module SpaceTac.Game.Specs { "use strict"; describe("LootTemplate", () => { it("interpolates between weak and strong loot", () => { var template = new LootTemplate(SlotType.Weapon, "Bulletator"); template.distance = new Range(1, 3); template.blast = new Range(1, 1); template.duration = new IntegerRange(1, 2); template.ap_usage = new Range(4, 12); template.min_level = new IntegerRange(5, 9); template.addRequirement(AttributeCode.Cap_Energy, 2, 8); template.addRequirement(AttributeCode.Cap_Human, 5); var equipment = template.generateFixed(0.0); expect(equipment.slot).toEqual(SlotType.Weapon); expect(equipment.code).toEqual("bulletator"); expect(equipment.name).toEqual("Bulletator"); expect(equipment.distance).toEqual(1); expect(equipment.blast).toEqual(1); expect(equipment.duration).toEqual(1); expect(equipment.ap_usage).toEqual(4); expect(equipment.min_level).toEqual(5); expect(equipment.requirements.length).toBe(2); expect(equipment.requirements[0]).toEqual(new Attribute(AttributeCode.Cap_Energy, 2)); expect(equipment.requirements[1]).toEqual(new Attribute(AttributeCode.Cap_Human, 5)); equipment = template.generateFixed(1.0); expect(equipment.slot).toEqual(SlotType.Weapon); expect(equipment.code).toEqual("bulletator"); expect(equipment.name).toEqual("Bulletator"); expect(equipment.distance).toEqual(3); expect(equipment.blast).toEqual(1); expect(equipment.duration).toEqual(2); expect(equipment.ap_usage).toEqual(12); expect(equipment.min_level).toEqual(9); expect(equipment.requirements.length).toBe(2); expect(equipment.requirements[0]).toEqual(new Attribute(AttributeCode.Cap_Energy, 8)); expect(equipment.requirements[1]).toEqual(new Attribute(AttributeCode.Cap_Human, 5)); equipment = template.generateFixed(0.5); expect(equipment.slot).toEqual(SlotType.Weapon); expect(equipment.code).toEqual("bulletator"); expect(equipment.name).toEqual("Bulletator"); expect(equipment.distance).toEqual(2); expect(equipment.blast).toEqual(1); expect(equipment.duration).toEqual(2); expect(equipment.ap_usage).toEqual(8); expect(equipment.min_level).toEqual(7); expect(equipment.requirements.length).toBe(2); expect(equipment.requirements[0]).toEqual(new Attribute(AttributeCode.Cap_Energy, 5)); expect(equipment.requirements[1]).toEqual(new Attribute(AttributeCode.Cap_Human, 5)); }); it("restricts power range to stay in a level range", () => { var template = new LootTemplate(SlotType.Weapon, "Bulletator"); template.min_level = new IntegerRange(4, 7); var result: Range; result = template.getPowerRangeForLevel(new IntegerRange(4, 7)); expect(result.min).toBe(0); expect(result.max).toBe(1); result = template.getPowerRangeForLevel(new IntegerRange(1, 10)); expect(result.min).toBe(0); expect(result.max).toBe(1); result = template.getPowerRangeForLevel(new IntegerRange(5, 6)); expect(result.min).toBeCloseTo(0.25, 0.000001); expect(result.max).toBeCloseTo(0.75, 0.000001); result = template.getPowerRangeForLevel(new IntegerRange(5, 12)); expect(result.min).toBeCloseTo(0.25, 0.000001); expect(result.max).toBe(1); result = template.getPowerRangeForLevel(new IntegerRange(3, 6)); expect(result.min).toBe(0); expect(result.max).toBeCloseTo(0.75, 0.000001); result = template.getPowerRangeForLevel(new IntegerRange(10, 15)); expect(result).toBeNull(); result = template.getPowerRangeForLevel(new IntegerRange(1, 3)); expect(result).toBeNull(); result = template.getPowerRangeForLevel(new IntegerRange(5, 5)); expect(result.min).toBeCloseTo(0.25, 0.000001); expect(result.max).toBeCloseTo(0.5, 0.000001); }); it("adds damage on target effects", () => { var template = new LootTemplate(SlotType.Weapon, "Bulletator"); template.addDamageOnTargetEffect(80, 120); var result = template.generateFixed(0.5); expect(result.target_effects.length).toBe(1); var effect = result.target_effects[0]; expect(effect.code).toEqual("damage"); expect(effect.value).toEqual(100); }); }); }