1
0
Fork 0
spacetac/src/core/actions/BaseAction.spec.ts

125 lines
5.3 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("BaseAction", test => {
test.case("may be applied and reverted", check => {
let battle = TestTools.createBattle();
let ship = nn(battle.playing_ship);
TestTools.setShipAP(ship, 10, 4);
let equipment = TestTools.addWeapon(ship, 0, 3, 100, 50);
let action = nn(equipment.action);
action.cooldown.configure(2, 1);
TestTools.actionChain(check, battle, [
[ship, action, Target.newFromLocation(0, 0)],
[ship, action, Target.newFromLocation(0, 0)],
[ship, EndTurnAction.SINGLETON, undefined],
], [
check => {
check.equals(ship.getValue("power"), 10, "power");
check.equals(action.cooldown.uses, 0, "uses");
check.equals(action.cooldown.heat, 0, "heat");
},
check => {
check.equals(ship.getValue("power"), 7, "power");
check.equals(action.cooldown.uses, 1, "uses");
check.equals(action.cooldown.heat, 0, "heat");
},
check => {
check.equals(ship.getValue("power"), 4, "power");
check.equals(action.cooldown.uses, 2, "uses");
check.equals(action.cooldown.heat, 1, "heat");
},
check => {
check.equals(ship.getValue("power"), 8, "power");
check.equals(action.cooldown.uses, 0, "uses");
check.equals(action.cooldown.heat, 0, "heat");
},
]);
})
test.case("checks if equipment can be used with remaining AP", check => {
var equipment = new Equipment(SlotType.Hull);
var action = new BaseAction("test", equipment);
check.patch(action, "getActionPointsUsage", () => 3);
var ship = new Ship();
ship.addSlot(SlotType.Hull).attach(equipment);
check.equals(action.checkCannotBeApplied(ship), "not enough power");
ship.setValue("power", 5);
check.equals(action.checkCannotBeApplied(ship), null);
check.equals(action.checkCannotBeApplied(ship, 4), null);
check.equals(action.checkCannotBeApplied(ship, 3), null);
check.equals(action.checkCannotBeApplied(ship, 2), "not enough power");
ship.setValue("power", 3);
check.equals(action.checkCannotBeApplied(ship), null);
ship.setValue("power", 2);
check.equals(action.checkCannotBeApplied(ship), "not enough power");
})
test.case("checks if equipment can be used with overheat", check => {
let equipment = new Equipment();
let action = new BaseAction("test", equipment);
let ship = new Ship();
check.equals(action.checkCannotBeApplied(ship), null);
check.same(action.getUsesBeforeOverheat(), Infinity);
equipment.cooldown.use();
check.equals(action.checkCannotBeApplied(ship), null);
check.same(action.getUsesBeforeOverheat(), Infinity);
equipment.cooldown.configure(2, 3);
check.equals(action.checkCannotBeApplied(ship), null);
check.equals(action.getUsesBeforeOverheat(), 2);
equipment.cooldown.use();
check.equals(action.checkCannotBeApplied(ship), null);
check.equals(action.getUsesBeforeOverheat(), 1);
check.equals(action.getCooldownDuration(), 0);
equipment.cooldown.use();
check.equals(action.checkCannotBeApplied(ship), "overheated");
check.equals(action.getUsesBeforeOverheat(), 0);
check.equals(action.getCooldownDuration(), 3);
equipment.cooldown.cool();
check.equals(action.checkCannotBeApplied(ship), "overheated");
check.equals(action.getCooldownDuration(), 2);
equipment.cooldown.cool();
check.equals(action.checkCannotBeApplied(ship), "overheated");
check.equals(action.getCooldownDuration(), 1);
equipment.cooldown.cool();
check.equals(action.checkCannotBeApplied(ship), null);
check.equals(action.getCooldownDuration(), 0);
check.equals(action.getCooldownDuration(true), 3);
})
test.case("wears down equipment and power generators", check => {
let battle = TestTools.createBattle();
let ship = battle.play_order[0];
TestTools.setShipAP(ship, 10);
let power = ship.listEquipment(SlotType.Power)[0];
let equipment = new Equipment(SlotType.Weapon);
let action = new BaseAction("test", equipment);
equipment.action = action;
ship.addSlot(SlotType.Weapon).attach(equipment);
check.patch(action, "checkTarget", (ship: Ship, target: Target) => target);
check.equals(power.wear, 0, "power wear");
check.equals(equipment.wear, 0, "equipment wear");
action.apply(battle, ship);
check.equals(power.wear, 1, "power wear");
check.equals(equipment.wear, 1, "equipment wear");
})
});
}