2017-02-15 22:34:27 +00:00
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/// <reference path="../effects/BaseEffect.ts" />
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module TS.SpaceTac {
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describe("FireWeaponAction", function () {
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it("constructs correctly", function () {
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let equipment = new Equipment(SlotType.Weapon, "testweapon");
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2017-08-17 17:51:22 +00:00
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let action = new FireWeaponAction(equipment, 4, 30, 10);
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2017-02-15 22:34:27 +00:00
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expect(action.code).toEqual("fire-testweapon");
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expect(action.name).toEqual("Fire");
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expect(action.equipment).toBe(equipment);
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expect(action.needs_target).toBe(true);
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2017-08-17 17:51:22 +00:00
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action = new FireWeaponAction(equipment, 4, 0, 10);
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expect(action.needs_target).toBe(false);
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2017-02-15 22:34:27 +00:00
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});
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it("applies effects to alive ships in blast radius", function () {
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let fleet = new Fleet();
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2017-05-28 22:16:50 +00:00
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let ship = new Ship(fleet, "ship");
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2017-02-15 22:34:27 +00:00
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let equipment = new Equipment(SlotType.Weapon, "testweapon");
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let effect = new BaseEffect("testeffect");
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let mock_apply = spyOn(effect, "applyOnShip").and.stub();
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2017-04-18 19:51:23 +00:00
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let action = new FireWeaponAction(equipment, 5, 100, 10, [effect]);
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2017-02-15 22:34:27 +00:00
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TestTools.setShipAP(ship, 10);
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2017-05-28 22:16:50 +00:00
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let ship1 = new Ship(fleet, "ship1");
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2017-02-15 22:34:27 +00:00
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ship1.setArenaPosition(65, 72);
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2017-05-28 22:16:50 +00:00
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let ship2 = new Ship(fleet, "ship2");
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2017-02-15 22:34:27 +00:00
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ship2.setArenaPosition(45, 48);
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2017-05-28 22:16:50 +00:00
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let ship3 = new Ship(fleet, "ship3");
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2017-02-15 22:34:27 +00:00
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ship3.setArenaPosition(45, 48);
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ship3.alive = false;
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let battle = new Battle(fleet);
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battle.play_order = [ship, ship1, ship2, ship3];
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battle.playing_ship = ship;
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fleet.setBattle(battle);
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2017-03-07 19:27:46 +00:00
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action.apply(ship, Target.newFromLocation(50, 50));
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2017-02-15 22:34:27 +00:00
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expect(mock_apply).toHaveBeenCalledTimes(1);
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2017-05-28 22:16:50 +00:00
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expect(mock_apply).toHaveBeenCalledWith(ship2, ship);
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2017-02-15 22:34:27 +00:00
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});
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2017-03-08 23:18:40 +00:00
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it("transforms ship target in location target, when the weapon has blast radius", function () {
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let ship1 = new Ship();
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ship1.setArenaPosition(50, 10);
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let ship2 = new Ship();
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ship2.setArenaPosition(150, 10);
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let weapon = TestTools.addWeapon(ship1, 1, 0, 100, 30);
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let target = weapon.action.checkTarget(ship1, new Target(150, 10));
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expect(target).toEqual(new Target(150, 10));
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target = weapon.action.checkTarget(ship1, Target.newFromShip(ship2));
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expect(target).toEqual(new Target(150, 10));
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ship1.setArenaPosition(30, 10);
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target = weapon.action.checkTarget(ship1, Target.newFromShip(ship2));
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expect(target).toEqual(new Target(130, 10));
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ship1.setArenaPosition(0, 10);
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target = weapon.action.checkTarget(ship1, Target.newFromShip(ship2));
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expect(target).toEqual(new Target(100, 10));
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});
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2017-09-14 21:33:08 +00:00
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it("rotates toward the target", function () {
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let ship = new Ship();
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let weapon = TestTools.addWeapon(ship, 1, 0, 100, 30);
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expect(ship.arena_angle).toEqual(0);
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let result = weapon.action.apply(ship, Target.newFromLocation(10, 20));
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expect(result).toBe(true);
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expect(ship.arena_angle).toBeCloseTo(1.107, 0.001);
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weapon.action.needs_target = false;
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result = weapon.action.apply(ship, null);
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expect(result).toBe(true);
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expect(ship.arena_angle).toBeCloseTo(1.107, 0.001);
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});
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2017-02-15 22:34:27 +00:00
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});
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}
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