wip: generate report
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@@ -13,13 +13,11 @@ import (
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func TestCargoCapacity(t *testing.T) {
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test := func(cargoSize float64, expectCapacity float64) {
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ship := game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Drive: 1,
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Armament: 1,
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Weapons: 1,
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Shields: 1,
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Cargo: cargoSize,
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},
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Drive: 1,
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Armament: 1,
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Weapons: 1,
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Shields: 1,
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Cargo: cargoSize,
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}
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sg := game.ShipGroup{
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Number: 1,
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@@ -41,14 +39,12 @@ func TestCargoCapacity(t *testing.T) {
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func TestCarryingAndFullMass(t *testing.T) {
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Freighter := &game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Freighter",
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Drive: 8,
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Armament: 0,
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Weapons: 0,
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Shields: 2,
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Cargo: 10,
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},
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Name: "Freighter",
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Drive: 8,
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Armament: 0,
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Weapons: 0,
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Shields: 2,
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Cargo: 10,
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}
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sg := &game.ShipGroup{
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Number: 1,
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@@ -75,14 +71,12 @@ func TestCarryingAndFullMass(t *testing.T) {
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func TestSpeed(t *testing.T) {
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Freighter := &game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Freighter",
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Drive: 8,
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Armament: 0,
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Weapons: 0,
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Shields: 2,
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Cargo: 10,
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},
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Name: "Freighter",
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Drive: 8,
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Armament: 0,
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Weapons: 0,
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Shields: 2,
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Cargo: 10,
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}
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sg := &game.ShipGroup{
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Number: 1,
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@@ -106,14 +100,12 @@ func TestSpeed(t *testing.T) {
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func TestBombingPower(t *testing.T) {
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BattleStation := game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Battle_Station",
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Drive: 60.0,
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Armament: 3,
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Weapons: 30.0,
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Shields: 100.0,
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Cargo: 0.0,
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},
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Name: "Battle_Station",
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Drive: 60.0,
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Armament: 3,
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Weapons: 30.0,
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Shields: 100.0,
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Cargo: 0.0,
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}
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sg := game.ShipGroup{
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Number: 1,
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@@ -145,13 +137,11 @@ func TestDriveEffective(t *testing.T) {
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}
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for i := range tc {
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someShip := game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Drive: tc[i].driveShipType,
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Armament: rand.UintN(30) + 1,
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Weapons: rand.Float64()*30 + 1,
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Shields: rand.Float64()*100 + 1,
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Cargo: rand.Float64()*20 + 1,
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},
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Drive: tc[i].driveShipType,
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Armament: rand.UintN(30) + 1,
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Weapons: rand.Float64()*30 + 1,
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Shields: rand.Float64()*100 + 1,
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Cargo: rand.Float64()*20 + 1,
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}
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sg := game.ShipGroup{
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Number: rand.UintN(4) + 1,
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