module TK.SpaceTac.UI.Specs { testing("Targetting", test => { let testgame = setupBattleview(test); function newTargetting(): Targetting { return new Targetting(testgame.view, testgame.view.action_bar, testgame.view.toggle_tactical_mode); } test.case("draws simulation parts", check => { let targetting = newTargetting(); let ship = nn(testgame.view.battle.playing_ship); ship.setArenaPosition(10, 20); let weapon = TestTools.addWeapon(ship); let engine = TestTools.addEngine(ship, 12); targetting.setAction(ship, weapon); let drawvector = check.patch(targetting, "drawVector", null); let part = { action: weapon, target: new Target(50, 30), ap: 5, possible: true }; targetting.drawPart(part, true, null); check.called(drawvector, [ [0xdc6441, 10, 20, 50, 30, 0] ]); targetting.drawPart(part, false, null); check.called(drawvector, [ [0x8e8e8e, 10, 20, 50, 30, 0] ]); targetting.action = engine; part.action = engine; targetting.drawPart(part, true, null); check.called(drawvector, [ [0xe09c47, 10, 20, 50, 30, 12] ]); }) test.case("updates impact indicators on ships inside the blast radius", check => { let targetting = newTargetting(); let ship = nn(testgame.view.battle.playing_ship); let impacts = targetting.impact_indicators; let action = new TriggerAction("weapon", { range: 50 }); let collect = check.patch(action, "getImpactedShips", nnf([], iterator([ [new Ship(), new Ship(), new Ship()], [new Ship(), new Ship()], [] ]))); targetting.updateImpactIndicators(impacts, ship, action, new Target(20, 10)); check.called(collect, [ [ship, new Target(20, 10), ship.location] ]) check.equals(targetting.impact_indicators.length, 3); check.equals(targetting.impact_indicators.visible, true); targetting.updateImpactIndicators(impacts, ship, action, new Target(20, 11)); check.called(collect, [ [ship, new Target(20, 11), ship.location] ]) check.equals(targetting.impact_indicators.length, 2); check.equals(targetting.impact_indicators.visible, true); targetting.updateImpactIndicators(impacts, ship, action, new Target(20, 12)); check.called(collect, [ [ship, new Target(20, 12), ship.location] ]) check.equals(targetting.impact_indicators.visible, false); }) test.case("updates graphics from simulation", check => { let targetting = newTargetting(); let ship = nn(testgame.view.battle.playing_ship); let engine = TestTools.addEngine(ship, 8000); let weapon = TestTools.addWeapon(ship, 30, 5, 100, 50); targetting.setAction(ship, weapon); targetting.setTarget(Target.newFromLocation(156, 65)); check.patch(targetting, "simulate", () => { let result = new MoveFireResult(); result.success = true; result.complete = true; result.need_move = true; result.move_location = Target.newFromLocation(80, 20); result.can_move = true; result.can_end_move = true; result.need_fire = true; result.can_fire = true; result.parts = [ { action: engine, target: Target.newFromLocation(80, 20), ap: 1, possible: true }, { action: weapon, target: Target.newFromLocation(156, 65), ap: 5, possible: true } ] targetting.simulation = result; }); targetting.update(); check.equals(targetting.container.visible, true); check.equals(targetting.drawn_info.visible, true); check.equals(targetting.fire_arrow.visible, true); check.equals(targetting.fire_arrow.x, 156); check.equals(targetting.fire_arrow.y, 65); check.nears(targetting.fire_arrow.rotation, 0.534594, 5); check.equals(targetting.impact_area.visible, true); check.equals(targetting.impact_area.x, 156); check.equals(targetting.impact_area.y, 65); check.equals(targetting.move_ghost.visible, true); check.equals(targetting.move_ghost.x, 80); check.equals(targetting.move_ghost.y, 20); check.nears(targetting.move_ghost.rotation, 0.534594, 5); }) test.case("snaps on ships according to targetting mode", check => { let targetting = newTargetting(); let playing_ship = nn(testgame.view.battle.playing_ship); let action = TestTools.addWeapon(playing_ship); let ship1 = testgame.view.battle.play_order[1]; let ship2 = testgame.view.battle.play_order[2]; ship1.setArenaPosition(8000, 50); ship2.setArenaPosition(8000, 230); targetting.setAction(playing_ship, action, ActionTargettingMode.SPACE); targetting.setTargetFromLocation({ x: 8000, y: 60 }); check.equals(targetting.target, Target.newFromLocation(8000, 60), "space"); targetting.setAction(playing_ship, action, ActionTargettingMode.SHIP); targetting.setTargetFromLocation({ x: 8000, y: 60 }); check.equals(targetting.target, Target.newFromShip(ship1), "ship 1"); targetting.setTargetFromLocation({ x: 8100, y: 200 }); check.equals(targetting.target, Target.newFromShip(ship2), "ship 2"); targetting.setAction(playing_ship, action, ActionTargettingMode.SURROUNDINGS); targetting.setTargetFromLocation({ x: 8000, y: 60 }); check.equals(targetting.target, new Target(8000, 60, playing_ship), "surroundings 1"); targetting.setTargetFromLocation({ x: playing_ship.arena_x + 10, y: playing_ship.arena_y - 20 }); check.equals(targetting.target, Target.newFromShip(playing_ship), "surroundings 2"); targetting.setAction(playing_ship, action, ActionTargettingMode.SELF); targetting.setTargetFromLocation({ x: 8000, y: 60 }); check.equals(targetting.target, Target.newFromShip(playing_ship), "self 1"); targetting.setTargetFromLocation({ x: 0, y: 0 }); check.equals(targetting.target, Target.newFromShip(playing_ship), "self 2"); }) }); }