refactor: float64 types for storage and report
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@@ -228,22 +228,22 @@ func TestShipGroupEqual(t *testing.T) {
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right = *left
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left.SetTechLevel(game.TechDrive, 1.1)
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assert.Equal(t, 1.1, left.TechLevel(game.TechDrive))
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assert.Equal(t, 1.1, left.TechLevel(game.TechDrive).F())
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assert.False(t, left.Equal(right))
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right = *left
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left.SetTechLevel(game.TechWeapons, 1.1)
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assert.Equal(t, 1.1, left.TechLevel(game.TechWeapons))
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assert.Equal(t, 1.1, left.TechLevel(game.TechWeapons).F())
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assert.False(t, left.Equal(right))
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right = *left
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left.SetTechLevel(game.TechShields, 1.1)
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assert.Equal(t, 1.1, left.TechLevel(game.TechShields))
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assert.Equal(t, 1.1, left.TechLevel(game.TechShields).F())
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assert.False(t, left.Equal(right))
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right = *left
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left.SetTechLevel(game.TechCargo, 1.1)
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assert.Equal(t, 1.1, left.TechLevel(game.TechCargo))
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assert.Equal(t, 1.1, left.TechLevel(game.TechCargo).F())
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assert.False(t, left.Equal(right))
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// non-essential properties
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@@ -254,6 +254,6 @@ func TestShipGroupEqual(t *testing.T) {
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// dirty hack to equalize loads
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left.Number = 5
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left.Load = right.Load / float64(right.Number) * float64(left.Number)
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left.Load = game.F(right.Load.F() / float64(right.Number) * float64(left.Number))
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assert.True(t, left.Equal(right))
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}
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