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spacetac/src/core/Battle.spec.ts

376 lines
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TypeScript

module TK.SpaceTac {
describe("Battle", function () {
it("defines play order by initiative throws", function () {
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);
expect(battle.play_order.length).toBe(0);
var gen = new SkewedRandomGenerator([1.0, 0.1, 1.0, 0.2, 0.6]);
battle.throwInitiative(gen);
expect(battle.play_order.length).toBe(5);
expect(battle.play_order).toEqual([ship1, ship4, ship5, ship3, ship2]);
});
it("places ships on lines, facing the arena center", function () {
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();
expect(ship1.arena_x).toBeCloseTo(250, 0.0001);
expect(ship1.arena_y).toBeCloseTo(150, 0.0001);
expect(ship1.arena_angle).toBeCloseTo(0, 0.0001);
expect(ship2.arena_x).toBeCloseTo(250, 0.0001);
expect(ship2.arena_y).toBeCloseTo(250, 0.0001);
expect(ship2.arena_angle).toBeCloseTo(0, 0.0001);
expect(ship3.arena_x).toBeCloseTo(250, 0.0001);
expect(ship3.arena_y).toBeCloseTo(350, 0.0001);
expect(ship3.arena_angle).toBeCloseTo(0, 0.0001);
expect(ship4.arena_x).toBeCloseTo(750, 0.0001);
expect(ship4.arena_y).toBeCloseTo(300, 0.0001);
expect(ship4.arena_angle).toBeCloseTo(Math.PI, 0.0001);
expect(ship5.arena_x).toBeCloseTo(750, 0.0001);
expect(ship5.arena_y).toBeCloseTo(200, 0.0001);
expect(ship5.arena_angle).toBeCloseTo(Math.PI, 0.0001);
});
it("advances to next ship in play order", function () {
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
expect(battle.playing_ship).toBeNull();
battle.advanceToNextShip();
expect(battle.playing_ship).toBeNull();
// Force play order
iforeach(battle.iships(), ship => ship.setAttribute("maneuvrability", 1));
var gen = new SkewedRandomGenerator([0.1, 0.2, 0.0]);
battle.throwInitiative(gen);
expect(battle.playing_ship).toBeNull();
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(ship2);
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(ship1);
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(ship3);
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(ship2);
// A dead ship is skipped
ship1.setDead();
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(ship3);
// Playing ship dies
ship3.setDead();
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(ship2);
});
it("calls startTurn on ships", function () {
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);
spyOn(ship1, "startTurn").and.callThrough();
spyOn(ship2, "startTurn").and.callThrough();
spyOn(ship3, "startTurn").and.callThrough();
// Force play order
var gen = new SkewedRandomGenerator([0.3, 0.2, 0.1]);
battle.throwInitiative(gen);
battle.advanceToNextShip();
expect(ship1.startTurn).toHaveBeenCalledWith();
battle.advanceToNextShip();
expect(ship2.startTurn).toHaveBeenCalledWith();
battle.advanceToNextShip();
expect(ship3.startTurn).toHaveBeenCalledWith();
battle.advanceToNextShip();
expect(ship1.startTurn).toHaveBeenCalledWith();
});
it("detects victory condition and logs a final EndBattleEvent", function () {
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();
expect(battle.ended).toBe(false);
ship1.setDead();
ship2.setDead();
battle.log.clear();
battle.advanceToNextShip();
expect(battle.ended).toBe(true);
expect(battle.log.events.length).toBe(1);
expect(battle.log.events[0].code).toBe("endbattle");
expect((<EndBattleEvent>battle.log.events[0]).outcome.winner).not.toBeNull();
expect((<EndBattleEvent>battle.log.events[0]).outcome.winner).toBe(fleet2);
});
it("wear down equipment at the end of battle", function () {
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();
expect(equ1a.wear).toBe(0);
expect(equ1b.wear).toBe(0);
expect(equ2a.wear).toBe(0);
expect(eng2a.wear).toBe(0);
range(8).forEach(() => battle.advanceToNextShip());
expect(equ1a.wear).toBe(0);
expect(equ1b.wear).toBe(0);
expect(equ2a.wear).toBe(0);
expect(eng2a.wear).toBe(0);
battle.endBattle(null);
expect(equ1a.wear).toBe(3);
expect(equ1b.wear).toBe(3);
expect(equ2a.wear).toBe(3);
expect(eng2a.wear).toBe(3);
});
it("handles a draw in end battle", function () {
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();
expect(battle.ended).toBe(false);
ship1.setDead();
ship2.setDead();
ship3.setDead();
battle.log.clear();
battle.advanceToNextShip();
expect(battle.ended).toBe(true);
expect(battle.log.events.length).toBe(1);
expect(battle.log.events[0].code).toBe("endbattle");
expect((<EndBattleEvent>battle.log.events[0]).outcome.winner).toBeNull();
});
it("collects ships present in a circle", function () {
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);
expect(result).toEqual([ship2, ship3]);
});
it("adds and remove drones", function () {
let battle = new Battle();
let ship = new Ship();
let drone = new Drone(ship);
expect(battle.drones).toEqual([]);
expect(battle.log.events).toEqual([]);
battle.addDrone(drone);
expect(battle.drones).toEqual([drone]);
expect(battle.log.events).toEqual([new DroneDeployedEvent(drone)]);
battle.addDrone(drone);
expect(battle.drones).toEqual([drone]);
expect(battle.log.events).toEqual([new DroneDeployedEvent(drone)]);
battle.removeDrone(drone);
expect(battle.drones).toEqual([]);
expect(battle.log.events).toEqual([new DroneDeployedEvent(drone), new DroneDestroyedEvent(drone)]);
battle.removeDrone(drone);
expect(battle.drones).toEqual([]);
expect(battle.log.events).toEqual([new DroneDeployedEvent(drone), new DroneDestroyedEvent(drone)]);
// check initial log fill
battle.drones = [drone];
let expected = new DroneDeployedEvent(drone);
expected.initial = true;
expect(battle.getBootstrapEvents()).toEqual([expected]);
});
it("checks if a player is able to play", function () {
let battle = new Battle();
let player = new Player();
expect(battle.canPlay(player)).toBe(false);
let ship = new Ship();
TestTools.setShipPlaying(battle, ship);
expect(battle.canPlay(player)).toBe(false);
ship.fleet.player = player;
expect(battle.canPlay(player)).toBe(true);
});
it("gets the number of turns before a specific ship plays", function () {
let battle = new Battle();
spyOn(battle, "checkEndBattle").and.returnValue(false);
battle.play_order = [new Ship(), new Ship(), new Ship()];
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(battle.play_order[0]);
expect(battle.getPlayOrder(battle.play_order[0])).toBe(0);
expect(battle.getPlayOrder(battle.play_order[1])).toBe(1);
expect(battle.getPlayOrder(battle.play_order[2])).toBe(2);
battle.advanceToNextShip();
expect(battle.playing_ship).toBe(battle.play_order[1]);
expect(battle.getPlayOrder(battle.play_order[0])).toBe(2);
expect(battle.getPlayOrder(battle.play_order[1])).toBe(0);
expect(battle.getPlayOrder(battle.play_order[2])).toBe(1);
battle.advanceToNextShip();
expect(battle.getPlayOrder(battle.play_order[0])).toBe(1);
expect(battle.getPlayOrder(battle.play_order[1])).toBe(2);
expect(battle.getPlayOrder(battle.play_order[2])).toBe(0);
battle.advanceToNextShip();
expect(battle.getPlayOrder(battle.play_order[0])).toBe(0);
expect(battle.getPlayOrder(battle.play_order[1])).toBe(1);
expect(battle.getPlayOrder(battle.play_order[2])).toBe(2);
});
it("lists area effects", function () {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
expect(imaterialize(battle.iAreaEffects(100, 50))).toEqual([]);
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);
expect(imaterialize(battle.iAreaEffects(100, 50))).toEqual([
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;
expect(imaterialize(battle.iAreaEffects(100, 50))).toEqual([
new DamageEffect(12), new AttributeEffect("maneuvrability", 1)
]);
});
it("is serializable", function () {
let battle = Battle.newQuickRandom();
battle.ai_playing = true;
let serializer = new Serializer(TK.SpaceTac);
let data = serializer.serialize(battle);
let loaded = serializer.unserialize(data);
expect(loaded.ai_playing).toBe(false);
battle.ai_playing = false;
expect(loaded).toEqual(battle);
});
});
}