cmd: planet production
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@@ -31,6 +31,7 @@ const (
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ErrInputShipTypeWeaponsAndArmamentValue
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ErrInputShipTypeZeroValues
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ErrInputScienceSumValues
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ErrInputProductionInvalid
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)
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func GenericErrorText(code int) string {
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@@ -77,6 +78,8 @@ func GenericErrorText(code int) string {
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return "Science in production on the Planet"
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case ErrInputScienceSumValues:
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return "Science proportions sum should be equal 1"
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case ErrInputProductionInvalid:
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return "Invalid Production type"
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default:
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return fmt.Sprintf("Undescribed error with code %d", code)
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}
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@@ -59,3 +59,7 @@ func NewShipTypeShipTypeZeroValuesError(arg ...any) error {
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func NewScienceSumValuesError(arg ...any) error {
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return newGenericError(ErrInputScienceSumValues, arg...)
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}
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func NewProductionInvalidError(arg ...any) error {
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return newGenericError(ErrInputProductionInvalid, arg...)
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}
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@@ -0,0 +1,19 @@
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package game
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import "github.com/iliadenisov/galaxy/pkg/model/game"
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func PlanetProduction(configure func(*Param), race string, planetNumber int, prodType, subject string) (err error) {
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control(configure, func(c *ctrl) {
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c.execute(func(r Repo, g game.Game) {
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err = planetProduction(r, g, race, planetNumber, prodType, subject)
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})
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})
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return
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}
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func planetProduction(r Repo, g game.Game, race string, planetNumber int, prodType, subject string) error {
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if err := g.PlanetProduction(race, planetNumber, prodType, subject); err != nil {
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return err
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}
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return r.SaveState(g)
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}
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@@ -2,6 +2,7 @@ package game
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import (
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"encoding/json"
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"slices"
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"strings"
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"github.com/google/uuid"
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@@ -33,6 +34,14 @@ func (g Game) hostRaceID(name string) (uuid.UUID, error) {
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return uuid.Nil, e.NewHostRaceUnknownError(name)
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}
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func (g Game) raceIndex(name string) (int, error) {
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i := slices.IndexFunc(g.Race, func(r Race) bool { return r.Name == name })
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if i < 0 {
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return i, e.NewHostRaceUnknownError(name)
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}
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return i, nil
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}
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func (g Game) opponentRaceID(name string) (uuid.UUID, error) {
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if v, ok := g.raceID(name); ok {
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return v, nil
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@@ -1,6 +1,11 @@
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package game
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import "github.com/google/uuid"
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import (
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"slices"
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"github.com/google/uuid"
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e "github.com/iliadenisov/galaxy/pkg/error"
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)
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type PlanetProduction string
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@@ -21,6 +26,7 @@ const (
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type ProductionType struct {
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Production PlanetProduction `json:"type"`
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SubjectID *uuid.UUID `json:"subjectId"`
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Progress *float64 `json:"progress"`
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}
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func (p PlanetProduction) AsType(subject uuid.UUID) ProductionType {
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@@ -31,3 +37,92 @@ func (p PlanetProduction) AsType(subject uuid.UUID) ProductionType {
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return ProductionType{Production: p, SubjectID: nil}
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}
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}
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func (g Game) PlanetProduction(raceName string, planetNumber int, prodType, subject 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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var prod PlanetProduction
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switch PlanetProduction(prodType) {
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case ProductionMaterial:
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prod = ProductionMaterial
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case ProductionCapital:
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prod = ProductionCapital
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case ResearchDrive:
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prod = ResearchDrive
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case ResearchWeapons:
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prod = ResearchWeapons
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case ResearchShields:
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prod = ResearchShields
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case ResearchCargo:
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prod = ResearchCargo
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case ResearchScience:
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prod = ResearchScience
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case ProductionShip:
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prod = ProductionShip
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default:
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return e.NewProductionInvalidError(prodType)
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}
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return g.planetProductionInternal(ri, planetNumber, prod, subject)
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}
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func (g Game) planetProductionInternal(ri int, number int, prod PlanetProduction, subj string) error {
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if number < 0 {
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return e.NewPlanetNumberError(number)
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}
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i := slices.IndexFunc(g.Map.Planet, func(p Planet) bool { return p.Number == uint(number) })
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if i < 0 {
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return e.NewEntityNotExistsError("planet #%d", number)
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}
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if g.Map.Planet[i].Owner != g.Race[ri].ID {
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return e.NewEntityNotOwnedError("planet %#d", number)
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}
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g.Map.Planet[i].Production.Progress = nil
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var subjectID *uuid.UUID
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if (prod == ResearchScience || prod == ProductionShip) && subj == "" {
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return e.NewEntityTypeNameValidationError("%s=%q", prod, subj)
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}
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if prod == ResearchScience {
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i := slices.IndexFunc(g.Race[ri].Sciences, func(s Science) bool { return s.Name == subj })
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if i < 0 {
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return e.NewEntityNotExistsError("science %w", subj)
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}
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subjectID = &g.Race[ri].Sciences[i].ID
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}
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if prod == ProductionShip {
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i := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.Name == subj })
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if i < 0 {
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return e.NewEntityNotExistsError("ship type %w", subj)
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}
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if g.Map.Planet[i].Production.Production == ProductionShip &&
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g.Map.Planet[i].Production.SubjectID != nil &&
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*g.Map.Planet[i].Production.SubjectID == g.Race[ri].ShipTypes[i].ID {
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// Planet already produces this ship type, keeping progress intact
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return nil
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}
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subjectID = &g.Race[ri].ShipTypes[i].ID
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var progress float64 = 0.
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g.Map.Planet[i].Production.Progress = &progress
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}
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if g.Map.Planet[i].Production.Production == ProductionShip {
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if g.Map.Planet[i].Production.SubjectID == nil {
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return e.NewGameStateError("planet #%d produces ship but SubjectID is empty", g.Map.Planet[i].Number)
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}
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s := *g.Map.Planet[i].Production.SubjectID
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if g.Map.Planet[i].Production.Progress == nil {
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return e.NewGameStateError("planet #%d produces ship but Progress is empty", g.Map.Planet[i].Number)
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}
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progress := *g.Map.Planet[i].Production.Progress
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i := slices.IndexFunc(g.Race[ri].ShipTypes, func(st ShipType) bool { return st.ID == s })
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if i < 0 {
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return e.NewGameStateError("planet #%d produces ship but ShipType was not found for race %s", g.Map.Planet[i].Number, g.Race[ri].Name)
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}
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mat, _ := g.Race[ri].ShipTypes[i].ProductionCost()
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extra := mat * progress
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g.Map.Planet[i].Material += extra
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}
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g.Map.Planet[i].Production.Production = prod
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g.Map.Planet[i].Production.SubjectID = subjectID
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return nil
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}
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+12
-15
@@ -43,26 +43,23 @@ type Fleet struct {
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ShipGroups []ShipGroup `json:"group"`
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}
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// TODO: test on real values
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func (st ShipType) EmptyMass() float64 {
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shipMass := st.DriveMass() + st.ShieldsMass() + st.CargoMass() + st.WeaponsMass()
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shipMass := st.Drive + st.Shields + st.Cargo + st.WeaponsMass()
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return shipMass
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}
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func (st ShipType) DriveMass() float64 {
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return st.Drive
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}
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func (st ShipType) ShieldsMass() float64 {
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return st.Shields
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}
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func (st ShipType) CargoMass() float64 {
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return st.Cargo
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}
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func (st ShipType) WeaponsMass() float64 {
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return float64(st.Armament)*(st.Weapons/2) + st.Weapons/2
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if st.Armament == 0 || st.Weapons == 0 {
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return 0
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}
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return float64(st.Armament+1) * (st.Weapons / 2)
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}
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// ProductionCost returns Material (MAT) and Population (POP) to produce this [ShipType]
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func (st ShipType) ProductionCost() (mat float64, pop float64) {
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mat = st.EmptyMass()
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pop = mat * 10
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return
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}
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// Грузоподъёмность
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@@ -8,8 +8,21 @@ import (
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)
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func TestShipType(t *testing.T) {
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Freighter := game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Freighter",
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Drive: 8,
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Armament: 0,
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Weapons: 0,
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Shields: 2,
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Cargo: 10,
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},
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}
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assert.Equal(t, 20., Freighter.EmptyMass())
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Gunship := game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Gunship",
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Drive: 4,
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Armament: 2,
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Weapons: 2,
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@@ -17,10 +30,11 @@ func TestShipType(t *testing.T) {
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Cargo: 0,
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},
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}
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assert.Equal(t, Gunship.EmptyMass(), 11.)
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assert.Equal(t, 11., Gunship.EmptyMass())
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Cruiser := game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Cruiser",
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Drive: 15,
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Armament: 1,
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Weapons: 15,
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@@ -28,7 +42,7 @@ func TestShipType(t *testing.T) {
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Cargo: 0,
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},
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}
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assert.Equal(t, Cruiser.EmptyMass(), 45.)
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assert.Equal(t, 45., Cruiser.EmptyMass())
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sg := game.ShipGroup{
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Type: Cruiser,
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@@ -43,7 +57,7 @@ func TestShipType(t *testing.T) {
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sg.UpgradeWeaponsCost(2.0) +
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sg.UpgradeShieldsCost(2.0) +
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sg.UpgradeCargoCost(2.0)
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assert.Equal(t, upgradeCost, 225.)
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assert.Equal(t, 225., upgradeCost)
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}
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func TestCargoCapacity(t *testing.T) {
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