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intel.go
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intel.go
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package cs
import (
"fmt"
"slices"
"github.com/rs/zerolog/log"
)
const ReportAgeUnexplored = -1
const Unowned = 0
// Each player has intel about planet, fleets, and other map objects. The discoverer is used to update the player
// intel with knowledge about the universe.
type discoverer interface {
clearTransientReports()
discoverPlayer(player *Player)
discoverPlayerScores(player *Player)
discoverPlanet(rules *Rules, player *Player, planet *Planet, penScanned bool) error
discoverPlanetStarbase(player *Player, planet *Planet) error
discoverPlanetCargo(player *Player, planet *Planet) error
discoverPlanetTerraformability(player *Player, planetNum int) error
discoverFleet(player *Player, fleet *Fleet)
discoverFleetCargo(player *Player, fleet *Fleet)
discoverMineField(player *Player, mineField *MineField)
discoverMineralPacket(rules *Rules, player *Player, mineralPacket *MineralPacket, packetPlayer *Player, target *Planet)
discoverSalvage(salvage *Salvage)
discoverWormhole(wormhole *Wormhole)
discoverWormholeLink(wormhole1, wormhole2 *Wormhole)
forgetWormhole(num int)
discoverMysteryTrader(mineField *MysteryTrader)
discoverDesign(player *Player, design *ShipDesign, discoverSlots bool)
getPlanetIntel(num int) *PlanetIntel
getWormholeIntel(num int) *WormholeIntel
getMysteryTraderIntel(num int) *MysteryTraderIntel
getMineFieldIntel(playerNum, num int) *MineFieldIntel
getMineralPacketIntel(playerNum, num int) *MineralPacketIntel
getFleetIntel(playerNum, num int) *FleetIntel
getShipDesignIntel(playerNum, num int) *ShipDesignIntel
getSalvageIntel(num int) *SalvageIntel
}
type discover struct {
player *Player
}
func newDiscoverer(player *Player) discoverer {
return &discover{player: player}
}
type Intel struct {
Name string `json:"name"`
Num int `json:"num"`
PlayerNum int `json:"playerNum"`
ReportAge int `json:"reportAge"`
}
type MapObjectIntel struct {
Intel
Type MapObjectType `json:"type"`
Position Vector `json:"position"`
}
func (intel *Intel) String() string {
return fmt.Sprintf("Num: %3d %s", intel.Num, intel.Name)
}
func (intel *Intel) Owned() bool {
return intel.PlayerNum != Unowned
}
type PlanetIntel struct {
MapObjectIntel
Hab Hab `json:"hab,omitempty"`
BaseHab Hab `json:"baseHab,omitempty"`
MineralConcentration Mineral `json:"mineralConcentration,omitempty"`
Starbase *FleetIntel `json:"starbase,omitempty"`
Cargo Cargo `json:"cargo,omitempty"`
CargoDiscovered bool `json:"cargoDiscovered,omitempty"`
PlanetHabitability int `json:"planetHabitability,omitempty"`
PlanetHabitabilityTerraformed int `json:"planetHabitabilityTerraformed,omitempty"`
Spec PlanetSpec `json:"spec,omitempty"`
}
type ShipDesignIntel struct {
Intel
Hull string `json:"hull,omitempty"`
HullSetNumber int `json:"hullSetNumber,omitempty"`
Version int `json:"version,omitempty"`
Slots []ShipDesignSlot `json:"slots,omitempty"`
Spec ShipDesignSpec `json:"spec,omitempty"`
}
type FleetIntel struct {
MapObjectIntel
PlanetIntelID int64 `json:"-,omitempty"` // for starbase fleets that are owned by a planet
Heading Vector `json:"heading,omitempty"`
OrbitingPlanetNum int `json:"orbitingPlanetNum,omitempty"`
WarpSpeed int `json:"warpSpeed,omitempty"`
Mass int `json:"mass,omitempty"`
Cargo Cargo `json:"cargo,omitempty"`
CargoDiscovered bool `json:"cargoDiscovered,omitempty"`
Freighter bool `json:"freighter,omitempty"`
Tokens []ShipToken `json:"tokens,omitempty"`
}
type MineralPacketIntel struct {
MapObjectIntel
WarpSpeed int `json:"warpSpeed,omitempty"`
Heading Vector `json:"heading"`
Cargo Cargo `json:"cargo,omitempty"`
TargetPlanetNum int `json:"targetPlanetNum,omitempty"`
}
type SalvageIntel struct {
MapObjectIntel
Cargo Cargo `json:"cargo,omitempty"`
}
type MineFieldIntel struct {
MapObjectIntel
NumMines int `json:"numMines"`
MineFieldType MineFieldType `json:"mineFieldType"`
Spec MineFieldSpec `json:"spec"`
}
type WormholeIntel struct {
MapObjectIntel
DestinationNum int `json:"destinationNum,omitempty"`
Stability WormholeStability `json:"stability,omitempty"`
}
type MysteryTraderIntel struct {
MapObjectIntel
WarpSpeed int `json:"warpSpeed,omitempty"`
Heading Vector `json:"heading"`
}
type PlayerIntel struct {
Name string `json:"name,omitempty"`
Num int `json:"num,omitempty"`
Color string `json:"color,omitempty"`
Seen bool `json:"seen,omitempty"`
RaceName string `json:"raceName,omitempty"`
RacePluralName string `json:"racePluralName,omitempty"`
}
type ScoreIntel struct {
ScoreHistory []PlayerScore `json:"scoreHistory"`
}
func (p *PlanetIntel) String() string {
return fmt.Sprintf("Planet %s", &p.MapObjectIntel)
}
func (f *FleetIntel) String() string {
return fmt.Sprintf("Player: %d, Fleet: %s", f.PlayerNum, f.Name)
}
func (f *SalvageIntel) String() string {
return fmt.Sprintf("Player: %d, Salvage: %s", f.PlayerNum, f.Name)
}
func (f *MineFieldIntel) String() string {
return fmt.Sprintf("Player: %d, MineField: %s", f.PlayerNum, f.Name)
}
func (f *MineralPacketIntel) String() string {
return fmt.Sprintf("Player: %d, MineralPacket: %s", f.PlayerNum, f.Name)
}
func (d *ShipDesignIntel) String() string {
return fmt.Sprintf("Player: %d, Fleet: %s", d.PlayerNum, d.Name)
}
// create a new FleetIntel object by key
func newFleetIntel(playerNum int, num int) FleetIntel {
return FleetIntel{
MapObjectIntel: MapObjectIntel{
Type: MapObjectTypeFleet,
Intel: Intel{
PlayerNum: playerNum,
Num: num,
},
},
}
}
// create a new WormholeIntel object by key
func newWormholeIntel(num int) *WormholeIntel {
return &WormholeIntel{
MapObjectIntel: MapObjectIntel{
Type: MapObjectTypeWormhole,
Intel: Intel{
Num: num,
},
},
}
}
// create a new SalvageIntel object by key
func newSalvageIntel(playerNum int, num int) *SalvageIntel {
return &SalvageIntel{
MapObjectIntel: MapObjectIntel{
Type: MapObjectTypeSalvage,
Intel: Intel{
PlayerNum: playerNum,
Num: num,
},
},
}
}
// create a new MineFieldIntel object by key
func newMineFieldIntel(playerNum int, num int) *MineFieldIntel {
return &MineFieldIntel{
MapObjectIntel: MapObjectIntel{
Type: MapObjectTypeMineField,
Intel: Intel{
PlayerNum: playerNum,
Num: num,
},
},
}
}
// create a new MineralPacketIntel object by key
func newMineralPacketIntel(playerNum int, num int) *MineralPacketIntel {
return &MineralPacketIntel{
MapObjectIntel: MapObjectIntel{
Type: MapObjectTypeMineralPacket,
Intel: Intel{
PlayerNum: playerNum,
Num: num,
},
},
}
}
// create a new MysteryTraderIntel object by key
func newMysteryTraderIntel(num int) *MysteryTraderIntel {
return &MysteryTraderIntel{
MapObjectIntel: MapObjectIntel{
Type: MapObjectTypeMysteryTrader,
Intel: Intel{
Num: num,
},
},
}
}
// true if we haven't explored this planet
func (intel *PlanetIntel) Unexplored() bool {
return intel.ReportAge == ReportAgeUnexplored
}
// true if we have explored this planet
func (intel *PlanetIntel) Explored() bool {
return intel.ReportAge != ReportAgeUnexplored
}
// clear any transient player reports that are refreshed each turn
func (d *discover) clearTransientReports() {
d.player.FleetIntels = []FleetIntel{}
d.player.MineFieldIntels = []MineFieldIntel{}
d.player.SalvageIntels = []SalvageIntel{}
d.player.MineralPacketIntels = []MineralPacketIntel{}
}
// discover a planet and add it to the player's intel
func (d *discover) discoverPlanet(rules *Rules, player *Player, planet *Planet, penScanned bool) error {
var intel *PlanetIntel
planetIndex := planet.Num - 1
if planetIndex < 0 || planetIndex >= len(player.PlanetIntels) {
return fmt.Errorf("player %s cannot discover planet %s, planetIndex %d out of range", player, planet, planetIndex)
}
intel = &player.PlanetIntels[planetIndex]
// everyone knows these about planets
intel.Position = planet.Position
intel.Name = planet.Name
intel.Num = planet.Num
ownedByPlayer := planet.PlayerNum != Unowned && player.Num == planet.PlayerNum
if penScanned || ownedByPlayer {
intel.PlayerNum = planet.PlayerNum
if !ownedByPlayer && intel.ReportAge == ReportAgeUnexplored {
// let the player know we discovered a new planet
messager.planetDiscovered(player, planet)
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("Planet", planet.Num).
Msgf("player discovered planet")
}
// if we pen scanned the planet, we learn some things
intel.ReportAge = 0
intel.Hab = planet.Hab
intel.BaseHab = planet.BaseHab
intel.MineralConcentration = planet.MineralConcentration
intel.Spec.Habitability = player.Race.GetPlanetHabitability(intel.Hab)
// terraforming
terraformer := NewTerraformer()
intel.Spec.TerraformAmount = terraformer.getTerraformAmount(intel.Hab, intel.BaseHab, player, player)
intel.Spec.MinTerraformAmount = terraformer.getMinTerraformAmount(intel.Hab, intel.BaseHab, player, player)
intel.Spec.CanTerraform = intel.Spec.TerraformAmount.absSum() > 0
intel.Spec.TerraformedHabitability = player.Race.GetPlanetHabitability(planet.Hab.Add(intel.Spec.TerraformAmount))
intel.Spec.MaxPopulation = planet.getMaxPopulation(rules, player, intel.Spec.Habitability)
// discover starbases on scan, but don't discover designs
intel.Spec.HasStarbase = planet.Spec.HasStarbase
intel.Spec.HasMassDriver = planet.Spec.HasMassDriver
intel.Spec.HasStargate = planet.Spec.HasStargate
// these should never be nil...
if !ownedByPlayer && planet.Spec.HasStarbase && planet.Starbase != nil && planet.Starbase.Tokens[0].design != nil {
design := planet.Starbase.Tokens[0].design
intel.Spec.StarbaseDesignName = design.Name
intel.Spec.StarbaseDesignNum = design.Num
d.discoverDesign(player, design, false)
}
// players know their planet pops, but other planets are slightly off
if ownedByPlayer {
intel.Spec.Population = planet.population()
} else {
var randomPopulationError = rules.random.Float64()*(rules.PopulationScannerError*2) - rules.PopulationScannerError
intel.Spec.Population = MaxInt(0, int(float64(planet.population())*(1-randomPopulationError)))
}
}
return nil
}
// discover a planet's starbase specs after a battle
func (d *discover) discoverPlanetStarbase(player *Player, planet *Planet) error {
var intel *PlanetIntel
planetIndex := planet.Num - 1
if planetIndex < 0 || planetIndex >= len(player.PlanetIntels) {
return fmt.Errorf("player %s cannot discover planet %s, planetIndex %d out of range", player, planet, planetIndex)
}
intel = &player.PlanetIntels[planetIndex]
// discover starbases on scan, but don't discover designs
intel.Spec.HasStarbase = planet.Spec.HasStarbase
intel.Spec.HasStargate = planet.Spec.HasStargate
intel.Spec.HasMassDriver = planet.Spec.HasMassDriver
return nil
}
// discover the cargo of a planet
func (d *discover) discoverPlanetCargo(player *Player, planet *Planet) error {
var intel *PlanetIntel
planetIndex := planet.Num - 1
if planetIndex < 0 || planetIndex >= len(player.PlanetIntels) {
return fmt.Errorf("player %s cannot discover planet %s, planetIndex %d out of range", player, planet, planetIndex)
}
intel = &player.PlanetIntels[planetIndex]
intel.CargoDiscovered = true
intel.Cargo = Cargo{
Ironium: planet.Cargo.Ironium,
Boranium: planet.Cargo.Boranium,
Germanium: planet.Cargo.Germanium,
}
return nil
}
func (d *discover) discoverPlanetTerraformability(player *Player, planetNum int) error {
var intel *PlanetIntel
planetIndex := planetNum - 1
if planetIndex < 0 || planetIndex >= len(player.PlanetIntels) {
return fmt.Errorf("planetIndex %d out of range", planetIndex)
}
intel = &player.PlanetIntels[planetIndex]
// if we've discovered this planet before, update the terraform stats
if intel.ReportAge != ReportAgeUnexplored {
// terraforming
terraformer := NewTerraformer()
intel.Spec.TerraformAmount = terraformer.getTerraformAmount(intel.Hab, intel.BaseHab, player, player)
intel.Spec.MinTerraformAmount = terraformer.getMinTerraformAmount(intel.Hab, intel.BaseHab, player, player)
intel.Spec.CanTerraform = intel.Spec.TerraformAmount.absSum() > 0
intel.Spec.TerraformedHabitability = player.Race.GetPlanetHabitability(intel.Hab.Add(intel.Spec.TerraformAmount))
}
return nil
}
// discover a fleet and add it to the player's fleet intel
func (d *discover) discoverFleet(player *Player, fleet *Fleet) {
intel := newFleetIntel(fleet.PlayerNum, fleet.Num)
intel.Name = fleet.Name
intel.Position = fleet.Position
intel.OrbitingPlanetNum = fleet.OrbitingPlanetNum
intel.Heading = fleet.Heading
intel.WarpSpeed = fleet.WarpSpeed
intel.Mass = fleet.Spec.Mass
intel.Freighter = fleet.Spec.CargoCapacity > 0
intel.Tokens = fleet.Tokens
player.FleetIntels = append(player.FleetIntels, intel)
}
// discover cargo for an existing fleet
func (d *discover) discoverFleetCargo(player *Player, fleet *Fleet) {
existingIntel := d.getFleetIntel(fleet.PlayerNum, fleet.Num)
if existingIntel != nil {
existingIntel.Cargo = fleet.Cargo
existingIntel.CargoDiscovered = true
}
}
// discover a salvage and add it to the player's salvage intel
func (d *discover) discoverSalvage(salvage *Salvage) {
player := d.player
intel := d.getSalvageIntel(salvage.Num)
if intel == nil {
// discover this new wormhole
player.SalvageIntels = append(player.SalvageIntels, *newSalvageIntel(salvage.PlayerNum, salvage.Num))
intel = &player.SalvageIntels[len(player.SalvageIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("SalvagePlayer", salvage.PlayerNum).
Int("Salvage", salvage.Num).
Msgf("player discovered salvage")
}
intel.Name = salvage.Name
intel.PlayerNum = salvage.PlayerNum
intel.Position = salvage.Position
intel.Cargo = salvage.Cargo
}
// discover a mineField and add it to the player's mineField intel
func (d *discover) discoverMineField(player *Player, mineField *MineField) {
intel := d.getMineFieldIntel(mineField.PlayerNum, mineField.Num)
if intel == nil {
// discover this new mineField
intel = newMineFieldIntel(mineField.PlayerNum, mineField.Num)
player.MineFieldIntels = append(player.MineFieldIntels, *intel)
intel = &player.MineFieldIntels[len(player.MineFieldIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("MineFieldPlayer", mineField.PlayerNum).
Int("MineField", mineField.Num).
Msgf("player discovered minefield")
}
intel.Name = mineField.Name
intel.Position = mineField.Position
intel.MineFieldType = mineField.MineFieldType
intel.NumMines = mineField.NumMines
intel.Spec.Radius = mineField.Spec.Radius
}
// discover a mineralPacket and add it to the player's mineralPacket intel
func (d *discover) discoverMineralPacket(rules *Rules, player *Player, mineralPacket *MineralPacket, packetPlayer *Player, target *Planet) {
intel := d.getMineralPacketIntel(mineralPacket.PlayerNum, mineralPacket.Num)
if intel == nil {
// discover this new mineralPacket
intel = newMineralPacketIntel(mineralPacket.PlayerNum, mineralPacket.Num)
player.MineralPacketIntels = append(player.MineralPacketIntels, *intel)
intel = &player.MineralPacketIntels[len(player.MineralPacketIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("MineralPacketPlayer", mineralPacket.PlayerNum).
Int("MineralPacket", mineralPacket.Num).
Msgf("player discovered mineral packet")
}
if player.Num != mineralPacket.PlayerNum {
if target.PlayerNum == player.Num {
damage := mineralPacket.getDamage(rules, target, player)
messager.mineralPacketDiscoveredTargettingPlayer(player, mineralPacket, packetPlayer, target, damage)
} else {
messager.mineralPacketDiscovered(player, mineralPacket, packetPlayer, target)
}
}
intel.Name = mineralPacket.Name
intel.Position = mineralPacket.Position
intel.Heading = mineralPacket.Heading
intel.WarpSpeed = mineralPacket.WarpSpeed
intel.Cargo = mineralPacket.Cargo
intel.TargetPlanetNum = mineralPacket.TargetPlanetNum
}
// discover a player's design. This is a noop if we already know about
// the design and aren't discovering slots
func (d *discover) discoverDesign(player *Player, design *ShipDesign, discoverSlots bool) {
intel := d.getShipDesignIntel(design.PlayerNum, design.Num)
if intel == nil {
// create a new intel for this design
intel = &ShipDesignIntel{
Intel: Intel{
Name: design.Name,
PlayerNum: design.PlayerNum,
Num: design.Num,
},
Hull: design.Hull,
HullSetNumber: design.HullSetNumber,
}
// save this new design to our intel
player.ShipDesignIntels = append(player.ShipDesignIntels, *intel)
intel = &player.ShipDesignIntels[len(player.ShipDesignIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("ShipDesignPlayer", design.PlayerNum).
Int("ShipDesign", design.Num).
Msgf("player discovered design")
}
// discover slots if we haven't already and this scanner discovers them
if discoverSlots && len(intel.Slots) == 0 {
intel.Slots = make([]ShipDesignSlot, len(design.Slots))
copy(intel.Slots, design.Slots)
intel.Spec.Mass = design.Spec.Mass
intel.Spec.Armor = design.Spec.Armor
intel.Spec.Shields = design.Spec.Shields
intel.Spec.PowerRating = design.Spec.PowerRating
intel.Spec.FuelCapacity = design.Spec.FuelCapacity
intel.Spec.Movement = design.Spec.Movement
intel.Spec.Initiative = design.Spec.Initiative
intel.Spec.CloakPercent = design.Spec.CloakPercent
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("ShipDesignPlayer", design.PlayerNum).
Int("ShipDesign", design.Num).
Msgf("player discovered design slots")
}
}
// discover a wormhole and add it to the player's wormhole intel
func (d *discover) discoverWormhole(wormhole *Wormhole) {
player := d.player
intel := d.getWormholeIntel(wormhole.Num)
if intel == nil {
// discover this new wormhole
player.WormholeIntels = append(player.WormholeIntels, *newWormholeIntel(wormhole.Num))
intel = &player.WormholeIntels[len(player.WormholeIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("Wormhole", wormhole.Num).
Msgf("player discovered wormhole")
}
intel.Name = wormhole.Name
intel.Position = wormhole.Position
intel.Stability = wormhole.Stability
}
func (d *discover) discoverWormholeLink(wormhole1, wormhole2 *Wormhole) {
player := d.player
intel1 := d.getWormholeIntel(wormhole1.Num)
if intel1 == nil {
// discover this new wormhole
player.WormholeIntels = append(player.WormholeIntels, *newWormholeIntel(wormhole1.Num))
intel1 = &player.WormholeIntels[len(player.WormholeIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("Wormhole1", wormhole1.Num).
Msgf("player discovered wormhole1 link")
}
intel2 := d.getWormholeIntel(wormhole2.Num)
if intel2 == nil {
// discover this new wormhole
player.WormholeIntels = append(player.WormholeIntels, *newWormholeIntel(wormhole2.Num))
intel2 = &player.WormholeIntels[len(player.WormholeIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("Wormhole2", wormhole1.Num).
Msgf("player discovered wormhole2 link")
}
intel1.Name = wormhole1.Name
intel1.Position = wormhole1.Position
intel1.Stability = wormhole1.Stability
intel1.DestinationNum = wormhole1.DestinationNum
intel2.Name = wormhole2.Name
intel2.Position = wormhole2.Position
intel2.Stability = wormhole2.Stability
intel2.DestinationNum = wormhole2.DestinationNum
}
// forget about a wormhole
func (d *discover) forgetWormhole(num int) {
player := d.player
intel := d.getWormholeIntel(num)
if intel == nil {
// no wormhole to forget
return
}
// remeber the dest
dest := intel.DestinationNum
// forget this wormhole
player.WormholeIntels = slices.DeleteFunc(player.WormholeIntels, func(w WormholeIntel) bool { return w.Num == num })
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("Wormhole", num).
Msgf("player forgot wormhole")
// if we knew the destination, remove the link
intelLink := d.getWormholeIntel(dest)
if intelLink != nil {
intelLink.DestinationNum = None
}
}
// discover a mysteryTrader and add it to the player's mysteryTrader intel
func (d *discover) discoverMysteryTrader(mysteryTrader *MysteryTrader) {
player := d.player
intel := d.getMysteryTraderIntel(mysteryTrader.Num)
if intel == nil {
// discover this new mysteryTrader
player.MysteryTraderIntels = append(player.MysteryTraderIntels, *newMysteryTraderIntel(mysteryTrader.Num))
intel = &player.MysteryTraderIntels[len(player.MysteryTraderIntels)-1]
log.Debug().
Int64("GameID", player.GameID).
Int("Player", player.Num).
Int("MysteryTrader", mysteryTrader.Num).
Msgf("player discovered mysteryTrader")
}
intel.Name = mysteryTrader.Name
intel.Position = mysteryTrader.Position
intel.Heading = mysteryTrader.Heading
intel.WarpSpeed = mysteryTrader.WarpSpeed
}
// discover a player's race
func (d *discover) discoverPlayer(player *Player) {
intel := &d.player.PlayerIntels.PlayerIntels[player.Num-1]
if !intel.Seen {
log.Debug().Msgf("player %s discovered %s", d.player.Name, player.Name)
messager.playerDiscovered(d.player, player)
intel.Seen = true
intel.Name = player.Name
intel.Color = player.Color
intel.RaceName = player.Race.Name
intel.RacePluralName = player.Race.PluralName
}
}
// discover a player's score
func (d *discover) discoverPlayerScores(player *Player) {
intel := &d.player.PlayerIntels.ScoreIntels[player.Num-1]
intel.ScoreHistory = make([]PlayerScore, len(player.ScoreHistory))
copy(intel.ScoreHistory, player.ScoreHistory)
}
func (d *discover) getPlanetIntel(num int) *PlanetIntel {
return &d.player.PlanetIntels[num-1]
}
func (d *discover) getWormholeIntel(num int) *WormholeIntel {
for i := range d.player.WormholeIntels {
intel := &d.player.WormholeIntels[i]
if intel.Num == num {
return intel
}
}
return nil
}
func (d *discover) getMysteryTraderIntel(num int) *MysteryTraderIntel {
for i := range d.player.MysteryTraderIntels {
intel := &d.player.MysteryTraderIntels[i]
if intel.Num == num {
return intel
}
}
return nil
}
func (d *discover) getMineFieldIntel(playerNum, num int) *MineFieldIntel {
for i := range d.player.MineFieldIntels {
intel := &d.player.MineFieldIntels[i]
if intel.PlayerNum == playerNum && intel.Num == num {
return intel
}
}
return nil
}
func (d *discover) getMineralPacketIntel(playerNum, num int) *MineralPacketIntel {
for i := range d.player.MineralPacketIntels {
intel := &d.player.MineralPacketIntels[i]
if intel.PlayerNum == playerNum && intel.Num == num {
return intel
}
}
return nil
}
func (d *discover) getFleetIntel(playerNum, num int) *FleetIntel {
for i := range d.player.FleetIntels {
intel := &d.player.FleetIntels[i]
if intel.PlayerNum == playerNum && intel.Num == num {
return intel
}
}
return nil
}
func (d *discover) getShipDesignIntel(playerNum, num int) *ShipDesignIntel {
for i := range d.player.ShipDesignIntels {
intel := &d.player.ShipDesignIntels[i]
if intel.PlayerNum == playerNum && intel.Num == num {
return intel
}
}
return nil
}
func (d *discover) getSalvageIntel(num int) *SalvageIntel {
for i := range d.player.SalvageIntels {
intel := &d.player.SalvageIntels[i]
if intel.Num == num {
return intel
}
}
return nil
}