refactor: FleetState
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@@ -41,8 +41,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
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gi := 0
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assert.Len(t, fleets, 1)
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assert.Equal(t, fleets[0].Name, fleetOne)
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state, _, _ := c.FleetState(fleets[0].ID)
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assert.Equal(t, game.StateInOrbit, state)
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fleetState := c.FleetState(fleets[0].ID)
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assert.Equal(t, game.StateInOrbit, fleetState.State)
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assert.NotNil(t, groups[gi].FleetID)
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assert.Equal(t, fleets[0].ID, *groups[gi].FleetID)
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@@ -56,8 +56,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
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assert.Len(t, groups, 3)
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assert.Len(t, fleets, 2)
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assert.Equal(t, fleets[1].Name, fleetTwo)
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state, _, _ = c.FleetState(fleets[1].ID)
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assert.Equal(t, game.StateInOrbit, state)
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fleetState = c.FleetState(fleets[1].ID)
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assert.Equal(t, game.StateInOrbit, fleetState.State)
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gi = 2
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assert.Len(t, groups, 3)
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@@ -78,8 +78,8 @@ func TestJoinShipGroupToFleet(t *testing.T) {
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groups = slices.Collect(c.RaceShipGroups(Race_0_idx))
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assert.NotNil(t, groups[gi].FleetID)
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assert.Equal(t, fleets[0].ID, *groups[gi].FleetID)
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state, _, _ = c.FleetState(fleets[0].ID)
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assert.Equal(t, game.StateInOrbit, state)
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fleetState = c.FleetState(fleets[0].ID)
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assert.Equal(t, game.StateInOrbit, fleetState.State)
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// group not In_Orbit
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 7))
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