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spacetac/src/ui/battle/ActionBar.spec.ts

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/// <reference path="../TestGame.ts"/>
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module TK.SpaceTac.UI.Specs {
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describe("ActionBar", function () {
let testgame = setupBattleview();
it("lists available actions for selected ship", function () {
var bar = testgame.battleview.action_bar;
// Ship not owned by current battleview player
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var ship = new Ship();
bar.setShip(ship);
expect(bar.action_icons.length).toBe(0);
// Ship with no equipment (only endturn action)
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testgame.battleview.player = ship.getPlayer();
bar.setShip(ship);
expect(bar.action_icons.length).toBe(1);
expect(bar.action_icons[0].action.code).toEqual("endturn");
// Add an engine, with move action
TestTools.addEngine(ship, 50);
bar.setShip(ship);
expect(bar.action_icons.length).toBe(2);
expect(bar.action_icons[0].action.code).toEqual("move");
// Add a weapon, with fire action
TestTools.addWeapon(ship, 10, 1, 100);
bar.setShip(ship);
expect(bar.action_icons.length).toBe(3);
expect(bar.action_icons[1].action.code).toEqual("fire-equipment");
});
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it("updates power points display", function () {
let bar = testgame.battleview.action_bar;
function check(available = 0, using = 0, used = 0) {
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expect(bar.power_icons.children.length).toBe(available + using + used);
bar.power_icons.children.forEach((child, idx) => {
let img = <Phaser.Image>child;
if (idx < available) {
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expect(img.name).toEqual("battle-actionbar-power-available");
} else if (idx < available + using) {
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expect(img.name).toEqual("battle-actionbar-power-move");
} else {
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expect(img.name).toEqual("battle-actionbar-power-used");
}
});
}
// not owned ship
let ship = new Ship();
TestTools.setShipAP(ship, 8);
bar.setShip(ship);
check();
// owned ship
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ship.fleet = testgame.battleview.player.fleet;
bar.setShip(ship);
check(8);
// used points
ship.setValue("power", 6);
testgame.battleview.log_processor.jumpToEnd();
check(6, 0, 2);
// using points
bar.updatePower(5);
check(1, 5, 2);
// decrease
ship.setAttribute("power_capacity", 3);
testgame.battleview.log_processor.jumpToEnd();
check(3);
});
});
}