refactor: game funcs moved to controller

This commit is contained in:
Ilia Denisov
2026-01-15 14:42:04 +02:00
parent fe8a8d4150
commit 16aba8435d
47 changed files with 1023 additions and 3093 deletions
+14 -3
View File
@@ -27,15 +27,28 @@ func TestSendFleet(t *testing.T) {
fleetSending := "R0_Fleet_one"
fleetInSpace := "R0_Fleet_inSpace"
fleetUnmovable := "R0_Fleet_unmovable"
fleetUnmovable2 := "R0_Fleet_unmovable2"
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 1, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 1)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 3, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 1)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetInSpace, 2, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 2)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable, 3, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 3)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable2, 4, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 4)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable, 4, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 3)
// group #2 - in_space
c.ShipGroup(1).StateInSpace = &game.InSpace{Origin: 2, Range: 1.23}
// g.ShipGroups[1].StateInSpace = &game.InSpace{Origin: 2, Range: 1.23}
assert.ErrorContains(t,
g.SendFleet("UnknownRace", fleetSending, 2),
@@ -57,7 +70,6 @@ func TestSendFleet(t *testing.T) {
e.GenericErrorText(e.ErrSendShipHasNoDrives))
assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 2))
// fi := slices.IndexFunc(slices.Collect(c.ListFleets(Race_0_idx)), func(f *game.Fleet) bool { return f.Name == fleetSending })
state, _, _ := c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
assert.Equal(t, game.StateLaunched, state)
for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {
@@ -65,7 +77,6 @@ func TestSendFleet(t *testing.T) {
}
assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 0))
// fi = slices.IndexFunc(slices.Collect(c.ListFleets(Race_0_idx)), func(f *game.Fleet) bool { return f.Name == fleetSending })
state, _, _ = c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
assert.Equal(t, game.StateInOrbit, state)
for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {