refactor: FleetState
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@@ -173,7 +173,7 @@ func SingleBattle(c *Cache, b *Battle) {
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})
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if destroyed {
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c.ShipGroupNumber(defIdx, c.ShipGroup(defIdx).Number-1)
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c.ShipGroupDestroyItem(defIdx)
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}
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if c.ShipGroup(defIdx).Number == 0 {
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delete(b.attacker, defIdx) // Eliminated group cant attack anyone
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@@ -11,42 +11,74 @@ import (
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"github.com/iliadenisov/galaxy/internal/model/game"
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)
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func (c *Cache) FleetState(fleetID uuid.UUID) (game.ShipGroupState, *uint, *game.InSpace) {
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var fleetStateNil = game.ShipGroupState("-")
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type FleetState struct {
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State game.ShipGroupState
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Destination uint
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InSpace func() (game.InSpace, bool)
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OnPlanet func() (uint, bool)
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}
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func (fs *FleetState) inSpace() bool {
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_, ok := fs.InSpace()
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return ok
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}
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func (fs FleetState) OnSamePlanet(other FleetState) bool {
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op1, ok := fs.OnPlanet()
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if !ok {
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return false
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}
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op2, ok := other.OnPlanet()
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if !ok {
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return false
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}
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return op1 == op2
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}
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func (c *Cache) FleetState(fleetID uuid.UUID) FleetState {
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fi := c.MustFleetIndex(fleetID)
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ri := c.RaceIndex(c.g.Fleets[fi].OwnerID)
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var state *game.ShipGroupState
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var onPlanet *uint
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var is *game.InSpace
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for sg := range c.FleetGroups(ri, fi) {
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if state == nil {
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s := sg.State()
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state = &s
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if planet, ok := sg.OnPlanet(); ok {
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onPlanet = &planet
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fs := &FleetState{
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State: fleetStateNil,
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InSpace: func() (game.InSpace, bool) { return game.InSpace{}, false },
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OnPlanet: func() (uint, bool) { return 0, false },
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}
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for sg := range c.FleetGroups(ri, fi) {
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if fs.State == fleetStateNil {
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fs.State = sg.State()
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fs.Destination = sg.Destination
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if planet, ok := sg.OnPlanet(); ok {
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fs.OnPlanet = func() (uint, bool) { return planet, ok }
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}
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if sg.StateInSpace != nil {
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fs.InSpace = func() (game.InSpace, bool) { return *sg.StateInSpace, true }
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}
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is = sg.StateInSpace
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continue
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}
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if *state != sg.State() {
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if fs.State != sg.State() {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different states", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
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}
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if planet, ok := sg.OnPlanet(); ok && onPlanet != nil && *onPlanet != planet {
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// for sg := range c.FleetGroups(ri, fi) {
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// fmt.Println("group", sg.Index, "fleet", sg.FleetID, c.g.Fleets[fi].Name, "state", sg.State(), "on", sg.Destination)
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// }
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", c.g.Race[ri].Name, c.g.Fleets[fi].Name, *onPlanet, planet))
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if fs.Destination != sg.Destination {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different destination", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
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}
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if (is == nil && sg.StateInSpace != nil) || (is != nil && sg.StateInSpace == nil) {
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if planet, ok := sg.OnPlanet(); ok {
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if onPlanet, ok := fs.OnPlanet(); ok && onPlanet != planet {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q are on different planets: %d <> %d", c.g.Race[ri].Name, c.g.Fleets[fi].Name, onPlanet, planet))
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}
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}
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if (!fs.inSpace() && sg.StateInSpace != nil) || (fs.inSpace() && sg.StateInSpace == nil) {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q on_planet and in_space at the same time", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
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}
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if is != nil && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) {
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if is, ok := fs.InSpace(); ok && sg.StateInSpace != nil && !is.Equal(*sg.StateInSpace) {
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panic(fmt.Sprintf("FleetState: one or more ships in race's %q fleet %q has different is_space states", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
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}
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}
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if state == nil {
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if fs.State == fleetStateNil {
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panic(fmt.Sprintf("FleetState: race's %q fleet %q has no ships", c.g.Race[ri].Name, c.g.Fleets[fi].Name))
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}
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return *state, onPlanet, is
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return *fs
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}
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// TODO: Hello! Wanna know fleet's speed? Good. Implement & test this func first.
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@@ -109,8 +141,8 @@ func (c *Cache) JoinShipGroupToFleet(ri int, fleetName string, groupIndex, quant
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return err
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}
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} else {
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state, onPlanet, _ := c.FleetState(c.g.Fleets[fi].ID)
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if state != game.StateInOrbit || *onPlanet != c.ShipGroup(sgi).Destination {
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fleetState := c.FleetState(c.g.Fleets[fi].ID)
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if onPlanet, ok := fleetState.OnPlanet(); (ok && onPlanet != c.ShipGroup(sgi).Destination) || fleetState.State != game.StateInOrbit {
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return e.NewShipsNotOnSamePlanetError("fleet: %s", fleetName)
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}
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}
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@@ -164,11 +196,12 @@ func (c *Cache) JoinFleets(ri int, fleetSourceName, fleetTargetName string) (err
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if !ok {
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return e.NewEntityNotExistsError("target fleet %s", fleetTargetName)
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}
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srcState, planet1, _ := c.FleetState(c.g.Fleets[fiSource].ID)
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tgtState, planet2, _ := c.FleetState(c.g.Fleets[fiTarget].ID)
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if srcState != game.StateInOrbit || srcState != tgtState || *planet1 != *planet2 {
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stateSrc := c.FleetState(c.g.Fleets[fiSource].ID)
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stateDst := c.FleetState(c.g.Fleets[fiTarget].ID)
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if !stateSrc.OnSamePlanet(stateDst) {
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return e.NewShipsNotOnSamePlanetError()
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}
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for sg := range c.listShipGroups(ri) {
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if sg.FleetID != nil && *sg.FleetID == c.g.Fleets[fiSource].ID {
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sg.FleetID = &c.g.Fleets[fiTarget].ID
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@@ -21,12 +21,13 @@ func (c *Controller) SendFleet(raceName, fleetName string, planetNumber uint) er
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func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error {
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c.validateRaceIndex(ri)
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c.validateFleetIndex(fi)
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state, sourcePlanet, _ := c.FleetState(c.g.Fleets[fi].ID)
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if game.StateInOrbit != state && game.StateLaunched != state {
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fleetState := c.FleetState(c.g.Fleets[fi].ID)
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sourcePlanet, ok := fleetState.OnPlanet()
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if !ok || game.StateInOrbit != fleetState.State && game.StateLaunched != fleetState.State {
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return e.NewShipsBusyError()
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}
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p1, ok := c.Planet(*sourcePlanet)
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p1, ok := c.Planet(sourcePlanet)
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if !ok {
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return e.NewGameStateError("source planet #%d does not exists", sourcePlanet)
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}
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@@ -46,7 +47,7 @@ func (c *Cache) SendFleet(ri, fi int, planetNumber uint) error {
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}
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}
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if *sourcePlanet == planetNumber {
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if sourcePlanet == planetNumber {
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c.UnsendFleet(ri, fi)
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return nil
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}
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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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@@ -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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@@ -585,15 +585,15 @@ func (c *Cache) ReportLocalFleet(ri int, rep *mr.Report) {
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}
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speed, _ := c.FleetSpeedAndMass(fi)
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state, _, inSpace := c.FleetState(fl.ID)
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fleetState := c.FleetState(fl.ID)
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sliceIndexValidate(&rep.LocalFleet, i)
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rep.LocalFleet[i].Name = fl.Name
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rep.LocalFleet[i].Groups = uint(len(gid))
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rep.LocalFleet[i].Speed = mr.F(speed)
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rep.LocalFleet[i].State = state.String()
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rep.LocalFleet[i].Destination = c.ShipGroup(gid[0]).Destination // FIXME: get fleet destination with some nicer way
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if inSpace != nil {
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rep.LocalFleet[i].State = fleetState.State.String()
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rep.LocalFleet[i].Destination = fleetState.Destination
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if inSpace, ok := fleetState.InSpace(); ok {
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rep.LocalFleet[i].Origin = &inSpace.Origin
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p2 := c.MustPlanet(rep.LocalFleet[i].Destination)
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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()))
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