384 lines
14 KiB
TypeScript
384 lines
14 KiB
TypeScript
module TK.SpaceTac {
|
|
testing("Battle", test => {
|
|
test.case("defines play order by initiative throws", check => {
|
|
var fleet1 = new Fleet();
|
|
var fleet2 = new Fleet();
|
|
|
|
var ship1 = new Ship(fleet1, "F1S1");
|
|
ship1.setAttribute("maneuvrability", 2);
|
|
var ship2 = new Ship(fleet1, "F1S2");
|
|
ship2.setAttribute("maneuvrability", 4);
|
|
var ship3 = new Ship(fleet1, "F1S3");
|
|
ship3.setAttribute("maneuvrability", 1);
|
|
var ship4 = new Ship(fleet2, "F2S1");
|
|
ship4.setAttribute("maneuvrability", 8);
|
|
var ship5 = new Ship(fleet2, "F2S2");
|
|
ship5.setAttribute("maneuvrability", 2);
|
|
|
|
var battle = new Battle(fleet1, fleet2);
|
|
check.equals(battle.play_order.length, 0);
|
|
|
|
var gen = new SkewedRandomGenerator([1.0, 0.1, 1.0, 0.2, 0.6]);
|
|
battle.throwInitiative(gen);
|
|
|
|
check.equals(battle.play_order.length, 5);
|
|
check.equals(battle.play_order, [ship1, ship4, ship5, ship3, ship2]);
|
|
});
|
|
|
|
test.case("places ships on lines, facing the arena center", check => {
|
|
var fleet1 = new Fleet();
|
|
var fleet2 = new Fleet();
|
|
|
|
var ship1 = new Ship(fleet1, "F1S1");
|
|
var ship2 = new Ship(fleet1, "F1S2");
|
|
var ship3 = new Ship(fleet1, "F1S3");
|
|
var ship4 = new Ship(fleet2, "F2S1");
|
|
var ship5 = new Ship(fleet2, "F2S2");
|
|
|
|
var battle = new Battle(fleet1, fleet2, 1000, 500);
|
|
battle.placeShips();
|
|
|
|
check.nears(ship1.arena_x, 250);
|
|
check.nears(ship1.arena_y, 150);
|
|
check.nears(ship1.arena_angle, 0);
|
|
|
|
check.nears(ship2.arena_x, 250);
|
|
check.nears(ship2.arena_y, 250);
|
|
check.nears(ship2.arena_angle, 0);
|
|
|
|
check.nears(ship3.arena_x, 250);
|
|
check.nears(ship3.arena_y, 350);
|
|
check.nears(ship3.arena_angle, 0);
|
|
|
|
check.nears(ship4.arena_x, 750);
|
|
check.nears(ship4.arena_y, 300);
|
|
check.nears(ship4.arena_angle, Math.PI);
|
|
|
|
check.nears(ship5.arena_x, 750);
|
|
check.nears(ship5.arena_y, 200);
|
|
check.nears(ship5.arena_angle, Math.PI);
|
|
});
|
|
|
|
test.case("advances to next ship in play order", check => {
|
|
var fleet1 = new Fleet();
|
|
var fleet2 = new Fleet();
|
|
|
|
var ship1 = new Ship(fleet1, "ship1");
|
|
var ship2 = new Ship(fleet1, "ship2");
|
|
var ship3 = new Ship(fleet2, "ship3");
|
|
|
|
var battle = new Battle(fleet1, fleet2);
|
|
|
|
// Check empty play_order case
|
|
check.equals(battle.playing_ship, null);
|
|
battle.advanceToNextShip();
|
|
check.equals(battle.playing_ship, null);
|
|
|
|
// Force play order
|
|
iforeach(battle.iships(), ship => ship.setAttribute("maneuvrability", 1));
|
|
var gen = new SkewedRandomGenerator([0.1, 0.2, 0.0]);
|
|
battle.throwInitiative(gen);
|
|
check.equals(battle.playing_ship, null);
|
|
|
|
battle.advanceToNextShip();
|
|
check.same(battle.playing_ship, ship2);
|
|
|
|
battle.advanceToNextShip();
|
|
check.same(battle.playing_ship, ship1);
|
|
|
|
battle.advanceToNextShip();
|
|
check.same(battle.playing_ship, ship3);
|
|
|
|
battle.advanceToNextShip();
|
|
check.same(battle.playing_ship, ship2);
|
|
|
|
// A dead ship is skipped
|
|
ship1.setDead();
|
|
battle.advanceToNextShip();
|
|
check.same(battle.playing_ship, ship3);
|
|
|
|
// Playing ship dies
|
|
ship3.setDead();
|
|
battle.advanceToNextShip();
|
|
check.same(battle.playing_ship, ship2);
|
|
});
|
|
|
|
test.case("calls startTurn on ships", check => {
|
|
var fleet1 = new Fleet();
|
|
var fleet2 = new Fleet();
|
|
|
|
var ship1 = new Ship(fleet1, "F1S1");
|
|
var ship2 = new Ship(fleet1, "F1S2");
|
|
var ship3 = new Ship(fleet2, "F2S1");
|
|
|
|
var battle = new Battle(fleet1, fleet2);
|
|
|
|
let mock1 = check.patch(ship1, "startTurn");
|
|
let mock2 = check.patch(ship2, "startTurn");
|
|
let mock3 = check.patch(ship3, "startTurn");
|
|
|
|
// Force play order
|
|
var gen = new SkewedRandomGenerator([0.3, 0.2, 0.1]);
|
|
battle.throwInitiative(gen);
|
|
|
|
battle.advanceToNextShip();
|
|
check.called(mock1, 1);
|
|
check.called(mock2, 0);
|
|
check.called(mock3, 0);
|
|
|
|
battle.advanceToNextShip();
|
|
check.called(mock1, 0);
|
|
check.called(mock2, 1);
|
|
check.called(mock3, 0);
|
|
|
|
battle.advanceToNextShip();
|
|
check.called(mock1, 0);
|
|
check.called(mock2, 0);
|
|
check.called(mock3, 1);
|
|
|
|
battle.advanceToNextShip();
|
|
check.called(mock1, 1);
|
|
check.called(mock2, 0);
|
|
check.called(mock3, 0);
|
|
});
|
|
|
|
test.case("detects victory condition and logs a final EndBattleEvent", check => {
|
|
var fleet1 = new Fleet();
|
|
var fleet2 = new Fleet();
|
|
|
|
var ship1 = new Ship(fleet1, "F1S1");
|
|
var ship2 = new Ship(fleet1, "F1S2");
|
|
new Ship(fleet2, "F2S1");
|
|
|
|
var battle = new Battle(fleet1, fleet2);
|
|
|
|
battle.start();
|
|
check.equals(battle.ended, false);
|
|
|
|
ship1.setDead();
|
|
ship2.setDead();
|
|
|
|
battle.log.clear();
|
|
battle.advanceToNextShip();
|
|
|
|
check.equals(battle.ended, true);
|
|
check.equals(battle.log.events.length, 1);
|
|
check.equals(battle.log.events[0].code, "endbattle");
|
|
check.notequals((<EndBattleEvent>battle.log.events[0]).outcome.winner, null);
|
|
check.same((<EndBattleEvent>battle.log.events[0]).outcome.winner, fleet2);
|
|
});
|
|
|
|
test.case("wear down equipment at the end of battle", check => {
|
|
let fleet1 = new Fleet();
|
|
let ship1a = fleet1.addShip();
|
|
let equ1a = TestTools.addWeapon(ship1a);
|
|
let ship1b = fleet1.addShip();
|
|
let equ1b = TestTools.addWeapon(ship1b);
|
|
let fleet2 = new Fleet();
|
|
let ship2a = fleet2.addShip();
|
|
let equ2a = TestTools.addWeapon(ship2a);
|
|
let eng2a = TestTools.addEngine(ship2a, 50);
|
|
|
|
let battle = new Battle(fleet1, fleet2);
|
|
battle.start();
|
|
|
|
check.equals(equ1a.wear, 0);
|
|
check.equals(equ1b.wear, 0);
|
|
check.equals(equ2a.wear, 0);
|
|
check.equals(eng2a.wear, 0);
|
|
|
|
range(8).forEach(() => battle.advanceToNextShip());
|
|
|
|
check.equals(equ1a.wear, 0);
|
|
check.equals(equ1b.wear, 0);
|
|
check.equals(equ2a.wear, 0);
|
|
check.equals(eng2a.wear, 0);
|
|
|
|
battle.endBattle(null);
|
|
|
|
check.equals(equ1a.wear, 3);
|
|
check.equals(equ1b.wear, 3);
|
|
check.equals(equ2a.wear, 3);
|
|
check.equals(eng2a.wear, 3);
|
|
});
|
|
|
|
test.case("handles a draw in end battle", check => {
|
|
var fleet1 = new Fleet();
|
|
var fleet2 = new Fleet();
|
|
|
|
var ship1 = new Ship(fleet1, "F1S1");
|
|
var ship2 = new Ship(fleet1, "F1S2");
|
|
var ship3 = new Ship(fleet2, "F2S1");
|
|
|
|
var battle = new Battle(fleet1, fleet2);
|
|
|
|
battle.start();
|
|
check.equals(battle.ended, false);
|
|
|
|
ship1.setDead();
|
|
ship2.setDead();
|
|
ship3.setDead();
|
|
|
|
battle.log.clear();
|
|
battle.advanceToNextShip();
|
|
|
|
check.equals(battle.ended, true);
|
|
check.equals(battle.log.events.length, 1);
|
|
check.equals(battle.log.events[0].code, "endbattle");
|
|
check.equals((<EndBattleEvent>battle.log.events[0]).outcome.winner, null);
|
|
});
|
|
|
|
test.case("collects ships present in a circle", check => {
|
|
var fleet1 = new Fleet();
|
|
var ship1 = new Ship(fleet1, "F1S1");
|
|
ship1.setArenaPosition(0, 0);
|
|
var ship2 = new Ship(fleet1, "F1S2");
|
|
ship2.setArenaPosition(5, 8);
|
|
var ship3 = new Ship(fleet1, "F1S3");
|
|
ship3.setArenaPosition(6.5, 9.5);
|
|
var ship4 = new Ship(fleet1, "F1S4");
|
|
ship4.setArenaPosition(12, 12);
|
|
|
|
var battle = new Battle(fleet1);
|
|
battle.throwInitiative(new SkewedRandomGenerator([5, 4, 3, 2]));
|
|
|
|
var result = battle.collectShipsInCircle(Target.newFromLocation(5, 8), 3);
|
|
check.equals(result, [ship2, ship3]);
|
|
});
|
|
|
|
test.case("adds and remove drones", check => {
|
|
let battle = new Battle();
|
|
let ship = new Ship();
|
|
let drone = new Drone(ship);
|
|
|
|
check.equals(battle.drones, []);
|
|
check.equals(battle.log.events, []);
|
|
|
|
battle.addDrone(drone);
|
|
|
|
check.equals(battle.drones, [drone]);
|
|
check.equals(battle.log.events, [new DroneDeployedEvent(drone)]);
|
|
|
|
battle.addDrone(drone);
|
|
|
|
check.equals(battle.drones, [drone]);
|
|
check.equals(battle.log.events, [new DroneDeployedEvent(drone)]);
|
|
|
|
battle.removeDrone(drone);
|
|
|
|
check.equals(battle.drones, []);
|
|
check.equals(battle.log.events, [new DroneDeployedEvent(drone), new DroneDestroyedEvent(drone)]);
|
|
|
|
battle.removeDrone(drone);
|
|
|
|
check.equals(battle.drones, []);
|
|
check.equals(battle.log.events, [new DroneDeployedEvent(drone), new DroneDestroyedEvent(drone)]);
|
|
|
|
// check initial log fill
|
|
battle.drones = [drone];
|
|
let expected = new DroneDeployedEvent(drone);
|
|
expected.initial = true;
|
|
check.equals(battle.getBootstrapEvents(), [expected]);
|
|
});
|
|
|
|
test.case("checks if a player is able to play", check => {
|
|
let battle = new Battle();
|
|
let player = new Player();
|
|
|
|
check.equals(battle.canPlay(player), false);
|
|
|
|
let ship = new Ship();
|
|
TestTools.setShipPlaying(battle, ship);
|
|
|
|
check.equals(battle.canPlay(player), false);
|
|
|
|
ship.fleet.player = player;
|
|
|
|
check.equals(battle.canPlay(player), true);
|
|
});
|
|
|
|
test.case("gets the number of turns before a specific ship plays", check => {
|
|
let battle = new Battle();
|
|
check.patch(battle, "checkEndBattle", () => false);
|
|
battle.play_order = [new Ship(), new Ship(), new Ship()];
|
|
battle.advanceToNextShip();
|
|
|
|
check.same(battle.playing_ship, battle.play_order[0]);
|
|
check.equals(battle.getPlayOrder(battle.play_order[0]), 0);
|
|
check.equals(battle.getPlayOrder(battle.play_order[1]), 1);
|
|
check.equals(battle.getPlayOrder(battle.play_order[2]), 2);
|
|
|
|
battle.advanceToNextShip();
|
|
|
|
check.same(battle.playing_ship, battle.play_order[1]);
|
|
check.equals(battle.getPlayOrder(battle.play_order[0]), 2);
|
|
check.equals(battle.getPlayOrder(battle.play_order[1]), 0);
|
|
check.equals(battle.getPlayOrder(battle.play_order[2]), 1);
|
|
|
|
battle.advanceToNextShip();
|
|
|
|
check.equals(battle.getPlayOrder(battle.play_order[0]), 1);
|
|
check.equals(battle.getPlayOrder(battle.play_order[1]), 2);
|
|
check.equals(battle.getPlayOrder(battle.play_order[2]), 0);
|
|
|
|
battle.advanceToNextShip();
|
|
|
|
check.equals(battle.getPlayOrder(battle.play_order[0]), 0);
|
|
check.equals(battle.getPlayOrder(battle.play_order[1]), 1);
|
|
check.equals(battle.getPlayOrder(battle.play_order[2]), 2);
|
|
});
|
|
|
|
test.case("lists area effects", check => {
|
|
let battle = new Battle();
|
|
let ship = battle.fleets[0].addShip();
|
|
|
|
check.equals(imaterialize(battle.iAreaEffects(100, 50)), []);
|
|
|
|
let drone1 = new Drone(ship);
|
|
drone1.x = 120;
|
|
drone1.y = 60;
|
|
drone1.radius = 40;
|
|
drone1.effects = [new DamageEffect(12)];
|
|
battle.addDrone(drone1);
|
|
let drone2 = new Drone(ship);
|
|
drone2.x = 130;
|
|
drone2.y = 70;
|
|
drone2.radius = 20;
|
|
drone2.effects = [new DamageEffect(14)];
|
|
battle.addDrone(drone2);
|
|
|
|
check.equals(imaterialize(battle.iAreaEffects(100, 50)), [
|
|
new DamageEffect(12)
|
|
]);
|
|
|
|
let eq1 = ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
|
|
eq1.action = new ToggleAction(eq1, 0, 500, [new AttributeEffect("maneuvrability", 1)]);
|
|
(<ToggleAction>eq1.action).activated = true;
|
|
let eq2 = ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
|
|
eq2.action = new ToggleAction(eq2, 0, 500, [new AttributeEffect("maneuvrability", 2)]);
|
|
(<ToggleAction>eq2.action).activated = false;
|
|
let eq3 = ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
|
|
eq3.action = new ToggleAction(eq3, 0, 100, [new AttributeEffect("maneuvrability", 3)]);
|
|
(<ToggleAction>eq3.action).activated = true;
|
|
|
|
check.equals(imaterialize(battle.iAreaEffects(100, 50)), [
|
|
new DamageEffect(12), new AttributeEffect("maneuvrability", 1)
|
|
]);
|
|
});
|
|
|
|
test.case("is serializable", check => {
|
|
let battle = Battle.newQuickRandom();
|
|
battle.ai_playing = true;
|
|
|
|
let serializer = new Serializer(TK.SpaceTac);
|
|
let data = serializer.serialize(battle);
|
|
|
|
let loaded = serializer.unserialize(data);
|
|
|
|
check.equals(loaded.ai_playing, false);
|
|
battle.ai_playing = false;
|
|
check.equals(loaded, battle);
|
|
});
|
|
});
|
|
}
|