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spacetac/src/core/actions/EndTurnAction.spec.ts

200 lines
9.7 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("EndTurnAction", test => {
test.case("can't be applied to non-playing ship", check => {
let battle = new Battle();
battle.fleets[0].addShip();
battle.fleets[0].addShip();
battle.throwInitiative();
battle.setPlayingShip(battle.play_order[0]);
let action = new EndTurnAction();
check.equals(action.checkCannotBeApplied(battle.play_order[0]), ActionUnavailability.NO_SUCH_ACTION);
action = EndTurnAction.SINGLETON;
check.equals(action.checkCannotBeApplied(battle.play_order[0]), null);
check.equals(action.checkCannotBeApplied(battle.play_order[1]), ActionUnavailability.NOT_PLAYING);
});
test.case("changes active ship", check => {
let battle = TestTools.createBattle(2, 0);
TestTools.actionChain(check, battle, [
[battle.play_order[0], EndTurnAction.SINGLETON, undefined],
], [
check => {
check.equals(battle.play_index, 0, "play_index is 0");
check.same(battle.playing_ship, battle.play_order[0], "first ship is playing");
check.equals(battle.play_order[0].playing, true, "first ship is playing");
check.equals(battle.play_order[1].playing, false, "second ship is not playing");
},
check => {
check.equals(battle.play_index, 1, "play_index is 1");
check.same(battle.playing_ship, battle.play_order[1], "second ship is playing");
check.equals(battle.play_order[0].playing, false, "first ship is not playing");
check.equals(battle.play_order[1].playing, true, "second ship is playing");
}
]);
});
test.case("generates power for previous ship", check => {
let battle = TestTools.createBattle(1, 1);
let [ship1, ship2] = battle.play_order;
TestTools.setShipModel(ship1, 100, 0, 10);
let toggle = new ToggleAction("toggle", { power: 2 });
ship1.actions.addCustom(toggle);
ship1.setValue("power", 6);
TestTools.actionChain(check, battle, [
[ship1, toggle, undefined],
[ship1, toggle, undefined],
[ship1, EndTurnAction.SINGLETON, undefined],
[ship2, EndTurnAction.SINGLETON, undefined],
[ship1, toggle, undefined],
[ship1, EndTurnAction.SINGLETON, undefined],
[ship2, EndTurnAction.SINGLETON, undefined],
[ship1, EndTurnAction.SINGLETON, undefined],
[ship2, EndTurnAction.SINGLETON, undefined],
[ship1, toggle, undefined],
[ship1, EndTurnAction.SINGLETON, undefined],
], [
check => {
check.equals(ship1.getValue("power"), 6, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 4, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 6, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 10, "power value");
check.same(battle.playing_ship, ship2);
},
check => {
check.equals(ship1.getValue("power"), 10, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 8, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 8, "power value");
check.same(battle.playing_ship, ship2);
},
check => {
check.equals(ship1.getValue("power"), 8, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 8, "power value");
check.same(battle.playing_ship, ship2);
},
check => {
check.equals(ship1.getValue("power"), 8, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 10, "power value");
check.same(battle.playing_ship, ship1);
},
check => {
check.equals(ship1.getValue("power"), 10, "power value");
check.same(battle.playing_ship, ship2);
},
]);
});
test.case("cools down equipment for previous ship", check => {
let battle = TestTools.createBattle(1, 0);
let ship = battle.play_order[0];
let equ1 = TestTools.addWeapon(ship);
equ1.configureCooldown(1, 3);
let cd1 = ship.actions.getCooldown(equ1);
cd1.use();
let equ2 = TestTools.addWeapon(ship);
equ2.configureCooldown(1, 2);
let cd2 = ship.actions.getCooldown(equ2);
cd2.use();
let equ3 = TestTools.addWeapon(ship);
let cd3 = ship.actions.getCooldown(equ3);
cd3.use();
TestTools.actionChain(check, battle, [
[ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)],
[ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)],
[ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)],
], [
check => {
check.equals(cd1.heat, 3, "equ1 heat");
check.equals(cd2.heat, 2, "equ2 heat");
check.equals(cd3.heat, 0, "equ3 heat");
},
check => {
check.equals(cd1.heat, 2, "equ1 heat");
check.equals(cd2.heat, 1, "equ2 heat");
check.equals(cd3.heat, 0, "equ3 heat");
},
check => {
check.equals(cd1.heat, 1, "equ1 heat");
check.equals(cd2.heat, 0, "equ2 heat");
check.equals(cd3.heat, 0, "equ3 heat");
},
check => {
check.equals(cd1.heat, 0, "equ1 heat");
check.equals(cd2.heat, 0, "equ2 heat");
check.equals(cd3.heat, 0, "equ3 heat");
}
]);
});
test.case("fades sticky effects for previous ship", check => {
let battle = TestTools.createBattle(1, 0);
let ship = battle.play_order[0];
let effect1 = new BaseEffect("e1");
let effect2 = new StickyEffect(new AttributeLimitEffect("evasion", 7), 2);
ship.active_effects.add(effect1);
ship.active_effects.add(effect2);
effect2.base.getOnDiffs(ship, ship).forEach(effect => effect.apply(battle));
check.patch(battle, "getAreaEffects", (): [Ship, BaseEffect][] => [[ship, effect1]]);
TestTools.actionChain(check, battle, [
[ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)],
[ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)],
[ship, EndTurnAction.SINGLETON, Target.newFromShip(ship)],
], [
check => {
check.equals(ship.active_effects.count(), 2, "effect count");
check.contains(ship.active_effects.ids(), effect2.id, "sticky effect active");
check.equals((<StickyEffect>nn(ship.active_effects.get(effect2.id))).duration, 2, "duration sticky effect");
check.equals(ship.attributes.evasion.getMaximal(), 7, "max evasion");
},
check => {
check.equals(ship.active_effects.count(), 2, "effect count");
check.contains(ship.active_effects.ids(), effect2.id, "sticky effect active");
check.equals((<StickyEffect>nn(ship.active_effects.get(effect2.id))).duration, 1, "duration sticky effect");
check.equals(ship.attributes.evasion.getMaximal(), 7, "max evasion");
},
check => {
check.equals(ship.active_effects.count(), 1, "effect count");
check.notcontains(ship.active_effects.ids(), effect2.id, "sticky effect removed");
check.equals(ship.attributes.evasion.getMaximal(), Infinity, "max evasion");
},
check => {
check.equals(ship.active_effects.count(), 1, "effect count");
check.notcontains(ship.active_effects.ids(), effect2.id, "sticky effect removed");
check.equals(ship.attributes.evasion.getMaximal(), Infinity, "max evasion");
}
]);
});
});
}