pn uint) iter.Seq[int] {
return c.listRoutedSendGroupIds(pn)
}
func (c *Cache) ListRoutedUnloadShipGroupIds(pn uint, rt game.RouteType) iter.Seq[int] {
return c.listRoutedUnloadShipGroupIds(pn, rt)
}
func (c *Cache) SelectColUnloadGroup(groups []int) (result iter.Seq[int]) {
return c.selectColUnloadGroup(groups)
}
func (c *Cache) ListMoveableGroupIds() iter.Seq[int] {
return c.listMoveableGroupIds()
}
func (c *Cache) CollectBombingGroups() map[uint]map[int][]int {
return c.collectBombingGroups()
}
func BombPlanet(p *game.Planet, power float64) {
bombPlanet(p, power)
}
func (c *Cache) ListProducingPlanets() iter.Seq[uint] {
return c.listProducingPlanets()
}
func (c *Cache) VotesByRace() map[int]float64 {
return c.votesByRace()
}
func VotingWinners(calc []*VoteGroup, gameVotes float64) []int {
return votingWinners(calc, gameVotes)
}
func (c *Cache) CreateShipsUnsafe_T(ri int, classID uuid.UUID, planet uint, quantity uint) {
c.createShipsUnsafe(ri, classID, planet, quantity)
}