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

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/// <reference path="../TestGame.ts"/>
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module TS.SpaceTac.UI.Specs {
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describe("BattleView", () => {
inbattleview_it("forwards events in targetting mode", (battleview: BattleView) => {
expect(battleview.targetting).toBeNull();
battleview.cursorInSpace(5, 5);
expect(battleview.targetting).toBeNull();
// Enter targetting mode
var result = battleview.enterTargettingMode();
expect(battleview.targetting).toBeTruthy();
expect(result).toBe(battleview.targetting);
// Collect targetting events
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var hovered: Target[] = [];
var clicked: Target[] = [];
result.targetHovered.add((target: Target) => {
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hovered.push(target);
});
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result.targetSelected.add((target: Target) => {
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clicked.push(target);
});
// Forward selection in space
battleview.cursorInSpace(8, 4);
expect(battleview.ship_hovered).toBeNull();
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expect(battleview.targetting.target_corrected).toEqual(Target.newFromLocation(8, 4));
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// Process a click on space
battleview.cursorClicked();
// Forward ship hovering
battleview.cursorOnShip(battleview.battle.play_order[0]);
expect(battleview.ship_hovered).toEqual(battleview.battle.playing_ship);
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expect(battleview.targetting.target_corrected).toEqual(Target.newFromShip(battleview.battle.playing_ship));
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// Don't leave a ship we're not hovering
battleview.cursorOffShip(battleview.battle.play_order[1]);
expect(battleview.ship_hovered).toEqual(battleview.battle.playing_ship);
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expect(battleview.targetting.target_corrected).toEqual(Target.newFromShip(battleview.battle.playing_ship));
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// Don't move in space while on ship
battleview.cursorInSpace(1, 3);
expect(battleview.ship_hovered).toEqual(battleview.battle.playing_ship);
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expect(battleview.targetting.target_corrected).toEqual(Target.newFromShip(battleview.battle.playing_ship));
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// Process a click on ship
battleview.cursorClicked();
// Leave the ship
battleview.cursorOffShip(battleview.battle.play_order[0]);
expect(battleview.ship_hovered).toBeNull();
expect(battleview.targetting.target_corrected).toBeNull();
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// Quit targetting
battleview.exitTargettingMode();
expect(battleview.targetting).toBeNull();
// Events process normally
battleview.cursorInSpace(8, 4);
expect(battleview.ship_hovered).toBeNull();
battleview.cursorOnShip(battleview.battle.play_order[0]);
expect(battleview.ship_hovered).toEqual(battleview.battle.playing_ship);
// Quit twice don't do anything
battleview.exitTargettingMode();
// Check collected targetting events
expect(hovered).toEqual([
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Target.newFromLocation(8, 4),
Target.newFromShip(battleview.battle.playing_ship),
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null
]);
expect(clicked).toEqual([
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Target.newFromLocation(8, 4),
Target.newFromShip(battleview.battle.playing_ship),
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]);
});
});
}