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spacetac/src/core/actions/TriggerAction.spec.ts

234 lines
10 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("TriggerAction", test => {
test.case("constructs correctly", check => {
let equipment = new Equipment(SlotType.Weapon, "testweapon");
let action = new TriggerAction(equipment, [], 4, 30, 10);
check.equals(action.code, "fire-testweapon");
check.equals(action.getVerb(), "Fire");
check.same(action.equipment, equipment);
})
test.case("applies effects to alive ships in blast radius", check => {
let fleet = new Fleet();
let ship = new Ship(fleet, "ship");
let equipment = new Equipment(SlotType.Weapon, "testweapon");
let effect = new BaseEffect("testeffect");
let mock_apply = check.patch(effect, "getOnDiffs");
let action = new TriggerAction(equipment, [effect], 5, 100, 10);
equipment.action = action;
ship.addSlot(SlotType.Weapon).attach(equipment);
TestTools.setShipAP(ship, 10);
let ship1 = new Ship(fleet, "ship1");
ship1.setArenaPosition(65, 72);
let ship2 = new Ship(fleet, "ship2");
ship2.setArenaPosition(45, 48);
let ship3 = new Ship(fleet, "ship3");
ship3.setArenaPosition(45, 48);
ship3.alive = false;
let battle = new Battle(fleet);
battle.play_order = [ship, ship1, ship2, ship3];
TestTools.setShipPlaying(battle, ship);
fleet.setBattle(battle);
action.apply(battle, ship, Target.newFromLocation(50, 50));
check.called(mock_apply, [
[ship2, ship, 1]
]);
})
test.case("transforms ship target in location target, when the weapon has blast radius", check => {
let ship1 = new Ship();
ship1.setArenaPosition(50, 10);
let ship2 = new Ship();
ship2.setArenaPosition(150, 10);
let weapon = TestTools.addWeapon(ship1, 1, 0, 100, 30);
let action = nn(weapon.action);
let target = action.checkTarget(ship1, new Target(150, 10));
check.equals(target, new Target(150, 10));
target = action.checkTarget(ship1, Target.newFromShip(ship2));
check.equals(target, new Target(150, 10));
ship1.setArenaPosition(30, 10);
target = action.checkTarget(ship1, Target.newFromShip(ship2));
check.equals(target, new Target(130, 10));
ship1.setArenaPosition(0, 10);
target = action.checkTarget(ship1, Target.newFromShip(ship2));
check.equals(target, new Target(100, 10));
})
test.case("lists impacted ships", check => {
let ship1 = new Ship(null, "S1");
ship1.setArenaPosition(10, 50);
let ship2 = new Ship(null, "S2");
ship2.setArenaPosition(40, 60);
let ship3 = new Ship(null, "S3");
ship3.setArenaPosition(0, 30);
let ships = [ship1, ship2, ship3];
let action = new TriggerAction(new Equipment(), [], 1, 50);
check.equals(action.filterImpactedShips({ x: 0, y: 0 }, Target.newFromShip(ship2), ships), [ship2]);
check.equals(action.filterImpactedShips({ x: 0, y: 0 }, Target.newFromLocation(10, 50), ships), []);
action = new TriggerAction(new Equipment(), [], 1, 50, 40);
check.equals(action.filterImpactedShips({ x: 0, y: 0 }, Target.newFromLocation(20, 20), ships), [ship1, ship3]);
action = new TriggerAction(new Equipment(), [], 1, 100, 0, 30);
check.equals(action.filterImpactedShips({ x: 0, y: 51 }, Target.newFromLocation(30, 50), ships), [ship1, ship2]);
})
test.case("computes a success factor, from precision and maneuvrability", check => {
function verify(precision: number, precision_factor: number, maneuvrability: number, maneuvrability_factor: number, result: number) {
let ship1 = new Ship();
let ship2 = new Ship();
TestTools.setAttribute(ship1, "precision", precision);
TestTools.setAttribute(ship2, "maneuvrability", maneuvrability);
let action = new TriggerAction(new Equipment());
action.aim = precision_factor;
action.evasion = maneuvrability_factor;
check.nears(action.getSuccessFactor(ship1, ship2), result, 3,
`precision ${precision} (weight ${precision_factor}), maneuvrability ${maneuvrability} (weight ${maneuvrability_factor})`);
}
// no weight => always 100%
verify(0, 0, 0, 0, 1);
verify(10, 0, 20, 0, 1);
verify(40, 0, -5, 0, 1);
// precision only
verify(0, 100, 0, 0, 0);
verify(1, 100, 1, 0, 0.5);
verify(2, 100, 2, 0, 0.8);
verify(10, 100, 10, 0, 0.99);
verify(1, 50, 1, 0, 0.75);
// maneuvrability only
verify(0, 0, 0, 100, 1);
verify(1, 0, 1, 100, 0.5);
verify(2, 0, 2, 100, 0.2);
verify(10, 0, 10, 100, 0.01);
verify(1, 0, 1, 50, 0.75);
// precision vs maneuvrability
verify(0, 100, 0, 100, 0);
verify(4, 50, 4, 50, 0.5);
verify(4, 50, 8, 50, 0.283);
verify(4, 50, 20, 50, 0.016);
verify(4, 50, 4, 50, 0.5);
verify(8, 50, 4, 50, 0.717);
verify(20, 50, 4, 50, 0.984);
// complex example
verify(7, 20, 5, 40, 0.639);
})
test.case("computes an effective success value, with random element", check => {
function verify(success_base: number, luck: number, random: number, expected: number) {
let ship1 = new Ship();
let ship2 = new Ship();
let action = new TriggerAction(new Equipment());
action.luck = luck;
check.patch(action, "getSuccessFactor", () => success_base);
check.nears(action.getEffectiveSuccess(ship1, ship2, new SkewedRandomGenerator([random])), expected, 5,
`success ${success_base}, luck ${luck}, random ${random}`);
}
// no luck influence
verify(0.3, 0, 0.4, 0.3);
verify(0.51, 0, 0.7, 0.51);
// small luck influence
verify(0.5, 5, 0.0, 0);
verify(0.5, 5, 0.1, 0.47979);
verify(0.5, 5, 0.4, 0.49715);
verify(0.5, 5, 0.8, 0.51161);
verify(0.5, 5, 1.0, 1.0);
verify(0.7, 5, 0.5, 0.69399);
// large luck influence
verify(0.5, 45, 0.0, 0);
verify(0.5, 45, 0.1, 0.31336);
verify(0.5, 45, 0.4, 0.46864);
verify(0.5, 45, 0.8, 0.61679);
verify(0.5, 45, 1.0, 1);
verify(0.7, 45, 0.5, 0.63485);
})
test.case("guesses targetting mode", check => {
let ship = new Ship();
let equ = new Equipment();
let action = new TriggerAction(equ, []);
check.equals(action.getTargettingMode(ship), ActionTargettingMode.SELF_CONFIRM, "self");
action = new TriggerAction(equ, [], 1, 50);
check.equals(action.getTargettingMode(ship), ActionTargettingMode.SHIP, "ship");
action = new TriggerAction(equ, [], 1, 50, 20);
check.equals(action.getTargettingMode(ship), ActionTargettingMode.SPACE, "blast");
action = new TriggerAction(equ, [], 1, 0, 20);
check.equals(action.getTargettingMode(ship), ActionTargettingMode.SURROUNDINGS, "surroundings");
action = new TriggerAction(equ, [], 1, 50, 0, 15);
check.equals(action.getTargettingMode(ship), ActionTargettingMode.SPACE, "angle");
})
test.case("rotates toward the target", check => {
let battle = TestTools.createBattle();
let ship = battle.play_order[0];
let weapon = TestTools.addWeapon(ship, 1, 0, 100, 30);
let action = nn(weapon.action);
check.patch(action, "checkTarget", (ship: Ship, target: Target) => target);
check.equals(ship.arena_angle, 0);
let result = action.apply(battle, ship, Target.newFromLocation(10, 20));
check.equals(result, true);
check.nears(ship.arena_angle, 1.107, 3);
result = action.apply(battle, ship, Target.newFromShip(ship));
check.equals(result, true);
check.nears(ship.arena_angle, 1.107, 3);
})
test.case("builds a textual description", check => {
let action = new TriggerAction(new Equipment());
action.power = 0;
check.equals(action.getEffectsDescription(), "");
action.effects.push(new AttributeMultiplyEffect("precision", 20));
check.equals(action.getEffectsDescription(), "Trigger:\n• precision +20% on self");
action.power = 2;
check.equals(action.getEffectsDescription(), "Trigger (power 2):\n• precision +20% on self");
action.range = 120;
check.equals(action.getEffectsDescription(), "Fire (power 2, range 120km):\n• precision +20% on target");
action.aim = 10;
check.equals(action.getEffectsDescription(), "Fire (power 2, range 120km, aim +10%):\n• precision +20% on target");
action.evasion = 35;
check.equals(action.getEffectsDescription(), "Fire (power 2, range 120km, aim +10%, evasion -35%):\n• precision +20% on target");
action.angle = 80;
check.equals(action.getEffectsDescription(), "Fire (power 2, range 120km, aim +10%, evasion -35%):\n• precision +20% in 80° arc");
action.blast = 100;
check.equals(action.getEffectsDescription(), "Fire (power 2, range 120km, aim +10%, evasion -35%):\n• precision +20% in 100km radius");
action.luck = 15;
check.equals(action.getEffectsDescription(), "Fire (power 2, range 120km, aim +10%, evasion -35%, luck ±15%):\n• precision +20% in 100km radius");
})
});
}