refactor: func naming

This commit is contained in:
Ilia Denisov
2026-02-10 08:22:44 +02:00
parent 83bcdcbc49
commit b5400bd61e
18 changed files with 379 additions and 378 deletions
+17 -17
View File
@@ -9,14 +9,14 @@ import (
"github.com/stretchr/testify/assert"
)
func TestSendFleet(t *testing.T) {
func TestFleetSend(t *testing.T) {
c, g := newCache()
// group #1 - in_orbit Planet_0
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 1))
// group #2 - in_space (later)
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 3))
// group #3 - in_orbit Planet_0, unmovable
g.CreateShipType(Race_0.Name, "Fortress", 0, 50, 30, 100, 0)
g.ShipClassCreate(Race_0.Name, "Fortress", 0, 50, 30, 100, 0)
assert.NoError(t, c.CreateShips(Race_0_idx, "Fortress", R0_Planet_0_num, 1))
// group #4 - in_orbit Planet_0
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 2))
@@ -29,57 +29,57 @@ func TestSendFleet(t *testing.T) {
fleetUnmovable := "R0_Fleet_unmovable"
fleetUnmovable2 := "R0_Fleet_unmovable2"
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 1, 0))
assert.NoError(t, g.ShipGroupJoinFleet(Race_0.Name, fleetSending, 1, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 1)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetSending, 3, 0))
assert.NoError(t, g.ShipGroupJoinFleet(Race_0.Name, fleetSending, 3, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 1)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetInSpace, 2, 0))
assert.NoError(t, g.ShipGroupJoinFleet(Race_0.Name, fleetInSpace, 2, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 2)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable, 3, 0))
assert.NoError(t, g.ShipGroupJoinFleet(Race_0.Name, fleetUnmovable, 3, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 3)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable2, 4, 0))
assert.NoError(t, g.ShipGroupJoinFleet(Race_0.Name, fleetUnmovable2, 4, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 4)
assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, fleetUnmovable, 4, 0))
assert.NoError(t, g.ShipGroupJoinFleet(Race_0.Name, fleetUnmovable, 4, 0))
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 3)
// group #2 - in_space
c.ShipGroup(1).StateInSpace = &InSpace
assert.ErrorContains(t,
g.SendFleet(UnknownRace, fleetSending, 2),
g.FleetSend(UnknownRace, fleetSending, 2),
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.SendFleet(Race_Extinct.Name, fleetSending, 2),
g.FleetSend(Race_Extinct.Name, fleetSending, 2),
e.GenericErrorText(e.ErrRaceExinct))
assert.ErrorContains(t,
g.SendFleet(Race_0.Name, "UnknownFleet", 2),
g.FleetSend(Race_0.Name, "UnknownFleet", 2),
e.GenericErrorText(e.ErrInputEntityNotExists))
assert.ErrorContains(t,
g.SendFleet(Race_0.Name, fleetInSpace, 2),
g.FleetSend(Race_0.Name, fleetInSpace, 2),
e.GenericErrorText(e.ErrShipsBusy))
assert.ErrorContains(t,
g.SendFleet(Race_0.Name, fleetSending, 200),
g.FleetSend(Race_0.Name, fleetSending, 200),
e.GenericErrorText(e.ErrInputEntityNotExists))
assert.ErrorContains(t,
g.SendFleet(Race_0.Name, fleetSending, 3),
g.FleetSend(Race_0.Name, fleetSending, 3),
e.GenericErrorText(e.ErrSendUnreachableDestination))
assert.ErrorContains(t,
g.SendFleet(Race_0.Name, fleetUnmovable, 2),
g.FleetSend(Race_0.Name, fleetUnmovable, 2),
e.GenericErrorText(e.ErrSendShipHasNoDrives))
assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 2))
assert.NoError(t, g.FleetSend(Race_0.Name, fleetSending, 2))
fleetState := c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
assert.Equal(t, game.StateLaunched, fleetState.State)
for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {
assert.Equal(t, game.StateLaunched, sg.State())
}
assert.NoError(t, g.SendFleet(Race_0.Name, fleetSending, 0))
assert.NoError(t, g.FleetSend(Race_0.Name, fleetSending, 0))
fleetState = c.FleetState(c.MustFleetID(Race_0_idx, fleetSending))
assert.Equal(t, game.StateInOrbit, fleetState.State)
for sg := range c.FleetGroups(Race_0_idx, c.MustFleetIndex(c.MustFleetID(Race_0_idx, fleetSending))) {