Added AP usage checking on weapons
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@ -15,7 +15,7 @@ module SpaceTac.Game {
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}
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}
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canBeUsed(battle: Battle, ship: Ship): boolean {
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canBeUsed(battle: Battle, ship: Ship): boolean {
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return ship.ap_current.current > 0;
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return ship.ap_current.current >= this.equipment.ap_usage;
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}
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}
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checkLocationTarget(battle: Battle, ship: Ship, target: Target): Target {
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checkLocationTarget(battle: Battle, ship: Ship, target: Target): Target {
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@ -34,6 +34,25 @@ module SpaceTac.Game.Specs {
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expect(action.can_target_space).toBe(false);
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expect(action.can_target_space).toBe(false);
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});
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});
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it("can't fire without sufficient AP", function () {
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var ship = new Ship();
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ship.ap_current.set(3);
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var weapon = new Equipments.AbstractWeapon("Super Fire Weapon", 50);
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weapon.ap_usage = new Range(2);
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var equipment = weapon.generateFixed(0);
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expect(equipment.action.canBeUsed(null, ship)).toBe(true);
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weapon.ap_usage = new Range(3);
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equipment = weapon.generateFixed(0);
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expect(equipment.action.canBeUsed(null, ship)).toBe(true);
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weapon.ap_usage = new Range(4);
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equipment = weapon.generateFixed(0);
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expect(equipment.action.canBeUsed(null, ship)).toBe(false);
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});
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it("can't friendly fire", function () {
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it("can't friendly fire", function () {
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var fleet1 = new Fleet(new Player());
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var fleet1 = new Fleet(new Player());
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var fleet2 = new Fleet(new Player());
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var fleet2 = new Fleet(new Player());
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