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spacetac/src/core/Ship.spec.ts

196 lines
8.5 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("Ship", test => {
test.case("creates a full name", check => {
let ship = new Ship();
check.equals(ship.getName(false), "Ship");
check.equals(ship.getName(true), "Level 1 Ship");
ship.model = new ShipModel("test", "Hauler");
check.equals(ship.getName(false), "Hauler");
check.equals(ship.getName(true), "Level 1 Hauler");
ship.name = "Titan-W12";
check.equals(ship.getName(false), "Titan-W12");
check.equals(ship.getName(true), "Level 1 Titan-W12");
ship.level.forceLevel(3);
check.equals(ship.getName(false), "Titan-W12");
check.equals(ship.getName(true), "Level 3 Titan-W12");
});
test.case("moves in the arena", check => {
let ship = new Ship(null, "Test");
let engine = TestTools.addEngine(ship, 50);
check.equals(ship.arena_x, 0);
check.equals(ship.arena_y, 0);
check.equals(ship.arena_angle, 0);
ship.setArenaFacingAngle(1.2);
ship.setArenaPosition(12, 50);
check.equals(ship.arena_x, 12);
check.equals(ship.arena_y, 50);
check.nears(ship.arena_angle, 1.2);
});
test.case("applies permanent effects of ship model on attributes", check => {
let model = new ShipModel();
let ship = new Ship(null, null, model);
check.patch(model, "getEffects", () => [
new AttributeEffect("power_capacity", 4),
new AttributeEffect("power_capacity", 5),
]);
ship.updateAttributes();
check.equals(ship.getAttribute("power_capacity"), 9);
});
test.case("repairs hull and recharges shield", check => {
var ship = new Ship(null, "Test");
TestTools.setAttribute(ship, "hull_capacity", 120);
TestTools.setAttribute(ship, "shield_capacity", 150);
check.equals(ship.getValue("hull"), 0);
check.equals(ship.getValue("shield"), 0);
ship.restoreHealth();
check.equals(ship.getValue("hull"), 120);
check.equals(ship.getValue("shield"), 150);
});
test.case("checks if a ship is able to play", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
ship.setValue("hull", 10);
check.equals(ship.isAbleToPlay(), false);
check.equals(ship.isAbleToPlay(false), true);
ship.setValue("power", 5);
check.equals(ship.isAbleToPlay(), true);
check.equals(ship.isAbleToPlay(false), true);
ship.setDead();
check.equals(ship.isAbleToPlay(), false);
check.equals(ship.isAbleToPlay(false), false);
});
test.case("checks if a ship is inside a given circle", check => {
let ship = new Ship();
ship.arena_x = 5;
ship.arena_y = 8;
check.equals(ship.isInCircle(5, 8, 0), true);
check.equals(ship.isInCircle(5, 8, 1), true);
check.equals(ship.isInCircle(5, 7, 1), true);
check.equals(ship.isInCircle(6, 9, 1.7), true);
check.equals(ship.isInCircle(5, 8.1, 0), false);
check.equals(ship.isInCircle(5, 7, 0.9), false);
check.equals(ship.isInCircle(12, -4, 5), false);
});
test.case("restores as new at the end of battle", check => {
let ship = new Ship();
TestTools.setShipModel(ship, 10, 20, 5);
ship.setValue("hull", 5);
ship.setValue("shield", 15);
ship.setValue("power", 2);
ship.active_effects.add(new StickyEffect(new AttributeLimitEffect("power_capacity", 3), 12));
ship.updateAttributes();
let action1 = new BaseAction("action1");
ship.actions.addCustom(action1);
let action2 = new ToggleAction("action2");
ship.actions.addCustom(action2);
ship.actions.toggle(action2, true);
let action3 = new ToggleAction("action3");
ship.actions.addCustom(action3);
check.in("before", check => {
check.equals(ship.getValue("hull"), 5, "hull");
check.equals(ship.getValue("shield"), 15, "shield");
check.equals(ship.getValue("power"), 2, "power");
check.equals(ship.active_effects.count(), 1, "effects count");
check.equals(ship.getAttribute("power_capacity"), 3, "power capacity");
check.equals(ship.actions.isToggled(action2), true, "action 2 activation");
check.equals(ship.actions.isToggled(action3), false, "action 3 activation");
});
ship.restoreInitialState();
check.in("after", check => {
check.equals(ship.getValue("hull"), 10, "hull");
check.equals(ship.getValue("shield"), 20, "shield");
check.equals(ship.getValue("power"), 5, "power");
check.equals(ship.active_effects.count(), 0, "effects count");
check.equals(ship.getAttribute("power_capacity"), 5, "power capacity");
check.equals(ship.actions.isToggled(action2), false, "action 2 activation");
check.equals(ship.actions.isToggled(action3), false, "action 3 activation");
});
});
test.case("lists active effects", check => {
let ship = new Ship();
check.equals(ship.getEffects(), []);
let effect1 = new AttributeEffect("evasion", 4);
check.patch(ship.model, "getEffects", () => [effect1]);
check.equals(ship.getEffects(), [effect1]);
let effect2 = new AttributeLimitEffect("evasion", 2);
ship.active_effects.add(new StickyEffect(effect2, 4));
check.equals(ship.getEffects(), [effect1, effect2]);
});
test.case("gets a textual description of an attribute", check => {
let ship = new Ship();
check.equals(ship.getAttributeDescription("evasion"), "Damage points that may be evaded by maneuvering");
check.patch(ship, "getUpgrades", () => [
{ code: "Base", effects: [new AttributeEffect("evasion", 3)] },
{ code: "Up1", effects: [new AttributeEffect("shield_capacity", 1)] },
{ code: "Up2", effects: [new AttributeEffect("shield_capacity", 1), new AttributeEffect("evasion", 1)] }
]);
check.equals(ship.getAttributeDescription("evasion"), "Damage points that may be evaded by maneuvering\n\nBase: +3\nUp2: +1");
ship.active_effects.add(new StickyEffect(new AttributeLimitEffect("evasion", 3)));
check.equals(ship.getAttributeDescription("evasion"), "Damage points that may be evaded by maneuvering\n\nBase: +3\nUp2: +1\nSticky effect: limit to 3");
ship.active_effects.remove(ship.active_effects.list()[0]);
ship.active_effects.add(new AttributeEffect("evasion", -1));
check.equals(ship.getAttributeDescription("evasion"), "Damage points that may be evaded by maneuvering\n\nBase: +3\nUp2: +1\nActive effect: -1");
});
test.case("produces death diffs", check => {
let battle = TestTools.createBattle(1);
let ship = nn(battle.playing_ship);
check.equals(ship.getDeathDiffs(battle), [
new ShipValueDiff(ship, "hull", -1),
new ShipDeathDiff(battle, ship),
]);
let effect1 = ship.active_effects.add(new AttributeEffect("shield_capacity", 2));
let effect2 = ship.active_effects.add(new StickyEffect(new AttributeLimitEffect("evasion", 1)));
let action1 = ship.actions.addCustom(new ToggleAction("weapon1", { power: 3 }));
let action2 = ship.actions.addCustom(new ToggleAction("weapon2", { power: 3 }));
ship.actions.toggle(action2, true);
check.equals(ship.getDeathDiffs(battle), [
new ShipEffectRemovedDiff(ship, effect1),
new ShipAttributeDiff(ship, "shield_capacity", {}, { cumulative: 2 }),
new ShipEffectRemovedDiff(ship, effect2),
new ShipAttributeDiff(ship, "evasion", {}, { limit: 1 }),
new ShipActionToggleDiff(ship, action2, false),
new ShipValueDiff(ship, "hull", -1),
new ShipDeathDiff(battle, ship),
]);
});
});
}