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spacetac/src/core/actions/FireWeaponAction.spec.ts

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2017-02-15 22:34:27 +00:00
/// <reference path="../effects/BaseEffect.ts" />
module TS.SpaceTac {
describe("FireWeaponAction", function () {
it("constructs correctly", function () {
let equipment = new Equipment(SlotType.Weapon, "testweapon");
let action = new FireWeaponAction(equipment);
expect(action.code).toEqual("fire-testweapon");
expect(action.name).toEqual("Fire");
expect(action.equipment).toBe(equipment);
expect(action.needs_target).toBe(true);
});
it("applies effects to alive ships in blast radius", function () {
let fleet = new Fleet();
let ship = new Ship(fleet);
let equipment = new Equipment(SlotType.Weapon, "testweapon");
equipment.blast = 10;
equipment.ap_usage = 5;
equipment.distance = 100;
let effect = new BaseEffect("testeffect");
let mock_apply = spyOn(effect, "applyOnShip").and.stub();
equipment.target_effects.push(effect);
let action = new FireWeaponAction(equipment, true);
TestTools.setShipAP(ship, 10);
let ship1 = new Ship(fleet);
ship1.setArenaPosition(65, 72);
let ship2 = new Ship(fleet);
ship2.setArenaPosition(45, 48);
let ship3 = new Ship(fleet);
ship3.setArenaPosition(45, 48);
ship3.alive = false;
let battle = new Battle(fleet);
battle.play_order = [ship, ship1, ship2, ship3];
battle.playing_ship = ship;
fleet.setBattle(battle);
action.apply(battle, ship, Target.newFromLocation(50, 50));
expect(mock_apply).toHaveBeenCalledTimes(1);
expect(mock_apply).toHaveBeenCalledWith(ship2);
});
});
}