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spacetac/src/ui/battle/WeaponEffect.spec.ts

123 lines
5.2 KiB
TypeScript

module TK.SpaceTac.UI.Specs {
testing("WeaponEffect", test => {
let testgame = setupBattleview(test);
function checkEmitters(step: string, expected: number) {
test.check.same(testgame.view.arena.layer_weapon_effects.length, expected, `${step} - layer children`);
//test.check.same(keys(testgame.view.particles.emitters).length, expected, `${step} - registered emitters`);
}
test.case("displays shield hit effect", check => {
let battleview = testgame.view;
battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), new Target(0, 0), new TriggerAction("weapon"));
effect.shieldImpactEffect({ x: 10, y: 10 }, { x: 20, y: 15 }, 500, 3000, true);
let layer = battleview.arena.layer_weapon_effects;
check.equals(layer.length, 1);
testgame.clockForward(600);
check.equals(layer.length, 2);
let child = layer.list[0];
if (check.instance(child, UIImage, "first child is an image")) {
check.nears(child.rotation, -2.677945044588987, 10);
check.equals(child.x, 20, "x");
check.equals(child.y, 15, "y");
}
check.instance(layer.list[1], Phaser.GameObjects.Particles.ParticleEmitterManager, "second child is an emitter");
});
test.case("displays gatling gun effect", check => {
let battleview = testgame.view;
battleview.timer = new Timer();
let ship = nn(battleview.battle.playing_ship);
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), new TriggerAction("weapon"));
effect.gunEffect();
let layer = battleview.arena.layer_weapon_effects;
check.equals(layer.length, 1);
check.instance(layer.list[0], Phaser.GameObjects.Particles.ParticleEmitterManager, "first child is an emitter");
});
test.case("displays shield and hull effect on impacted ships", check => {
let battleview = testgame.view;
battleview.timer = new Timer();
let ship = nn(battleview.battle.playing_ship);
ship.setArenaPosition(50, 30);
let weapon = new TriggerAction("weapon", { effects: [new DamageEffect(1)], range: 500 });
check.patch(weapon, "getImpactedShips", () => [ship]);
let dest = new Ship();
let effect = new WeaponEffect(battleview.arena, dest, Target.newFromShip(dest), weapon);
check.patch(effect, "getEffectForWeapon", () => (() => 100));
let mock_shield_impact = check.patch(effect, "shieldImpactEffect", null);
let mock_hull_impact = check.patch(effect, "hullImpactEffect", null);
ship.setValue("shield", 0);
effect.start();
check.called(mock_shield_impact, 0);
check.called(mock_hull_impact, [
[Target.newFromShip(dest), ship.location, 40, 400]
]);
ship.setValue("shield", 10);
effect.start();
check.called(mock_shield_impact, [
[Target.newFromShip(dest), ship.location, 40, 800, false]
]);
check.called(mock_hull_impact, 0);
});
test.case("removes particle emitters when done", check => {
let battleview = testgame.view;
battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(50, 50), new TriggerAction("weapon"));
effect.gunEffect();
checkEmitters("gun effect started", 1);
testgame.clockForward(6000);
checkEmitters("gun effect ended", 0);
effect.hullImpactEffect({ x: 0, y: 0 }, { x: 50, y: 50 }, 1000, 2000);
checkEmitters("hull effect started", 1);
testgame.clockForward(8500);
checkEmitters("hull effect ended", 0);
});
test.case("adds a laser effect", check => {
let battleview = testgame.view;
battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(31, 49), new TriggerAction("weapon"));
let result = effect.angularLaser({ x: 20, y: 30 }, 300, Math.PI / 4, -Math.PI / 2, 5);
check.equals(result, 200);
let layer = battleview.arena.layer_weapon_effects;
check.equals(layer.length, 1);
let image = layer.list[0];
if (check.instance(image, UIImage, "first child is an image")) {
check.equals(image.name, "battle-effects-laser");
//check.equals(image.width, 300);
check.equals(image.x, 20);
check.equals(image.y, 30);
check.nears(image.rotation, Math.PI / 4);
}
let values = battleview.animations.simulate(image, "rotation", 4);
check.nears(values[0], Math.PI / 4);
check.nears(values[1], 0);
check.nears(values[2], -Math.PI / 4);
check.nears(values[3], -Math.PI / 2);
});
});
}