refactor: race index by name
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@@ -17,7 +17,7 @@ func TestCreateScience(t *testing.T) {
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err := game.DeleteScience(p, race, typeName)
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assert.ErrorContains(t, err, e.GenericErrorText(e.ErrInputEntityNotExists))
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err = game.CreateScience(p, unknownRaceName, " "+typeName+" ", 1, 0, 0, 0) // TODO: test on dead race
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assert.ErrorContains(t, err, e.GenericErrorText(e.ErrInputUnknownHostRace))
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assert.ErrorContains(t, err, e.GenericErrorText(e.ErrInputUnknownRace))
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err = game.CreateScience(p, race, " "+typeName+" ", 1, 0, 0, 0)
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assert.NoError(t, err)
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sc, err := g().Sciences(race)
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@@ -28,9 +28,10 @@ func TestCreateScience(t *testing.T) {
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assert.Equal(t, sc[0].Weapons, 0.)
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assert.Equal(t, sc[0].Shields, 0.)
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assert.Equal(t, sc[0].Cargo, 0.)
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// TODO: test with existing ship group
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// TODO: test delete with existing ship group
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// TODO: test delete with planet production busy with science
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err = game.DeleteScience(p, unknownRaceName, typeName) // TODO: test with actial rip race
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assert.ErrorContains(t, err, e.GenericErrorText(e.ErrInputUnknownHostRace))
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assert.ErrorContains(t, err, e.GenericErrorText(e.ErrInputUnknownRace))
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err = game.DeleteScience(p, race, typeName)
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assert.NoError(t, err)
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sc, err = g().Sciences(race)
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