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

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module TK.SpaceTac.UI.Specs {
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testing("WeaponEffect", test => {
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let testgame = setupBattleview();
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let clock = test.clock();
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function checkEmitters(step: string, expected: number) {
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test.check.same(testgame.view.arena.layer_weapon_effects.children.length, expected, `${step} - layer children`);
test.check.same(keys(testgame.view.game.particles.emitters).length, expected, `${step} - registered emitters`);
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}
function fastForward(milliseconds: number) {
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clock.forward(milliseconds);
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testgame.ui.updateLogic(milliseconds);
}
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test.case("displays shield hit effect", check => {
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let battleview = testgame.view;
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battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), new Target(0, 0), new Equipment());
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effect.shieldImpactEffect({ x: 10, y: 10 }, { x: 20, y: 15 }, 1000, 3000, true);
let layer = battleview.arena.layer_weapon_effects;
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check.equals(layer.children.length, 2);
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check.equals(layer.children[0] instanceof Phaser.Image, true);
check.nears(layer.children[0].rotation, -2.677945044588987, 10);
check.containing(layer.children[0].position, { x: 20, y: 15 });
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check.equals(layer.children[1] instanceof Phaser.Particles.Arcade.Emitter, true);
});
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test.case("displays gatling gun effect", check => {
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let battleview = testgame.view;
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battleview.timer = new Timer();
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let ship = nn(battleview.battle.playing_ship);
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), new Equipment());
effect.gunEffect();
let layer = battleview.arena.layer_weapon_effects;
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check.equals(layer.children.length, 1);
check.equals(layer.children[0] instanceof Phaser.Particles.Arcade.Emitter, true);
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});
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test.case("displays shield and hull effect on impacted ships", check => {
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let battleview = testgame.view;
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battleview.timer = new Timer();
let ship = nn(battleview.battle.playing_ship);
let sprite = nn(battleview.arena.findShipSprite(ship));
ship.setArenaPosition(50, 30);
sprite.position.set(50, 30);
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sprite.hull_bar.setValue(10, 10);
sprite.shield_bar.setValue(0, 10);
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let weapon = new Equipment();
weapon.action = new TriggerAction(weapon, [new DamageEffect()], 1, 500);
spyOn(weapon.action, "getImpactedShips").and.returnValue([ship]);
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let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), weapon);
spyOn(effect, "getEffectForWeapon").and.returnValue(() => 100);
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let mock_shield_impact = spyOn(effect, "shieldImpactEffect").and.stub();
let mock_hull_impact = spyOn(effect, "hullImpactEffect").and.stub();
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effect.start();
expect(mock_shield_impact).toHaveBeenCalledTimes(0);
expect(mock_hull_impact).toHaveBeenCalledTimes(1);
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expect(mock_hull_impact).toHaveBeenCalledWith(jasmine.objectContaining({ x: 0, y: 0 }), jasmine.objectContaining({ x: 50, y: 30 }), 40, 400);
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sprite.shield_bar.setValue(10, 10);
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effect.start();
expect(mock_shield_impact).toHaveBeenCalledTimes(1);
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expect(mock_shield_impact).toHaveBeenCalledWith(jasmine.objectContaining({ x: 0, y: 0 }), jasmine.objectContaining({ x: 50, y: 30 }), 40, 800, false);
expect(mock_hull_impact).toHaveBeenCalledTimes(1);
});
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test.case("removes particle emitters when done", check => {
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let battleview = testgame.view;
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battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(50, 50), new Equipment());
effect.gunEffect();
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checkEmitters("gun effect started", 1);
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fastForward(6000);
checkEmitters("gun effect ended", 0);
effect.hullImpactEffect({ x: 0, y: 0 }, { x: 50, y: 50 }, 1000, 2000);
checkEmitters("hull effect started", 1);
fastForward(8500);
checkEmitters("hull effect ended", 0);
});
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test.case("adds a laser effect", check => {
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let battleview = testgame.view;
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battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(31, 49), new Equipment());
let result = effect.angularLaser({ x: 20, y: 30 }, 300, Math.PI / 4, -Math.PI / 2, 5);
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check.equals(result, 200);
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let layer = battleview.arena.layer_weapon_effects;
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check.equals(layer.children.length, 1);
check.same(layer.children[0] instanceof Phaser.Image, true, "is image");
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let image = <Phaser.Image>layer.children[0];
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check.equals(image.name, "battle-effects-laser");
//check.equals(image.width, 300);
check.equals(image.x, 20);
check.equals(image.y, 30);
check.nears(image.rotation, Math.PI / 4);
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let values = battleview.animations.simulate(image, "rotation", 4, result);
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check.nears(values[0], Math.PI / 4);
check.nears(values[1], 0);
check.nears(values[2], -Math.PI / 4);
check.nears(values[3], -Math.PI / 2);
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});
});
}