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spacetac/src/core/MoveFireSimulator.spec.ts

104 lines
5.6 KiB
TypeScript

module TS.SpaceTac.Specs {
describe("MoveFireSimulator", function () {
function simpleWeaponCase(distance = 10, ship_ap = 5, weapon_ap = 3, engine_distance = 5): [Ship, MoveFireSimulator, BaseAction] {
let ship = new Ship();
TestTools.setShipAP(ship, ship_ap);
TestTools.addEngine(ship, engine_distance);
let action = new FireWeaponAction(new Equipment(), true);
action.equipment.distance = distance;
action.equipment.ap_usage = weapon_ap;
let simulator = new MoveFireSimulator(ship);
return [ship, simulator, action];
}
it("finds the best engine to make a move", function () {
let ship = new Ship();
let simulator = new MoveFireSimulator(ship);
expect(simulator.findBestEngine()).toBe(null);
let engine1 = TestTools.addEngine(ship, 100);
expect(simulator.findBestEngine()).toBe(engine1);
let engine2 = TestTools.addEngine(ship, 120);
let engine3 = TestTools.addEngine(ship, 150);
let engine4 = TestTools.addEngine(ship, 70);
let best = simulator.findBestEngine();
expect(best).toBe(engine3);
expect((<Equipment>best).distance).toBe(150);
});
it("fires directly when in range", function () {
let [ship, simulator, action] = simpleWeaponCase();
let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(false, 'need_move');
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(true, 'can_fire');
expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "fire-equiment" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3, possible: true }
]);
});
it("can't fire when in range, but not enough AP", function () {
let [ship, simulator, action] = simpleWeaponCase(10, 2, 3);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 5, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(false, 'need_move');
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(false, 'can_fire');
expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "fire-equiment" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 3, possible: false }
]);
});
it("moves straight to get within range", function () {
let [ship, simulator, action] = simpleWeaponCase();
let result = simulator.simulateAction(action, new Target(ship.arena_x + 15, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(true, 'need_move');
expect(result.can_end_move).toBe(true, 'can_end_move');
expect(result.move_location).toEqual(new Target(ship.arena_x + 5, ship.arena_y, null));
expect(result.total_move_ap).toBe(1);
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(true, 'can_fire');
expect(result.total_fire_ap).toBe(3, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 5, ship.arena_y, null), ap: 1, possible: true },
{ action: jasmine.objectContaining({ code: "fire-equiment" }), target: new Target(ship.arena_x + 15, ship.arena_y, null), ap: 3, possible: true }
]);
});
it("moves to get in range, even if not enough AP to fire", function () {
let [ship, simulator, action] = simpleWeaponCase(8, 3, 2, 5);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 18, ship.arena_y, null));
expect(result.success).toBe(true, 'success');
expect(result.need_move).toBe(true, 'need_move');
expect(result.can_end_move).toBe(true, 'can_end_move');
expect(result.move_location).toEqual(new Target(ship.arena_x + 10, ship.arena_y, null));
expect(result.total_move_ap).toBe(2);
expect(result.need_fire).toBe(true, 'need_fire');
expect(result.can_fire).toBe(false, 'can_fire');
expect(result.total_fire_ap).toBe(2, 'total_fire_ap');
expect(result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "move" }), target: new Target(ship.arena_x + 10, ship.arena_y, null), ap: 2, possible: true },
{ action: jasmine.objectContaining({ code: "fire-equiment" }), target: new Target(ship.arena_x + 18, ship.arena_y, null), ap: 2, possible: false }
]);
});
it("does nothing if trying to move in the same spot", function () {
let [ship, simulator, action] = simpleWeaponCase();
let result = simulator.simulateAction(ship.listEquipment(SlotType.Engine)[0].action, new Target(ship.arena_x, ship.arena_y, null));
expect(result.success).toBe(true);
expect(result.need_move).toBe(false);
expect(result.need_fire).toBe(false);
expect(result.parts).toEqual([]);
});
});
}