refactor: game funcs moved to controller
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@@ -27,12 +27,10 @@ func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error {
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}
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p1, ok := c.Planet(*sourcePlanet)
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// p1, ok := PlanetByNum(g, *sourcePlanet)
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if !ok {
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return e.NewGameStateError("source planet #%d does not exists", sourcePlanet)
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}
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p2, ok := c.Planet(planetNumber)
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// p2, ok := PlanetByNum(g, planetNumber)
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if !ok {
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return e.NewEntityNotExistsError("destination planet #%d", planetNumber)
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}
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@@ -42,11 +40,7 @@ func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error {
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}
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for sg := range c.FleetGroups(ri, fi) {
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st := c.ShipType(ri, sg.TypeID)
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// st, ok := ShipClass(g, ri, sg.TypeID)
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// if !ok {
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// return e.NewGameStateError("not found: ShipType ID=%v", sg.TypeID)
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// }
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st := c.MustShipType(ri, sg.TypeID)
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if st.DriveBlockMass() == 0 {
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return e.NewSendShipHasNoDrivesError("Class=%s", st.Name)
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}
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@@ -66,12 +60,7 @@ func (c *Cache) LaunchFleet(ri, fi int, destination uint) {
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c.validateRaceIndex(ri)
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c.validateFleetIndex(fi)
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for sg := range c.FleetGroups(ri, fi) {
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c.LaunchShips(*sg, destination)
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// sgi := slices.IndexFunc(g.ShipGroups, func(s ShipGroup) bool { return sg.Index == s.Index })
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// if sgi < 0 {
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// panic(fmt.Sprintf("LauncgFleet: cannot find ship group index=%d", sg.Index))
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// }
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// g.ShipGroups[sgi] = c.LaunchShips(sg, destination)
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c.LaunchShips(sg, destination)
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}
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}
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@@ -79,11 +68,6 @@ func (c *Cache) UnsendFleet(ri, fi int) {
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c.validateRaceIndex(ri)
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c.validateFleetIndex(fi)
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for sg := range c.FleetGroups(ri, fi) {
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c.UnsendShips(*sg)
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// sgi := slices.IndexFunc(g.ShipGroups, func(s ShipGroup) bool { return sg.Index == s.Index })
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// if sgi < 0 {
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// panic(fmt.Sprintf("UnsendFleet: cannot find ship group index=%d", sg.Index))
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// }
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// g.ShipGroups[sgi] = c.UnsendShips(sg)
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c.UnsendShips(sg)
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}
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}
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