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spacetac/src/core/Ship.spec.ts

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module TS.SpaceTac.Specs {
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describe("Ship", function () {
it("moves and computes facing angle", function () {
var ship = new Ship(null, "Test");
ship.setArenaFacingAngle(0);
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ship.setArenaPosition(50, 50);
expect(ship.arena_x).toEqual(50);
expect(ship.arena_y).toEqual(50);
expect(ship.arena_angle).toEqual(0);
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ship.moveTo(51, 50);
expect(ship.arena_x).toEqual(51);
expect(ship.arena_y).toEqual(50);
expect(ship.arena_angle).toEqual(0);
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ship.moveTo(50, 50);
expect(ship.arena_angle).toBeCloseTo(3.14159265, 0.00001);
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ship.moveTo(51, 51);
expect(ship.arena_angle).toBeCloseTo(0.785398, 0.00001);
ship.moveTo(51, 52);
expect(ship.arena_angle).toBeCloseTo(1.5707963, 0.00001);
ship.moveTo(52, 52);
expect(ship.arena_x).toEqual(52);
expect(ship.arena_y).toEqual(52);
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expect(ship.arena_angle).toEqual(0);
ship.moveTo(52, 50);
expect(ship.arena_angle).toBeCloseTo(-1.5707963, 0.00001);
ship.moveTo(50, 50);
expect(ship.arena_angle).toBeCloseTo(3.14159265, 0.00001);
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let battle = new Battle();
battle.fleets[0].addShip(ship);
expect(battle.log.events).toEqual([]);
ship.moveTo(70, 50);
expect(battle.log.events).toEqual([new MoveEvent(ship, new ArenaLocationAngle(50, 50, Math.PI), new ArenaLocationAngle(70, 50, 0))]);
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ship.rotate(2.1);
expect(battle.log.events).toEqual([
new MoveEvent(ship, new ArenaLocationAngle(50, 50, Math.PI), new ArenaLocationAngle(70, 50, 0)),
new MoveEvent(ship, new ArenaLocationAngle(70, 50, 0), new ArenaLocationAngle(70, 50, 2.1))
]);
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});
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it("applies equipment cooldown", function () {
let ship = new Ship();
let equipment = new Equipment(SlotType.Weapon);
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equipment.cooldown.configure(1, 2);
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ship.addSlot(SlotType.Weapon).attach(equipment);
expect(equipment.cooldown.canUse()).toBe(true, 1);
equipment.cooldown.use();
expect(equipment.cooldown.canUse()).toBe(false, 2);
ship.startBattle();
expect(equipment.cooldown.canUse()).toBe(true, 3);
ship.startTurn();
equipment.cooldown.use();
expect(equipment.cooldown.canUse()).toBe(false, 4);
ship.endTurn();
expect(equipment.cooldown.canUse()).toBe(false, 5);
ship.startTurn();
expect(equipment.cooldown.canUse()).toBe(false, 6);
ship.endTurn();
expect(equipment.cooldown.canUse()).toBe(true, 7);
});
it("lists available actions from attached equipment", function () {
var ship = new Ship(null, "Test");
var actions: BaseAction[];
var slot: Slot;
var equipment: Equipment;
actions = ship.getAvailableActions();
expect(actions.length).toBe(1);
expect(actions[0].code).toEqual("endturn");
slot = ship.addSlot(SlotType.Engine);
equipment = new Equipment();
equipment.slot_type = slot.type;
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equipment.action = new MoveAction(equipment);
slot.attach(equipment);
slot = ship.addSlot(SlotType.Weapon);
equipment = new Equipment();
equipment.slot_type = slot.type;
slot.attach(equipment);
actions = ship.getAvailableActions();
expect(actions.length).toBe(2);
expect(actions[0].code).toEqual("move");
expect(actions[1].code).toEqual("endturn");
});
it("applies permanent effects of equipments on attributes", function () {
var ship = new Ship(null, "Test");
var slot: Slot;
var equipment: Equipment;
slot = ship.addSlot(SlotType.Power);
equipment = new Equipment();
equipment.slot_type = slot.type;
equipment.effects.push(new AttributeEffect("power_capacity", 4));
slot.attach(equipment);
slot = ship.addSlot(SlotType.Power);
equipment = new Equipment();
equipment.slot_type = slot.type;
equipment.effects.push(new AttributeEffect("power_capacity", 5));
slot.attach(equipment);
ship.updateAttributes();
expect(ship.attributes.power_capacity.get()).toBe(9);
});
it("repairs hull and recharges shield", function () {
var ship = new Ship(null, "Test");
ship.setAttribute("hull_capacity", 120);
ship.setAttribute("shield_capacity", 150);
expect(ship.values.hull.get()).toEqual(0);
expect(ship.values.shield.get()).toEqual(0);
ship.restoreHealth();
expect(ship.values.hull.get()).toEqual(120);
expect(ship.values.shield.get()).toEqual(150);
});
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it("applies and logs hull and shield damage", function () {
var fleet = new Fleet();
var battle = new Battle(fleet);
var ship = new Ship(fleet);
TestTools.setShipHP(ship, 150, 400);
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ship.restoreHealth();
battle.log.clear();
ship.addDamage(10, 20);
expect(ship.values.hull.get()).toEqual(140);
expect(ship.values.shield.get()).toEqual(380);
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expect(battle.log.events.length).toBe(3);
expect(battle.log.events[0]).toEqual(new ValueChangeEvent(ship, ship.values.shield, -20));
expect(battle.log.events[1]).toEqual(new ValueChangeEvent(ship, ship.values.hull, -10));
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expect(battle.log.events[2]).toEqual(new DamageEvent(ship, 10, 20));
battle.log.clear();
ship.addDamage(15, 25, false);
expect(ship.values.hull.get()).toEqual(125);
expect(ship.values.shield.get()).toEqual(355);
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expect(battle.log.events.length).toBe(0);
ship.addDamage(125, 355, false);
expect(ship.values.hull.get()).toEqual(0);
expect(ship.values.shield.get()).toEqual(0);
expect(ship.alive).toBe(false);
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});
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it("sets and logs sticky effects", function () {
var ship = new Ship();
var battle = new Battle(ship.fleet);
ship.addStickyEffect(new StickyEffect(new BaseEffect("test"), 2, false, true));
expect(ship.sticky_effects).toEqual([new StickyEffect(new BaseEffect("test"), 2, false, true)]);
expect(battle.log.events).toEqual([
new EffectAddedEvent(ship, new StickyEffect(new BaseEffect("test"), 2, false, true))
]);
ship.startTurn();
battle.log.clear();
ship.endTurn();
expect(ship.sticky_effects).toEqual([new StickyEffect(new BaseEffect("test"), 1, false, true)]);
expect(battle.log.events).toEqual([
new EffectDurationChangedEvent(ship, new StickyEffect(new BaseEffect("test"), 1, false, true), 2)
]);
ship.startTurn();
battle.log.clear();
ship.endTurn();
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expect(ship.sticky_effects).toEqual([]);
expect(battle.log.events).toEqual([
new EffectDurationChangedEvent(ship, new StickyEffect(new BaseEffect("test"), 0, false, true), 1),
new EffectRemovedEvent(ship, new StickyEffect(new BaseEffect("test"), 0, false, true))
]);
ship.startTurn();
battle.log.clear();
ship.endTurn();
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expect(ship.sticky_effects).toEqual([]);
expect(battle.log.events).toEqual([]);
});
it("sets and logs death state", function () {
var fleet = new Fleet();
var battle = new Battle(fleet);
var ship = new Ship(fleet);
expect(ship.alive).toBe(true);
ship.values.hull.set(10);
battle.log.clear();
ship.addDamage(5, 0);
expect(ship.alive).toBe(true);
expect(battle.log.events.length).toBe(2);
expect(battle.log.events[0].code).toEqual("value");
expect(battle.log.events[1].code).toEqual("damage");
battle.log.clear();
ship.addDamage(5, 0);
expect(ship.alive).toBe(false);
expect(battle.log.events.length).toBe(3);
expect(battle.log.events[0].code).toEqual("value");
expect(battle.log.events[1].code).toEqual("damage");
expect(battle.log.events[2].code).toEqual("death");
});
it("checks if a ship is able to play", function () {
var ship = new Ship();
expect(ship.isAbleToPlay()).toBe(false);
expect(ship.isAbleToPlay(false)).toBe(true);
ship.values.power.set(5);
expect(ship.isAbleToPlay()).toBe(true);
expect(ship.isAbleToPlay(false)).toBe(true);
ship.values.hull.set(10);
ship.addDamage(8, 0);
expect(ship.isAbleToPlay()).toBe(true);
expect(ship.isAbleToPlay(false)).toBe(true);
ship.addDamage(8, 0);
expect(ship.isAbleToPlay()).toBe(false);
expect(ship.isAbleToPlay(false)).toBe(false);
});
it("counts attached equipment", function () {
var ship = new Ship();
expect(ship.getEquipmentCount()).toBe(0);
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ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
ship.addSlot(SlotType.Shield);
ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
expect(ship.getEquipmentCount()).toBe(2);
});
it("can pick a random attached equipment", function () {
var ship = new Ship();
expect(ship.getRandomEquipment()).toBe(null);
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ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
ship.addSlot(SlotType.Shield);
ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
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var random = new SkewedRandomGenerator([0.2]);
var picked = ship.getRandomEquipment(random);
expect(picked).not.toBeNull();
expect(picked).toBe(ship.slots[0].attached);
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random = new SkewedRandomGenerator([0.999999]);
picked = ship.getRandomEquipment(random);
expect(picked).not.toBeNull();
expect(picked).toBe(ship.slots[2].attached);
});
it("recover action points at end of turn", function () {
var ship = new Ship();
let power_generator = new Equipment(SlotType.Power);
power_generator.effects = [
new AttributeEffect("power_capacity", 8),
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new AttributeEffect("power_generation", 3),
]
ship.addSlot(SlotType.Power).attach(power_generator);
expect(ship.values.power.get()).toBe(0);
ship.initializeActionPoints();
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expect(ship.values.power.get()).toBe(8);
ship.values.power.set(3);
expect(ship.values.power.get()).toBe(3);
ship.recoverActionPoints();
expect(ship.values.power.get()).toBe(6);
ship.recoverActionPoints();
expect(ship.values.power.get()).toBe(8);
});
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it("checks if a ship is inside a given circle", function () {
let ship = new Ship();
ship.arena_x = 5;
ship.arena_y = 8;
expect(ship.isInCircle(5, 8, 0)).toBe(true);
expect(ship.isInCircle(5, 8, 1)).toBe(true);
expect(ship.isInCircle(5, 7, 1)).toBe(true);
expect(ship.isInCircle(6, 9, 1.7)).toBe(true);
expect(ship.isInCircle(5, 8.1, 0)).toBe(false);
expect(ship.isInCircle(5, 7, 0.9)).toBe(false);
expect(ship.isInCircle(12, -4, 5)).toBe(false);
});
it("stores items in cargo space", function () {
let ship = new Ship();
let equipment1 = new Equipment();
let equipment2 = new Equipment();
let result = ship.addCargo(equipment1);
expect(result).toBe(false);
expect(ship.cargo).toEqual([]);
expect(ship.getFreeCargoSpace()).toBe(0);
ship.setCargoSpace(1);
expect(ship.getFreeCargoSpace()).toBe(1);
result = ship.addCargo(equipment1);
expect(result).toBe(true);
expect(ship.cargo).toEqual([equipment1]);
expect(ship.getFreeCargoSpace()).toBe(0);
result = ship.addCargo(equipment1);
expect(result).toBe(false);
expect(ship.cargo).toEqual([equipment1]);
result = ship.addCargo(equipment2);
expect(result).toBe(false);
expect(ship.cargo).toEqual([equipment1]);
ship.setCargoSpace(2);
expect(ship.getFreeCargoSpace()).toBe(1);
result = ship.addCargo(equipment2);
expect(result).toBe(true);
expect(ship.cargo).toEqual([equipment1, equipment2]);
expect(ship.getFreeCargoSpace()).toBe(0);
ship.setCargoSpace(1);
expect(ship.cargo).toEqual([equipment1]);
expect(ship.getFreeCargoSpace()).toBe(0);
ship.setCargoSpace(2);
expect(ship.cargo).toEqual([equipment1]);
expect(ship.getFreeCargoSpace()).toBe(1);
});
it("equips items from cargo", function () {
let ship = new Ship();
let equipment = new Equipment(SlotType.Weapon);
let slot = ship.addSlot(SlotType.Weapon);
expect(ship.listEquipment()).toEqual([]);
let result = ship.equip(equipment);
expect(result).toBe(false);
expect(ship.listEquipment()).toEqual([]);
ship.setCargoSpace(1);
ship.addCargo(equipment);
result = ship.equip(equipment);
expect(result).toBe(true);
expect(ship.listEquipment(SlotType.Weapon)).toEqual([equipment]);
expect(equipment.attached_to).toEqual(slot);
});
it("removes equipped items", function () {
let ship = new Ship();
let equipment = new Equipment(SlotType.Weapon);
let slot = ship.addSlot(SlotType.Weapon);
slot.attach(equipment);
expect(ship.listEquipment()).toEqual([equipment]);
expect(slot.attached).toBe(equipment);
expect(equipment.attached_to).toBe(slot);
let result = ship.unequip(equipment);
expect(result).toBe(false);
expect(ship.listEquipment()).toEqual([equipment]);
expect(ship.cargo).toEqual([]);
ship.setCargoSpace(10);
result = ship.unequip(equipment);
expect(result).toBe(true);
expect(ship.listEquipment()).toEqual([]);
expect(ship.cargo).toEqual([equipment]);
expect(slot.attached).toBe(null);
expect(equipment.attached_to).toBe(null);
result = ship.unequip(equipment);
expect(result).toBe(false);
expect(ship.listEquipment()).toEqual([]);
expect(ship.cargo).toEqual([equipment]);
});
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it("checks equipment requirements", function () {
let ship = new Ship();
let equipment = new Equipment(SlotType.Hull);
expect(ship.canEquip(equipment)).toBe(null);
ship.addSlot(SlotType.Engine);
expect(ship.canEquip(equipment)).toBe(null);
let slot = ship.addSlot(SlotType.Hull);
expect(ship.canEquip(equipment)).toBe(slot);
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equipment.requirements["skill_photons"] = 2;
expect(ship.canEquip(equipment)).toBe(null);
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ship.upgradeSkill("skill_photons");
expect(ship.canEquip(equipment)).toBe(null);
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ship.upgradeSkill("skill_photons");
expect(ship.canEquip(equipment)).toBe(slot);
slot.attach(new Equipment(SlotType.Hull));
expect(ship.canEquip(equipment)).toBe(null);
});
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it("allow skills upgrading from current level", function () {
let ship = new Ship();
expect(ship.level.get()).toBe(1);
expect(ship.getAvailableUpgradePoints()).toBe(10);
ship.level.forceLevel(2);
expect(ship.level.get()).toBe(2);
expect(ship.getAvailableUpgradePoints()).toBe(15);
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expect(ship.getAttribute("skill_photons")).toBe(0);
ship.upgradeSkill("skill_photons");
expect(ship.getAttribute("skill_photons")).toBe(1);
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range(50).forEach(() => ship.upgradeSkill("skill_gravity"));
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expect(ship.getAttribute("skill_photons")).toBe(1);
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expect(ship.getAttribute("skill_gravity")).toBe(14);
expect(ship.getAvailableUpgradePoints()).toBe(0);
ship.updateAttributes();
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expect(ship.getAttribute("skill_photons")).toBe(1);
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expect(ship.getAttribute("skill_gravity")).toBe(14);
});
it("restores as new at the end of battle", function () {
let ship = new Ship();
TestTools.setShipHP(ship, 10, 20);
TestTools.setShipAP(ship, 5, 0);
ship.addDamage(5, 5);
ship.addStickyEffect(new StickyEffect(new DamageEffect(10), 8));
ship.addStickyEffect(new StickyEffect(new AttributeLimitEffect("power_capacity", 3), 12));
ship.updateAttributes();
expect(ship.getValue("hull")).toEqual(5);
expect(ship.getValue("shield")).toEqual(15);
expect(ship.getValue("power")).toEqual(3);
expect(ship.sticky_effects.length).toEqual(2);
expect(ship.getAttribute("power_capacity")).toEqual(3);
ship.endBattle(1);
expect(ship.getValue("hull")).toEqual(10);
expect(ship.getValue("shield")).toEqual(20);
expect(ship.getValue("power")).toEqual(5);
expect(ship.sticky_effects.length).toEqual(0);
expect(ship.getAttribute("power_capacity")).toEqual(5);
});
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});
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}