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

84 lines
3.3 KiB
TypeScript

/// <reference path="../effects/BaseEffect.ts" />
module TS.SpaceTac {
describe("FireWeaponAction", function () {
it("constructs correctly", function () {
let equipment = new Equipment(SlotType.Weapon, "testweapon");
let action = new FireWeaponAction(equipment, 4, 30, 10);
expect(action.code).toEqual("fire-testweapon");
expect(action.name).toEqual("Fire");
expect(action.equipment).toBe(equipment);
});
it("applies effects to alive ships in blast radius", function () {
let fleet = new Fleet();
let ship = new Ship(fleet, "ship");
let equipment = new Equipment(SlotType.Weapon, "testweapon");
let effect = new BaseEffect("testeffect");
let mock_apply = spyOn(effect, "applyOnShip").and.stub();
let action = new FireWeaponAction(equipment, 5, 100, 10, [effect]);
TestTools.setShipAP(ship, 10);
let ship1 = new Ship(fleet, "ship1");
ship1.setArenaPosition(65, 72);
let ship2 = new Ship(fleet, "ship2");
ship2.setArenaPosition(45, 48);
let ship3 = new Ship(fleet, "ship3");
ship3.setArenaPosition(45, 48);
ship3.alive = false;
let battle = new Battle(fleet);
battle.play_order = [ship, ship1, ship2, ship3];
battle.playing_ship = ship;
fleet.setBattle(battle);
action.apply(ship, Target.newFromLocation(50, 50));
expect(mock_apply).toHaveBeenCalledTimes(1);
expect(mock_apply).toHaveBeenCalledWith(ship2, ship);
});
it("transforms ship target in location target, when the weapon has blast radius", function () {
let ship1 = new Ship();
ship1.setArenaPosition(50, 10);
let ship2 = new Ship();
ship2.setArenaPosition(150, 10);
let weapon = TestTools.addWeapon(ship1, 1, 0, 100, 30);
let action = nn(weapon.action);
let target = action.checkTarget(ship1, new Target(150, 10));
expect(target).toEqual(new Target(150, 10));
target = action.checkTarget(ship1, Target.newFromShip(ship2));
expect(target).toEqual(new Target(150, 10));
ship1.setArenaPosition(30, 10);
target = action.checkTarget(ship1, Target.newFromShip(ship2));
expect(target).toEqual(new Target(130, 10));
ship1.setArenaPosition(0, 10);
target = action.checkTarget(ship1, Target.newFromShip(ship2));
expect(target).toEqual(new Target(100, 10));
});
it("rotates toward the target", function () {
let ship = new Ship();
let weapon = TestTools.addWeapon(ship, 1, 0, 100, 30);
let action = nn(weapon.action);
spyOn(action, "checkTarget").and.callFake((ship: Ship, target: Target) => target);
expect(ship.arena_angle).toEqual(0);
let result = action.apply(ship, Target.newFromLocation(10, 20));
expect(result).toBe(true);
expect(ship.arena_angle).toBeCloseTo(1.107, 0.001);
result = action.apply(ship, Target.newFromShip(ship));
expect(result).toBe(true);
expect(ship.arena_angle).toBeCloseTo(1.107, 0.001);
});
});
}