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universe.go
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universe.go
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package cs
import (
"fmt"
"slices"
"github.com/rs/zerolog/log"
)
// The Universe represents all the objects that occupy space in the game universe.
// The Universe is used by the turn generator to lookup objects in space
type Universe struct {
Planets []*Planet `json:"planets,omitempty"`
Fleets []*Fleet `json:"fleets,omitempty"`
Starbases []*Fleet `json:"starbases,omitempty"`
Wormholes []*Wormhole `json:"wormholes,omitempty"`
MineralPackets []*MineralPacket `json:"mineralPackets,omitempty"`
MineFields []*MineField `json:"mineFields,omitempty"`
MysteryTraders []*MysteryTrader `json:"mysteryTraders,omitempty"`
Salvages []*Salvage `json:"salvage,omitempty"`
battlePlansByNum map[playerBattlePlanNum]*BattlePlan
mapObjectsByPosition map[Vector][]interface{}
fleetsByNum map[playerObject]*Fleet
designsByNum map[playerObject]*ShipDesign
mineFieldsByNum map[playerObject]*MineField
mineralPacketsByNum map[playerObject]*MineralPacket
salvagesByNum map[int]*Salvage
salvagesByPosition map[Vector]*Salvage
mysteryTradersByNum map[int]*MysteryTrader
wormholesByNum map[int]*Wormhole
}
func NewUniverse(rules *Rules) Universe {
return Universe{
battlePlansByNum: make(map[playerBattlePlanNum]*BattlePlan),
mapObjectsByPosition: make(map[Vector][]interface{}),
designsByNum: make(map[playerObject]*ShipDesign),
fleetsByNum: make(map[playerObject]*Fleet),
mineFieldsByNum: make(map[playerObject]*MineField),
mineralPacketsByNum: make(map[playerObject]*MineralPacket),
salvagesByNum: make(map[int]*Salvage),
salvagesByPosition: make(map[Vector]*Salvage),
wormholesByNum: make(map[int]*Wormhole),
mysteryTradersByNum: make(map[int]*MysteryTrader),
}
}
type fleetGetter interface {
getFleet(playerNum int, num int) *Fleet
}
type mapObjectGetter interface {
getShipDesign(playerNum int, num int) *ShipDesign
getMapObject(mapObjectType MapObjectType, num int, playerNum int) *MapObject
getPlanet(num int) *Planet
getOrbitingPlanet(fleet *Fleet) *Planet
getFleet(playerNum int, num int) *Fleet
getMineField(playerNum int, num int) *MineField
getAllMineFields() []*MineField
getMysteryTrader(num int) *MysteryTrader
getWormhole(num int) *Wormhole
getSalvage(num int) *Salvage
getCargoHolder(mapObjectType MapObjectType, num int, playerNum int) (cargoHolder, bool)
getMapObjectsAtPosition(position Vector) []interface{}
isPositionValid(pos Vector, occupiedLocations *[]Vector, minDistance float64) bool
updateMapObjectAtPosition(mo interface{}, originalPosition, newPosition Vector)
}
type playerObject struct {
PlayerNum int
Num int
}
func playerObjectKey(playerNum int, num int) playerObject { return playerObject{playerNum, num} }
type playerBattlePlanNum struct {
PlayerNum int
Num int
}
// build the maps used for the Get functions
func (u *Universe) buildMaps(players []*Player) error {
// make a big map to hold all of our universe objects by position
u.mapObjectsByPosition = make(map[Vector][]interface{}, len(u.Planets))
// build a map of designs by num
// so we can inject the design into each token
numDesigns := 0
numBattlePlans := 0
for _, p := range players {
numDesigns += len(p.Designs)
numBattlePlans += len(p.BattlePlans)
}
u.designsByNum = make(map[playerObject]*ShipDesign, numDesigns)
u.battlePlansByNum = make(map[playerBattlePlanNum]*BattlePlan, numBattlePlans)
for _, p := range players {
for i := range p.Designs {
design := p.Designs[i]
u.designsByNum[playerObjectKey(design.PlayerNum, design.Num)] = design
}
for i := range p.BattlePlans {
plan := &p.BattlePlans[i]
u.battlePlansByNum[playerBattlePlanNum{PlayerNum: p.Num, Num: plan.Num}] = plan
}
}
u.fleetsByNum = make(map[playerObject]*Fleet, len(u.Fleets))
for _, fleet := range u.Fleets {
if fleet.Delete {
continue
}
if err := u.addFleet(fleet); err != nil {
return err
}
}
for _, starbase := range u.Starbases {
if starbase.Delete {
continue
}
if err := u.addStarbase(starbase); err != nil {
return err
}
}
for _, planet := range u.Planets {
u.addMapObjectByPosition(planet, planet.Position)
// for owned planets, populate their designs
if planet.Owned() {
if planet.PlayerNum > 0 && planet.PlayerNum < len(players)+1 {
player := players[planet.PlayerNum-1]
if err := planet.PopulateProductionQueueDesigns(player); err != nil {
return fmt.Errorf("planet %s unable to populate queue designs %w", planet.Name, err)
}
} else {
return fmt.Errorf("planet %s owner %d out of range", planet.Name, planet.PlayerNum)
}
}
}
for _, mineralPacket := range u.MineralPackets {
if mineralPacket.Delete {
continue
}
u.mineralPacketsByNum[playerObjectKey(mineralPacket.PlayerNum, mineralPacket.Num)] = mineralPacket
u.addMapObjectByPosition(mineralPacket, mineralPacket.Position)
}
for _, mineField := range u.MineFields {
if mineField.Delete {
continue
}
u.mineFieldsByNum[playerObjectKey(mineField.PlayerNum, mineField.Num)] = mineField
u.addMapObjectByPosition(mineField, mineField.Position)
}
u.salvagesByPosition = make(map[Vector]*Salvage, len(u.Salvages))
u.salvagesByNum = make(map[int]*Salvage, len(u.Salvages))
for _, salvage := range u.Salvages {
if salvage.Delete {
continue
}
u.salvagesByNum[salvage.Num] = salvage
u.addMapObjectByPosition(salvage, salvage.Position)
u.salvagesByPosition[salvage.Position] = salvage
}
u.wormholesByNum = make(map[int]*Wormhole, len(u.Wormholes))
for _, wormhole := range u.Wormholes {
if wormhole.Delete {
continue
}
u.wormholesByNum[wormhole.Num] = wormhole
u.addMapObjectByPosition(wormhole, wormhole.Position)
}
u.mysteryTradersByNum = make(map[int]*MysteryTrader, len(u.MysteryTraders))
for _, mysteryTrader := range u.MysteryTraders {
if mysteryTrader.Delete {
continue
}
u.mysteryTradersByNum[mysteryTrader.Num] = mysteryTrader
u.addMapObjectByPosition(mysteryTrader, mysteryTrader.Position)
}
return nil
}
func (u *Universe) addMapObjectByPosition(mo interface{}, position Vector) {
mos, found := u.mapObjectsByPosition[position]
if !found {
mos = []interface{}{}
u.mapObjectsByPosition[position] = mos
}
mos = append(mos, mo)
u.mapObjectsByPosition[position] = mos
}
// Check if a position vector is a mininum distance away from all other points
func (u *Universe) isPositionValid(pos Vector, occupiedLocations *[]Vector, minDistance float64) bool {
minDistanceSquared := minDistance * minDistance
for _, to := range *occupiedLocations {
if pos.DistanceSquaredTo(to) <= minDistanceSquared {
return false
}
}
return true
}
// get all commandable map objects for a player
func (u *Universe) GetPlayerMapObjects(playerNum int) PlayerMapObjects {
pmo := PlayerMapObjects{}
pmo.Planets = u.getPlanets(playerNum)
pmo.Fleets = u.getFleets(playerNum)
pmo.Starbases = u.getStarbases(playerNum)
pmo.MineFields = u.getMineFields(playerNum)
pmo.MineralPackets = u.getMineralPackets(playerNum)
return pmo
}
func (u *Universe) getMapObject(mapObjectType MapObjectType, num int, playerNum int) *MapObject {
switch mapObjectType {
case MapObjectTypePlanet:
planet := u.getPlanet(num)
if planet != nil {
return &planet.MapObject
}
case MapObjectTypeFleet:
fleet := u.getFleet(playerNum, num)
if fleet != nil {
return &fleet.MapObject
}
case MapObjectTypeWormhole:
wormhole := u.getWormhole(num)
if wormhole != nil {
return &wormhole.MapObject
}
case MapObjectTypeMineField:
mineField := u.getMineField(playerNum, num)
if mineField != nil {
return &mineField.MapObject
}
case MapObjectTypeMysteryTrader:
mysteryTrader := u.getMysteryTrader(num)
if mysteryTrader != nil {
return &mysteryTrader.MapObject
}
case MapObjectTypeSalvage:
salvage := u.getSalvage(num)
if salvage != nil {
return &salvage.MapObject
}
case MapObjectTypeMineralPacket:
mineralPacket := u.getMineralPacket(playerNum, num)
if mineralPacket != nil {
return &mineralPacket.MapObject
}
}
return nil
}
// get a ship design by num
func (u *Universe) getShipDesign(playerNum int, num int) *ShipDesign {
return u.designsByNum[playerObjectKey(playerNum, num)]
}
// Get a planet by num
func (u *Universe) getPlanet(num int) *Planet {
return u.Planets[num-1]
}
// get the planet this fleet is orbiting, or nil if none
func (u *Universe) getOrbitingPlanet(fleet *Fleet) *Planet {
if fleet.OrbitingPlanetNum == None {
return nil
}
return u.getPlanet(fleet.OrbitingPlanetNum)
}
// Get a fleet by player num and fleet num
func (u *Universe) getFleet(playerNum int, num int) *Fleet {
return u.fleetsByNum[playerObjectKey(playerNum, num)]
}
// Get a planet by num
func (u *Universe) getWormhole(num int) *Wormhole {
return u.wormholesByNum[num]
}
// Get a salvage by num
func (u *Universe) getSalvage(num int) *Salvage {
return u.salvagesByNum[num]
}
func (u *Universe) getMineField(playerNum int, num int) *MineField {
return u.mineFieldsByNum[playerObjectKey(playerNum, num)]
}
func (u *Universe) getAllMineFields() []*MineField {
return u.MineFields
}
// get a minefield that is close to a position
func (u *Universe) getMineFieldNearPosition(playerNum int, position Vector, mineFieldType MineFieldType) *MineField {
for _, mineField := range u.MineFields {
if mineField.PlayerNum == playerNum && mineField.MineFieldType == mineFieldType && isPointInCircle(position, mineField.Position, mineField.Spec.Radius) {
return mineField
}
}
return nil
}
func (u *Universe) getMineralPacket(playerNum int, num int) *MineralPacket {
return u.mineralPacketsByNum[playerObjectKey(playerNum, num)]
}
func (u *Universe) getMysteryTrader(num int) *MysteryTrader {
return u.mysteryTradersByNum[num]
}
// get a cargo holder by natural key (num, playerNum, etc)
func (u *Universe) getCargoHolder(mapObjectType MapObjectType, num int, playerNum int) (cargoHolder, bool) {
switch mapObjectType {
case MapObjectTypePlanet:
mo := u.getPlanet(num)
return mo, mo != nil
case MapObjectTypeFleet:
mo := u.getFleet(playerNum, num)
return mo, mo != nil
case MapObjectTypeMineralPacket:
mo := u.getMineralPacket(playerNum, num)
return mo, mo != nil
case MapObjectTypeSalvage:
mo := u.getSalvage(num)
return mo, mo != nil
}
return nil, false
}
// update the num instances for all tokens
func (u *Universe) updateTokenCounts() {
for _, design := range u.designsByNum {
design.Spec.NumInstances = 0
design.MarkDirty()
}
for _, fleet := range append(u.Fleets, u.Starbases...) {
if fleet.Delete {
continue
}
for _, token := range fleet.Tokens {
design := u.designsByNum[playerObjectKey(fleet.PlayerNum, token.DesignNum)]
design.Spec.NumInstances += token.Quantity
}
}
}
// mark a fleet as deleted and remove it from the universe
func (u *Universe) deleteFleet(fleet *Fleet) {
fleet.Delete = true
fleet.MarkDirty()
delete(u.fleetsByNum, playerObjectKey(fleet.PlayerNum, fleet.Num))
u.removeMapObjectAtPosition(fleet, fleet.Position)
log.Debug().
Int64("GameID", fleet.GameID).
Int("Player", fleet.PlayerNum).
Str("Fleet", fleet.Name).
Msgf("deleted fleet")
}
// mark a starbase as deleted and remove it from the universe
func (u *Universe) deleteStarbase(starbase *Fleet) {
starbase.Delete = true
starbase.MarkDirty()
u.removeMapObjectAtPosition(starbase, starbase.Position)
log.Debug().
Int64("GameID", starbase.GameID).
Int("Player", starbase.PlayerNum).
Str("Starbase", starbase.Name).
Msgf("deleted starbase")
}
// move a fleet from one position to another
func (u *Universe) moveFleet(fleet *Fleet, originalPosition Vector) {
fleet.MarkDirty()
// upadte mapobjects position
u.updateMapObjectAtPosition(fleet, originalPosition, fleet.Position)
}
func (u *Universe) addFleet(fleet *Fleet) error {
u.addMapObjectByPosition(fleet, fleet.Position)
u.fleetsByNum[playerObjectKey(fleet.PlayerNum, fleet.Num)] = fleet
fleet.battlePlan = u.battlePlansByNum[playerBattlePlanNum{fleet.PlayerNum, fleet.BattlePlanNum}]
// inject the design into this
for i := range fleet.Tokens {
token := &fleet.Tokens[i]
token.design = u.designsByNum[playerObjectKey(fleet.PlayerNum, token.DesignNum)]
if token.design == nil {
return fmt.Errorf("unable to find design %d for fleet %s", token.DesignNum, fleet.Name)
}
}
return nil
}
func (u *Universe) addStarbase(starbase *Fleet) error {
u.Planets[starbase.PlanetNum-1].Starbase = starbase
u.addMapObjectByPosition(starbase, starbase.Position)
starbase.battlePlan = u.battlePlansByNum[playerBattlePlanNum{starbase.PlayerNum, starbase.BattlePlanNum}]
// inject the design into this
for i := range starbase.Tokens {
token := &starbase.Tokens[i]
token.design = u.designsByNum[playerObjectKey(starbase.PlayerNum, token.DesignNum)]
if token.design == nil {
return fmt.Errorf("unable to find design %d for fleet %s", token.DesignNum, starbase.Name)
}
}
return nil
}
// move a wormhole from one position to another
func (u *Universe) moveWormhole(wormhole *Wormhole, originalPosition Vector) {
wormhole.MarkDirty()
u.updateMapObjectAtPosition(wormhole, originalPosition, wormhole.Position)
}
// delete a wormhole from the universe
func (u *Universe) deleteWormhole(wormhole *Wormhole) {
wormhole.Delete = true
delete(u.wormholesByNum, wormhole.Num)
u.removeMapObjectAtPosition(wormhole, wormhole.Position)
log.Debug().
Int64("GameID", wormhole.GameID).
Int("Player", wormhole.PlayerNum).
Str("Wormhole", wormhole.Name).
Msgf("deleted wormhole")
}
// create a new wormhole in the universe
func (u *Universe) createWormhole(rules *Rules, position Vector, stability WormholeStability, companion *Wormhole) *Wormhole {
num := 1
if len(u.Wormholes) > 0 {
num = u.Wormholes[len(u.Wormholes)-1].Num + 1
}
wormhole := newWormhole(position, num, stability)
if companion != nil {
companion.DestinationNum = wormhole.Num
wormhole.DestinationNum = companion.Num
}
// compute the spec for this wormhole
wormhole.Spec = computeWormholeSpec(wormhole, rules)
u.Wormholes = append(u.Wormholes, wormhole)
u.wormholesByNum[wormhole.Num] = wormhole
u.addMapObjectByPosition(wormhole, wormhole.Position)
return wormhole
}
// delete a wormhole from the universe
func (u *Universe) createSalvage(position Vector, playerNum int, cargo Cargo) *Salvage {
num := 1
if len(u.Salvages) > 0 {
num = u.Salvages[len(u.Salvages)-1].Num + 1
}
salvage := newSalvage(position, num, playerNum, cargo)
u.Salvages = append(u.Salvages, salvage)
u.salvagesByNum[num] = salvage
u.addMapObjectByPosition(salvage, salvage.Position)
return salvage
}
// delete a salvage from the universe
func (u *Universe) deleteSalvage(salvage *Salvage) {
salvage.Delete = true
delete(u.salvagesByNum, salvage.Num)
u.removeMapObjectAtPosition(salvage, salvage.Position)
}
// delete a salvage from the universe
func (u *Universe) deletePacket(packet *MineralPacket) {
packet.Delete = true
delete(u.mineralPacketsByNum, playerObjectKey(packet.PlayerNum, packet.Num))
u.removeMapObjectAtPosition(packet, packet.Position)
}
func (u *Universe) getPlanets(playerNum int) []*Planet {
planets := []*Planet{}
for _, planet := range u.Planets {
if planet.PlayerNum == playerNum {
planets = append(planets, planet)
}
}
return planets
}
func (u *Universe) getFleets(playerNum int) []*Fleet {
fleets := []*Fleet{}
for _, fleet := range u.Fleets {
if fleet.Delete {
continue
}
if fleet.PlayerNum == playerNum {
fleets = append(fleets, fleet)
}
}
return fleets
}
func (u *Universe) getStarbases(playerNum int) []*Fleet {
starbases := []*Fleet{}
for _, starbase := range u.Starbases {
if starbase.Delete {
continue
}
if starbase.PlayerNum == playerNum {
starbases = append(starbases, starbase)
}
}
return starbases
}
func (u *Universe) getMineFields(playerNum int) []*MineField {
mineFields := []*MineField{}
for _, mineField := range u.MineFields {
if mineField.Delete {
continue
}
if mineField.PlayerNum == playerNum {
mineFields = append(mineFields, mineField)
}
}
return mineFields
}
func (u *Universe) getMineralPackets(playerNum int) []*MineralPacket {
mineralPackets := []*MineralPacket{}
for _, mineralPacket := range u.MineralPackets {
if mineralPacket.Delete {
continue
}
if mineralPacket.PlayerNum == playerNum {
mineralPackets = append(mineralPackets, mineralPacket)
}
}
return mineralPackets
}
// get a slice of mapobjects at a position, or nil if none
func (u *Universe) getMapObjectsAtPosition(position Vector) []interface{} {
return u.mapObjectsByPosition[position]
}
// get a slice of mapobjects at a position, or nil if none
func (u *Universe) updateMapObjectAtPosition(mo interface{}, originalPosition, newPosition Vector) {
mos := u.mapObjectsByPosition[originalPosition]
if mos != nil {
updatedMos := make([]interface{}, 0, len(mos)-1)
for _, existingMo := range mos {
if existingMo == mo {
continue
}
updatedMos = append(updatedMos, existingMo)
}
u.mapObjectsByPosition[originalPosition] = updatedMos
} else {
log.Warn().Msgf("tried to update position of %s from %v to %v, no mapobjects were found at %v", mo, originalPosition, newPosition, originalPosition)
}
// add the new object to the list
u.addMapObjectByPosition(mo, newPosition)
}
// get a slice of mapobjects at a position, or nil if none
func (u *Universe) removeMapObjectAtPosition(mo interface{}, position Vector) {
mos := u.mapObjectsByPosition[position]
if mos != nil {
index := slices.IndexFunc(mos, func(item interface{}) bool { return item == mo })
if index >= 0 && index < len(mos) {
u.mapObjectsByPosition[position] = slices.Delete(mos, index, index+1)
} else {
log.Warn().Msgf("tried to remove mapobject %s at position %v but index %d of position out of range", mo, position, index)
}
} else {
log.Warn().Msgf("tried to to remove mapobject %s at position %v, no mapobjects were found at %v", mo, position, position)
}
}
// get the next design number to use
func (u *Universe) getNextMineFieldNum() int {
num := 0
for _, mineField := range u.MineFields {
num = MaxInt(num, mineField.Num)
}
return num + 1
}
func (u *Universe) addMineField(mineField *MineField) {
u.MineFields = append(u.MineFields, mineField)
u.mineFieldsByNum[playerObjectKey(mineField.PlayerNum, mineField.Num)] = mineField
u.addMapObjectByPosition(mineField, mineField.Position)
}
// mark a mineField as deleted and remove it from the universe
func (u *Universe) deleteMineField(mineField *MineField) {
mineField.Delete = true
delete(u.mineFieldsByNum, playerObjectKey(mineField.PlayerNum, mineField.Num))
u.removeMapObjectAtPosition(mineField, mineField.Position)
log.Debug().
Int64("GameID", mineField.GameID).
Int("Player", mineField.PlayerNum).
Str("MineField", mineField.Name).
Msgf("deleted mineField")
}
// get the number of planets within a circle
func (u *Universe) numPlanetsWithin(position Vector, radius float64) (numPlanets int) {
for _, planet := range u.Planets {
if isPointInCircle(planet.Position, position, radius) {
numPlanets++
}
}
return numPlanets
}
// get fleets within a circle
func (u *Universe) fleetsWithin(position Vector, radius float64) []*Fleet {
fleetsWithin := make([]*Fleet, 0, 10)
for _, fleet := range u.Fleets {
if isPointInCircle(fleet.Position, position, radius) {
fleetsWithin = append(fleetsWithin, fleet)
}
}
return fleetsWithin
}