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

112 lines
4.5 KiB
TypeScript

module TS.SpaceTac {
describe("MoveAction", function () {
it("checks movement against remaining AP", function () {
var ship = new Ship();
var battle = new Battle(ship.fleet);
battle.playing_ship = ship;
ship.values.power.setMaximal(20);
ship.values.power.set(6);
ship.arena_x = 0;
ship.arena_y = 0;
var engine = new Equipment();
engine.distance = 1;
engine.ap_usage = 2;
var action = new MoveAction(engine);
expect(action.getDistanceByActionPoint(ship)).toBe(0.5);
var result = action.checkTarget(ship, Target.newFromLocation(0, 2));
expect(result).toEqual(Target.newFromLocation(0, 2));
result = action.checkTarget(ship, Target.newFromLocation(0, 8));
expect(result).toEqual(Target.newFromLocation(0, 3));
ship.values.power.set(0);
result = action.checkTarget(ship, Target.newFromLocation(0, 8));
expect(result).toBeNull();
});
it("forbids targetting a ship", function () {
var ship1 = new Ship(null, "Test1");
var ship2 = new Ship(null, "Test2");
var action = new MoveAction(new Equipment());
var result = action.checkTarget(ship1, Target.newFromShip(ship1));
expect(result).toBeNull();
result = action.checkTarget(ship1, Target.newFromShip(ship2));
expect(result).toBeNull();
});
it("applies to ship location, battle log and AP", function () {
var ship = new Ship();
var battle = new Battle(ship.fleet);
ship.values.power.setMaximal(20);
ship.values.power.set(5);
ship.arena_x = 0;
ship.arena_y = 0;
var engine = new Equipment();
engine.distance = 1;
engine.ap_usage = 1;
var action = new MoveAction(engine);
battle.playing_ship = ship;
spyOn(console, "warn").and.stub();
var result = action.apply(ship, Target.newFromLocation(10, 10));
expect(result).toBe(true);
expect(ship.arena_x).toBeCloseTo(3.535533, 0.00001);
expect(ship.arena_y).toBeCloseTo(3.535533, 0.00001);
expect(ship.values.power.get()).toEqual(0);
result = action.apply(ship, Target.newFromLocation(10, 10));
expect(result).toBe(false);
expect(ship.arena_x).toBeCloseTo(3.535533, 0.00001);
expect(ship.arena_y).toBeCloseTo(3.535533, 0.00001);
expect(ship.values.power.get()).toEqual(0);
expect(battle.log.events.length).toBe(2);
expect(battle.log.events[0].code).toEqual("value");
expect(battle.log.events[0].ship).toBe(ship);
expect((<ValueChangeEvent>battle.log.events[0]).value).toEqual(
new ShipValue("power", 0, 20));
expect(battle.log.events[1].code).toEqual("move");
expect(battle.log.events[1].ship).toBe(ship);
let target: any = battle.log.events[1].target;
expect(target.ship).toBeNull();
expect(target.x).toBeCloseTo(3.535533, 0.00001);
expect(target.y).toBeCloseTo(3.535533, 0.00001);
});
it("can't move too much near another ship", function () {
var battle = TestTools.createBattle(1, 1);
var ship = battle.fleets[0].ships[0];
var enemy = battle.fleets[1].ships[0];
var engine = TestTools.addEngine(ship, 10);
TestTools.setShipAP(ship, 100);
ship.setArenaPosition(5, 5);
enemy.setArenaPosition(10, 5);
var action = new MoveAction(engine);
action.safety_distance = 2;
var result = action.checkLocationTarget(ship, Target.newFromLocation(7, 5));
expect(result).toEqual(Target.newFromLocation(7, 5));
result = action.checkLocationTarget(ship, Target.newFromLocation(8, 5));
expect(result).toEqual(Target.newFromLocation(8, 5));
result = action.checkLocationTarget(ship, Target.newFromLocation(9, 5));
expect(result).toEqual(Target.newFromLocation(8, 5));
result = action.checkLocationTarget(ship, Target.newFromLocation(10, 5));
expect(result).toEqual(Target.newFromLocation(8, 5));
result = action.checkLocationTarget(ship, Target.newFromLocation(12, 5));
expect(result).toEqual(Target.newFromLocation(12, 5));
});
});
}