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

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module TK.SpaceTac.UI.Specs {
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testing("BattleView", test => {
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let testgame = setupBattleview(test);
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test.case("handles ship hovering to display tooltip", check => {
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let battleview = testgame.view;
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check.equals(battleview.ship_hovered, null, "initial state");
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let ship = nn(battleview.battle.playing_ship);
battleview.cursorHovered(ship.location, ship);
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check.same(battleview.ship_hovered, ship, "ship1 hovered");
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ship = nn(battleview.battle.play_order[1]);
battleview.cursorHovered(ship.location, ship);
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check.same(battleview.ship_hovered, ship, "ship2 hovered");
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battleview.cursorHovered(new ArenaLocation(0, 0), null);
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check.equals(battleview.ship_hovered, null, "out");
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battleview.cursorOnShip(ship);
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check.same(battleview.ship_hovered, ship, "force on");
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battleview.cursorOffShip(battleview.battle.play_order[2]);
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check.same(battleview.ship_hovered, ship, "force off on wrong ship");
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battleview.cursorOffShip(ship);
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check.equals(battleview.ship_hovered, null, "force off");
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});
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test.case("forwards cursor hovering and click to targetting", check => {
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let battleview = testgame.view;
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check.equals(battleview.targetting.active, false);
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battleview.setInteractionEnabled(true);
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let ship = nn(battleview.battle.playing_ship);
let weapon = TestTools.addWeapon(ship, 10);
battleview.enterTargettingMode(ship, weapon, ActionTargettingMode.SPACE);
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check.equals(battleview.targetting.active, true);
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battleview.cursorHovered(new ArenaLocation(5, 8), null);
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check.equals(battleview.targetting.target, Target.newFromLocation(5, 8));
check.equals(battleview.ship_hovered, null);
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ship = battleview.battle.play_order[3];
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battleview.cursorHovered(ship.location, ship);
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check.equals(battleview.targetting.target, Target.newFromLocation(ship.arena_x, ship.arena_y));
check.equals(battleview.ship_hovered, null);
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let validate = check.patch(battleview.targetting, "validate", null);
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check.called(validate, 0);
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battleview.cursorClicked();
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check.called(validate, 1);
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battleview.exitTargettingMode();
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check.equals(battleview.targetting.active, false);
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battleview.cursorHovered(new ArenaLocation(5, 8), null);
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check.equals(battleview.targetting.target, null);
check.equals(battleview.ship_hovered, null);
battleview.cursorHovered(ship.location, ship);
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check.equals(battleview.targetting.target, null);
check.same(battleview.ship_hovered, ship);
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});
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test.case("allows to choose an action and a target with shortcut keys", check => {
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let battleview = testgame.view;
battleview.setInteractionEnabled(true);
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let action_icon = battleview.action_bar.action_icons[0];
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check.equals(battleview.targetting.active, false);
check.equals(battleview.action_bar.hasActionSelected(), false);
battleview.numberPressed(battleview.action_bar.action_icons.indexOf(action_icon) + 1);
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check.equals(battleview.action_bar.hasActionSelected(), true);
check.equals(battleview.targetting.active, true);
check.same(battleview.targetting.action, action_icon.action);
check.equals(battleview.targetting.target, action_icon.action.getDefaultTarget(action_icon.ship));
battleview.numberPressed(3);
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check.equals(battleview.targetting.active, true);
check.same(battleview.targetting.action, action_icon.action);
check.equals(battleview.targetting.target, Target.newFromShip(battleview.battle.play_order[3]));
battleview.numberPressed(4);
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check.equals(battleview.targetting.active, true);
check.same(battleview.targetting.action, action_icon.action);
check.equals(battleview.targetting.target, Target.newFromShip(battleview.battle.play_order[4]));
});
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test.case("adds player actions to plan", check => {
let battleview = testgame.view;
let playing_ship = nn(battleview.battle.playing_ship);
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check.equals(battleview.turn_plannings.length, 2);
check.equals(battleview.turn_plannings[0].collectAllActions(), []);
check.equals(battleview.turn_plannings[1].collectAllActions(), []);
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let action = nn(first(playing_ship.actions.listAll(), action => action instanceof MoveAction));
battleview.applyPlayerAction(action, Target.newFromLocation(0, 0));
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check.equals(battleview.turn_plannings.length, 2);
check.equals(battleview.turn_plannings[0].collectAllActions(), [
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{ action: action.id, category: action.getCategory(), target: Target.newFromLocation(0, 0) }
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]);
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check.equals(battleview.turn_plannings[1].collectAllActions(), []);
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});
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});
}