102 lines
4 KiB
TypeScript
102 lines
4 KiB
TypeScript
/// <reference path="TestGame.ts"/>
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module SpaceTac.View.Specs {
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"use strict";
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describe("ActionBar", () => {
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inbattleview_it("lists available actions for selected ship", (battleview: BattleView) => {
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var bar = battleview.action_bar;
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// Ship not owned by current battleview player
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var ship = new Game.Ship();
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bar.setShip(ship);
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expect(bar.actions.length).toBe(0);
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// Ship with no equipment (only endturn action)
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battleview.player = ship.getPlayer();
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bar.setShip(ship);
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expect(bar.actions.length).toBe(1);
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expect(bar.actions[0].action.code).toEqual("endturn");
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// Add an engine, with move action
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ship.addSlot(Game.SlotType.Engine).attach((new Game.Equipments.ConventionalEngine()).generate());
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bar.setShip(ship);
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expect(bar.actions.length).toBe(2);
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expect(bar.actions[0].action.code).toEqual("move");
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// Add a weapon, with fire action
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ship.addSlot(Game.SlotType.Weapon).attach((new Game.Equipments.GatlingGun()).generate());
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bar.setShip(ship);
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expect(bar.actions.length).toBe(3);
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expect(bar.actions[1].action.code).toEqual("fire-gatlinggun");
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});
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inbattleview_it("mark actions that would become unavailable after use", (battleview: BattleView) => {
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var bar = battleview.action_bar;
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var ship = new Game.Ship();
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ship.arena_x = 1;
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ship.arena_y = 8;
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var engine = (new Game.Equipments.ConventionalEngine()).generate();
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engine.ap_usage = 8;
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engine.distance = 4;
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ship.addSlot(Game.SlotType.Engine).attach(engine);
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var weapon1 = (new Game.Equipments.GatlingGun()).generate();
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weapon1.ap_usage = 3;
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ship.addSlot(Game.SlotType.Weapon).attach(weapon1);
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var weapon2 = (new Game.Equipments.GatlingGun()).generate();
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weapon2.ap_usage = 5;
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ship.addSlot(Game.SlotType.Weapon).attach(weapon2);
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battleview.battle.playing_ship = ship;
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battleview.player = ship.getPlayer();
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ship.ap_current.setMaximal(10);
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ship.ap_current.set(9);
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bar.setShip(ship);
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expect(bar.actions.length).toBe(4);
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var checkFading = (fading: number[], available: number[]) => {
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fading.forEach((index: number) => {
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var icon = bar.actions[index];
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expect(icon.fading).toBe(true);
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});
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available.forEach((index: number) => {
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var icon = bar.actions[index];
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expect(icon.fading).toBe(false);
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});
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};
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// Weapon 1 leaves all choices open
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bar.actions[1].processClick();
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checkFading([], [0, 1, 2, 3]);
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// Weapon 2 can't be fired twice
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bar.actions[2].processClick();
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checkFading([2], [0, 1, 3]);
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// Not enough AP for both weapons
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ship.ap_current.set(7);
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bar.actions[2].processClick();
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checkFading([1, 2], [0, 3]);
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// Not enough AP to move
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ship.ap_current.set(3);
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bar.actions[1].processClick();
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checkFading([0, 1, 2], [3]);
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// Dynamic AP usage for move actions
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ship.ap_current.set(6);
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bar.actions[0].processClick();
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checkFading([], [0, 1, 2, 3]);
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bar.actions[0].processHover(Game.Target.newFromLocation(2, 8));
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checkFading([2], [0, 1, 3]);
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bar.actions[0].processHover(Game.Target.newFromLocation(3, 8));
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checkFading([1, 2], [0, 3]);
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bar.actions[0].processHover(Game.Target.newFromLocation(4, 8));
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checkFading([0, 1, 2], [3]);
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bar.actions[0].processHover(Game.Target.newFromLocation(5, 8));
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checkFading([0, 1, 2], [3]);
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});
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});
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}
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