module TS.SpaceTac.Specs { describe("MoveFireSimulator", function () { function simpleWeaponCase(distance = 10, ship_ap = 5, weapon_ap = 3, engine_distance = 5): [Ship, MoveFireSimulator, BaseAction] { let ship = new Ship(); TestTools.setShipAP(ship, ship_ap); TestTools.addEngine(ship, engine_distance); let action = new FireWeaponAction(new Equipment(), true); action.equipment.distance = distance; action.equipment.ap_usage = weapon_ap; let simulator = new MoveFireSimulator(ship); return [ship, simulator, action]; } it("finds the best engine to make a move", function () { let ship = new Ship(); let simulator = new MoveFireSimulator(ship); expect(simulator.findBestEngine()).toBe(null); let engine1 = TestTools.addEngine(ship, 100); expect(simulator.findBestEngine()).toBe(engine1); let engine2 = TestTools.addEngine(ship, 120); let engine3 = TestTools.addEngine(ship, 150); let engine4 = TestTools.addEngine(ship, 70); expect(simulator.findBestEngine()).toBe(engine3); expect(simulator.findBestEngine().distance).toBe(150); }); it("fires directly when in range", function () { let [ship, simulator, action] = simpleWeaponCase(); let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null)); expect(result.success).toBe(true, 'success'); expect(result.need_move).toBe(false, 'need_move'); expect(result.need_fire).toBe(true, 'need_fire'); expect(result.can_fire).toBe(true, 'can_fire'); expect(result.total_fire_ap).toBe(3, 'total_fire_ap'); expect(result.parts).toEqual([ { action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3 } ]); }); it("can't fire when in range, but not enough AP", function () { let [ship, simulator, action] = simpleWeaponCase(10, 2, 3); let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null)); expect(result.success).toBe(true, 'success'); expect(result.need_move).toBe(false, 'need_move'); expect(result.need_fire).toBe(true, 'need_fire'); expect(result.can_fire).toBe(false, 'can_fire'); expect(result.total_fire_ap).toBe(3, 'total_fire_ap'); expect(result.parts).toEqual([ { action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3 } ]); }); it("moves straight to get within range", function () { let [ship, simulator, action] = simpleWeaponCase(); let result = simulator.simulateAction(action, new Target(ship.arena_x + 15, ship.arena_y, null)); expect(result.success).toBe(true, 'success'); expect(result.need_move).toBe(true, 'need_move'); expect(result.can_end_move).toBe(true, 'can_end_move'); expect(result.move_location).toEqual(new Target(ship.arena_x + 5, ship.arena_y, null)); expect(result.total_move_ap).toBe(1); expect(result.need_fire).toBe(true, 'need_fire'); expect(result.can_fire).toBe(true, 'can_fire'); expect(result.total_fire_ap).toBe(3, 'total_fire_ap'); expect(result.parts).toEqual([ { action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 1 }, { action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 15, ship.arena_y, null), ap: 3 } ]); }); it("moves to get in range, even if not enough AP to fire", function () { let [ship, simulator, action] = simpleWeaponCase(8, 3, 2, 5); let result = simulator.simulateAction(action, new Target(ship.arena_x + 18, ship.arena_y, null)); expect(result.success).toBe(true, 'success'); expect(result.need_move).toBe(true, 'need_move'); expect(result.can_end_move).toBe(true, 'can_end_move'); expect(result.move_location).toEqual(new Target(ship.arena_x + 10, ship.arena_y, null)); expect(result.total_move_ap).toBe(2); expect(result.need_fire).toBe(true, 'need_fire'); expect(result.can_fire).toBe(false, 'can_fire'); expect(result.total_fire_ap).toBe(2, 'total_fire_ap'); expect(result.parts).toEqual([ { action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 10, ship.arena_y, null), ap: 2 }, { action: jasmine.objectContaining({ code: "fire-null" }), target: new Target(ship.arena_x + 18, ship.arena_y, null), ap: 2 } ]); }); }); }