refactor: FleetState

This commit is contained in:
Ilia Denisov
2026-02-04 20:26:52 +02:00
parent c1d397c993
commit 46b4ab96f0
6 changed files with 77 additions and 43 deletions
+4 -4
View File
@@ -585,15 +585,15 @@ func (c *Cache) ReportLocalFleet(ri int, rep *mr.Report) {
}
speed, _ := c.FleetSpeedAndMass(fi)
state, _, inSpace := c.FleetState(fl.ID)
fleetState := c.FleetState(fl.ID)
sliceIndexValidate(&rep.LocalFleet, i)
rep.LocalFleet[i].Name = fl.Name
rep.LocalFleet[i].Groups = uint(len(gid))
rep.LocalFleet[i].Speed = mr.F(speed)
rep.LocalFleet[i].State = state.String()
rep.LocalFleet[i].Destination = c.ShipGroup(gid[0]).Destination // FIXME: get fleet destination with some nicer way
if inSpace != nil {
rep.LocalFleet[i].State = fleetState.State.String()
rep.LocalFleet[i].Destination = fleetState.Destination
if inSpace, ok := fleetState.InSpace(); ok {
rep.LocalFleet[i].Origin = &inSpace.Origin
p2 := c.MustPlanet(rep.LocalFleet[i].Destination)
rangeToDestination := mr.F(util.ShortDistance(c.g.Map.Width, c.g.Map.Height, inSpace.X.F(), inSpace.Y.F(), p2.X.F(), p2.Y.F()))