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

249 lines
7.9 KiB
Go

package game
import "github.com/google/uuid"
// import (
// "fmt"
// "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"`
}
// func FleetState(g *Game, fleetID uuid.UUID) (ShipGroupState, *uint, *InSpace) {
// fi := slices.IndexFunc(g.Fleets, func(f Fleet) bool { return f.ID == fleetID })
// if fi < 0 {
// panic("FleetState: fleet id not found: " + fleetID.String())
// }
// ri := slices.IndexFunc(g.Race, func(r Race) bool { return r.ID == g.Fleets[fi].OwnerID })
// if ri < 0 {
// panic("FleetState: race id not found: " + g.Fleets[fi].OwnerID.String())
// }
// var state *ShipGroupState
// var onPlanet *uint
// var is *InSpace
// for sg := range FleetGroups(g, ri, fi) {
// if state == nil {
// s := sg.State()
// state = &s
// if planet, ok := sg.OnPlanet(); ok {
// onPlanet = &planet
// }
// is = sg.StateInSpace
// continue
// }
// if *state != sg.State() {
// 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))
// }
// if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
// for sg := range FleetGroups(g, ri, fi) {
// fmt.Println("group", sg.Index, "fleet", sg.FleetID, g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
// }
// 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))
// }
// if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) {
// 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))
// }
// if is != nil && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) {
// 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))
// }
// }
// if state == nil {
// panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", g.Race[ri].Name, g.Fleets[fi].Name))
// }
// return *state, onPlanet, is
// }
// // 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, groupIndex, quantity 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 == groupIndex {
// sgi = i
// }
// if sg.Index > maxIndex {
// maxIndex = sg.Index
// }
// }
// if sgi < 0 {
// return e.NewEntityNotExistsError("group #%d", groupIndex)
// }
// if g.ShipGroups[sgi].State() != StateInOrbit {
// return e.NewShipsBusyError()
// }
// if g.ShipGroups[sgi].Number < quantity {
// return e.NewJoinFleetGroupNumberNotEnoughError("%d<%d", g.ShipGroups[sgi].Number, quantity)
// }
// fi := g.fleetIndex(ri, name)
// if fi < 0 {
// fi, err = g.createFleet(ri, name)
// if err != nil {
// return err
// }
// } else {
// state, onPlanet, _ := FleetState(g, g.Fleets[fi].ID)
// if state != StateInOrbit || *onPlanet != g.ShipGroups[sgi].Destination {
// return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
// }
// }
// // FIXME: if g.ShipGroups[sgi].FleetID != nil { // delete old fleet if empty, ALSO mind breaking group }
// if quantity > 0 && quantity < g.ShipGroups[sgi].Number {
// // nsgi, err := g.breakGroupSafe(ri, groupIndex, quantity)
// // if err != nil {
// // return err
// // }
// // sgi = nsgi
// newGroup := g.ShipGroups[sgi]
// newGroup.Number -= quantity
// g.ShipGroups[sgi].Number = quantity
// 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) (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)
// }
// fleets := slices.Clone(g.Fleets)
// fleets = append(fleets, Fleet{
// ID: uuid.New(),
// OwnerID: g.Race[ri].ID,
// Name: n,
// })
// g.Fleets = fleets
// 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)
// }
// srcState, planet1, _ := FleetState(g, g.Fleets[fiSource].ID)
// tgtState, planet2, _ := FleetState(g, g.Fleets[fiTarget].ID)
// if srcState != StateInOrbit || srcState != tgtState || *planet1 != *planet2 {
// 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
// }
// }
// }
// }
// }
// func FleetGroups(g *Game, ri, fi int) iter.Seq[ShipGroup] {
// if len(g.Fleets) < fi+1 {
// panic(fmt.Sprintf("FleetGroups: game fleets index %d invalid: len=%d", fi, len(g.Fleets)))
// }
// return func(yield func(ShipGroup) bool) {
// for sg := range g.listShipGroups(ri) {
// if sg.FleetID != nil && *sg.FleetID == g.Fleets[fi].ID {
// if !yield(sg) {
// break
// }
// }
// }
// }
// }