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spacetac/src/core/BattleChecks.spec.ts

107 lines
4.8 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("BattleChecks", test => {
test.case("detects victory conditions", check => {
let battle = new Battle();
let ship1 = battle.fleets[0].addShip();
let ship2 = battle.fleets[1].addShip();
let checks = new BattleChecks(battle);
check.equals(checks.checkVictory(), [], "no victory");
battle.cycle = 5;
ship1.setDead();
check.equals(checks.checkVictory(), [new EndBattleDiff(battle.fleets[1], 5)], "victory");
})
test.case("fixes ship values", check => {
let battle = new Battle();
let ship1 = battle.fleets[0].addShip();
let ship2 = battle.fleets[1].addShip();
let checks = new BattleChecks(battle);
check.equals(checks.checkShipValues(), [], "no value to fix");
ship1.setValue("hull", -4);
TestTools.setAttribute(ship2, "shield_capacity", 48);
ship2.setValue("shield", 60);
check.equals(checks.checkShipValues(), [
new ShipValueDiff(ship1, "hull", 4),
new ShipValueDiff(ship2, "shield", -12),
], "fixed values");
})
test.case("marks ships as dead, except the playing one", check => {
let battle = TestTools.createBattle(1, 2);
let [ship1, ship2, ship3] = battle.play_order;
let checks = new BattleChecks(battle);
check.equals(checks.checkDeadShips(), [], "no ship to mark as dead");
battle.ships.list().forEach(ship => ship.setValue("hull", 0));
let result = checks.checkDeadShips();
check.equals(result, [new ShipDeathDiff(battle, ship2)], "ship2 marked as dead");
battle.applyDiffs(result);
result = checks.checkDeadShips();
check.equals(result, [new ShipDeathDiff(battle, ship3)], "ship3 marked as dead");
battle.applyDiffs(result);
result = checks.checkDeadShips();
check.equals(result, [], "ship1 left playing");
})
test.case("fixes area effects", check => {
let battle = new Battle();
let ship1 = battle.fleets[0].addShip();
let ship2 = battle.fleets[1].addShip();
let checks = new BattleChecks(battle);
check.in("initial state", check => {
check.equals(checks.checkAreaEffects(), [], "effects diff");
});
let effect1 = ship1.active_effects.add(new StickyEffect(new BaseEffect("e1")));
let effect2 = ship1.active_effects.add(new BaseEffect("e2"));
let effect3 = ship1.active_effects.add(new BaseEffect("e3"));
check.patch(battle, "getAreaEffects", (): [Ship, BaseEffect][] => [[ship1, effect3]]);
check.in("sticky+obsolete+missing", check => {
check.equals(checks.checkAreaEffects(), [
new ShipEffectRemovedDiff(ship1, effect2),
new ShipEffectAddedDiff(ship2, effect3)
], "effects diff");
});
})
test.case("applies vigilance actions", check => {
let battle = new Battle();
let ship1 = battle.fleets[0].addShip();
ship1.setArenaPosition(100, 100);
TestTools.setShipModel(ship1, 10, 0, 5);
let ship2 = battle.fleets[1].addShip();
ship2.setArenaPosition(1000, 1000);
TestTools.setShipModel(ship2, 10);
TestTools.setShipPlaying(battle, ship1);
let vig1 = ship1.actions.addCustom(new VigilanceAction("Vig1", { radius: 100, filter: ActionTargettingFilter.ENEMIES }, { intruder_effects: [new DamageEffect(1)] }));
let vig2 = ship1.actions.addCustom(new VigilanceAction("Vig2", { radius: 50, filter: ActionTargettingFilter.ENEMIES }, { intruder_effects: [new DamageEffect(2)] }));
let vig3 = ship1.actions.addCustom(new VigilanceAction("Vig3", { radius: 100, filter: ActionTargettingFilter.ALLIES }, { intruder_effects: [new DamageEffect(3)] }));
battle.applyOneAction(vig1.id);
battle.applyOneAction(vig2.id);
battle.applyOneAction(vig3.id);
let checks = new BattleChecks(battle);
check.in("initial state", check => {
check.equals(checks.checkAreaEffects(), [], "effects diff");
});
ship2.setArenaPosition(100, 160);
check.in("ship2 moved in range", check => {
check.equals(checks.checkAreaEffects(), [
new ShipEffectAddedDiff(ship2, vig1.effects[0]),
new VigilanceAppliedDiff(ship1, vig1, ship2),
new ShipDamageDiff(ship2, 1, 0),
new ShipValueDiff(ship2, "hull", -1),
], "effects diff");
});
})
})
}