402 lines
16 KiB
TypeScript
402 lines
16 KiB
TypeScript
module TK.SpaceTac.Specs {
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testing("Ship", test => {
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test.case("creates a full name", check => {
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let ship = new Ship();
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check.equals(ship.getName(false), "Ship");
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check.equals(ship.getName(true), "Level 1 Ship");
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ship.model = new ShipModel("test", "Hauler");
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check.equals(ship.getName(false), "Hauler");
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check.equals(ship.getName(true), "Level 1 Hauler");
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ship.name = "Titan-W12";
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check.equals(ship.getName(false), "Titan-W12");
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check.equals(ship.getName(true), "Level 1 Titan-W12");
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ship.level.forceLevel(3);
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check.equals(ship.getName(false), "Titan-W12");
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check.equals(ship.getName(true), "Level 3 Titan-W12");
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});
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test.case("moves in the arena", check => {
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let ship = new Ship(null, "Test");
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let engine = TestTools.addEngine(ship, 50);
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check.equals(ship.arena_x, 0);
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check.equals(ship.arena_y, 0);
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check.equals(ship.arena_angle, 0);
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ship.setArenaFacingAngle(1.2);
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ship.setArenaPosition(12, 50);
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check.equals(ship.arena_x, 12);
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check.equals(ship.arena_y, 50);
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check.nears(ship.arena_angle, 1.2);
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});
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test.case("lists available actions from attached equipment", check => {
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var ship = new Ship(null, "Test");
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var actions: BaseAction[];
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var slot: Slot;
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var equipment: Equipment;
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actions = ship.getAvailableActions();
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check.equals(actions.length, 1);
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check.equals(actions[0].code, "endturn");
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slot = ship.addSlot(SlotType.Engine);
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equipment = new Equipment(slot.type);
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equipment.action = new MoveAction(equipment);
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slot.attach(equipment);
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slot = ship.addSlot(SlotType.Weapon);
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equipment = new Equipment(slot.type);
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slot.attach(equipment);
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slot = ship.addSlot(SlotType.Power);
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equipment = new Equipment(slot.type);
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equipment.action = new TriggerAction(equipment);
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slot.attach(equipment);
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actions = ship.getAvailableActions();
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check.equals(actions.length, 3);
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check.equals(actions[0].code, "move");
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check.equals(actions[1].code, "fire-equipment");
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check.equals(actions[2].code, "endturn");
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});
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test.case("applies permanent effects of equipments on attributes", check => {
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var ship = new Ship(null, "Test");
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var slot: Slot;
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var equipment: Equipment;
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slot = ship.addSlot(SlotType.Power);
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equipment = new Equipment();
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equipment.slot_type = slot.type;
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equipment.effects.push(new AttributeEffect("power_capacity", 4));
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slot.attach(equipment);
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slot = ship.addSlot(SlotType.Power);
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equipment = new Equipment();
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equipment.slot_type = slot.type;
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equipment.effects.push(new AttributeEffect("power_capacity", 5));
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slot.attach(equipment);
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ship.updateAttributes();
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check.equals(ship.attributes.power_capacity.get(), 9);
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});
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test.case("repairs hull and recharges shield", check => {
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var ship = new Ship(null, "Test");
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TestTools.setAttribute(ship, "hull_capacity", 120);
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TestTools.setAttribute(ship, "shield_capacity", 150);
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check.equals(ship.getValue("hull"), 0);
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check.equals(ship.getValue("shield"), 0);
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ship.restoreHealth();
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check.equals(ship.getValue("hull"), 120);
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check.equals(ship.getValue("shield"), 150);
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});
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test.case("checks if a ship is able to play", check => {
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let battle = new Battle();
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let ship = battle.fleets[0].addShip();
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ship.setValue("hull", 10);
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check.equals(ship.isAbleToPlay(), false);
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check.equals(ship.isAbleToPlay(false), true);
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ship.setValue("power", 5);
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check.equals(ship.isAbleToPlay(), true);
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check.equals(ship.isAbleToPlay(false), true);
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ship.setDead();
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check.equals(ship.isAbleToPlay(), false);
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check.equals(ship.isAbleToPlay(false), false);
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});
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test.case("counts attached equipment", check => {
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var ship = new Ship();
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check.equals(ship.getEquipmentCount(), 0);
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ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
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ship.addSlot(SlotType.Shield);
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ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
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check.equals(ship.getEquipmentCount(), 2);
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});
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test.case("can pick a random attached equipment", check => {
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var ship = new Ship();
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check.equals(ship.getRandomEquipment(), null);
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ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
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ship.addSlot(SlotType.Shield);
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ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
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var random = new SkewedRandomGenerator([0.2]);
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var picked = ship.getRandomEquipment(random);
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check.notequals(picked, null);
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check.same(picked, ship.slots[0].attached);
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random = new SkewedRandomGenerator([0.999999]);
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picked = ship.getRandomEquipment(random);
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check.notequals(picked, null);
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check.same(picked, ship.slots[2].attached);
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});
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test.case("checks if a ship is inside a given circle", check => {
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let ship = new Ship();
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ship.arena_x = 5;
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ship.arena_y = 8;
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check.equals(ship.isInCircle(5, 8, 0), true);
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check.equals(ship.isInCircle(5, 8, 1), true);
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check.equals(ship.isInCircle(5, 7, 1), true);
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check.equals(ship.isInCircle(6, 9, 1.7), true);
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check.equals(ship.isInCircle(5, 8.1, 0), false);
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check.equals(ship.isInCircle(5, 7, 0.9), false);
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check.equals(ship.isInCircle(12, -4, 5), false);
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});
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test.case("stores items in cargo space", check => {
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let ship = new Ship();
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let equipment1 = new Equipment();
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let equipment2 = new Equipment();
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let result = ship.addCargo(equipment1);
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check.equals(result, false);
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check.equals(ship.cargo, []);
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check.equals(ship.getFreeCargoSpace(), 0);
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ship.setCargoSpace(1);
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check.equals(ship.getFreeCargoSpace(), 1);
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result = ship.addCargo(equipment1);
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check.equals(result, true);
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check.equals(ship.cargo, [equipment1]);
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check.equals(ship.getFreeCargoSpace(), 0);
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result = ship.addCargo(equipment1);
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check.equals(result, false);
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check.equals(ship.cargo, [equipment1]);
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result = ship.addCargo(equipment2);
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check.equals(result, false);
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check.equals(ship.cargo, [equipment1]);
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ship.setCargoSpace(2);
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check.equals(ship.getFreeCargoSpace(), 1);
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result = ship.addCargo(equipment2);
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check.equals(result, true);
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check.equals(ship.cargo, [equipment1, equipment2]);
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check.equals(ship.getFreeCargoSpace(), 0);
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ship.setCargoSpace(1);
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check.equals(ship.cargo, [equipment1]);
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check.equals(ship.getFreeCargoSpace(), 0);
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ship.setCargoSpace(2);
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check.equals(ship.cargo, [equipment1]);
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check.equals(ship.getFreeCargoSpace(), 1);
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});
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test.case("equips items from cargo", check => {
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let ship = new Ship();
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let equipment = new Equipment(SlotType.Weapon);
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let slot = ship.addSlot(SlotType.Weapon);
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check.equals(ship.listEquipment(), []);
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let result = ship.equip(equipment);
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check.equals(result, false);
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check.equals(ship.listEquipment(), []);
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ship.setCargoSpace(1);
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ship.addCargo(equipment);
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result = ship.equip(equipment);
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check.equals(result, true);
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check.equals(ship.listEquipment(SlotType.Weapon), [equipment]);
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check.equals(equipment.attached_to, slot);
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});
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test.case("removes equipped items", check => {
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let ship = new Ship();
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let equipment = new Equipment(SlotType.Weapon);
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let slot = ship.addSlot(SlotType.Weapon);
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slot.attach(equipment);
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check.equals(ship.listEquipment(), [equipment]);
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check.same(slot.attached, equipment);
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check.same(equipment.attached_to, slot);
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let result = ship.unequip(equipment);
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check.equals(result, false);
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check.equals(ship.listEquipment(), [equipment]);
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check.equals(ship.cargo, []);
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ship.setCargoSpace(10);
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result = ship.unequip(equipment);
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check.equals(result, true);
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check.equals(ship.listEquipment(), []);
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check.equals(ship.cargo, [equipment]);
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check.equals(slot.attached, null);
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check.equals(equipment.attached_to, null);
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result = ship.unequip(equipment);
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check.equals(result, false);
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check.equals(ship.listEquipment(), []);
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check.equals(ship.cargo, [equipment]);
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});
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test.case("checks equipment requirements", check => {
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let ship = new Ship();
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let equipment = new Equipment(SlotType.Hull);
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check.equals(ship.canEquip(equipment), null);
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ship.addSlot(SlotType.Engine);
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check.equals(ship.canEquip(equipment), null);
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let slot = ship.addSlot(SlotType.Hull);
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check.same(ship.canEquip(equipment), slot);
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equipment.requirements["skill_photons"] = 2;
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check.equals(ship.canEquip(equipment), null);
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ship.upgradeSkill("skill_photons");
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check.equals(ship.canEquip(equipment), null);
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ship.upgradeSkill("skill_photons");
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check.same(ship.canEquip(equipment), slot);
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slot.attach(new Equipment(SlotType.Hull));
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check.equals(ship.canEquip(equipment), null);
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});
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test.case("allow skills upgrading from current level", check => {
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let ship = new Ship();
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check.equals(ship.level.get(), 1);
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check.equals(ship.getAvailableUpgradePoints(), 10);
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ship.level.forceLevel(2);
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check.equals(ship.level.get(), 2);
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check.equals(ship.getAvailableUpgradePoints(), 15);
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check.equals(ship.getAttribute("skill_photons"), 0);
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ship.upgradeSkill("skill_photons");
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check.equals(ship.getAttribute("skill_photons"), 1);
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range(50).forEach(() => ship.upgradeSkill("skill_gravity"));
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check.equals(ship.getAttribute("skill_photons"), 1);
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check.equals(ship.getAttribute("skill_gravity"), 14);
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check.equals(ship.getAvailableUpgradePoints(), 0);
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ship.updateAttributes();
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check.equals(ship.getAttribute("skill_photons"), 1);
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check.equals(ship.getAttribute("skill_gravity"), 14);
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});
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test.case("restores as new at the end of battle", check => {
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let ship = new Ship();
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TestTools.setShipHP(ship, 10, 20);
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TestTools.setShipAP(ship, 5, 0);
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ship.setValue("hull", 5);
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ship.setValue("shield", 15);
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ship.setValue("power", 2);
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ship.active_effects.add(new StickyEffect(new AttributeLimitEffect("power_capacity", 3), 12));
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ship.updateAttributes();
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check.in("before", check => {
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check.equals(ship.getValue("hull"), 5, "hull");
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check.equals(ship.getValue("shield"), 15, "shield");
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check.equals(ship.getValue("power"), 2, "power");
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check.equals(ship.active_effects.count(), 1, "effects count");
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check.equals(ship.getAttribute("power_capacity"), 3, "power capacity");
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});
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ship.restoreInitialState();
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check.in("after", check => {
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check.equals(ship.getValue("hull"), 10, "hull");
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check.equals(ship.getValue("shield"), 20, "shield");
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check.equals(ship.getValue("power"), 5, "power");
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check.equals(ship.active_effects.count(), 0, "effects count");
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check.equals(ship.getAttribute("power_capacity"), 5, "power capacity");
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});
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});
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test.case("lists active effects", check => {
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let ship = new Ship();
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check.equals(imaterialize(ship.ieffects()), []);
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let equipment = ship.addSlot(SlotType.Engine).attach(new Equipment(SlotType.Engine));
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check.equals(imaterialize(ship.ieffects()), []);
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let effect1 = new AttributeEffect("precision", 4);
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equipment.effects.push(effect1);
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check.equals(imaterialize(ship.ieffects()), [effect1]);
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let effect2 = new AttributeLimitEffect("precision", 2);
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ship.active_effects.add(new StickyEffect(effect2, 4));
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check.equals(imaterialize(ship.ieffects()), [effect1, effect2]);
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});
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test.case("gets a textual description of an attribute", check => {
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let ship = new Ship();
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check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation");
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let equipment = new Equipment(SlotType.Engine);
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equipment.effects = [new AttributeEffect("skill_photons", 4)];
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equipment.name = "Photonic engine";
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ship.addSlot(SlotType.Engine).attach(equipment);
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check.equals(ship.getAttribute("skill_photons"), 4);
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check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation\n\nPhotonic engine Mk1: +4");
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ship.level.forceLevelUp();
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ship.upgradeSkill("skill_photons");
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ship.upgradeSkill("skill_photons");
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check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation\n\nLevelled up: +2\nPhotonic engine Mk1: +4");
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ship.active_effects.add(new StickyEffect(new AttributeLimitEffect("skill_photons", 3)));
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check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation\n\nLevelled up: +2\nPhotonic engine Mk1: +4\n???: limit to 3");
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});
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test.case("produces death diffs", check => {
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let battle = TestTools.createBattle(1);
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let ship = nn(battle.playing_ship);
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check.equals(ship.getDeathDiffs(battle), [
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new ShipValueDiff(ship, "hull", -1),
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new ShipDeathDiff(battle, ship),
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]);
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let effect1 = ship.active_effects.add(new AttributeEffect("skill_quantum", 2));
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let effect2 = ship.active_effects.add(new StickyEffect(new AttributeEffect("skill_materials", 4)));
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let weapon1 = TestTools.addWeapon(ship);
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weapon1.action = new ToggleAction(weapon1, 3);
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let weapon2 = TestTools.addWeapon(ship);
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let action = weapon2.action = new ToggleAction(weapon2, 3);
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action.activated = true;
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check.equals(ship.getDeathDiffs(battle), [
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new ShipEffectRemovedDiff(ship, effect1),
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new ShipAttributeDiff(ship, "skill_quantum", {}, { cumulative: 2 }),
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new ShipEffectRemovedDiff(ship, effect2),
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new ShipAttributeDiff(ship, "skill_materials", {}, { cumulative: 4 }),
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new ShipActionToggleDiff(ship, action, false),
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new ShipValueDiff(ship, "hull", -1),
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new ShipDeathDiff(battle, ship),
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]);
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});
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});
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}
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