Files
galaxy-game/internal/controller/ship_group_send.go
T
2026-01-14 22:17:24 +02:00

127 lines
3.5 KiB
Go

package controller
import (
e "github.com/iliadenisov/galaxy/internal/error"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/util"
)
func (c *Controller) SendGroup(raceName string, groupIndex, planetNumber, quantity uint) error {
ri, err := c.Cache.raceIndex(raceName)
if err != nil {
return err
}
return c.Cache.SendGroup(ri, groupIndex, planetNumber, quantity)
}
func (c *Cache) SendGroup(ri int, groupIndex, planetNumber, quantity uint) error {
c.validateRaceIndex(ri)
sgi, ok := c.raceShipGroupIndex(ri, groupIndex)
if !ok {
return e.NewEntityNotExistsError("group #%d", groupIndex)
}
st := c.ShipGroupShipClass(sgi)
// sgi := -1
// for i, sg := range g.listIndexShipGroups(ri) {
// if sgi < 0 && sg.Index == groupIndex {
// sgi = i
// }
// }
// if sgi < 0 {
// return e.NewEntityNotExistsError("group #%d", groupIndex)
// }
// var sti int
// if sti = slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == g.ShipGroups[sgi].TypeID }); sti < 0 {
// // hard to test, need manual game data invalidation
// return e.NewGameStateError("not found: ShipType ID=%v", g.ShipGroups[sgi].TypeID)
// }
// st := g.Race[ri].ShipTypes[sti]
if st.DriveBlockMass() == 0 {
return e.NewSendShipHasNoDrivesError()
}
sourcePlanet, ok := c.ShipGroup(sgi).OnPlanet()
if !ok {
return e.NewShipsBusyError()
}
if c.ShipGroup(sgi).Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity)
}
p1 := c.MustPlanet(sourcePlanet)
// p1, ok := PlanetByNum(g, sourcePlanet)
// if !ok {
// return e.NewGameStateError("source planet #%d does not exists", sourcePlanet)
// }
p2 := c.MustPlanet(planetNumber)
// p2, ok := PlanetByNum(g, planetNumber)
// if !ok {
// return e.NewEntityNotExistsError("destination planet #%d", planetNumber)
// }
rangeToDestination := util.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X, p1.Y, p2.X, p2.Y)
if rangeToDestination > c.g.Race[ri].FlightDistance() {
return e.NewSendUnreachableDestinationError("range=%.03f", rangeToDestination)
}
if quantity > 0 && quantity < c.ShipGroup(sgi).Number {
nsgi, err := c.breakGroupSafe(ri, groupIndex, quantity)
if err != nil {
return err
}
sgi = nsgi
}
if sourcePlanet == planetNumber {
c.UnsendShips(*c.ShipGroup(sgi))
c.JoinEqualGroups(ri)
return nil
}
c.LaunchShips(*c.ShipGroup(sgi), planetNumber)
return nil
}
func (c *Cache) LaunchShips(sg game.ShipGroup, destination uint) *game.ShipGroup {
for i := range c.ShipGroupsIndex() {
if c.ShipGroup(i).OwnerID == sg.OwnerID && c.ShipGroup(i).Index == sg.Index {
state := c.g.ShipGroups[i].State()
if state != game.StateInOrbit && state != game.StateLaunched {
panic("state invalid")
}
c.g.ShipGroups[i] = LaunchShips(sg, destination)
return &c.g.ShipGroups[i]
}
}
panic("ship group not found")
}
func (c *Cache) UnsendShips(sg game.ShipGroup) *game.ShipGroup {
for i := range c.ShipGroupsIndex() {
if c.ShipGroup(i).OwnerID == sg.OwnerID && c.ShipGroup(i).Index == sg.Index {
c.g.ShipGroups[i] = UnsendShips(sg)
return &c.g.ShipGroups[i]
}
}
panic("ship group not found")
}
func LaunchShips(sg game.ShipGroup, destination uint) game.ShipGroup {
sg.StateInSpace = &game.InSpace{
Origin: sg.Destination,
}
sg.Destination = destination
return sg
}
func UnsendShips(sg game.ShipGroup) game.ShipGroup {
sg.Destination = sg.StateInSpace.Origin
sg.StateInSpace = nil
return sg
}