module TS.SpaceTac { describe("MoveAction", function () { it("checks movement against remaining AP", function () { var ship = new Ship(); var battle = new Battle(ship.fleet); battle.playing_ship = ship; ship.values.power.setMaximal(20); ship.values.power.set(6); ship.arena_x = 0; ship.arena_y = 0; var engine = new Equipment(); var action = new MoveAction(engine, 0.5); expect(action.getDistanceByActionPoint(ship)).toBe(0.5); var result = action.checkTarget(ship, Target.newFromLocation(0, 2)); expect(result).toEqual(Target.newFromLocation(0, 2)); result = action.checkTarget(ship, Target.newFromLocation(0, 8)); expect(result).toEqual(Target.newFromLocation(0, 2.9)); ship.values.power.set(0); result = action.checkTarget(ship, Target.newFromLocation(0, 8)); expect(result).toBeNull(); }); it("forbids targetting a ship", function () { var ship1 = new Ship(null, "Test1"); var ship2 = new Ship(null, "Test2"); var action = new MoveAction(new Equipment()); var result = action.checkTarget(ship1, Target.newFromShip(ship1)); expect(result).toBeNull(); result = action.checkTarget(ship1, Target.newFromShip(ship2)); expect(result).toBeNull(); }); it("applies to ship location, battle log and AP", function () { var ship = new Ship(); var battle = new Battle(ship.fleet); ship.values.power.setMaximal(20); ship.values.power.set(5); ship.arena_x = 0; ship.arena_y = 0; var engine = new Equipment(); var action = new MoveAction(engine, 1); battle.playing_ship = ship; spyOn(console, "warn").and.stub(); var result = action.apply(ship, Target.newFromLocation(10, 10)); expect(result).toBe(true); expect(ship.arena_x).toBeCloseTo(3.535533, 0.00001); expect(ship.arena_y).toBeCloseTo(3.535533, 0.00001); expect(ship.values.power.get()).toEqual(0); result = action.apply(ship, Target.newFromLocation(10, 10)); expect(result).toBe(false); expect(ship.arena_x).toBeCloseTo(3.535533, 0.00001); expect(ship.arena_y).toBeCloseTo(3.535533, 0.00001); expect(ship.values.power.get()).toEqual(0); expect(battle.log.events.length).toBe(2); expect(battle.log.events[0].code).toEqual("value"); expect(battle.log.events[0].ship).toBe(ship); expect((battle.log.events[0]).value).toEqual( new ShipValue("power", 0, 20)); expect(battle.log.events[1].code).toEqual("move"); expect(battle.log.events[1].ship).toBe(ship); let dest = (battle.log.events[1]).end; expect(dest.x).toBeCloseTo(3.535533, 0.00001); expect(dest.y).toBeCloseTo(3.535533, 0.00001); }); it("can't move too much near another ship", function () { var battle = TestTools.createBattle(1, 1); var ship = battle.fleets[0].ships[0]; var enemy = battle.fleets[1].ships[0]; TestTools.setShipAP(ship, 100); ship.setArenaPosition(5, 5); enemy.setArenaPosition(10, 5); var action = new MoveAction(new Equipment()); action.distance_per_power = 10; action.safety_distance = 2; var result = action.checkLocationTarget(ship, Target.newFromLocation(7, 5)); expect(result).toEqual(Target.newFromLocation(7, 5)); result = action.checkLocationTarget(ship, Target.newFromLocation(8, 5)); expect(result).toEqual(Target.newFromLocation(8, 5)); result = action.checkLocationTarget(ship, Target.newFromLocation(9, 5)); expect(result).toEqual(Target.newFromLocation(8, 5)); result = action.checkLocationTarget(ship, Target.newFromLocation(10, 5)); expect(result).toEqual(Target.newFromLocation(8, 5)); result = action.checkLocationTarget(ship, Target.newFromLocation(12, 5)); expect(result).toEqual(Target.newFromLocation(12, 5)); }); it("move exclusion radius is applied correctly over two ships", function () { var battle = TestTools.createBattle(1, 2); var ship = battle.fleets[0].ships[0]; var enemy1 = battle.fleets[1].ships[0]; var enemy2 = battle.fleets[1].ships[1]; TestTools.setShipAP(ship, 100); enemy1.setArenaPosition(0, 80); enemy2.setArenaPosition(0, 100); var action = new MoveAction(new Equipment()); action.distance_per_power = 1000; action.safety_distance = 15; var result = action.checkLocationTarget(ship, Target.newFromLocation(0, 110)); expect(result).toEqual(Target.newFromLocation(0, 65)); }); }); }