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spacetac/src/ui/battle/BattleView.spec.ts

98 lines
4.2 KiB
TypeScript

/// <reference path="../TestGame.ts"/>
module TS.SpaceTac.UI.Specs {
describe("BattleView", function () {
let testgame = setupBattleview();
it("forwards events in targetting mode", function () {
let battleview = testgame.battleview;
expect(battleview.targetting.active).toBe(false);
battleview.setInteractionEnabled(true);
spyOn(battleview.targetting, "validate").and.stub();
battleview.cursorInSpace(5, 5);
expect(battleview.targetting.active).toBe(false);
// Enter targetting mode
let weapon = TestTools.addWeapon(nn(battleview.battle.playing_ship), 10);
battleview.enterTargettingMode(weapon.action);
expect(battleview.targetting.active).toBe(true);
// Forward selection in space
battleview.cursorInSpace(8, 4);
expect(battleview.ship_hovered).toBeNull();
expect(battleview.targetting.target).toEqual(Target.newFromLocation(8, 4));
// Process a click on space
battleview.cursorClicked();
// Forward ship hovering
battleview.cursorOnShip(battleview.battle.play_order[0]);
expect(battleview.ship_hovered).toEqual(battleview.battle.play_order[0]);
expect(battleview.targetting.target).toEqual(Target.newFromShip(battleview.battle.play_order[0]));
// Don't leave a ship we're not hovering
battleview.cursorOffShip(battleview.battle.play_order[1]);
expect(battleview.ship_hovered).toEqual(battleview.battle.play_order[0]);
expect(battleview.targetting.target).toEqual(Target.newFromShip(battleview.battle.play_order[0]));
// Don't move in space while on ship
battleview.cursorInSpace(1, 3);
expect(battleview.ship_hovered).toEqual(battleview.battle.play_order[0]);
expect(battleview.targetting.target).toEqual(Target.newFromShip(battleview.battle.play_order[0]));
// Process a click on ship
battleview.cursorClicked();
// Leave the ship
battleview.cursorOffShip(battleview.battle.play_order[0]);
expect(battleview.ship_hovered).toBeNull();
expect(battleview.targetting.target).toBeNull();
// Quit targetting
battleview.exitTargettingMode();
expect(battleview.targetting.active).toBe(false);
// Events process normally
battleview.cursorInSpace(8, 4);
expect(battleview.ship_hovered).toBeNull();
battleview.cursorOnShip(battleview.battle.play_order[0]);
expect(battleview.ship_hovered).toEqual(battleview.battle.play_order[0]);
// Quit twice don't do anything
battleview.exitTargettingMode();
});
it("allows to choose an action and a target with shortcut keys", function () {
let battleview = testgame.battleview;
battleview.setInteractionEnabled(true);
let action_icon = nn(first(battleview.action_bar.action_icons, icon => icon.action.needs_target));
expect(battleview.targetting.active).toBe(false);
expect(battleview.action_bar.hasActionSelected()).toBe(false);
battleview.numberPressed(battleview.action_bar.action_icons.indexOf(action_icon) + 1);
expect(battleview.action_bar.hasActionSelected()).toBe(true);
expect(battleview.targetting.active).toBe(true);
expect(battleview.targetting.action).toBe(action_icon.action);
expect(battleview.targetting.target).toBe(null);
battleview.numberPressed(3);
expect(battleview.targetting.active).toBe(true);
expect(battleview.targetting.action).toBe(action_icon.action);
expect(battleview.targetting.target).toEqual(Target.newFromShip(battleview.battle.play_order[3]));
battleview.numberPressed(4);
expect(battleview.targetting.active).toBe(true);
expect(battleview.targetting.action).toBe(action_icon.action);
expect(battleview.targetting.target).toEqual(Target.newFromShip(battleview.battle.play_order[4]));
});
});
}