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spacetac/src/core/actions/MoveAction.spec.ts
2018-07-09 12:28:18 +02:00

109 lines
4.5 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("MoveAction", test => {
test.case("checks movement against remaining AP", check => {
var ship = new Ship();
var battle = new Battle(ship.fleet);
battle.grid = new PixelGrid();
TestTools.setShipPlaying(battle, ship);
ship.setValue("power", 6);
ship.arena_x = 0;
ship.arena_y = 0;
var action = new MoveAction("Engine", { distance_per_power: 10 });
ship.actions.addCustom(action);
var result = action.checkTarget(ship, Target.newFromLocation(0, 20));
check.equals(result, true);
result = action.checkTarget(ship, Target.newFromLocation(0, 80));
check.equals(result, false);
result = action.checkTarget(ship, Target.newFromLocation(0, 0));
check.equals(result, false);
});
test.case("forbids targetting a ship", check => {
var ship1 = new Ship(null, "Test1");
var ship2 = new Ship(null, "Test2");
var action = new MoveAction();
ship1.actions.addCustom(action);
var result = action.checkTarget(ship1, Target.newFromShip(ship1));
check.equals(result, null);
result = action.checkTarget(ship1, Target.newFromShip(ship2));
check.equals(result, null);
});
test.case("applies and reverts", check => {
let battle = TestTools.createBattle();
let ship = battle.play_order[0];
ship.setArenaPosition(500, 600);
TestTools.setShipModel(ship, 100, 0, 20);
ship.setValue("power", 5);
let action = new MoveAction("Engine", { distance_per_power: 4 });
ship.actions.addCustom(action);
TestTools.actionChain(check, battle, [
[ship, action, Target.newFromLocation(510, 605)],
], [
check => {
check.equals(ship.arena_x, 500, "ship X");
check.equals(ship.arena_y, 600, "ship Y");
check.equals(ship.getValue("power"), 5, "power");
},
check => {
check.equals(ship.arena_x, 510, "ship X");
check.equals(ship.arena_y, 605, "ship Y");
check.equals(ship.getValue("power"), 2, "power");
}
]);
});
test.case("can't move too much near another ship", check => {
var battle = TestTools.createBattle(1, 1);
var ship = battle.fleets[0].ships[0];
var enemy = battle.fleets[1].ships[0];
TestTools.setShipModel(ship, 100, 0, 100);
ship.setArenaPosition(500, 500);
enemy.setArenaPosition(1000, 500);
var action = new MoveAction("Engine", { distance_per_power: 1000, safety_distance: 200 });
var result = action.checkLocationTarget(ship, Target.newFromLocation(700, 500));
check.equals(result, true);
result = action.checkLocationTarget(ship, Target.newFromLocation(800, 500));
check.equals(result, true);
result = action.checkLocationTarget(ship, Target.newFromLocation(900, 500));
check.equals(result, false);
result = action.checkLocationTarget(ship, Target.newFromLocation(1000, 500));
check.equals(result, false);
result = action.checkLocationTarget(ship, Target.newFromLocation(1200, 500));
check.equals(result, true);
});
test.case("builds a textual description", check => {
let action = new MoveAction("Engine", { distance_per_power: 58, safety_distance: 0 });
check.equals(action.getEffectsDescription(), "Move: 58km per power point");
action = new MoveAction("Engine", { distance_per_power: 58, safety_distance: 12 });
check.equals(action.getEffectsDescription(), "Move: 58km per power point (safety: 12km)");
});
test.case("can't be used while in vigilance", check => {
let ship = new Ship();
TestTools.setShipModel(ship, 10, 10, 10);
let vigilance = ship.actions.addCustom(new VigilanceAction("Vigilance"));
let action = ship.actions.addCustom(new MoveAction("Engine"));
check.equals(action.checkCannotBeApplied(ship), null);
ship.actions.toggle(vigilance, true);
check.equals(action.checkCannotBeApplied(ship), ActionUnavailability.VIGILANCE);
});
});
}