module TK.SpaceTac.UI.Specs { testing("WeaponEffect", test => { let testgame = setupBattleview(test); function checkEmitters(step: string, expected: number) { test.check.same(testgame.view.arena.layer_weapon_effects.length, expected, `${step} - layer children`); //test.check.same(keys(testgame.view.particles.emitters).length, expected, `${step} - registered emitters`); } test.case("displays shield hit effect", check => { let battleview = testgame.view; battleview.timer = new Timer(); let effect = new WeaponEffect(battleview.arena, new Ship(), new Target(0, 0), new TriggerAction("weapon")); effect.shieldImpactEffect({ x: 10, y: 10 }, { x: 20, y: 15 }, 500, 3000, true); let layer = battleview.arena.layer_weapon_effects; check.equals(layer.length, 1); testgame.clockForward(600); check.equals(layer.length, 2); let child = layer.list[0]; if (check.instance(child, UIImage, "first child is an image")) { check.nears(child.rotation, -2.677945044588987, 10); check.equals(child.x, 20, "x"); check.equals(child.y, 15, "y"); } check.instance(layer.list[1], Phaser.GameObjects.Particles.ParticleEmitterManager, "second child is an emitter"); }); test.case("displays gatling gun effect", check => { let battleview = testgame.view; battleview.timer = new Timer(); let ship = nn(battleview.battle.playing_ship); let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), new TriggerAction("weapon")); effect.gunEffect(); let layer = battleview.arena.layer_weapon_effects; check.equals(layer.length, 1); check.instance(layer.list[0], Phaser.GameObjects.Particles.ParticleEmitterManager, "first child is an emitter"); }); test.case("displays shield and hull effect on impacted ships", check => { let battleview = testgame.view; battleview.timer = new Timer(); let ship = nn(battleview.battle.playing_ship); ship.setArenaPosition(50, 30); let weapon = new TriggerAction("weapon", { effects: [new DamageEffect(1)], range: 500 }); check.patch(weapon, "getImpactedShips", () => [ship]); let dest = new Ship(); let effect = new WeaponEffect(battleview.arena, dest, Target.newFromShip(dest), weapon); check.patch(effect, "getEffectForWeapon", () => (() => 100)); let mock_shield_impact = check.patch(effect, "shieldImpactEffect", null); let mock_hull_impact = check.patch(effect, "hullImpactEffect", null); ship.setValue("shield", 0); effect.start(); check.called(mock_shield_impact, 0); check.called(mock_hull_impact, [ [Target.newFromShip(dest), ship.location, 40, 400] ]); ship.setValue("shield", 10); effect.start(); check.called(mock_shield_impact, [ [Target.newFromShip(dest), ship.location, 40, 800, false] ]); check.called(mock_hull_impact, 0); }); test.case("removes particle emitters when done", check => { let battleview = testgame.view; battleview.timer = new Timer(); let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(50, 50), new TriggerAction("weapon")); effect.gunEffect(); checkEmitters("gun effect started", 1); testgame.clockForward(6000); checkEmitters("gun effect ended", 0); effect.hullImpactEffect({ x: 0, y: 0 }, { x: 50, y: 50 }, 1000, 2000); checkEmitters("hull effect started", 1); testgame.clockForward(8500); checkEmitters("hull effect ended", 0); }); test.case("adds a laser effect", check => { let battleview = testgame.view; battleview.timer = new Timer(); let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(31, 49), new TriggerAction("weapon")); let result = effect.angularLaser({ x: 20, y: 30 }, 300, Math.PI / 4, -Math.PI / 2, 5); check.equals(result, 200); let layer = battleview.arena.layer_weapon_effects; check.equals(layer.length, 1); let image = layer.list[0]; if (check.instance(image, UIImage, "first child is an image")) { 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); } let values = battleview.animations.simulate(image, "rotation", 4); 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); }); }); }