113 lines
4.2 KiB
TypeScript
113 lines
4.2 KiB
TypeScript
module TS.SpaceTac.Specs {
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describe("Equipment", () => {
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it("generates a full name", function () {
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let equipment = new Equipment(SlotType.Weapon, "rayofdeath");
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expect(equipment.getFullName()).toEqual("rayofdeath Mk1");
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equipment.name = "Ray of Death";
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expect(equipment.getFullName()).toEqual("Ray of Death Mk1");
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equipment.quality = EquipmentQuality.LEGENDARY;
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expect(equipment.getFullName()).toEqual("Legendary Ray of Death Mk1");
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});
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it("checks capabilities requirements", function () {
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var equipment = new Equipment();
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var ship = new Ship();
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expect(equipment.canBeEquipped(ship.attributes)).toBe(true);
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equipment.requirements["skill_time"] = 2;
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expect(equipment.canBeEquipped(ship.attributes)).toBe(false);
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ship.attributes.skill_time.set(1);
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expect(equipment.canBeEquipped(ship.attributes)).toBe(false);
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ship.attributes.skill_time.set(2);
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expect(equipment.canBeEquipped(ship.attributes)).toBe(true);
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ship.attributes.skill_time.set(3);
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expect(equipment.canBeEquipped(ship.attributes)).toBe(true);
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// Second requirement
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equipment.requirements["skill_materials"] = 3;
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expect(equipment.canBeEquipped(ship.attributes)).toBe(false);
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ship.attributes.skill_materials.set(4);
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expect(equipment.canBeEquipped(ship.attributes)).toBe(true);
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});
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it("generates a description of the effects", function () {
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let equipment = new Equipment();
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expect(equipment.getEffectsDescription()).toEqual("does nothing");
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let action = new FireWeaponAction(equipment, 1, 200, 0, [
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new DamageEffect(50)
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]);
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equipment.action = action;
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expect(equipment.getEffectsDescription()).toEqual("Fire (power usage 1, max range 200km):\n• do 50 damage on target");
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action.blast = 20;
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expect(equipment.getEffectsDescription()).toEqual("Fire (power usage 1, max range 200km):\n• do 50 damage in 20km radius");
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action.blast = 0;
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action.effects.push(new StickyEffect(new AttributeLimitEffect("shield_capacity", 200), 3));
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expect(equipment.getEffectsDescription()).toEqual("Fire (power usage 1, max range 200km):\n• do 50 damage on target\n• limit shield capacity to 200 for 3 turns on target");
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});
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it("gets a minimal level, based on skills requirements", function () {
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let equipment = new Equipment();
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expect(equipment.getMinimumLevel()).toBe(1);
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equipment.requirements["skill_quantum"] = 10;
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expect(equipment.getMinimumLevel()).toBe(1);
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equipment.requirements["skill_time"] = 1;
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expect(equipment.getMinimumLevel()).toBe(2);
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equipment.requirements["skill_gravity"] = 2;
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expect(equipment.getMinimumLevel()).toBe(2);
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equipment.requirements["skill_antimatter"] = 4;
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expect(equipment.getMinimumLevel()).toBe(3);
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});
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it("weighs the price, taking wear into account", function () {
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let equipment = new Equipment();
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expect(equipment.getPrice()).toBe(0);
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equipment.price = 100;
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expect(equipment.getPrice()).toBe(100);
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equipment.addWear(1);
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expect(equipment.getPrice()).toBe(99);
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equipment.addWear(10);
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expect(equipment.getPrice()).toBe(90);
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equipment.addWear(89);
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expect(equipment.getPrice()).toBe(50);
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equipment.addWear(400);
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expect(equipment.getPrice()).toBe(16);
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});
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it("builds a full textual description", function () {
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let equipment = new Equipment();
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equipment.name = "Super Equipment";
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equipment.requirements["skill_gravity"] = 2;
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equipment.effects.push(new AttributeEffect("skill_time", 3));
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equipment.wear = 50;
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let result = equipment.getFullDescription();
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expect(result).toEqual("Second hand\n\nRequires:\n• gravity skill 2\n\nWhen equipped:\n• time skill +3");
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});
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});
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}
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