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spacetac/src/core/Battle.spec.ts

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TypeScript

module TK.SpaceTac {
testing("Battle", test => {
test.case("defines play order by initiative throws", check => {
var fleet1 = new Fleet();
var fleet2 = new Fleet();
var ship1 = new Ship(fleet1, "F1S1");
TestTools.setAttribute(ship1, "maneuvrability", 2);
var ship2 = new Ship(fleet1, "F1S2");
TestTools.setAttribute(ship2, "maneuvrability", 4);
var ship3 = new Ship(fleet1, "F1S3");
TestTools.setAttribute(ship3, "maneuvrability", 1);
var ship4 = new Ship(fleet2, "F2S1");
TestTools.setAttribute(ship4, "maneuvrability", 8);
var ship5 = new Ship(fleet2, "F2S2");
TestTools.setAttribute(ship5, "maneuvrability", 2);
var battle = new Battle(fleet1, fleet2);
check.equals(battle.play_order.length, 0);
var gen = new SkewedRandomGenerator([1.0, 0.1, 1.0, 0.2, 0.6]);
battle.throwInitiative(gen);
check.equals(battle.play_order.length, 5);
check.equals(battle.play_order, [ship1, ship4, ship5, ship3, ship2]);
});
test.case("places ships on lines, facing the arena center", check => {
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();
check.nears(ship1.arena_x, 250);
check.nears(ship1.arena_y, 150);
check.nears(ship1.arena_angle, 0);
check.nears(ship2.arena_x, 250);
check.nears(ship2.arena_y, 250);
check.nears(ship2.arena_angle, 0);
check.nears(ship3.arena_x, 250);
check.nears(ship3.arena_y, 350);
check.nears(ship3.arena_angle, 0);
check.nears(ship4.arena_x, 750);
check.nears(ship4.arena_y, 300);
check.nears(ship4.arena_angle, Math.PI);
check.nears(ship5.arena_x, 750);
check.nears(ship5.arena_y, 200);
check.nears(ship5.arena_angle, Math.PI);
});
test.case("advances to next ship in play order", check => {
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);
battle.ships.list().forEach(ship => TestTools.setShipHP(ship, 10, 0));
// Check empty play_order case
check.equals(battle.playing_ship, null);
battle.advanceToNextShip();
check.equals(battle.playing_ship, null);
// Force play order
iforeach(battle.iships(), ship => TestTools.setAttribute(ship, "maneuvrability", 1));
var gen = new SkewedRandomGenerator([0.1, 0.2, 0.0]);
battle.throwInitiative(gen);
check.equals(battle.playing_ship, null);
battle.advanceToNextShip();
check.same(battle.playing_ship, ship2);
battle.advanceToNextShip();
check.same(battle.playing_ship, ship1);
battle.advanceToNextShip();
check.same(battle.playing_ship, ship3);
battle.advanceToNextShip();
check.same(battle.playing_ship, ship2);
// A dead ship is skipped
ship1.setDead();
battle.advanceToNextShip();
check.same(battle.playing_ship, ship3);
// Playing ship dies
ship3.setDead();
battle.advanceToNextShip();
check.same(battle.playing_ship, ship2);
});
test.case("handles the suicide case (playing ship dies because of its action)", check => {
let battle = TestTools.createBattle(3, 1);
let [ship1, ship2, ship3, ship4] = battle.play_order;
ship1.setArenaPosition(0, 0);
ship2.setArenaPosition(0, 0);
ship3.setArenaPosition(1000, 1000);
ship4.setArenaPosition(1000, 1000);
let weapon = TestTools.addWeapon(ship1, 8000, 0, 50, 100);
check.in("initially", check => {
check.same(battle.playing_ship, ship1, "playing ship");
check.equals(battle.ships.list().filter(ship => ship.alive), [ship1, ship2, ship3, ship4], "alive ships");
});
let result = battle.applyOneAction(nn(weapon.action).id, Target.newFromLocation(0, 0));
check.equals(result, true, "action applied successfully");
check.in("after weapon", check => {
check.same(battle.playing_ship, ship3, "playing ship");
check.equals(battle.ships.list().filter(ship => ship.alive), [ship3, ship4], "alive ships");
});
});
test.case("detects victory condition and logs a final EndBattleEvent", check => {
var fleet1 = new Fleet();
var fleet2 = new Fleet();
var ship1 = new Ship(fleet1, "F1S1");
var ship2 = new Ship(fleet1, "F1S2");
let ship3 = new Ship(fleet2, "F2S1");
var battle = new Battle(fleet1, fleet2);
battle.ships.list().forEach(ship => TestTools.setShipHP(ship, 10, 0));
battle.start();
battle.play_order = [ship3, ship2, ship1];
check.equals(battle.ended, false);
ship1.setDead();
ship2.setDead();
battle.advanceToNextShip();
check.equals(battle.ended, true);
let diff = battle.log.get(battle.log.count() - 1);
if (diff instanceof EndBattleDiff) {
check.notequals(diff.outcome.winner, null);
check.same(diff.outcome.winner, fleet2);
} else {
check.fail("Not an EndBattleDiff");
}
});
test.case("wear down equipment at the end of battle", check => {
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.ships.list().forEach(ship => TestTools.setShipHP(ship, 10, 0));
battle.start();
check.equals(equ1a.wear, 0);
check.equals(equ1b.wear, 0);
check.equals(equ2a.wear, 0);
check.equals(eng2a.wear, 0);
range(8).forEach(() => battle.advanceToNextShip());
check.equals(equ1a.wear, 0);
check.equals(equ1b.wear, 0);
check.equals(equ2a.wear, 0);
check.equals(eng2a.wear, 0);
battle.endBattle(null);
check.equals(equ1a.wear, 3);
check.equals(equ1b.wear, 3);
check.equals(equ2a.wear, 3);
check.equals(eng2a.wear, 3);
});
test.case("handles a draw in end battle", check => {
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();
check.equals(battle.ended, false);
ship1.setDead();
ship2.setDead();
ship3.setDead();
battle.log.clear();
check.equals(battle.ended, false);
battle.performChecks();
check.equals(battle.ended, true);
check.equals(battle.log.count(), 1);
let diff = battle.log.get(0);
if (diff instanceof EndBattleDiff) {
check.equals(diff.outcome.winner, null);
} else {
check.fail("Not an EndBattleDiff");
}
});
test.case("collects ships present in a circle", check => {
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);
check.equals(result, [ship2, ship3]);
});
test.case("adds and remove drones", check => {
let battle = new Battle();
let ship = new Ship();
let drone = new Drone(ship);
check.equals(battle.drones.count(), 0);
battle.addDrone(drone);
check.equals(battle.drones.count(), 1);
check.same(battle.drones.get(drone.id), drone);
battle.addDrone(drone);
check.equals(battle.drones.count(), 1);
battle.removeDrone(drone);
check.equals(battle.drones.count(), 0);
battle.removeDrone(drone);
check.equals(battle.drones.count(), 0);
});
test.case("checks if a player is able to play", check => {
let battle = new Battle();
let player = new Player();
check.equals(battle.canPlay(player), false);
let ship = new Ship();
TestTools.setShipPlaying(battle, ship);
check.equals(battle.canPlay(player), false);
ship.fleet.player = player;
check.equals(battle.canPlay(player), true);
});
test.case("gets the number of turns before a specific ship plays", check => {
let battle = TestTools.createBattle(2, 1);
check.in("initial", check => {
check.same(battle.playing_ship, battle.play_order[0], "first ship playing");
check.equals(battle.getPlayOrder(battle.play_order[0]), 0);
check.equals(battle.getPlayOrder(battle.play_order[1]), 1);
check.equals(battle.getPlayOrder(battle.play_order[2]), 2);
});
battle.advanceToNextShip();
check.in("1 step", check => {
check.same(battle.playing_ship, battle.play_order[1], "second ship playing");
check.equals(battle.getPlayOrder(battle.play_order[0]), 2);
check.equals(battle.getPlayOrder(battle.play_order[1]), 0);
check.equals(battle.getPlayOrder(battle.play_order[2]), 1);
});
battle.advanceToNextShip();
check.in("2 steps", check => {
check.same(battle.playing_ship, battle.play_order[2], "third ship playing");
check.equals(battle.getPlayOrder(battle.play_order[0]), 1);
check.equals(battle.getPlayOrder(battle.play_order[1]), 2);
check.equals(battle.getPlayOrder(battle.play_order[2]), 0);
});
battle.advanceToNextShip();
check.in("3 steps", check => {
check.same(battle.playing_ship, battle.play_order[0], "first ship playing");
check.equals(battle.getPlayOrder(battle.play_order[0]), 0);
check.equals(battle.getPlayOrder(battle.play_order[1]), 1);
check.equals(battle.getPlayOrder(battle.play_order[2]), 2);
});
});
test.case("lists area effects", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
check.equals(imaterialize(battle.iAreaEffects(100, 50)), []);
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);
check.equals(imaterialize(battle.iAreaEffects(100, 50)), [drone1.effects[0]]);
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;
check.equals(imaterialize(battle.iAreaEffects(100, 50)), [
drone1.effects[0],
(<ToggleAction>eq1.action).effects[0],
]);
});
test.case("is serializable", check => {
let battle = Battle.newQuickRandom();
battle.ai_playing = true;
let serializer = new Serializer(TK.SpaceTac);
let data = serializer.serialize(battle);
let loaded = serializer.unserialize(data);
check.equals(loaded.ai_playing, false);
battle.ai_playing = false;
check.equals(loaded, battle);
});
test.case("can revert the last action", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
ship.setValue("hull", 13);
battle.log.clear();
battle.log.add(new ShipValueDiff(ship, "hull", 4));
battle.log.add(new ShipActionUsedDiff(ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)));
battle.log.add(new ShipValueDiff(ship, "hull", 7));
battle.log.add(new ShipActionUsedDiff(ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)));
battle.log.add(new ShipValueDiff(ship, "hull", 2));
check.in("initial state", check => {
check.equals(ship.getValue("hull"), 13, "hull=13");
check.equals(battle.log.count(), 5, "log count=5");
});
battle.revertOneAction();
check.in("revert 1 action", check => {
check.equals(ship.getValue("hull"), 11, "hull=11");
check.equals(battle.log.count(), 3, "log count=3");
});
battle.revertOneAction();
check.in("revert 2 actions", check => {
check.equals(ship.getValue("hull"), 4, "hull=4");
check.equals(battle.log.count(), 1, "log count=1");
});
battle.revertOneAction();
check.in("revert 3 actions", check => {
check.equals(ship.getValue("hull"), 0, "hull=0");
check.equals(battle.log.count(), 0, "log count=0");
});
})
});
}