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spacetac/src/core/Ship.spec.ts

628 lines
24 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("Ship", test => {
test.case("creates a full name", check => {
let ship = new Ship();
check.equals(ship.getFullName(false), "Level 1 unnamed");
ship.name = "Titan";
check.equals(ship.getFullName(false), "Level 1 Titan");
ship.level.forceLevel(3);
check.equals(ship.getFullName(false), "Level 3 Titan");
ship.fleet.player.name = "Emperor";
check.equals(ship.getFullName(true), "Emperor's Level 3 Titan");
});
test.case("moves and computes facing angle", check => {
let ship = new Ship(null, "Test");
let engine = TestTools.addEngine(ship, 50);
ship.setArenaFacingAngle(0);
ship.setArenaPosition(50, 50);
check.equals(ship.arena_x, 50);
check.equals(ship.arena_y, 50);
check.equals(ship.arena_angle, 0);
ship.moveTo(51, 50, engine);
check.equals(ship.arena_x, 51);
check.equals(ship.arena_y, 50);
check.equals(ship.arena_angle, 0);
ship.moveTo(50, 50, engine);
check.nears(ship.arena_angle, 3.14159265, 5);
ship.moveTo(51, 51, engine);
check.nears(ship.arena_angle, 0.785398, 5);
ship.moveTo(51, 52, engine);
check.nears(ship.arena_angle, 1.5707963, 5);
ship.moveTo(52, 52, engine);
check.equals(ship.arena_x, 52);
check.equals(ship.arena_y, 52);
check.equals(ship.arena_angle, 0);
ship.moveTo(52, 50, engine);
check.nears(ship.arena_angle, -1.5707963, 5);
ship.moveTo(50, 50, engine);
check.nears(ship.arena_angle, 3.14159265, 5);
let battle = new Battle();
battle.fleets[0].addShip(ship);
check.equals(battle.log.events, []);
ship.moveTo(70, 50, engine);
check.equals(battle.log.events, [new MoveEvent(ship, new ArenaLocationAngle(50, 50, Math.PI), new ArenaLocationAngle(70, 50, 0), engine)]);
battle.log.clear();
ship.rotate(2.1);
check.equals(battle.log.events, [
new MoveEvent(ship, new ArenaLocationAngle(70, 50, 0), new ArenaLocationAngle(70, 50, 2.1))
]);
battle.log.clear();
ship.moveTo(0, 0, null);
check.equals(battle.log.events, [
new MoveEvent(ship, new ArenaLocationAngle(70, 50, 2.1), new ArenaLocationAngle(0, 0, 2.1))
]);
});
test.case("applies equipment cooldown", check => {
let ship = new Ship();
let equipment = new Equipment(SlotType.Weapon);
equipment.cooldown.configure(1, 2);
ship.addSlot(SlotType.Weapon).attach(equipment);
check.same(equipment.cooldown.canUse(), true, "1");
equipment.cooldown.use();
check.same(equipment.cooldown.canUse(), false, "2");
ship.startBattle();
check.same(equipment.cooldown.canUse(), true, "3");
ship.startTurn();
equipment.cooldown.use();
check.same(equipment.cooldown.canUse(), false, "4");
ship.endTurn();
check.same(equipment.cooldown.canUse(), false, "5");
ship.startTurn();
check.same(equipment.cooldown.canUse(), false, "6");
ship.endTurn();
check.same(equipment.cooldown.canUse(), true, "7");
});
test.case("lists available actions from attached equipment", check => {
var ship = new Ship(null, "Test");
var actions: BaseAction[];
var slot: Slot;
var equipment: Equipment;
actions = ship.getAvailableActions();
check.equals(actions.length, 1);
check.equals(actions[0].code, "endturn");
slot = ship.addSlot(SlotType.Engine);
equipment = new Equipment(slot.type);
equipment.action = new MoveAction(equipment);
slot.attach(equipment);
slot = ship.addSlot(SlotType.Weapon);
equipment = new Equipment(slot.type);
slot.attach(equipment);
slot = ship.addSlot(SlotType.Power);
equipment = new Equipment(slot.type);
equipment.action = new TriggerAction(equipment);
slot.attach(equipment);
actions = ship.getAvailableActions();
check.equals(actions.length, 3);
check.equals(actions[0].code, "move");
check.equals(actions[1].code, "fire-equipment");
check.equals(actions[2].code, "endturn");
});
test.case("applies permanent effects of equipments on attributes", check => {
var ship = new Ship(null, "Test");
var slot: Slot;
var equipment: Equipment;
slot = ship.addSlot(SlotType.Power);
equipment = new Equipment();
equipment.slot_type = slot.type;
equipment.effects.push(new AttributeEffect("power_capacity", 4));
slot.attach(equipment);
slot = ship.addSlot(SlotType.Power);
equipment = new Equipment();
equipment.slot_type = slot.type;
equipment.effects.push(new AttributeEffect("power_capacity", 5));
slot.attach(equipment);
ship.updateAttributes();
check.equals(ship.attributes.power_capacity.get(), 9);
});
test.case("repairs hull and recharges shield", check => {
var ship = new Ship(null, "Test");
ship.setAttribute("hull_capacity", 120);
ship.setAttribute("shield_capacity", 150);
check.equals(ship.values.hull.get(), 0);
check.equals(ship.values.shield.get(), 0);
ship.restoreHealth();
check.equals(ship.values.hull.get(), 120);
check.equals(ship.values.shield.get(), 150);
});
test.case("applies and logs hull and shield damage", check => {
var fleet = new Fleet();
var battle = new Battle(fleet);
var ship = new Ship(fleet);
TestTools.setShipHP(ship, 150, 400);
ship.restoreHealth();
battle.log.clear();
ship.addDamage(10, 20);
check.equals(ship.values.hull.get(), 140);
check.equals(ship.values.shield.get(), 380);
check.equals(battle.log.events.length, 3);
check.equals(battle.log.events[0], new ValueChangeEvent(ship, ship.values.shield, -20));
check.equals(battle.log.events[1], new ValueChangeEvent(ship, ship.values.hull, -10));
check.equals(battle.log.events[2], new DamageEvent(ship, 10, 20));
battle.log.clear();
ship.addDamage(15, 25, false);
check.equals(ship.values.hull.get(), 125);
check.equals(ship.values.shield.get(), 355);
check.equals(battle.log.events.length, 0);
ship.addDamage(125, 355, false);
check.equals(ship.values.hull.get(), 0);
check.equals(ship.values.shield.get(), 0);
check.equals(ship.alive, false);
});
test.case("sets and logs sticky effects", check => {
var ship = new Ship();
var battle = new Battle(ship.fleet);
ship.addStickyEffect(new StickyEffect(new BaseEffect("test"), 2, false, true));
check.equals(ship.sticky_effects, [new StickyEffect(new BaseEffect("test"), 2, false, true)]);
check.equals(battle.log.events, [
new ActiveEffectsEvent(ship, [], [new StickyEffect(new BaseEffect("test"), 2, false, true)])
]);
ship.startTurn();
battle.log.clear();
ship.endTurn();
check.equals(ship.sticky_effects, [new StickyEffect(new BaseEffect("test"), 1, false, true)]);
check.equals(battle.log.events, [
new ActiveEffectsEvent(ship, [], [new StickyEffect(new BaseEffect("test"), 1, false, true)])
]);
ship.startTurn();
battle.log.clear();
ship.endTurn();
check.equals(ship.sticky_effects, []);
check.equals(battle.log.events, [
new ActiveEffectsEvent(ship, [], [new StickyEffect(new BaseEffect("test"), 0, false, true)]),
new ActiveEffectsEvent(ship, [], [])
]);
ship.startTurn();
battle.log.clear();
ship.endTurn();
check.equals(ship.sticky_effects, []);
check.equals(battle.log.events, []);
});
test.case("resets toggle actions at the start of turn", check => {
let ship = new Ship();
let equ = ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
let action = equ.action = new ToggleAction(equ, 0, 10, [new AttributeEffect("power_capacity", 1)]);
check.equals(action.activated, false);
let battle = new Battle(ship.fleet);
TestTools.setShipPlaying(battle, ship);
ship.startTurn();
check.equals(action.activated, false);
let result = action.apply(ship);
check.same(result, true, "Could not be applied");
check.equals(action.activated, true);
ship.endTurn();
check.equals(action.activated, true);
ship.startTurn();
check.equals(action.activated, false);
check.equals(battle.log.events, [
new ActionAppliedEvent(ship, action, Target.newFromShip(ship), 0),
new ToggleEvent(ship, action, true),
new ActiveEffectsEvent(ship, [], [], [new AttributeEffect("power_capacity", 1)]),
new ValueChangeEvent(ship, new ShipAttribute("power capacity", 1), 1),
new ActionAppliedEvent(ship, action, Target.newFromShip(ship), 0),
new ToggleEvent(ship, action, false),
new ActiveEffectsEvent(ship, [], [], []),
new ValueChangeEvent(ship, new ShipAttribute("power capacity", 0), -1),
]);
});
test.case("updates area effects when the ship moves", check => {
let battle = new Battle();
let ship1 = battle.fleets[0].addShip();
let ship2 = battle.fleets[0].addShip();
ship2.setArenaPosition(10, 0);
let ship3 = battle.fleets[0].addShip();
ship3.setArenaPosition(20, 0);
let shield = ship1.addSlot(SlotType.Shield).attach(new Equipment(SlotType.Shield));
shield.action = new ToggleAction(shield, 0, 15, [new AttributeEffect("shield_capacity", 5)]);
TestTools.setShipPlaying(battle, ship1);
shield.action.apply(ship1);
check.equals(ship1.getAttribute("shield_capacity"), 5);
check.equals(ship2.getAttribute("shield_capacity"), 5);
check.equals(ship3.getAttribute("shield_capacity"), 0);
ship1.moveTo(15, 0);
check.equals(ship1.getAttribute("shield_capacity"), 5);
check.equals(ship2.getAttribute("shield_capacity"), 5);
check.equals(ship3.getAttribute("shield_capacity"), 5);
ship1.moveTo(30, 0);
check.equals(ship1.getAttribute("shield_capacity"), 5);
check.equals(ship2.getAttribute("shield_capacity"), 0);
check.equals(ship3.getAttribute("shield_capacity"), 5);
ship1.moveTo(50, 0);
check.equals(ship1.getAttribute("shield_capacity"), 5);
check.equals(ship2.getAttribute("shield_capacity"), 0);
check.equals(ship3.getAttribute("shield_capacity"), 0);
ship2.moveTo(40, 0);
check.equals(ship1.getAttribute("shield_capacity"), 5);
check.equals(ship2.getAttribute("shield_capacity"), 5);
check.equals(ship3.getAttribute("shield_capacity"), 0);
});
test.case("sets and logs death state", check => {
var fleet = new Fleet();
var battle = new Battle(fleet);
var ship = new Ship(fleet);
check.equals(ship.alive, true);
ship.values.hull.set(10);
battle.log.clear();
ship.addDamage(5, 0);
check.equals(ship.alive, true);
check.equals(battle.log.events.length, 2);
check.equals(battle.log.events[0].code, "value");
check.equals(battle.log.events[1].code, "damage");
battle.log.clear();
ship.addDamage(5, 0);
check.equals(ship.alive, false);
check.equals(battle.log.events.length, 3);
check.equals(battle.log.events[0].code, "value");
check.equals(battle.log.events[1].code, "damage");
check.equals(battle.log.events[2].code, "death");
});
test.case("checks if a ship is able to play", check => {
let battle = new Battle();
let ship = battle.fleets[0].addShip();
check.equals(ship.isAbleToPlay(), false);
check.equals(ship.isAbleToPlay(false), true);
ship.values.power.set(5);
check.equals(ship.isAbleToPlay(), true);
check.equals(ship.isAbleToPlay(false), true);
ship.values.hull.set(10);
ship.addDamage(8, 0);
check.equals(ship.isAbleToPlay(), true);
check.equals(ship.isAbleToPlay(false), true);
ship.addDamage(8, 0);
check.equals(ship.isAbleToPlay(), false);
check.equals(ship.isAbleToPlay(false), false);
});
test.case("counts attached equipment", check => {
var ship = new Ship();
check.equals(ship.getEquipmentCount(), 0);
ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
ship.addSlot(SlotType.Shield);
ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
check.equals(ship.getEquipmentCount(), 2);
});
test.case("can pick a random attached equipment", check => {
var ship = new Ship();
check.equals(ship.getRandomEquipment(), null);
ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
ship.addSlot(SlotType.Shield);
ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
var random = new SkewedRandomGenerator([0.2]);
var picked = ship.getRandomEquipment(random);
check.notequals(picked, null);
check.same(picked, ship.slots[0].attached);
random = new SkewedRandomGenerator([0.999999]);
picked = ship.getRandomEquipment(random);
check.notequals(picked, null);
check.same(picked, ship.slots[2].attached);
});
test.case("recover action points at end of turn", check => {
var ship = new Ship();
let power_generator = new Equipment(SlotType.Power);
power_generator.effects = [
new AttributeEffect("power_capacity", 8),
new AttributeEffect("power_generation", 3),
]
ship.addSlot(SlotType.Power).attach(power_generator);
check.equals(ship.values.power.get(), 0);
ship.initializeActionPoints();
check.equals(ship.values.power.get(), 8);
ship.values.power.set(3);
check.equals(ship.values.power.get(), 3);
ship.recoverActionPoints();
check.equals(ship.values.power.get(), 6);
ship.recoverActionPoints();
check.equals(ship.values.power.get(), 8);
});
test.case("checks if a ship is inside a given circle", check => {
let ship = new Ship();
ship.arena_x = 5;
ship.arena_y = 8;
check.equals(ship.isInCircle(5, 8, 0), true);
check.equals(ship.isInCircle(5, 8, 1), true);
check.equals(ship.isInCircle(5, 7, 1), true);
check.equals(ship.isInCircle(6, 9, 1.7), true);
check.equals(ship.isInCircle(5, 8.1, 0), false);
check.equals(ship.isInCircle(5, 7, 0.9), false);
check.equals(ship.isInCircle(12, -4, 5), false);
});
test.case("stores items in cargo space", check => {
let ship = new Ship();
let equipment1 = new Equipment();
let equipment2 = new Equipment();
let result = ship.addCargo(equipment1);
check.equals(result, false);
check.equals(ship.cargo, []);
check.equals(ship.getFreeCargoSpace(), 0);
ship.setCargoSpace(1);
check.equals(ship.getFreeCargoSpace(), 1);
result = ship.addCargo(equipment1);
check.equals(result, true);
check.equals(ship.cargo, [equipment1]);
check.equals(ship.getFreeCargoSpace(), 0);
result = ship.addCargo(equipment1);
check.equals(result, false);
check.equals(ship.cargo, [equipment1]);
result = ship.addCargo(equipment2);
check.equals(result, false);
check.equals(ship.cargo, [equipment1]);
ship.setCargoSpace(2);
check.equals(ship.getFreeCargoSpace(), 1);
result = ship.addCargo(equipment2);
check.equals(result, true);
check.equals(ship.cargo, [equipment1, equipment2]);
check.equals(ship.getFreeCargoSpace(), 0);
ship.setCargoSpace(1);
check.equals(ship.cargo, [equipment1]);
check.equals(ship.getFreeCargoSpace(), 0);
ship.setCargoSpace(2);
check.equals(ship.cargo, [equipment1]);
check.equals(ship.getFreeCargoSpace(), 1);
});
test.case("equips items from cargo", check => {
let ship = new Ship();
let equipment = new Equipment(SlotType.Weapon);
let slot = ship.addSlot(SlotType.Weapon);
check.equals(ship.listEquipment(), []);
let result = ship.equip(equipment);
check.equals(result, false);
check.equals(ship.listEquipment(), []);
ship.setCargoSpace(1);
ship.addCargo(equipment);
result = ship.equip(equipment);
check.equals(result, true);
check.equals(ship.listEquipment(SlotType.Weapon), [equipment]);
check.equals(equipment.attached_to, slot);
});
test.case("removes equipped items", check => {
let ship = new Ship();
let equipment = new Equipment(SlotType.Weapon);
let slot = ship.addSlot(SlotType.Weapon);
slot.attach(equipment);
check.equals(ship.listEquipment(), [equipment]);
check.same(slot.attached, equipment);
check.same(equipment.attached_to, slot);
let result = ship.unequip(equipment);
check.equals(result, false);
check.equals(ship.listEquipment(), [equipment]);
check.equals(ship.cargo, []);
ship.setCargoSpace(10);
result = ship.unequip(equipment);
check.equals(result, true);
check.equals(ship.listEquipment(), []);
check.equals(ship.cargo, [equipment]);
check.equals(slot.attached, null);
check.equals(equipment.attached_to, null);
result = ship.unequip(equipment);
check.equals(result, false);
check.equals(ship.listEquipment(), []);
check.equals(ship.cargo, [equipment]);
});
test.case("checks equipment requirements", check => {
let ship = new Ship();
let equipment = new Equipment(SlotType.Hull);
check.equals(ship.canEquip(equipment), null);
ship.addSlot(SlotType.Engine);
check.equals(ship.canEquip(equipment), null);
let slot = ship.addSlot(SlotType.Hull);
check.same(ship.canEquip(equipment), slot);
equipment.requirements["skill_photons"] = 2;
check.equals(ship.canEquip(equipment), null);
ship.upgradeSkill("skill_photons");
check.equals(ship.canEquip(equipment), null);
ship.upgradeSkill("skill_photons");
check.same(ship.canEquip(equipment), slot);
slot.attach(new Equipment(SlotType.Hull));
check.equals(ship.canEquip(equipment), null);
});
test.case("allow skills upgrading from current level", check => {
let ship = new Ship();
check.equals(ship.level.get(), 1);
check.equals(ship.getAvailableUpgradePoints(), 10);
ship.level.forceLevel(2);
check.equals(ship.level.get(), 2);
check.equals(ship.getAvailableUpgradePoints(), 15);
check.equals(ship.getAttribute("skill_photons"), 0);
ship.upgradeSkill("skill_photons");
check.equals(ship.getAttribute("skill_photons"), 1);
range(50).forEach(() => ship.upgradeSkill("skill_gravity"));
check.equals(ship.getAttribute("skill_photons"), 1);
check.equals(ship.getAttribute("skill_gravity"), 14);
check.equals(ship.getAvailableUpgradePoints(), 0);
ship.updateAttributes();
check.equals(ship.getAttribute("skill_photons"), 1);
check.equals(ship.getAttribute("skill_gravity"), 14);
});
test.case("restores as new at the end of battle", check => {
let ship = new Ship();
TestTools.setShipHP(ship, 10, 20);
TestTools.setShipAP(ship, 5, 0);
ship.addDamage(5, 5);
ship.addStickyEffect(new StickyEffect(new DamageEffect(10), 8));
ship.addStickyEffect(new StickyEffect(new AttributeLimitEffect("power_capacity", 3), 12));
ship.updateAttributes();
check.equals(ship.getValue("hull"), 5);
check.equals(ship.getValue("shield"), 15);
check.equals(ship.getValue("power"), 3);
check.equals(ship.sticky_effects.length, 2);
check.equals(ship.getAttribute("power_capacity"), 3);
ship.endBattle(1);
check.equals(ship.getValue("hull"), 10);
check.equals(ship.getValue("shield"), 20);
check.equals(ship.getValue("power"), 5);
check.equals(ship.sticky_effects.length, 0);
check.equals(ship.getAttribute("power_capacity"), 5);
});
test.case("lists active effects", check => {
let ship = new Ship();
check.equals(imaterialize(ship.ieffects()), []);
let equipment = ship.addSlot(SlotType.Engine).attach(new Equipment(SlotType.Engine));
check.equals(imaterialize(ship.ieffects()), []);
equipment.effects.push(new AttributeEffect("precision", 4));
check.equals(imaterialize(ship.ieffects()), [
new AttributeEffect("precision", 4)
]);
ship.addStickyEffect(new StickyEffect(new AttributeLimitEffect("precision", 2), 4));
check.equals(imaterialize(ship.ieffects()), [
new AttributeEffect("precision", 4),
new AttributeLimitEffect("precision", 2)
]);
});
test.case("gets a textual description of an attribute", check => {
let ship = new Ship();
check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation");
let equipment = new Equipment(SlotType.Engine);
equipment.effects = [new AttributeEffect("skill_photons", 4)];
equipment.name = "Photonic engine";
ship.addSlot(SlotType.Engine).attach(equipment);
check.equals(ship.getAttribute("skill_photons"), 4);
check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation\n\nPhotonic engine Mk1: +4");
ship.level.forceLevelUp();
ship.upgradeSkill("skill_photons");
ship.upgradeSkill("skill_photons");
check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation\n\nLevelled up: +2\nPhotonic engine Mk1: +4");
ship.addStickyEffect(new StickyEffect(new AttributeLimitEffect("skill_photons", 3)));
check.equals(ship.getAttributeDescription("skill_photons"), "Forces of light, and electromagnetic radiation\n\nLevelled up: +2\nPhotonic engine Mk1: +4\n???: limit to 3");
});
});
}