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spacetac/src/core/ai/TacticalAIHelpers.spec.ts

254 lines
12 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("TacticalAIHelpers", test => {
test.case("produces direct weapon shots", check => {
let battle = new Battle();
let ship0a = battle.fleets[0].addShip(new Ship(null, "0A"));
let ship0b = battle.fleets[0].addShip(new Ship(null, "0B"));
let ship1a = battle.fleets[1].addShip(new Ship(null, "1A"));
let ship1b = battle.fleets[1].addShip(new Ship(null, "1B"));
TestTools.setShipModel(ship0a, 100, 0, 10);
TestTools.setShipPlaying(battle, ship0a);
let result = imaterialize(TacticalAIHelpers.produceDirectShots(ship0a, battle));
check.equals(result.length, 0);
let weapon1 = TestTools.addWeapon(ship0a, 10);
let weapon2 = TestTools.addWeapon(ship0a, 15);
result = imaterialize(TacticalAIHelpers.produceDirectShots(ship0a, battle));
check.equals(result.length, 4);
check.contains(result, new Maneuver(ship0a, weapon1, Target.newFromShip(ship1a)));
check.contains(result, new Maneuver(ship0a, weapon1, Target.newFromShip(ship1b)));
check.contains(result, new Maneuver(ship0a, weapon2, Target.newFromShip(ship1a)));
check.contains(result, new Maneuver(ship0a, weapon2, Target.newFromShip(ship1b)));
});
test.case("produces random moves inside a grid", check => {
let battle = new Battle();
battle.width = 100;
battle.height = 100;
let ship = battle.fleets[0].addShip();
TestTools.setShipModel(ship, 100, 0, 10);
TestTools.setShipPlaying(battle, ship);
let result = imaterialize(TacticalAIHelpers.produceRandomMoves(ship, battle, 2, 1));
check.equals(result.length, 0);
let engine = TestTools.addEngine(ship, 1000);
result = imaterialize(TacticalAIHelpers.produceRandomMoves(ship, battle, 2, 1, new SkewedRandomGenerator([0.5], true)));
check.equals(result, [
new Maneuver(ship, engine, Target.newFromLocation(25, 25)),
new Maneuver(ship, engine, Target.newFromLocation(75, 25)),
new Maneuver(ship, engine, Target.newFromLocation(25, 75)),
new Maneuver(ship, engine, Target.newFromLocation(75, 75)),
]);
});
test.case("produces interesting blast shots", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
let weapon = TestTools.addWeapon(ship, 50, 1, 1000, 105);
TestTools.setShipModel(ship, 100, 0, 10);
TestTools.setShipPlaying(battle, ship);
ship.actions.addCustom(weapon);
let result = imaterialize(TacticalAIHelpers.produceInterestingBlastShots(ship, battle));
check.equals(result.length, 0);
let enemy1 = battle.fleets[1].addShip();
enemy1.setArenaPosition(500, 0);
result = imaterialize(TacticalAIHelpers.produceInterestingBlastShots(ship, battle));
check.equals(result.length, 0);
let enemy2 = battle.fleets[1].addShip();
enemy2.setArenaPosition(700, 0);
result = imaterialize(TacticalAIHelpers.produceInterestingBlastShots(ship, battle));
check.equals(result, [
new Maneuver(ship, weapon, Target.newFromLocation(600, 0)),
new Maneuver(ship, weapon, Target.newFromLocation(600, 0)),
]);
let enemy3 = battle.fleets[1].addShip();
enemy3.setArenaPosition(700, 300);
result = imaterialize(TacticalAIHelpers.produceInterestingBlastShots(ship, battle));
check.equals(result, [
new Maneuver(ship, weapon, Target.newFromLocation(600, 0)),
new Maneuver(ship, weapon, Target.newFromLocation(600, 0)),
]);
});
test.case("evaluates turn cost", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
let weapon = TestTools.addWeapon(ship, 50, 5, 100);
let action = weapon;
let engine = TestTools.addEngine(ship, 25);
let maneuver = new Maneuver(ship, new BaseAction("fake"), new Target(0, 0), 0);
check.same(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver), -1);
maneuver = new Maneuver(ship, action, Target.newFromLocation(100, 0), 0);
check.same(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver), -Infinity);
TestTools.setShipModel(ship, 100, 0, 4, 1, [engine, action]);
maneuver = new Maneuver(ship, action, Target.newFromLocation(100, 0), 0);
check.same(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver), -Infinity);
TestTools.setShipModel(ship, 100, 0, 10, 1, [engine, action]);
maneuver = new Maneuver(ship, action, Target.newFromLocation(100, 0), 0);
check.equals(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver), 0.5); // 5 power remaining on 10
maneuver = new Maneuver(ship, action, Target.newFromLocation(110, 0), 0);
check.equals(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver), 0.4); // 4 power remaining on 10
maneuver = new Maneuver(ship, action, Target.newFromLocation(140, 0), 0);
check.equals(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver), 0.3); // 3 power remaining on 10
maneuver = new Maneuver(ship, action, Target.newFromLocation(310, 0), 0);
check.same(TacticalAIHelpers.evaluateTurnCost(ship, battle, maneuver), -1); // can't do in one turn
});
test.case("evaluates the drawback of doing nothing", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
TestTools.setShipModel(ship, 100, 0, 10);
let engine = TestTools.addEngine(ship, 50);
let weapon = TestTools.addWeapon(ship, 10, 2, 100, 10);
let toggle = ship.actions.addCustom(new ToggleAction("test"));
let maneuver = new Maneuver(ship, weapon, Target.newFromLocation(0, 0));
check.equals(TacticalAIHelpers.evaluateIdling(ship, battle, maneuver), 0.5, "fire");
maneuver = new Maneuver(ship, toggle, Target.newFromShip(ship));
check.equals(TacticalAIHelpers.evaluateIdling(ship, battle, maneuver), 0.5, "toggle on");
ship.actions.toggle(toggle, true);
maneuver = new Maneuver(ship, toggle, Target.newFromShip(ship));
check.equals(TacticalAIHelpers.evaluateIdling(ship, battle, maneuver), -0.2, "toggle off");
maneuver = new Maneuver(ship, engine, Target.newFromLocation(0, 48));
check.equals(TacticalAIHelpers.evaluateIdling(ship, battle, maneuver), -0.9, "move only, at full power");
maneuver = new Maneuver(ship, EndTurnAction.SINGLETON, Target.newFromShip(ship));
check.equals(TacticalAIHelpers.evaluateIdling(ship, battle, maneuver), -1, "end turn, at full power");
ship.setValue("power", 2);
maneuver = new Maneuver(ship, engine, Target.newFromLocation(0, 48));
check.equals(TacticalAIHelpers.evaluateIdling(ship, battle, maneuver), -0.1, "move only, at reduced power");
maneuver = new Maneuver(ship, EndTurnAction.SINGLETON, Target.newFromShip(ship));
check.equals(TacticalAIHelpers.evaluateIdling(ship, battle, maneuver), -0.2, "end turn, at reduced power");
});
test.case("evaluates damage to enemies", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
let weapon = TestTools.addWeapon(ship, 50, 5, 500, 100);
let action = weapon;
let enemy1 = battle.fleets[1].addShip();
enemy1.setArenaPosition(250, 0);
TestTools.setShipModel(enemy1, 50, 25);
let enemy2 = battle.fleets[1].addShip();
enemy2.setArenaPosition(300, 0);
TestTools.setShipModel(enemy2, 25, 0);
// no enemies hurt
let maneuver = new Maneuver(ship, action, Target.newFromLocation(100, 0));
check.nears(TacticalAIHelpers.evaluateEnemyHealth(ship, battle, maneuver), 0, 8);
// one enemy loses half-life
maneuver = new Maneuver(ship, action, Target.newFromLocation(180, 0));
check.nears(TacticalAIHelpers.evaluateEnemyHealth(ship, battle, maneuver), 0.1666666666, 8);
// one enemy loses half-life, the other one is dead
maneuver = new Maneuver(ship, action, Target.newFromLocation(280, 0));
check.nears(TacticalAIHelpers.evaluateEnemyHealth(ship, battle, maneuver), 0.6666666666, 8);
});
test.case("evaluates ship clustering", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
TestTools.setShipModel(ship, 100, 0, 10);
TestTools.addEngine(ship, 100);
let weapon = TestTools.addWeapon(ship, 100, 1, 100, 10);
let maneuver = new Maneuver(ship, weapon, Target.newFromLocation(200, 0), 0.5);
check.nears(maneuver.simulation.move_location.x, 100.5, 1);
check.equals(maneuver.simulation.move_location.y, 0);
check.equals(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver), 0);
battle.fleets[1].addShip().setArenaPosition(battle.width, battle.height);
check.nears(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver), -0.01, 2);
battle.fleets[1].addShip().setArenaPosition(120, 40);
check.nears(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver), -0.4, 1);
battle.fleets[0].addShip().setArenaPosition(80, 60);
check.nears(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver), -0.7, 1);
battle.fleets[0].addShip().setArenaPosition(110, 20);
check.equals(TacticalAIHelpers.evaluateClustering(ship, battle, maneuver), -1);
});
test.case("evaluates ship position", check => {
let battle = new Battle(undefined, undefined, 200, 100);
let ship = battle.fleets[0].addShip();
let weapon = TestTools.addWeapon(ship, 1, 1, 400);
let action = weapon;
ship.setArenaPosition(0, 0);
let maneuver = new Maneuver(ship, action, new Target(0, 0), 0);
check.equals(TacticalAIHelpers.evaluatePosition(ship, battle, maneuver), -1);
ship.setArenaPosition(100, 0);
maneuver = new Maneuver(ship, action, new Target(0, 0), 0);
check.equals(TacticalAIHelpers.evaluatePosition(ship, battle, maneuver), -1);
ship.setArenaPosition(100, 10);
maneuver = new Maneuver(ship, action, new Target(0, 0), 0);
check.equals(TacticalAIHelpers.evaluatePosition(ship, battle, maneuver), -0.6);
ship.setArenaPosition(100, 50);
maneuver = new Maneuver(ship, action, new Target(0, 0), 0);
check.equals(TacticalAIHelpers.evaluatePosition(ship, battle, maneuver), 1);
});
test.case("evaluates overheat", check => {
let battle = new Battle(undefined, undefined, 200, 100);
let ship = battle.fleets[0].addShip();
let weapon = TestTools.addWeapon(ship, 1, 1, 400);
let maneuver = new Maneuver(ship, weapon, new Target(0, 0));
check.equals(TacticalAIHelpers.evaluateOverheat(ship, battle, maneuver), 0);
weapon.configureCooldown(1, 1);
ship.actions.updateFromShip(ship);
ship.actions.addCustom(weapon);
check.equals(TacticalAIHelpers.evaluateOverheat(ship, battle, maneuver), -0.4);
weapon.configureCooldown(1, 2);
ship.actions.updateFromShip(ship);
ship.actions.addCustom(weapon);
check.equals(TacticalAIHelpers.evaluateOverheat(ship, battle, maneuver), -0.8);
weapon.configureCooldown(1, 3);
ship.actions.updateFromShip(ship);
ship.actions.addCustom(weapon);
check.equals(TacticalAIHelpers.evaluateOverheat(ship, battle, maneuver), -1);
weapon.configureCooldown(2, 1);
ship.actions.updateFromShip(ship);
ship.actions.addCustom(weapon);
check.equals(TacticalAIHelpers.evaluateOverheat(ship, battle, maneuver), 0);
});
});
}