249 lines
7.9 KiB
Go
249 lines
7.9 KiB
Go
package game
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import "github.com/google/uuid"
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// import (
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// "fmt"
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// "iter"
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// "math"
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// "slices"
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// "github.com/google/uuid"
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// e "github.com/iliadenisov/galaxy/internal/error"
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// )
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type Fleet struct {
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ID uuid.UUID `json:"id"`
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OwnerID uuid.UUID `json:"ownerId"`
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Name string `json:"name"`
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}
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// func FleetState(g *Game, fleetID uuid.UUID) (ShipGroupState, *uint, *InSpace) {
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// fi := slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.ID == fleetID })
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// if fi < 0 {
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// panic("FleetState: fleet id not found: " + fleetID.String())
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// }
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// ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == g.Fleets[fi].OwnerID })
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// if ri < 0 {
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// panic("FleetState: race id not found: " + g.Fleets[fi].OwnerID.String())
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// }
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// var state *ShipGroupState
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// var onPlanet *uint
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// var is *InSpace
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// for sg := range FleetGroups(g, ri, fi) {
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// if state == nil {
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// s := sg.State()
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// state = &s
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// if planet, ok := sg.OnPlanet(); ok {
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// onPlanet = &planet
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// }
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// is = sg.StateInSpace
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// continue
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// }
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// if *state != sg.State() {
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// panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different states", g.Race[ri].Name, g.Fleets[fi].Name))
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// }
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// if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
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// for sg := range FleetGroups(g, ri, fi) {
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// fmt.Println("group", sg.Index, "fleet", sg.FleetID, g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
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// }
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// panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", g.Race[ri].Name, g.Fleets[fi].Name, *onPlanet, planet))
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// }
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// if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) {
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// panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q on_planet and in_space at the same time", g.Race[ri].Name, g.Fleets[fi].Name))
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// }
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// if is != nil && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) {
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// panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different is_space states", g.Race[ri].Name, g.Fleets[fi].Name))
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// }
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// }
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// if state == nil {
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// panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", g.Race[ri].Name, g.Fleets[fi].Name))
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// }
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// return *state, onPlanet, is
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// }
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// // TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first.
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// func (g Game) FleetSpeed(fl Fleet) float64 {
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// result := math.MaxFloat64
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// for sg := range g.ShipGroups {
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// if g.ShipGroups[sg].FleetID == nil || *g.ShipGroups[sg].FleetID != fl.ID {
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// continue
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// }
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// st := g.mustShipType(g.ShipGroups[sg].TypeID)
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// typeSpeed := g.ShipGroups[sg].Speed(st)
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// if typeSpeed < result {
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// result = typeSpeed
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// }
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// }
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// return result
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// }
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// func (g *Game) JoinShipGroupToFleet(raceName, fleetName string, group, count uint) error {
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// ri, err := g.raceIndex(raceName)
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// if err != nil {
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// return err
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// }
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// return g.joinShipGroupToFleetInternal(ri, fleetName, group, count)
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// }
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// func (g *Game) JoinFleets(raceName, fleetSourceName, fleetTargetName string) error {
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// ri, err := g.raceIndex(raceName)
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// if err != nil {
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// return err
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// }
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// return g.joinFleetsInternal(ri, fleetSourceName, fleetTargetName)
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// }
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// func (g *Game) joinShipGroupToFleetInternal(ri int, fleetName string, groupIndex, quantity uint) (err error) {
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// name, ok := validateTypeName(fleetName)
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// if !ok {
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// return e.NewEntityTypeNameValidationError("%q", name)
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// }
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// sgi := -1
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// var maxIndex uint
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// for i, sg := range g.listIndexShipGroups(ri) {
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// if sgi < 0 && sg.Index == groupIndex {
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// sgi = i
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// }
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// if sg.Index > maxIndex {
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// maxIndex = sg.Index
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// }
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// }
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// if sgi < 0 {
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// return e.NewEntityNotExistsError("group #%d", groupIndex)
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// }
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// if g.ShipGroups[sgi].State() != StateInOrbit {
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// return e.NewShipsBusyError()
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// }
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// if g.ShipGroups[sgi].Number < quantity {
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// return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
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// }
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// fi := g.fleetIndex(ri, name)
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// if fi < 0 {
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// fi, err = g.createFleet(ri, name)
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// if err != nil {
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// return err
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// }
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// } else {
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// state, onPlanet, _ := FleetState(g, g.Fleets[fi].ID)
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// if state != StateInOrbit || *onPlanet != g.ShipGroups[sgi].Destination {
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// return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
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// }
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// }
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// // FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group }
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// if quantity > 0 && quantity < g.ShipGroups[sgi].Number {
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// // nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity)
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// // if err != nil {
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// // return err
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// // }
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// // sgi = nsgi
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// newGroup := g.ShipGroups[sgi]
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// newGroup.Number -= quantity
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// g.ShipGroups[sgi].Number = quantity
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// newGroup.Index = maxIndex + 1
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// g.ShipGroups = append(g.ShipGroups, newGroup)
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// }
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// g.ShipGroups[sgi].FleetID = &g.Fleets[fi].ID
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// return nil
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// }
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// func (g *Game) createFleet(ri int, name string) (int, error) {
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// n, ok := validateTypeName(name)
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// if !ok {
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// return 0, e.NewEntityTypeNameValidationError("%q", n)
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// }
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// if fl := g.fleetIndex(ri, n); fl >= 0 {
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// return 0, e.NewEntityTypeNameDuplicateError("fleet %w", g.Fleets[fl].Name)
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// }
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// fleets := slices.Clone(g.Fleets)
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// fleets = append(fleets, Fleet{
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// ID: uuid.New(),
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// OwnerID: g.Race[ri].ID,
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// Name: n,
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// })
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// g.Fleets = fleets
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// return len(g.Fleets) - 1, nil
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// }
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// func (g *Game) joinFleetsInternal(ri int, fleetSourceName, fleetTargetName string) (err error) {
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// fiSource := g.fleetIndex(ri, fleetSourceName)
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// if fiSource < 0 {
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// return e.NewEntityNotExistsError("source fleet %s", fleetSourceName)
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// }
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// fiTarget := g.fleetIndex(ri, fleetTargetName)
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// if fiTarget < 0 {
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// return e.NewEntityNotExistsError("target fleet %s", fleetTargetName)
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// }
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// srcState, planet1, _ := FleetState(g, g.Fleets[fiSource].ID)
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// tgtState, planet2, _ := FleetState(g, g.Fleets[fiTarget].ID)
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// if srcState != StateInOrbit || srcState != tgtState || *planet1 != *planet2 {
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// return e.NewShipsNotOnSamePlanetError()
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// }
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// for sgi, sg := range g.listIndexShipGroups(ri) {
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// if sg.FleetID != nil && *sg.FleetID == g.Fleets[fiSource].ID {
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// g.ShipGroups[sgi].FleetID = &g.Fleets[fiTarget].ID
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// }
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// }
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// return g.deleteFleetSafe(ri, fleetSourceName)
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// }
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// func (g *Game) deleteFleetSafe(ri int, name string) error {
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// fi := g.fleetIndex(ri, name)
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// if fi < 0 {
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// return e.NewEntityNotExistsError("fleet %s", name)
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// }
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// for sgi := range g.ShipGroups {
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// if g.ShipGroups[sgi].FleetID != nil && *g.ShipGroups[sgi].FleetID == g.Fleets[fi].ID {
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// return e.NewEntityInUseError("fleet %s: race %s, group #%d", name, g.Race[ri].Name, g.ShipGroups[sgi].Number)
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// }
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// }
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// g.Fleets = append(g.Fleets[:fi], g.Fleets[fi+1:]...)
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// return nil
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// }
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// func (g Game) fleetIndex(ri int, name string) int {
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// return slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.OwnerID == g.Race[ri].ID && f.Name == name })
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// }
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// func (g Game) listFleets(ri int) iter.Seq[Fleet] {
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// return func(yield func(Fleet) bool) {
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// for _, fl := range g.listIndexFleets(ri) {
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// if !yield(fl) {
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// return
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// }
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// }
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// }
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// }
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// func (g Game) listIndexFleets(ri int) iter.Seq2[int, Fleet] {
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// return func(yield func(int, Fleet) bool) {
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// for i := range g.Fleets {
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// if g.Fleets[i].OwnerID == g.Race[ri].ID {
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// if !yield(i, g.Fleets[i]) {
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// return
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// }
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// }
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// }
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// }
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// }
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// func FleetGroups(g *Game, ri, fi int) iter.Seq[ShipGroup] {
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// if len(g.Fleets) < fi+1 {
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// panic(fmt.Sprintf("FleetGroups: game fleets index %d invalid: len=%d", fi, len(g.Fleets)))
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// }
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// return func(yield func(ShipGroup) bool) {
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// for sg := range g.listShipGroups(ri) {
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// if sg.FleetID != nil && *sg.FleetID == g.Fleets[fi].ID {
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// if !yield(sg) {
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// break
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// }
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// }
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// }
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// }
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// }
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