refactor: group uuid instead of index
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@@ -105,10 +105,10 @@ func (t Tech) String() string {
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}
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type ShipGroup struct {
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Index uint `json:"index"` // FIXME: use UUID for Group Index (ordered)
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OwnerID uuid.UUID `json:"ownerId"` // Race link
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TypeID uuid.UUID `json:"typeId"` // ShipType link
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FleetID *uuid.UUID `json:"fleetId,omitempty"` // Fleet link
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ID uuid.UUID `json:"id"`
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OwnerID uuid.UUID `json:"ownerId"` // Race reference
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TypeID uuid.UUID `json:"typeId"` // ShipType reference
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FleetID *uuid.UUID `json:"fleetId,omitempty"` // Fleet reference
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Number uint `json:"number"` // Number (quantity) ships of specific ShipType
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CargoType *CargoType `json:"loadType,omitempty"` //
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Load Float `json:"load"` // Cargo loaded - "Масса груза"
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@@ -162,7 +162,7 @@ func TestShipGroupEqual(t *testing.T) {
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mat := game.CargoMaterial
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cap := game.CargoCapital
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left := &game.ShipGroup{
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Index: 1,
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ID: uuid.New(),
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Number: 1,
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OwnerID: uuid.New(),
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@@ -241,7 +241,7 @@ func TestShipGroupEqual(t *testing.T) {
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// non-essential properties
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right = *left
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left.Index = 2
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left.ID = uuid.New()
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assert.True(t, left.Equal(right))
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// dirty hack to equalize loads
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