refactor: FleetState
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@@ -70,15 +70,15 @@ 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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state, _, _ := c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
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assert.Equal(t, game.StateLaunched, state)
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fleetState := c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
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assert.Equal(t, game.StateLaunched, fleetState.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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assert.Equal(t, game.StateLaunched, sg.State())
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}
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assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 0))
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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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fleetState = c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
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assert.Equal(t, game.StateInOrbit, fleetState.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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assert.Equal(t, game.StateInOrbit, sg.State())
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}
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