Fixed toggle actions not being reset at the end of battle
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TODO.md
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TODO.md
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@ -41,7 +41,6 @@ Character sheet
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Battle
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Battle
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------
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------
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* Toggle actions are not reset at the end of battle
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* Investigate cooldown not resetting properly the usage count
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* Investigate cooldown not resetting properly the usage count
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* Replace success factor percentage with a bar
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* Replace success factor percentage with a bar
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* Add a voluntary retreat option
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* Add a voluntary retreat option
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@ -314,6 +314,11 @@ module TK.SpaceTac.Specs {
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ship.setValue("power", 2);
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ship.setValue("power", 2);
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ship.active_effects.add(new StickyEffect(new AttributeLimitEffect("power_capacity", 3), 12));
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ship.active_effects.add(new StickyEffect(new AttributeLimitEffect("power_capacity", 3), 12));
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ship.updateAttributes();
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ship.updateAttributes();
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let action1 = new BaseAction();
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let action2 = new ToggleAction(new Equipment());
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action2.activated = true;
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let action3 = new ToggleAction(new Equipment());
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check.patch(ship, "getAvailableActions", () => [action1, action2, action3]);
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check.in("before", check => {
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check.in("before", check => {
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check.equals(ship.getValue("hull"), 5, "hull");
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check.equals(ship.getValue("hull"), 5, "hull");
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@ -321,6 +326,8 @@ module TK.SpaceTac.Specs {
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check.equals(ship.getValue("power"), 2, "power");
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check.equals(ship.getValue("power"), 2, "power");
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check.equals(ship.active_effects.count(), 1, "effects count");
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check.equals(ship.active_effects.count(), 1, "effects count");
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check.equals(ship.getAttribute("power_capacity"), 3, "power capacity");
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check.equals(ship.getAttribute("power_capacity"), 3, "power capacity");
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check.equals(action2.activated, true, "action 2 activation");
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check.equals(action3.activated, false, "action 3 activation");
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});
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});
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ship.restoreInitialState();
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ship.restoreInitialState();
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@ -331,6 +338,8 @@ module TK.SpaceTac.Specs {
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check.equals(ship.getValue("power"), 5, "power");
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check.equals(ship.getValue("power"), 5, "power");
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check.equals(ship.active_effects.count(), 0, "effects count");
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check.equals(ship.active_effects.count(), 0, "effects count");
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check.equals(ship.getAttribute("power_capacity"), 5, "power capacity");
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check.equals(ship.getAttribute("power_capacity"), 5, "power capacity");
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check.equals(action2.activated, false, "action 2 activation");
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check.equals(action3.activated, false, "action 3 activation");
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});
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});
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});
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});
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@ -258,6 +258,11 @@ module TK.SpaceTac {
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this.restoreHealth();
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this.restoreHealth();
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this.initializePower();
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this.initializePower();
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this.listEquipment().forEach(equipment => equipment.cooldown.reset());
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this.listEquipment().forEach(equipment => equipment.cooldown.reset());
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this.getAvailableActions().forEach(action => {
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if (action instanceof ToggleAction) {
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action.activated = false;
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}
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});
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}
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}
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/**
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/**
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