module TS.SpaceTac.Specs { describe("TacticalAIHelpers", function () { it("produces direct weapon shots", function () { let battle = new Battle(); let ship0a = battle.fleets[0].addShip(new Ship(null, "0A")); let ship0b = battle.fleets[0].addShip(new Ship(null, "0B")); let ship1a = battle.fleets[1].addShip(new Ship(null, "1A")); let ship1b = battle.fleets[1].addShip(new Ship(null, "1B")); let result = imaterialize(TacticalAIHelpers.produceDirectShots(ship0a, battle)); expect(result.length).toBe(0); let weapon1 = ship0a.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon)); let weapon2 = ship0a.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon)); result = imaterialize(TacticalAIHelpers.produceDirectShots(ship0a, battle)); expect(result.length).toBe(4); expect(result).toContain(new Maneuver(ship0a, weapon1, Target.newFromShip(ship1a))); expect(result).toContain(new Maneuver(ship0a, weapon1, Target.newFromShip(ship1b))); expect(result).toContain(new Maneuver(ship0a, weapon2, Target.newFromShip(ship1a))); expect(result).toContain(new Maneuver(ship0a, weapon2, Target.newFromShip(ship1b))); }); it("produces random moves inside a grid", function () { let battle = new Battle(); battle.width = 100; battle.height = 100; let ship = battle.fleets[0].addShip(); let result = imaterialize(TacticalAIHelpers.produceRandomMoves(ship, battle, 2, 1)); expect(result.length).toBe(0); let engine = ship.addSlot(SlotType.Engine).attach(new Equipment(SlotType.Engine)); result = imaterialize(TacticalAIHelpers.produceRandomMoves(ship, battle, 2, 1, new SkewedRandomGenerator([0.5], true))); expect(result).toEqual([ new Maneuver(ship, engine, Target.newFromLocation(25, 25)), new Maneuver(ship, engine, Target.newFromLocation(75, 25)), new Maneuver(ship, engine, Target.newFromLocation(25, 75)), new Maneuver(ship, engine, Target.newFromLocation(75, 75)), ]); }); it("produces blast shots", function () { let battle = new Battle(); let ship = battle.fleets[0].addShip(); let weapon = TestTools.addWeapon(ship, 50, 1, 1000, 105); let result = imaterialize(TacticalAIHelpers.produceBlastShots(ship, battle)); expect(result.length).toBe(0); let enemy1 = battle.fleets[1].addShip(); enemy1.setArenaPosition(500, 0); result = imaterialize(TacticalAIHelpers.produceBlastShots(ship, battle)); expect(result.length).toBe(0); let enemy2 = battle.fleets[1].addShip(); enemy2.setArenaPosition(700, 0); result = imaterialize(TacticalAIHelpers.produceBlastShots(ship, battle)); expect(result).toEqual([ new Maneuver(ship, weapon, Target.newFromLocation(600, 0)), ]); let enemy3 = battle.fleets[1].addShip(); enemy3.setArenaPosition(700, 300); result = imaterialize(TacticalAIHelpers.produceBlastShots(ship, battle)); expect(result).toEqual([ new Maneuver(ship, weapon, Target.newFromLocation(600, 0)), ]); }); it("evaluates turn cost", function () { let battle = new Battle(); let ship = battle.fleets[0].addShip(); let weapon = TestTools.addWeapon(ship, 50, 5, 100); let engine = TestTools.addEngine(ship, 25); let maneuver = new Maneuver(ship, weapon, Target.newFromLocation(100, 0)); expect(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver)).toBe(-Infinity); TestTools.setShipAP(ship, 10); expect(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver)).toBe(0.5); // 5 power remaining on 10 maneuver = new Maneuver(ship, weapon, Target.newFromLocation(110, 0)); expect(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver)).toBe(0.4); // 4 power remaining on 10 maneuver = new Maneuver(ship, weapon, Target.newFromLocation(140, 0)); expect(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver)).toBe(0.3); // 3 power remaining on 10 maneuver = new Maneuver(ship, weapon, Target.newFromLocation(310, 0)); expect(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver)).toBe(-1); // can't do in one turn }); it("evaluates damage to enemies", function () { let battle = new Battle(); let ship = battle.fleets[0].addShip(); let weapon = TestTools.addWeapon(ship, 50, 5, 500, 100); let enemy1 = battle.fleets[1].addShip(); enemy1.setArenaPosition(250, 0); TestTools.setShipHP(enemy1, 50, 25); let enemy2 = battle.fleets[1].addShip(); enemy2.setArenaPosition(300, 0); TestTools.setShipHP(enemy2, 25, 0); // no enemies hurt let maneuver = new Maneuver(ship, weapon, Target.newFromLocation(100, 0)); expect(TacticalAIHelpers.evaluateDamageToEnemy(ship, battle, maneuver)).toEqual(0); // one enemy loses half-life maneuver = new Maneuver(ship, weapon, Target.newFromLocation(180, 0)); expect(TacticalAIHelpers.evaluateDamageToEnemy(ship, battle, maneuver)).toEqual(0.25); // one enemy loses half-life, the other one is dead maneuver = new Maneuver(ship, weapon, Target.newFromLocation(280, 0)); expect(TacticalAIHelpers.evaluateDamageToEnemy(ship, battle, maneuver)).toEqual(0.625); }); it("evaluates ship clustering", function () { let battle = new Battle(); let ship = battle.fleets[0].addShip(); TestTools.addEngine(ship, 100); TestTools.setShipAP(ship, 10); let weapon = TestTools.addWeapon(ship, 100, 1, 100, 10); let maneuver = new Maneuver(ship, weapon, Target.newFromLocation(200, 0)); expect(maneuver.simulation.move_location).toEqual(Target.newFromLocation(100, 0)); expect(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver)).toEqual(0); battle.fleets[1].addShip().setArenaPosition(battle.width, battle.height); expect(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver)).toBeCloseTo(-0.01, 2); battle.fleets[1].addShip().setArenaPosition(120, 40); expect(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver)).toBeCloseTo(-0.4, 1); battle.fleets[0].addShip().setArenaPosition(80, 60); expect(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver)).toBeCloseTo(-0.7, 1); battle.fleets[0].addShip().setArenaPosition(110, 20); expect(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver)).toEqual(-1); }); }); }