2017-02-09 00:00:35 +00:00
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module TS.SpaceTac.Specs {
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2017-02-05 18:01:00 +00:00
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describe("MoveFireSimulator", function () {
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function simpleWeaponCase(distance = 10, ship_ap = 5, weapon_ap = 3, engine_distance = 5): [Ship, MoveFireSimulator, BaseAction] {
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let ship = new Ship();
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TestTools.setShipAP(ship, ship_ap);
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TestTools.addEngine(ship, engine_distance);
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2017-04-18 19:51:23 +00:00
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let action = new FireWeaponAction(new Equipment(), weapon_ap, distance);
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2017-02-05 18:01:00 +00:00
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let simulator = new MoveFireSimulator(ship);
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return [ship, simulator, action];
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}
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it("finds the best engine to make a move", function () {
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let ship = new Ship();
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let simulator = new MoveFireSimulator(ship);
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expect(simulator.findBestEngine()).toBe(null);
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let engine1 = TestTools.addEngine(ship, 100);
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expect(simulator.findBestEngine()).toBe(engine1);
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let engine2 = TestTools.addEngine(ship, 120);
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let engine3 = TestTools.addEngine(ship, 150);
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let engine4 = TestTools.addEngine(ship, 70);
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2017-03-09 17:11:00 +00:00
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let best = simulator.findBestEngine();
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expect(best).toBe(engine3);
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2017-04-18 19:51:23 +00:00
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expect((<MoveAction>nn(best).action).distance_per_power).toBe(150);
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2017-02-05 18:01:00 +00:00
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});
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it("fires directly when in range", function () {
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let [ship, simulator, action] = simpleWeaponCase();
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let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
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expect(result.success).toBe(true, 'success');
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expect(result.need_move).toBe(false, 'need_move');
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expect(result.need_fire).toBe(true, 'need_fire');
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expect(result.can_fire).toBe(true, 'can_fire');
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expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
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2017-05-02 17:59:41 +00:00
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expect(<any[]>result.parts).toEqual([
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2017-03-22 21:16:59 +00:00
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{ action: jasmine.objectContaining({ code: "fire-equipment" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3, possible: true }
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2017-02-05 18:01:00 +00:00
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]);
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});
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it("can't fire when in range, but not enough AP", function () {
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let [ship, simulator, action] = simpleWeaponCase(10, 2, 3);
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let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
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expect(result.success).toBe(true, 'success');
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expect(result.need_move).toBe(false, 'need_move');
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expect(result.need_fire).toBe(true, 'need_fire');
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expect(result.can_fire).toBe(false, 'can_fire');
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expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
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2017-05-02 17:59:41 +00:00
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expect(<any[]>result.parts).toEqual([
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2017-03-22 21:16:59 +00:00
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{ action: jasmine.objectContaining({ code: "fire-equipment" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3, possible: false }
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2017-02-05 18:01:00 +00:00
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]);
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});
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it("moves straight to get within range", function () {
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let [ship, simulator, action] = simpleWeaponCase();
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let result = simulator.simulateAction(action, new Target(ship.arena_x + 15, ship.arena_y, null));
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expect(result.success).toBe(true, 'success');
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expect(result.need_move).toBe(true, 'need_move');
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expect(result.can_end_move).toBe(true, 'can_end_move');
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expect(result.move_location).toEqual(new Target(ship.arena_x + 5, ship.arena_y, null));
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expect(result.total_move_ap).toBe(1);
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expect(result.need_fire).toBe(true, 'need_fire');
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expect(result.can_fire).toBe(true, 'can_fire');
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expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
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2017-05-02 17:59:41 +00:00
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expect(<any[]>result.parts).toEqual([
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2017-03-07 22:16:47 +00:00
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{ action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 1, possible: true },
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2017-03-22 21:16:59 +00:00
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{ action: jasmine.objectContaining({ code: "fire-equipment" }), target: new Target(ship.arena_x + 15, ship.arena_y, null), ap: 3, possible: true }
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2017-02-05 18:01:00 +00:00
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]);
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});
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2017-06-19 23:04:27 +00:00
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it("scans a circle for move targets", function () {
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let simulator = new MoveFireSimulator(new Ship());
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let result = simulator.scanCircle(50, 30, 10, 1, 1);
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expect(imaterialize(result)).toEqual([
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new Target(50, 30)
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]);
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result = simulator.scanCircle(50, 30, 10, 2, 1);
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expect(imaterialize(result)).toEqual([
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new Target(50, 30),
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new Target(60, 30)
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]);
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result = simulator.scanCircle(50, 30, 10, 2, 2);
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expect(imaterialize(result)).toEqual([
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new Target(50, 30),
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new Target(60, 30),
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new Target(40, 30)
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]);
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result = simulator.scanCircle(50, 30, 10, 3, 4);
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expect(imaterialize(result)).toEqual([
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new Target(50, 30),
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new Target(55, 30),
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new Target(45, 30),
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new Target(60, 30),
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new Target(50, 40),
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new Target(40, 30),
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new Target(50, 20)
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]);
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});
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it("accounts for exclusion areas for the approach", function () {
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let [ship, simulator, action] = simpleWeaponCase(100, 5, 1, 50);
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ship.setArenaPosition(300, 200);
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let battle = new Battle();
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battle.fleets[0].addShip(ship);
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let ship1 = battle.fleets[0].addShip();
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let moveaction = <MoveAction>nn(simulator.findBestEngine()).action;
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moveaction.safety_distance = 30;
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2017-08-17 17:51:22 +00:00
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battle.ship_separation = 30;
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2017-06-19 23:04:27 +00:00
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expect(simulator.getApproach(moveaction, Target.newFromLocation(350, 200), 100)).toBe(ApproachSimulationError.NO_MOVE_NEEDED);
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expect(simulator.getApproach(moveaction, Target.newFromLocation(400, 200), 100)).toBe(ApproachSimulationError.NO_MOVE_NEEDED);
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expect(simulator.getApproach(moveaction, Target.newFromLocation(500, 200), 100)).toEqual(new Target(400, 200));
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ship1.setArenaPosition(420, 200);
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spyOn(simulator, "scanCircle").and.returnValue(iarray([
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new Target(400, 200),
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new Target(410, 200),
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new Target(410, 230),
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new Target(420, 210),
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new Target(480, 260),
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]));
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expect(simulator.getApproach(moveaction, Target.newFromLocation(500, 200), 100)).toEqual(new Target(410, 230));
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});
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2017-02-05 18:01:00 +00:00
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it("moves to get in range, even if not enough AP to fire", function () {
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let [ship, simulator, action] = simpleWeaponCase(8, 3, 2, 5);
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let result = simulator.simulateAction(action, new Target(ship.arena_x + 18, ship.arena_y, null));
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expect(result.success).toBe(true, 'success');
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expect(result.need_move).toBe(true, 'need_move');
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expect(result.can_end_move).toBe(true, 'can_end_move');
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expect(result.move_location).toEqual(new Target(ship.arena_x + 10, ship.arena_y, null));
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expect(result.total_move_ap).toBe(2);
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expect(result.need_fire).toBe(true, 'need_fire');
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expect(result.can_fire).toBe(false, 'can_fire');
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expect(result.total_fire_ap).toBe(2, 'total_fire_ap');
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2017-05-02 17:59:41 +00:00
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expect(<any[]>result.parts).toEqual([
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2017-03-07 22:16:47 +00:00
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{ action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 10, ship.arena_y, null), ap: 2, possible: true },
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2017-03-22 21:16:59 +00:00
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{ action: jasmine.objectContaining({ code: "fire-equipment" }), target: new Target(ship.arena_x + 18, ship.arena_y, null), ap: 2, possible: false }
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2017-02-05 18:01:00 +00:00
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]);
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});
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2017-03-07 19:27:46 +00:00
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it("does nothing if trying to move in the same spot", function () {
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let [ship, simulator, action] = simpleWeaponCase();
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let result = simulator.simulateAction(ship.listEquipment(SlotType.Engine)[0].action, new Target(ship.arena_x, ship.arena_y, null));
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expect(result.success).toBe(true);
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expect(result.need_move).toBe(false);
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expect(result.need_fire).toBe(false);
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expect(result.parts).toEqual([]);
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});
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2017-06-25 17:48:34 +00:00
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it("does not move if already in range, even if in the safety margin", function () {
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let [ship, simulator, action] = simpleWeaponCase(100);
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let result = simulator.simulateAction(action, new Target(ship.arena_x + 97, ship.arena_y, null), 5);
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expect(result.success).toBe(true);
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expect(result.need_move).toBe(false);
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result = simulator.simulateAction(action, new Target(ship.arena_x + 101, ship.arena_y, null), 5);
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expect(result.success).toBe(true);
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expect(result.need_move).toBe(true);
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expect(result.move_location).toEqual(new Target(ship.arena_x + 6, ship.arena_y));
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});
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2017-02-05 18:01:00 +00:00
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});
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}
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