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spacetac/src/core/MoveFireSimulator.spec.ts

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8.7 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(), weapon_ap, distance);
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((<MoveAction>nn(best).action).distance_per_power).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(<any[]>result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "fire-equipment" }), 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(<any[]>result.parts).toEqual([
{ action: jasmine.objectContaining({ code: "fire-equipment" }), 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(<any[]>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-equipment" }), target: new Target(ship.arena_x + 15, ship.arena_y, null), ap: 3, possible: true }
]);
});
it("scans a circle for move targets", function () {
let simulator = new MoveFireSimulator(new Ship());
let result = simulator.scanCircle(50, 30, 10, 1, 1);
expect(imaterialize(result)).toEqual([
new Target(50, 30)
]);
result = simulator.scanCircle(50, 30, 10, 2, 1);
expect(imaterialize(result)).toEqual([
new Target(50, 30),
new Target(60, 30)
]);
result = simulator.scanCircle(50, 30, 10, 2, 2);
expect(imaterialize(result)).toEqual([
new Target(50, 30),
new Target(60, 30),
new Target(40, 30)
]);
result = simulator.scanCircle(50, 30, 10, 3, 4);
expect(imaterialize(result)).toEqual([
new Target(50, 30),
new Target(55, 30),
new Target(45, 30),
new Target(60, 30),
new Target(50, 40),
new Target(40, 30),
new Target(50, 20)
]);
});
it("accounts for exclusion areas for the approach", function () {
let [ship, simulator, action] = simpleWeaponCase(100, 5, 1, 50);
ship.setArenaPosition(300, 200);
let battle = new Battle();
battle.fleets[0].addShip(ship);
let ship1 = battle.fleets[0].addShip();
let moveaction = <MoveAction>nn(simulator.findBestEngine()).action;
moveaction.safety_distance = 30;
battle.ship_separation = 30;
expect(simulator.getApproach(moveaction, Target.newFromLocation(350, 200), 100)).toBe(ApproachSimulationError.NO_MOVE_NEEDED);
expect(simulator.getApproach(moveaction, Target.newFromLocation(400, 200), 100)).toBe(ApproachSimulationError.NO_MOVE_NEEDED);
expect(simulator.getApproach(moveaction, Target.newFromLocation(500, 200), 100)).toEqual(new Target(400, 200));
ship1.setArenaPosition(420, 200);
spyOn(simulator, "scanCircle").and.returnValue(iarray([
new Target(400, 200),
new Target(410, 200),
new Target(410, 230),
new Target(420, 210),
new Target(480, 260),
]));
expect(simulator.getApproach(moveaction, Target.newFromLocation(500, 200), 100)).toEqual(new Target(410, 230));
});
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(<any[]>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-equipment" }), 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 move_action = nn(ship.listEquipment(SlotType.Engine)[0].action)
let result = simulator.simulateAction(move_action, new Target(ship.arena_x, ship.arena_y, null));
expect(result.success).toBe(false);
expect(result.need_move).toBe(false);
expect(result.need_fire).toBe(false);
expect(result.parts).toEqual([]);
});
it("does not move if already in range, even if in the safety margin", function () {
let [ship, simulator, action] = simpleWeaponCase(100);
let result = simulator.simulateAction(action, new Target(ship.arena_x + 97, ship.arena_y, null), 5);
expect(result.success).toBe(true);
expect(result.need_move).toBe(false);
result = simulator.simulateAction(action, new Target(ship.arena_x + 101, ship.arena_y, null), 5);
expect(result.success).toBe(true);
expect(result.need_move).toBe(true);
expect(result.move_location).toEqual(new Target(ship.arena_x + 6, ship.arena_y));
});
});
}