refactor: game funcs moved to controller
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@@ -27,15 +27,28 @@ func TestSendFleet(t *testing.T) {
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fleetSending := "R0_Fleet_one"
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fleetInSpace := "R0_Fleet_inSpace"
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fleetUnmovable := "R0_Fleet_unmovable"
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fleetUnmovable2 := "R0_Fleet_unmovable2"
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 1, 0))
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assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 1)
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 3, 0))
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assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 1)
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetInSpace, 2, 0))
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assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 2)
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable, 3, 0))
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assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 3)
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable2, 4, 0))
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assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 4)
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable, 4, 0))
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assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 3)
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// group #2 - in_space
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c.ShipGroup(1).StateInSpace = &game.InSpace{Origin: 2, Range: 1.23}
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// g.ShipGroups[1].StateInSpace = &game.InSpace{Origin: 2, Range: 1.23}
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assert.ErrorContains(t,
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g.SendFleet("UnknownRace", fleetSending, 2),
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@@ -57,7 +70,6 @@ func TestSendFleet(t *testing.T) {
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e.GenericErrorText(e.ErrSendShipHasNoDrives))
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assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 2))
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// fi := slices.IndexFunc(slices.Collect(c.ListFleets(Race_0_idx)), func(f *game.Fleet) bool { return f.Name == fleetSending })
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state, _, _ := c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
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assert.Equal(t, game.StateLaunched, state)
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for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {
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@@ -65,7 +77,6 @@ func TestSendFleet(t *testing.T) {
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}
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assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 0))
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// fi = slices.IndexFunc(slices.Collect(c.ListFleets(Race_0_idx)), func(f *game.Fleet) bool { return f.Name == fleetSending })
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state, _, _ = c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
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assert.Equal(t, game.StateInOrbit, state)
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for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {
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