1
0
Fork 0
spacetac/src/core/equipments/SubMunitionMissile.spec.ts

95 lines
4.4 KiB
TypeScript

module TS.SpaceTac.Equipments {
describe("SubMunitionMissile", function () {
it("generates equipment based on level", function () {
let template = new SubMunitionMissile();
let equipment = template.generate(1);
expect(equipment.requirements).toEqual({ "skill_materials": 1 });
expect(equipment.action).toEqual(new FireWeaponAction(equipment, 4, 500, 150, [new DamageEffect(30, 2)]));
equipment = template.generate(2);
expect(equipment.requirements).toEqual({ "skill_materials": 2 });
expect(equipment.action).toEqual(new FireWeaponAction(equipment, 4, 520, 155, [new DamageEffect(32, 3)]));
equipment = template.generate(3);
expect(equipment.requirements).toEqual({ "skill_materials": 3 });
expect(equipment.action).toEqual(new FireWeaponAction(equipment, 4, 540, 160, [new DamageEffect(34, 4)]));
equipment = template.generate(10);
expect(equipment.requirements).toEqual({ "skill_materials": 10 });
expect(equipment.action).toEqual(new FireWeaponAction(equipment, 4, 680, 195, [new DamageEffect(48, 11)]));
});
it("hits several targets in circle", function () {
var battle = TestTools.createBattle(1, 2);
var ship = battle.fleets[0].ships[0];
ship.setArenaPosition(0, 0);
TestTools.setShipAP(ship, 100);
TestTools.setShipHP(ship, 50, 30);
var enemy1 = battle.fleets[1].ships[0];
enemy1.setArenaPosition(1, 0);
TestTools.setShipHP(enemy1, 50, 30);
var enemy2 = battle.fleets[1].ships[1];
enemy2.setArenaPosition(2, 0);
TestTools.setShipHP(enemy2, 50, 30);
var template = new Equipments.SubMunitionMissile();
var equipment = template.generate(1);
let action = <FireWeaponAction>equipment.action;
action.range = 5;
action.blast = 1.5;
(<DamageEffect>action.effects[0]).base = 20;
(<DamageEffect>action.effects[0]).span = 0;
var checkHP = (h1: number, s1: number, h2: number, s2: number, h3: number, s3: number): void => {
expect(ship.values.hull.get()).toBe(h1);
expect(ship.values.shield.get()).toBe(s1);
expect(enemy1.values.hull.get()).toBe(h2);
expect(enemy1.values.shield.get()).toBe(s2);
expect(enemy2.values.hull.get()).toBe(h3);
expect(enemy2.values.shield.get()).toBe(s3);
};
checkHP(50, 30, 50, 30, 50, 30);
battle.log.clear();
battle.log.addFilter("value");
// Fire at a ship
var target = Target.newFromShip(enemy1);
expect(equipment.action.checkCannotBeApplied(ship)).toBe(null);
equipment.action.apply(ship, target);
checkHP(50, 10, 50, 10, 50, 10);
expect(battle.log.events.length).toBe(4);
expect(battle.log.events[0]).toEqual(new FireEvent(ship, equipment, Target.newFromLocation(1, 0)));
expect(battle.log.events[1]).toEqual(new DamageEvent(ship, 0, 20));
expect(battle.log.events[2]).toEqual(new DamageEvent(enemy1, 0, 20));
expect(battle.log.events[3]).toEqual(new DamageEvent(enemy2, 0, 20));
battle.log.clear();
equipment.cooldown.cool();
// Fire in space
target = Target.newFromLocation(2.4, 0);
expect(equipment.action.checkCannotBeApplied(ship)).toBe(null);
equipment.action.apply(ship, target);
checkHP(50, 10, 40, 0, 40, 0);
expect(battle.log.events.length).toBe(3);
expect(battle.log.events[0]).toEqual(new FireEvent(ship, equipment, target));
expect(battle.log.events[1]).toEqual(new DamageEvent(enemy1, 10, 10));
expect(battle.log.events[2]).toEqual(new DamageEvent(enemy2, 10, 10));
battle.log.clear();
equipment.cooldown.cool();
// Fire far away
target = Target.newFromLocation(5, 0);
expect(equipment.action.checkCannotBeApplied(ship)).toBe(null);
equipment.action.apply(ship, target);
checkHP(50, 10, 40, 0, 40, 0);
expect(battle.log.events.length).toBe(1);
expect(battle.log.events[0]).toEqual(new FireEvent(ship, equipment, target));
});
});
}