cmd: upgrade group
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@@ -10,37 +10,26 @@ import (
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var (
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Race_0 = game.Race{
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ID: uuid.New(),
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Name: "Race_0",
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Drive: 1.1,
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Weapons: 1.2,
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Shields: 1.3,
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Cargo: 1.4,
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ID: uuid.New(),
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Name: "Race_0",
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Tech: map[game.Tech]float64{
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game.TechDrive: 1.1,
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game.TechWeapons: 1.2,
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game.TechShields: 1.3,
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game.TechCargo: 1.4,
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},
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}
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Race_1 = game.Race{
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ID: uuid.New(),
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Name: "Race_1",
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Drive: 2.1,
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Weapons: 2.2,
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Shields: 2.3,
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Cargo: 2.4,
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}
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Map = game.Map{
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Width: 10,
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Height: 10,
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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, 0, 0, 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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ID: uuid.New(),
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Name: "Race_1",
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Tech: map[game.Tech]float64{
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game.TechDrive: 2.1,
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game.TechWeapons: 2.2,
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game.TechShields: 2.3,
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game.TechCargo: 2.4,
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},
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}
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Game = &game.Game{
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Race: []game.Race{
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Race_0,
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Race_1,
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},
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Map: Map,
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}
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Race_0_idx = 0
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Race_0_Gunship = "R0_Gunship"
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Race_0_Freighter = "R0_Freighter"
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@@ -59,25 +48,47 @@ var (
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Race_1_Cruiser_idx = 2
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ShipType_Cruiser = "Cruiser"
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Cruiser = game.ShipType{
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ShipTypeReport: game.ShipTypeReport{
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Name: "Cruiser",
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Drive: 15,
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Armament: 1,
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Weapons: 15,
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Shields: 15,
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Cargo: 0,
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},
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}
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)
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func init() {
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assertNoError(Game.CreateShipType(Race_0.Name, Race_0_Gunship, 60, 30, 100, 0, 3))
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assertNoError(Game.CreateShipType(Race_0.Name, Race_0_Freighter, 8, 0, 2, 10, 0))
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assertNoError(Game.CreateShipType(Race_0.Name, ShipType_Cruiser, 15, 15, 15, 0, 1))
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assertNoError(Game.CreateShipType(Race_1.Name, Race_1_Gunship, 60, 30, 100, 0, 3))
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assertNoError(Game.CreateShipType(Race_1.Name, Race_1_Freighter, 8, 0, 2, 10, 0))
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assertNoError(Game.CreateShipType(Race_1.Name, ShipType_Cruiser, 15, 15, 15, 0, 2)) // same name - different type
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}
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func assertNoError(err error) {
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if err != nil {
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panic(fmt.Sprintf("init assertion failed: %v", err))
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}
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}
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func copyGame() *game.Game {
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g := *Game
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return &g
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func newGame() *game.Game {
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g := &game.Game{
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Race: []game.Race{
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Race_0,
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Race_1,
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},
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Map: game.Map{
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Width: 10,
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Height: 10,
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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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},
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},
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}
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assertNoError(g.CreateShipType(Race_0.Name, Race_0_Gunship, 60, 30, 100, 0, 3))
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assertNoError(g.CreateShipType(Race_0.Name, Race_0_Freighter, 8, 0, 2, 10, 0))
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assertNoError(g.CreateShipType(Race_0.Name, ShipType_Cruiser, Cruiser.Drive, Cruiser.Weapons, Cruiser.Shields, Cruiser.Cargo, int(Cruiser.Armament)))
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assertNoError(g.CreateShipType(Race_1.Name, Race_1_Gunship, 60, 30, 100, 0, 3))
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assertNoError(g.CreateShipType(Race_1.Name, Race_1_Freighter, 8, 0, 2, 10, 0))
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assertNoError(g.CreateShipType(Race_1.Name, ShipType_Cruiser, 15, 15, 15, 0, 2)) // same name - different type (why.)
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return g
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}
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