189 lines
8.1 KiB
TypeScript
189 lines
8.1 KiB
TypeScript
module TK.SpaceTac.UI.Specs {
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testing("Targetting", test => {
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let testgame = setupBattleview(test);
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function newTargetting(): Targetting {
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return new Targetting(testgame.view,
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testgame.view.action_bar,
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testgame.view.toggle_tactical_mode,
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testgame.view.arena.range_hint);
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}
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test.case("draws simulation parts", check => {
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let targetting = newTargetting();
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let ship = nn(testgame.view.battle.playing_ship);
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ship.setArenaPosition(10, 20);
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let weapon = TestTools.addWeapon(ship);
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let engine = TestTools.addEngine(ship, 12);
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targetting.setAction(ship, weapon);
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let drawvector = check.patch(targetting, "drawVector", null);
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let part = {
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action: <BaseAction>weapon,
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target: new Target(50, 30),
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ap: 5,
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possible: true
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};
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targetting.drawPart(part, true, null);
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check.called(drawvector, [
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[0xdc6441, 10, 20, 50, 30, 0]
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]);
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targetting.drawPart(part, false, null);
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check.called(drawvector, [
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[0x8e8e8e, 10, 20, 50, 30, 0]
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]);
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targetting.action = engine;
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part.action = engine;
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targetting.drawPart(part, true, null);
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check.called(drawvector, [
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[0xe09c47, 10, 20, 50, 30, 12]
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]);
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})
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test.case("updates impact indicators on ships inside the blast radius", check => {
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let targetting = newTargetting();
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let ship = nn(testgame.view.battle.playing_ship);
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let impacts = targetting.impact_indicators;
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let action = new TriggerAction("weapon", { range: 50 });
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let collect = check.patch(action, "getImpactedShips", nnf([], iterator([
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[new Ship(), new Ship(), new Ship()],
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[new Ship(), new Ship()],
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[]
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])));
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targetting.updateImpactIndicators(impacts, ship, action, new Target(20, 10));
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check.called(collect, [
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[ship, new Target(20, 10), ship.location]
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])
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check.equals(targetting.impact_indicators.length, 3);
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check.equals(targetting.impact_indicators.visible, true);
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targetting.updateImpactIndicators(impacts, ship, action, new Target(20, 11));
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check.called(collect, [
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[ship, new Target(20, 11), ship.location]
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])
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check.equals(targetting.impact_indicators.length, 2);
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check.equals(targetting.impact_indicators.visible, true);
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targetting.updateImpactIndicators(impacts, ship, action, new Target(20, 12));
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check.called(collect, [
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[ship, new Target(20, 12), ship.location]
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])
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check.equals(targetting.impact_indicators.visible, false);
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})
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test.case("updates graphics from simulation", check => {
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let targetting = newTargetting();
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let ship = nn(testgame.view.battle.playing_ship);
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let engine = TestTools.addEngine(ship, 8000);
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let weapon = TestTools.addWeapon(ship, 30, 5, 100, 50);
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targetting.setAction(ship, weapon);
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targetting.setTarget(Target.newFromLocation(156, 65));
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check.patch(targetting, "simulate", () => {
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let result = new MoveFireResult();
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result.success = true;
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result.complete = true;
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result.need_move = true;
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result.move_location = Target.newFromLocation(80, 20);
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result.can_move = true;
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result.can_end_move = true;
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result.need_fire = true;
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result.can_fire = true;
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result.parts = [
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{ action: engine, target: Target.newFromLocation(80, 20), ap: 1, possible: true },
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{ action: weapon, target: Target.newFromLocation(156, 65), ap: 5, possible: true }
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]
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targetting.simulation = result;
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});
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targetting.update();
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check.equals(targetting.container.visible, true);
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check.equals(targetting.drawn_info.visible, true);
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check.equals(targetting.fire_arrow.visible, true);
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check.equals(targetting.fire_arrow.x, 156);
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check.equals(targetting.fire_arrow.y, 65);
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check.nears(targetting.fire_arrow.rotation, 0.534594, 5);
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check.equals(targetting.impact_area.visible, true);
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check.equals(targetting.impact_area.x, 156);
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check.equals(targetting.impact_area.y, 65);
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check.equals(targetting.move_ghost.visible, true);
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check.equals(targetting.move_ghost.x, 80);
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check.equals(targetting.move_ghost.y, 20);
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check.nears(targetting.move_ghost.rotation, 0.534594, 5);
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})
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test.case("snaps on ships according to targetting mode", check => {
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let targetting = newTargetting();
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let playing_ship = nn(testgame.view.battle.playing_ship);
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let action = TestTools.addWeapon(playing_ship);
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let ship1 = testgame.view.battle.play_order[1];
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let ship2 = testgame.view.battle.play_order[2];
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ship1.setArenaPosition(8000, 50);
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ship2.setArenaPosition(8000, 230);
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targetting.setAction(playing_ship, action, ActionTargettingMode.SPACE);
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targetting.setTargetFromLocation({ x: 8000, y: 60 });
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check.equals(targetting.target, Target.newFromLocation(8000, 60), "space");
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targetting.setAction(playing_ship, action, ActionTargettingMode.SHIP);
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targetting.setTargetFromLocation({ x: 8000, y: 60 });
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check.equals(targetting.target, Target.newFromShip(ship1), "ship 1");
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targetting.setTargetFromLocation({ x: 8100, y: 200 });
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check.equals(targetting.target, Target.newFromShip(ship2), "ship 2");
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targetting.setAction(playing_ship, action, ActionTargettingMode.SURROUNDINGS);
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targetting.setTargetFromLocation({ x: 8000, y: 60 });
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check.equals(targetting.target, new Target(8000, 60, playing_ship), "surroundings 1");
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targetting.setTargetFromLocation({ x: playing_ship.arena_x + 10, y: playing_ship.arena_y - 20 });
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check.equals(targetting.target, Target.newFromShip(playing_ship), "surroundings 2");
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targetting.setAction(playing_ship, action, ActionTargettingMode.SELF);
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targetting.setTargetFromLocation({ x: 8000, y: 60 });
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check.equals(targetting.target, Target.newFromShip(playing_ship), "self 1");
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targetting.setTargetFromLocation({ x: 0, y: 0 });
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check.equals(targetting.target, Target.newFromShip(playing_ship), "self 2");
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})
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test.case("updates the range hint display", check => {
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let targetting = newTargetting();
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let ship = nn(testgame.view.battle.playing_ship);
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ship.setArenaPosition(0, 0);
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TestTools.setShipModel(ship, 100, 0, 8);
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let move = TestTools.addEngine(ship, 100);
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let fire = TestTools.addWeapon(ship, 50, 2, 300, 100);
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let last_call: any = null;
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check.patch(targetting.range_hint, "clear", () => {
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last_call = null;
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});
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check.patch(targetting.range_hint, "update", (ship: Ship, action: BaseAction, radius: number) => {
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last_call = [ship, action, radius];
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});
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// move action
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targetting.setAction(ship, move);
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targetting.setTargetFromLocation({ x: 200, y: 0 });
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check.equals(last_call, [ship, move, 800]);
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// fire action
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targetting.setAction(ship, fire);
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targetting.setTargetFromLocation({ x: 200, y: 0 });
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check.equals(last_call, [ship, fire, undefined]);
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// move+fire
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targetting.setAction(ship, fire);
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targetting.setTargetFromLocation({ x: 400, y: 0 });
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check.equals(last_call, [ship, move, 600]);
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});
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});
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}
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