module TK.SpaceTac.Specs { testing("EndTurnAction", test => { test.case("can't be applied to non-playing ship", check => { let battle = new Battle(); battle.fleets[0].addShip(); battle.fleets[0].addShip(); battle.throwInitiative(); battle.setPlayingShip(battle.play_order[0]); let action = new EndTurnAction(); check.equals(action.checkCannotBeApplied(battle.play_order[0]), ActionUnavailability.NO_SUCH_ACTION); action = EndTurnAction.SINGLETON; check.equals(action.checkCannotBeApplied(battle.play_order[0]), null); check.equals(action.checkCannotBeApplied(battle.play_order[1]), ActionUnavailability.NOT_PLAYING); }); test.case("changes active ship", check => { let battle = TestTools.createBattle(2, 0); TestTools.actionChain(check, battle, [ [battle.play_order[0], EndTurnAction.SINGLETON, undefined], ], [ check => { check.equals(battle.play_index, 0, "play_index is 0"); check.same(battle.playing_ship, battle.play_order[0], "first ship is playing"); check.equals(battle.play_order[0].playing, true, "first ship is playing"); check.equals(battle.play_order[1].playing, false, "second ship is not playing"); }, check => { check.equals(battle.play_index, 1, "play_index is 1"); check.same(battle.playing_ship, battle.play_order[1], "second ship is playing"); check.equals(battle.play_order[0].playing, false, "first ship is not playing"); check.equals(battle.play_order[1].playing, true, "second ship is playing"); } ]); }); test.case("generates power for previous ship", check => { let battle = TestTools.createBattle(1, 1); let [ship1, ship2] = battle.play_order; TestTools.setShipModel(ship1, 100, 0, 10); let toggle = new ToggleAction("toggle", { power: 2 }); ship1.actions.addCustom(toggle); ship1.setValue("power", 6); TestTools.actionChain(check, battle, [ [ship1, toggle, undefined], [ship1, toggle, undefined], [ship1, EndTurnAction.SINGLETON, undefined], [ship2, EndTurnAction.SINGLETON, undefined], [ship1, toggle, undefined], [ship1, EndTurnAction.SINGLETON, undefined], [ship2, EndTurnAction.SINGLETON, undefined], [ship1, EndTurnAction.SINGLETON, undefined], [ship2, EndTurnAction.SINGLETON, undefined], [ship1, toggle, undefined], [ship1, EndTurnAction.SINGLETON, undefined], ], [ check => { check.equals(ship1.getValue("power"), 6, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 4, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 6, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 10, "power value"); check.same(battle.playing_ship, ship2); }, check => { check.equals(ship1.getValue("power"), 10, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 8, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 8, "power value"); check.same(battle.playing_ship, ship2); }, check => { check.equals(ship1.getValue("power"), 8, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 8, "power value"); check.same(battle.playing_ship, ship2); }, check => { check.equals(ship1.getValue("power"), 8, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 10, "power value"); check.same(battle.playing_ship, ship1); }, check => { check.equals(ship1.getValue("power"), 10, "power value"); check.same(battle.playing_ship, ship2); }, ]); }); test.case("cools down equipment for previous ship", check => { let battle = TestTools.createBattle(1, 0); let ship = battle.play_order[0]; let equ1 = TestTools.addWeapon(ship); equ1.configureCooldown(1, 3); let cd1 = ship.actions.getCooldown(equ1); cd1.use(); let equ2 = TestTools.addWeapon(ship); equ2.configureCooldown(1, 2); let cd2 = ship.actions.getCooldown(equ2); cd2.use(); let equ3 = TestTools.addWeapon(ship); let cd3 = ship.actions.getCooldown(equ3); cd3.use(); TestTools.actionChain(check, battle, [ [ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)], [ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)], [ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)], ], [ check => { check.equals(cd1.heat, 3, "equ1 heat"); check.equals(cd2.heat, 2, "equ2 heat"); check.equals(cd3.heat, 0, "equ3 heat"); }, check => { check.equals(cd1.heat, 2, "equ1 heat"); check.equals(cd2.heat, 1, "equ2 heat"); check.equals(cd3.heat, 0, "equ3 heat"); }, check => { check.equals(cd1.heat, 1, "equ1 heat"); check.equals(cd2.heat, 0, "equ2 heat"); check.equals(cd3.heat, 0, "equ3 heat"); }, check => { check.equals(cd1.heat, 0, "equ1 heat"); check.equals(cd2.heat, 0, "equ2 heat"); check.equals(cd3.heat, 0, "equ3 heat"); } ]); }); test.case("fades sticky effects for previous ship", check => { let battle = TestTools.createBattle(1, 0); let ship = battle.play_order[0]; let effect1 = new BaseEffect("e1"); let effect2 = new StickyEffect(new AttributeLimitEffect("evasion", 7), 2); ship.active_effects.add(effect1); ship.active_effects.add(effect2); effect2.base.getOnDiffs(ship, ship).forEach(effect => effect.apply(battle)); check.patch(battle, "getAreaEffects", (): [Ship, BaseEffect][] => [[ship, effect1]]); TestTools.actionChain(check, battle, [ [ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)], [ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)], [ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)], ], [ check => { check.equals(ship.active_effects.count(), 2, "effect count"); check.contains(ship.active_effects.ids(), effect2.id, "sticky effect active"); check.equals((nn(ship.active_effects.get(effect2.id))).duration, 2, "duration sticky effect"); check.equals(ship.attributes.evasion.getMaximal(), 7, "max evasion"); }, check => { check.equals(ship.active_effects.count(), 2, "effect count"); check.contains(ship.active_effects.ids(), effect2.id, "sticky effect active"); check.equals((nn(ship.active_effects.get(effect2.id))).duration, 1, "duration sticky effect"); check.equals(ship.attributes.evasion.getMaximal(), 7, "max evasion"); }, check => { check.equals(ship.active_effects.count(), 1, "effect count"); check.notcontains(ship.active_effects.ids(), effect2.id, "sticky effect removed"); check.equals(ship.attributes.evasion.getMaximal(), Infinity, "max evasion"); }, check => { check.equals(ship.active_effects.count(), 1, "effect count"); check.notcontains(ship.active_effects.ids(), effect2.id, "sticky effect removed"); check.equals(ship.attributes.evasion.getMaximal(), Infinity, "max evasion"); } ]); }); }); }