feat: moge groups in hyperspace
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@@ -70,3 +70,7 @@ func (c *Cache) RaceTechLevel(ri int, t game.Tech, v float64) {
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func (c *Cache) ListRouteEligibleGroupIds(pn uint) iter.Seq[int] {
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return c.listRouteEligibleGroupIds(pn)
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}
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func (c *Cache) ListMoveableGroupIds() iter.Seq[int] {
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return c.listMoveableGroupIds()
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}
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@@ -94,9 +94,9 @@ func newGame() *game.Game {
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Width: 1000,
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Height: 1000,
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Planet: []game.Planet{
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controller.NewPlanet(R0_Planet_0_num, "Planet_0", Race_0.ID, 0, 0, 100, 100, 100, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R1_Planet_1_num, "Planet_1", Race_1.ID, 1, 1, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R0_Planet_2_num, "Planet_2", Race_0.ID, 2, 2, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R0_Planet_0_num, "Planet_0", Race_0.ID, 1, 1, 100, 100, 100, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R1_Planet_1_num, "Planet_1", Race_1.ID, 2, 2, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(R0_Planet_2_num, "Planet_2", Race_0.ID, 3, 3, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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controller.NewPlanet(3, "Planet_3", uuid.Nil, 500, 500, 100, 0, 0, 0, game.ProductionNone.AsType(uuid.Nil)),
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},
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},
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@@ -250,6 +250,25 @@ func (c *Cache) FleetGroups(ri, fi int) iter.Seq[*game.ShipGroup] {
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}
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}
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func (c *Cache) fleetGroupIds(ri, fi int) iter.Seq[int] {
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c.validateRaceIndex(ri)
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c.validateFleetIndex(fi)
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return func(yield func(int) bool) {
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for i := range c.ShipGroupsIndex() {
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sg := c.ShipGroup(i)
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if c.g.Race[ri].ID != sg.OwnerID {
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continue
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}
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if sg.FleetID == nil || c.MustFleetIndex(*sg.FleetID) != fi {
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continue
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}
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if !yield(i) {
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return
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}
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}
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}
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}
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func (c *Cache) listFleets(ri int) iter.Seq[*game.Fleet] {
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c.validateRaceIndex(ri)
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return func(yield func(*game.Fleet) bool) {
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@@ -15,9 +15,18 @@ func MakeTurn(c *Controller, r Repo, g *game.Game) error {
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// 02. Враждующие корабли вступают в схватку.
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battles := ProduceBattles(c.Cache)
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// 03. Товары загружаются на корабли, находящиеся в начале грузовых маршрутов, и корабли входят в гиперпространство.
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// 03. Товары загружаются на корабли, находящиеся в начале грузовых маршрутов, и корабли входят в гиперпространство (но ещё не полетели)
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c.Cache.EnrouteGroups()
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// 04. Корабли пролетают сквозь гиперпространство.
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c.Cache.MoveShipGroups()
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// 05. Корабли, где это возможно, объединяются в группы.
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c.Cache.CmdJoinEqualGroups()
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// 06. Враждующие корабли снова вступают в схватку (это происходит после выхода из гиперпространства).
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battles = append(battles, ProduceBattles(c.Cache)...)
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/*** Last steps ***/
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// Store battles
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@@ -137,9 +137,6 @@ func TestEnrouteGroups_SplitGroup(t *testing.T) {
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c, g := newCache()
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assert.NoError(t, g.SetRoute(Race_0.Name, "COL", R0_Planet_0_num, R0_Planet_2_num))
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// assert.NoError(t, g.SetRoute(Race_0.Name, "MAT", R0_Planet_0_num, R0_Planet_2_num))
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// assert.NoError(t, g.SetRoute(Race_0.Name, "CAP", R0_Planet_0_num, R0_Planet_2_num))
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// assert.NoError(t, g.SetRoute(Race_0.Name, "EMP", R0_Planet_2_num, R1_Planet_1_num))
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c.MustPlanet(R0_Planet_0_num).Colonists = 65
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@@ -162,9 +159,6 @@ func TestEnrouteGroups_GroupSorting(t *testing.T) {
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c, g := newCache()
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assert.NoError(t, g.SetRoute(Race_0.Name, "COL", R0_Planet_0_num, R0_Planet_2_num))
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// assert.NoError(t, g.SetRoute(Race_0.Name, "MAT", R0_Planet_0_num, R0_Planet_2_num))
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// assert.NoError(t, g.SetRoute(Race_0.Name, "CAP", R0_Planet_0_num, R0_Planet_2_num))
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// assert.NoError(t, g.SetRoute(Race_0.Name, "EMP", R0_Planet_2_num, R1_Planet_1_num))
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c.MustPlanet(R0_Planet_0_num).Colonists = 100
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@@ -0,0 +1,62 @@
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package controller
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import (
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"fmt"
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"iter"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/iliadenisov/galaxy/internal/util"
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)
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func (c *Cache) MoveShipGroups() {
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moved := make(map[int]bool)
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for i := range c.listMoveableGroupIds() {
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if v, ok := moved[i]; ok && v {
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continue
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}
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sg := c.ShipGroup(i)
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if sg.FleetID != nil {
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fi := c.MustFleetIndex(*sg.FleetID)
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delta := c.FleetSpeed(c.g.Fleets[fi])
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for fgi := range c.fleetGroupIds(c.RaceIndex(sg.OwnerID), c.MustFleetIndex(*sg.FleetID)) {
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c.moveShipGroup(fgi, delta)
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moved[fgi] = true
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}
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continue
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}
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c.moveShipGroup(i, sg.Speed(c.ShipGroupShipClass(i)))
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moved[i] = true
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}
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}
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func (c *Cache) moveShipGroup(i int, delta float64) {
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sg := c.ShipGroup(i)
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originX, originY, ok := sg.Coord()
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if !ok {
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panic(fmt.Sprintf("ship group state invalid: %v", sg.State()))
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}
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destPlanet := c.MustPlanet(sg.Destination)
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arrived := false
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sg.StateInSpace.X, sg.StateInSpace.Y, arrived =
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util.NextTravelCoord(c.g.Map.Width, c.g.Map.Height, originX, originY, destPlanet.X, destPlanet.Y, delta)
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if arrived {
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sg.StateInSpace = nil
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}
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}
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func (c *Cache) listMoveableGroupIds() iter.Seq[int] {
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return func(yield func(int) bool) {
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for i := range c.ShipGroupsIndex() {
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sg := c.ShipGroup(i)
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state := sg.State()
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if !(state == game.StateInOrbit || state == game.StateLaunched || state == game.StateInSpace) {
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continue
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}
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if !yield(i) {
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return
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}
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}
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}
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}
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@@ -0,0 +1,49 @@
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package controller_test
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import (
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"slices"
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"testing"
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"github.com/iliadenisov/galaxy/internal/model/game"
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"github.com/stretchr/testify/assert"
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)
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func TestListMoveableGroupIds(t *testing.T) {
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c, g := newCache()
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// 1: idx = 0 / [v] Non-Fleet group
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 10))
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// 2: idx = 1 / [v] In-Fleet group
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 1))
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// 3: idx = 2 / [v] In-Fleet group
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 10))
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, "Fleet", 2, 0))
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assert.NoError(t, g.JoinShipGroupToFleet(Race_0.Name, "Fleet", 3, 0))
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// 4: idx = 3 / [v] In_Space
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 7))
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c.ShipGroup(3).StateInSpace = &game.InSpace{
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Origin: 2,
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Range: 31.337,
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}
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// 5: idx = 4 / [x] In_Upgrage
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 7))
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c.ShipGroup(4).StateUpgrade = &game.InUpgrade{
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UpgradeTech: []game.UpgradePreference{},
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}
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// 6: idx = 5 / [v] Just launched group
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assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Freighter, R0_Planet_0_num, 10))
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assert.NoError(t, g.SendGroup(Race_0.Name, 6, R0_Planet_2_num, 0))
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movableGroups := slices.Collect(c.ListMoveableGroupIds())
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assert.Len(t, movableGroups, 5)
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for _, i := range movableGroups {
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sg := c.ShipGroup(i)
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assert.NotEqual(t, game.StateUpgrade, sg.State())
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assert.NotEqual(t, game.StateTransfer, sg.State()) // TODO: Transfer state movable or not?
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}
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}
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@@ -72,10 +72,16 @@ func (c *Cache) LaunchShips(sg *game.ShipGroup, destination uint) *game.ShipGrou
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for i := range c.ShipGroupsIndex() {
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if c.ShipGroup(i).OwnerID == sg.OwnerID && c.ShipGroup(i).Index == sg.Index {
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state := c.ShipGroup(i).State()
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if state != game.StateInOrbit && state != game.StateLaunched {
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var p *game.Planet
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switch state {
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case game.StateInOrbit:
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p = c.MustPlanet(sg.Destination)
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case game.StateLaunched:
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p = c.MustPlanet(sg.StateInSpace.Origin)
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default:
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panic("state invalid")
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}
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c.g.ShipGroups[i] = LaunchShips(*sg, destination)
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c.g.ShipGroups[i] = LaunchShips(*sg, destination, p.X, p.Y)
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return &c.g.ShipGroups[i]
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}
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}
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@@ -96,9 +102,11 @@ func (c *Cache) UnsendShips(sg *game.ShipGroup) *game.ShipGroup {
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panic("ship group not found")
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}
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func LaunchShips(sg game.ShipGroup, destination uint) game.ShipGroup {
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func LaunchShips(sg game.ShipGroup, destination uint, originX, originY float64) game.ShipGroup {
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sg.StateInSpace = &game.InSpace{
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Origin: sg.Destination,
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X: originX,
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Y: originY,
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}
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sg.Destination = destination
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return sg
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@@ -44,26 +44,32 @@ func TestSendGroup(t *testing.T) {
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g.SendGroup(Race_0.Name, 1, 3, 0),
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e.GenericErrorText(e.ErrSendUnreachableDestination))
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assert.NoError(t, g.SendGroup(Race_0.Name, 1, 2, 3)) // send 3 of 10
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assert.NoError(t, g.SendGroup(Race_0.Name, 1, R0_Planet_2_num, 3)) // send 3 of 10
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 4)
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assert.Equal(t, uint(7), c.ShipGroup(0).Number)
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assert.Equal(t, game.StateInOrbit, c.ShipGroup(0).State())
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assert.Equal(t, uint(3), c.ShipGroup(3).Number)
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assert.Equal(t, game.StateLaunched, c.ShipGroup(3).State())
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assert.NotNil(t, c.ShipGroup(3).StateInSpace)
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assert.Equal(t, c.MustPlanet(R0_Planet_0_num).X, c.ShipGroup(3).StateInSpace.X)
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assert.Equal(t, c.MustPlanet(R0_Planet_0_num).Y, c.ShipGroup(3).StateInSpace.Y)
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assert.NoError(t, g.SendGroup(Race_0.Name, 4, 0, 2)) // un-send 2 of 3
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assert.NoError(t, g.SendGroup(Race_0.Name, 4, R0_Planet_0_num, 2)) // un-send 2 of 3
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 4)
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assert.Equal(t, uint(9), c.MustShipGroup(Race_0_idx, 1).Number)
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assert.Equal(t, game.StateInOrbit, c.MustShipGroup(Race_0_idx, 1).State())
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assert.Equal(t, uint(1), c.MustShipGroup(Race_0_idx, 4).Number)
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assert.Equal(t, game.StateLaunched, c.MustShipGroup(Race_0_idx, 4).State())
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assert.NotNil(t, c.MustShipGroup(Race_0_idx, 4).StateInSpace)
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assert.Equal(t, c.MustPlanet(R0_Planet_0_num).X, c.MustShipGroup(Race_0_idx, 4).StateInSpace.X)
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assert.Equal(t, c.MustPlanet(R0_Planet_0_num).Y, c.MustShipGroup(Race_0_idx, 4).StateInSpace.Y)
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assert.NoError(t, g.SendGroup(Race_0.Name, 4, 0, 0)) // un-send the rest 1
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assert.NoError(t, g.SendGroup(Race_0.Name, 4, R0_Planet_0_num, 0)) // un-send the rest 1
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 3)
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assert.Equal(t, uint(10), c.MustShipGroup(Race_0_idx, 1).Number)
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assert.Equal(t, game.StateInOrbit, c.MustShipGroup(Race_0_idx, 1).State())
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assert.NoError(t, g.SendGroup(Race_0.Name, 1, 2, 0))
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assert.NoError(t, g.SendGroup(Race_0.Name, 1, R0_Planet_2_num, 0))
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assert.Len(t, slices.Collect(c.RaceShipGroups(Race_0_idx)), 3)
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assert.Equal(t, uint(10), c.MustShipGroup(Race_0_idx, 1).Number)
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assert.Equal(t, game.StateLaunched, c.MustShipGroup(Race_0_idx, 1).State())
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