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spacetac/src/core/missions/MissionGenerator.spec.ts

111 lines
4.7 KiB
TypeScript

module TS.SpaceTac.Specs {
describe("MissionGenerator", function () {
it("generates escort missions", function () {
let universe = new Universe();
let star1 = universe.addStar(1);
let loc1 = star1.locations[0];
let star2 = universe.addStar(2);
let loc2 = star2.locations[0];
universe.addLink(star1, star2);
let generator = new MissionGenerator(universe, loc1);
let mission = generator.generateEscort();
expect(mission.title).toBe("Escort a ship to a level 2 system");
expect(mission.parts.length).toBe(1);
expect(mission.parts[0] instanceof MissionPartEscort).toBe(true);
let escort = <MissionPartEscort>mission.parts[0];
expect(escort.destination).toBe(loc2);
expect(escort.ship.level.get()).toBe(2);
})
it("generates location cleaning missions", function () {
let universe = new Universe();
let star1 = universe.addStar(1, "TTX");
let loc1 = star1.locations[0];
let loc2 = star1.addLocation(StarLocationType.PLANET);
let generator = new MissionGenerator(universe, loc1);
let mission = generator.generateCleanLocation();
expect(mission.title).toBe("Defeat a level 1 fleet in this system");
expect(mission.parts.length).toBe(2);
expect(mission.parts[0] instanceof MissionPartCleanLocation).toBe(true);
let part1 = <MissionPartCleanLocation>mission.parts[0];
expect(part1.destination).toBe(loc2);
expect(part1.title).toEqual("Clean a planet in TTX system");
expect(mission.parts[0] instanceof MissionPartGoTo).toBe(true);
let part2 = <MissionPartGoTo>mission.parts[1];
expect(part2.destination).toBe(loc1);
expect(part2.title).toEqual("Go back to collect your reward");
})
it("helps to evaluate mission difficulty", function () {
let generator = new MissionGenerator(new Universe(), new StarLocation());
let mission = new Mission(generator.universe);
expect(mission.difficulty).toBe(MissionDifficulty.normal);
expect(mission.value).toBe(0);
generator.setDifficulty(mission, 1000, 1);
expect(mission.difficulty).toBe(MissionDifficulty.normal);
expect(mission.value).toBe(1000);
generator.setDifficulty(mission, 1000, 2);
expect(mission.difficulty).toBe(MissionDifficulty.hard);
expect(mission.value).toBe(2200);
generator.setDifficulty(mission, 1000, 3);
expect(mission.difficulty).toBe(MissionDifficulty.hard);
expect(mission.value).toBe(3600);
generator.around.star.level = 10;
generator.setDifficulty(mission, 1000, 10);
expect(mission.difficulty).toBe(MissionDifficulty.normal);
expect(mission.value).toBe(10000);
generator.setDifficulty(mission, 1000, 9);
expect(mission.difficulty).toBe(MissionDifficulty.easy);
expect(mission.value).toBe(8100);
generator.setDifficulty(mission, 1000, 8);
expect(mission.difficulty).toBe(MissionDifficulty.easy);
expect(mission.value).toBe(6400);
})
it("generates equipment reward", function () {
let generator = new MissionGenerator(new Universe(), new StarLocation());
let template = new LootTemplate(SlotType.Weapon, "Test Weapon");
generator.equipment_generator.templates = [template];
template.price = 350;
let result = generator.tryGenerateEquipmentReward(500);
expect(result).toBeNull();
template.price = 800;
result = generator.tryGenerateEquipmentReward(500);
expect(result).toBeNull();
template.price = 500;
result = generator.tryGenerateEquipmentReward(500);
expect(result).not.toBeNull();
})
it("falls back to money reward when no suitable equipment have been generated", function () {
let generator = new MissionGenerator(new Universe(), new StarLocation());
generator.equipment_generator.templates = [];
let result = generator.generateReward(15000);
expect(result).toBe(15000);
let template = new LootTemplate(SlotType.Weapon, "Test Weapon");
template.price = 15000;
generator.equipment_generator.templates.push(template);
generator.random = new SkewedRandomGenerator([0], true);
result = generator.generateReward(15000);
expect(result instanceof Equipment).toBe(true);
})
});
}