1
0
Fork 0
spacetac/src/core/MoveFireSimulator.spec.ts

175 lines
8.6 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("MoveFireSimulator", test => {
function simpleWeaponCase(distance = 10, ship_ap = 5, weapon_ap = 3, engine_distance = 5): [Ship, MoveFireSimulator, BaseAction] {
let ship = new Ship();
TestTools.setShipAP(ship, ship_ap);
TestTools.addEngine(ship, engine_distance);
let action = new TriggerAction(new Equipment(), [], weapon_ap, distance);
let simulator = new MoveFireSimulator(ship);
return [ship, simulator, action];
}
test.case("finds the best engine to make a move", check => {
let ship = new Ship();
let simulator = new MoveFireSimulator(ship);
check.equals(simulator.findBestEngine(), null);
let engine1 = TestTools.addEngine(ship, 100);
check.same(simulator.findBestEngine(), engine1);
let engine2 = TestTools.addEngine(ship, 120);
let engine3 = TestTools.addEngine(ship, 150);
let engine4 = TestTools.addEngine(ship, 70);
let best = simulator.findBestEngine();
check.same(best, engine3);
check.equals((<MoveAction>nn(best).action).distance_per_power, 150);
});
test.case("fires directly when in range", check => {
let [ship, simulator, action] = simpleWeaponCase();
let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
check.same(result.success, true, 'success');
check.same(result.need_move, false, 'need_move');
check.same(result.need_fire, true, 'need_fire');
check.same(result.can_fire, true, 'can_fire');
check.same(result.total_fire_ap, 3, 'total_fire_ap');
check.equals(result.parts, [
{ action: action, target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3, possible: true }
]);
});
test.case("can't fire when in range, but not enough AP", check => {
let [ship, simulator, action] = simpleWeaponCase(10, 2, 3);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
check.same(result.success, true, 'success');
check.same(result.need_move, false, 'need_move');
check.same(result.need_fire, true, 'need_fire');
check.same(result.can_fire, false, 'can_fire');
check.same(result.total_fire_ap, 3, 'total_fire_ap');
check.equals(result.parts, [
{ action: action, target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3, possible: false }
]);
});
test.case("moves straight to get within range", check => {
let [ship, simulator, action] = simpleWeaponCase();
let result = simulator.simulateAction(action, new Target(ship.arena_x + 15, ship.arena_y, null));
check.same(result.success, true, 'success');
check.same(result.need_move, true, 'need_move');
check.same(result.can_end_move, true, 'can_end_move');
check.equals(result.move_location, new Target(ship.arena_x + 5, ship.arena_y, null));
check.equals(result.total_move_ap, 1);
check.same(result.need_fire, true, 'need_fire');
check.same(result.can_fire, true, 'can_fire');
check.same(result.total_fire_ap, 3, 'total_fire_ap');
let move_action = ship.listEquipment(SlotType.Engine)[0].action;
check.equals(result.parts, [
{ action: move_action, target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 1, possible: true },
{ action: action, target: new Target(ship.arena_x + 15, ship.arena_y, null), ap: 3, possible: true }
]);
});
test.case("scans a circle for move targets", check => {
let simulator = new MoveFireSimulator(new Ship());
let result = simulator.scanCircle(50, 30, 10, 1, 1);
check.equals(imaterialize(result), [
new Target(50, 30)
]);
result = simulator.scanCircle(50, 30, 10, 2, 1);
check.equals(imaterialize(result), [
new Target(50, 30),
new Target(60, 30)
]);
result = simulator.scanCircle(50, 30, 10, 2, 2);
check.equals(imaterialize(result), [
new Target(50, 30),
new Target(60, 30),
new Target(40, 30)
]);
result = simulator.scanCircle(50, 30, 10, 3, 4);
check.equals(imaterialize(result), [
new Target(50, 30),
new Target(55, 30),
new Target(45, 30),
new Target(60, 30),
new Target(50, 40),
new Target(40, 30),
new Target(50, 20)
]);
});
test.case("accounts for exclusion areas for the approach", check => {
let [ship, simulator, action] = simpleWeaponCase(100, 5, 1, 50);
ship.setArenaPosition(300, 200);
let battle = new Battle();
battle.fleets[0].addShip(ship);
let ship1 = battle.fleets[0].addShip();
let moveaction = <MoveAction>nn(simulator.findBestEngine()).action;
moveaction.safety_distance = 30;
battle.ship_separation = 30;
check.same(simulator.getApproach(moveaction, Target.newFromLocation(350, 200), 100), ApproachSimulationError.NO_MOVE_NEEDED);
check.same(simulator.getApproach(moveaction, Target.newFromLocation(400, 200), 100), ApproachSimulationError.NO_MOVE_NEEDED);
check.equals(simulator.getApproach(moveaction, Target.newFromLocation(500, 200), 100), new Target(400, 200));
ship1.setArenaPosition(420, 200);
check.patch(simulator, "scanCircle", () => iarray([
new Target(400, 200),
new Target(410, 200),
new Target(410, 230),
new Target(420, 210),
new Target(480, 260),
]));
check.equals(simulator.getApproach(moveaction, Target.newFromLocation(500, 200), 100), new Target(410, 230));
});
test.case("moves to get in range, even if not enough AP to fire", check => {
let [ship, simulator, action] = simpleWeaponCase(8, 3, 2, 5);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 18, ship.arena_y, null));
check.same(result.success, true, 'success');
check.same(result.need_move, true, 'need_move');
check.same(result.can_end_move, true, 'can_end_move');
check.equals(result.move_location, new Target(ship.arena_x + 10, ship.arena_y, null));
check.equals(result.total_move_ap, 2);
check.same(result.need_fire, true, 'need_fire');
check.same(result.can_fire, false, 'can_fire');
check.same(result.total_fire_ap, 2, 'total_fire_ap');
let move_action = ship.listEquipment(SlotType.Engine)[0].action;
check.equals(result.parts, [
{ action: move_action, target: new Target(ship.arena_x + 10, ship.arena_y, null), ap: 2, possible: true },
{ action: action, target: new Target(ship.arena_x + 18, ship.arena_y, null), ap: 2, possible: false }
]);
});
test.case("does nothing if trying to move in the same spot", check => {
let [ship, simulator, action] = simpleWeaponCase();
let move_action = nn(ship.listEquipment(SlotType.Engine)[0].action)
let result = simulator.simulateAction(move_action, new Target(ship.arena_x, ship.arena_y, null));
check.equals(result.success, false);
check.equals(result.need_move, false);
check.equals(result.need_fire, false);
check.equals(result.parts, []);
});
test.case("does not move if already in range, even if in the safety margin", check => {
let [ship, simulator, action] = simpleWeaponCase(100);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 97, ship.arena_y, null), 5);
check.equals(result.success, true);
check.equals(result.need_move, false);
result = simulator.simulateAction(action, new Target(ship.arena_x + 101, ship.arena_y, null), 5);
check.equals(result.success, true);
check.equals(result.need_move, true);
check.equals(result.move_location, new Target(ship.arena_x + 6, ship.arena_y));
});
});
}