581 lines
22 KiB
TypeScript
581 lines
22 KiB
TypeScript
module TS.SpaceTac.Specs {
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describe("Ship", function () {
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it("moves and computes facing angle", function () {
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var ship = new Ship(null, "Test");
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ship.setArenaFacingAngle(0);
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ship.setArenaPosition(50, 50);
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expect(ship.arena_x).toEqual(50);
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expect(ship.arena_y).toEqual(50);
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expect(ship.arena_angle).toEqual(0);
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ship.moveTo(51, 50);
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expect(ship.arena_x).toEqual(51);
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expect(ship.arena_y).toEqual(50);
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expect(ship.arena_angle).toEqual(0);
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ship.moveTo(50, 50);
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expect(ship.arena_angle).toBeCloseTo(3.14159265, 0.00001);
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ship.moveTo(51, 51);
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expect(ship.arena_angle).toBeCloseTo(0.785398, 0.00001);
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ship.moveTo(51, 52);
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expect(ship.arena_angle).toBeCloseTo(1.5707963, 0.00001);
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ship.moveTo(52, 52);
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expect(ship.arena_x).toEqual(52);
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expect(ship.arena_y).toEqual(52);
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expect(ship.arena_angle).toEqual(0);
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ship.moveTo(52, 50);
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expect(ship.arena_angle).toBeCloseTo(-1.5707963, 0.00001);
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ship.moveTo(50, 50);
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expect(ship.arena_angle).toBeCloseTo(3.14159265, 0.00001);
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let battle = new Battle();
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battle.fleets[0].addShip(ship);
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expect(battle.log.events).toEqual([]);
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ship.moveTo(70, 50);
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expect(battle.log.events).toEqual([new MoveEvent(ship, new ArenaLocationAngle(50, 50, Math.PI), new ArenaLocationAngle(70, 50, 0))]);
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ship.rotate(2.1);
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expect(battle.log.events).toEqual([
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new MoveEvent(ship, new ArenaLocationAngle(50, 50, Math.PI), new ArenaLocationAngle(70, 50, 0)),
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new MoveEvent(ship, new ArenaLocationAngle(70, 50, 0), new ArenaLocationAngle(70, 50, 2.1))
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]);
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});
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it("applies equipment cooldown", function () {
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let ship = new Ship();
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let equipment = new Equipment(SlotType.Weapon);
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equipment.cooldown.configure(1, 2);
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ship.addSlot(SlotType.Weapon).attach(equipment);
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expect(equipment.cooldown.canUse()).toBe(true, 1);
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equipment.cooldown.use();
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expect(equipment.cooldown.canUse()).toBe(false, 2);
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ship.startBattle();
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expect(equipment.cooldown.canUse()).toBe(true, 3);
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ship.startTurn();
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equipment.cooldown.use();
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expect(equipment.cooldown.canUse()).toBe(false, 4);
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ship.endTurn();
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expect(equipment.cooldown.canUse()).toBe(false, 5);
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ship.startTurn();
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expect(equipment.cooldown.canUse()).toBe(false, 6);
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ship.endTurn();
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expect(equipment.cooldown.canUse()).toBe(true, 7);
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});
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it("lists available actions from attached equipment", function () {
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var ship = new Ship(null, "Test");
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var actions: BaseAction[];
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var slot: Slot;
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var equipment: Equipment;
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actions = ship.getAvailableActions();
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expect(actions.length).toBe(1);
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expect(actions[0].code).toEqual("endturn");
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slot = ship.addSlot(SlotType.Engine);
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equipment = new Equipment();
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equipment.slot_type = slot.type;
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equipment.action = new MoveAction(equipment);
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slot.attach(equipment);
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slot = ship.addSlot(SlotType.Weapon);
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equipment = new Equipment();
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equipment.slot_type = slot.type;
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slot.attach(equipment);
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actions = ship.getAvailableActions();
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expect(actions.length).toBe(2);
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expect(actions[0].code).toEqual("move");
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expect(actions[1].code).toEqual("endturn");
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});
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it("applies permanent effects of equipments on attributes", function () {
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var ship = new Ship(null, "Test");
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var slot: Slot;
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var equipment: Equipment;
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slot = ship.addSlot(SlotType.Power);
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equipment = new Equipment();
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equipment.slot_type = slot.type;
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equipment.effects.push(new AttributeEffect("power_capacity", 4));
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slot.attach(equipment);
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slot = ship.addSlot(SlotType.Power);
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equipment = new Equipment();
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equipment.slot_type = slot.type;
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equipment.effects.push(new AttributeEffect("power_capacity", 5));
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slot.attach(equipment);
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ship.updateAttributes();
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expect(ship.attributes.power_capacity.get()).toBe(9);
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});
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it("repairs hull and recharges shield", function () {
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var ship = new Ship(null, "Test");
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ship.setAttribute("hull_capacity", 120);
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ship.setAttribute("shield_capacity", 150);
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expect(ship.values.hull.get()).toEqual(0);
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expect(ship.values.shield.get()).toEqual(0);
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ship.restoreHealth();
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expect(ship.values.hull.get()).toEqual(120);
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expect(ship.values.shield.get()).toEqual(150);
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});
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it("applies and logs hull and shield damage", function () {
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var fleet = new Fleet();
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var battle = new Battle(fleet);
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var ship = new Ship(fleet);
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TestTools.setShipHP(ship, 150, 400);
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ship.restoreHealth();
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battle.log.clear();
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ship.addDamage(10, 20);
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expect(ship.values.hull.get()).toEqual(140);
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expect(ship.values.shield.get()).toEqual(380);
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expect(battle.log.events.length).toBe(3);
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expect(battle.log.events[0]).toEqual(new ValueChangeEvent(ship, ship.values.shield, -20));
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expect(battle.log.events[1]).toEqual(new ValueChangeEvent(ship, ship.values.hull, -10));
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expect(battle.log.events[2]).toEqual(new DamageEvent(ship, 10, 20));
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battle.log.clear();
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ship.addDamage(15, 25, false);
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expect(ship.values.hull.get()).toEqual(125);
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expect(ship.values.shield.get()).toEqual(355);
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expect(battle.log.events.length).toBe(0);
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ship.addDamage(125, 355, false);
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expect(ship.values.hull.get()).toEqual(0);
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expect(ship.values.shield.get()).toEqual(0);
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expect(ship.alive).toBe(false);
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});
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it("sets and logs sticky effects", function () {
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var ship = new Ship();
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var battle = new Battle(ship.fleet);
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ship.addStickyEffect(new StickyEffect(new BaseEffect("test"), 2, false, true));
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expect(ship.sticky_effects).toEqual([new StickyEffect(new BaseEffect("test"), 2, false, true)]);
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expect(battle.log.events).toEqual([
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new ActiveEffectsEvent(ship, [], [new StickyEffect(new BaseEffect("test"), 2, false, true)])
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]);
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ship.startTurn();
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battle.log.clear();
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ship.endTurn();
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expect(ship.sticky_effects).toEqual([new StickyEffect(new BaseEffect("test"), 1, false, true)]);
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expect(battle.log.events).toEqual([
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new ActiveEffectsEvent(ship, [], [new StickyEffect(new BaseEffect("test"), 1, false, true)])
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]);
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ship.startTurn();
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battle.log.clear();
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ship.endTurn();
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expect(ship.sticky_effects).toEqual([]);
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expect(battle.log.events).toEqual([
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new ActiveEffectsEvent(ship, [], [new StickyEffect(new BaseEffect("test"), 0, false, true)]),
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new ActiveEffectsEvent(ship, [], [])
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]);
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ship.startTurn();
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battle.log.clear();
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ship.endTurn();
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expect(ship.sticky_effects).toEqual([]);
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expect(battle.log.events).toEqual([]);
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});
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it("resets toggle actions at the start of turn", function () {
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let ship = new Ship();
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let equ = ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
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let action = equ.action = new ToggleAction(equ, 0, 10, [new AttributeEffect("power_capacity", 1)]);
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expect(action.activated).toBe(false);
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let battle = new Battle(ship.fleet);
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battle.playing_ship = ship;
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ship.startTurn();
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expect(action.activated).toBe(false);
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let result = action.apply(ship, null);
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expect(result).toBe(true, "Could not be applied");
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expect(action.activated).toBe(true);
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ship.endTurn();
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expect(action.activated).toBe(true);
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ship.startTurn();
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expect(action.activated).toBe(false);
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expect(battle.log.events).toEqual([
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new ToggleEvent(ship, action, true),
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new ActiveEffectsEvent(ship, [], [], [new AttributeEffect("power_capacity", 1)]),
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new ValueChangeEvent(ship, new ShipAttribute("power capacity", 1), 1),
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new ToggleEvent(ship, action, false),
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new ActiveEffectsEvent(ship, [], [], []),
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new ValueChangeEvent(ship, new ShipAttribute("power capacity", 0), -1),
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]);
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});
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it("updates area effects when the ship moves", function () {
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let battle = new Battle();
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let ship1 = battle.fleets[0].addShip();
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let ship2 = battle.fleets[0].addShip();
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ship2.setArenaPosition(10, 0);
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let ship3 = battle.fleets[0].addShip();
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ship3.setArenaPosition(20, 0);
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let shield = ship1.addSlot(SlotType.Shield).attach(new Equipment(SlotType.Shield));
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shield.action = new ToggleAction(shield, 0, 15, [new AttributeEffect("shield_capacity", 5)]);
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battle.playing_ship = ship1;
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shield.action.apply(ship1, null);
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expect(ship1.getAttribute("shield_capacity")).toBe(5);
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expect(ship2.getAttribute("shield_capacity")).toBe(5);
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expect(ship3.getAttribute("shield_capacity")).toBe(0);
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ship1.moveTo(15, 0);
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expect(ship1.getAttribute("shield_capacity")).toBe(5);
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expect(ship2.getAttribute("shield_capacity")).toBe(5);
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expect(ship3.getAttribute("shield_capacity")).toBe(5);
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ship1.moveTo(30, 0);
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expect(ship1.getAttribute("shield_capacity")).toBe(5);
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expect(ship2.getAttribute("shield_capacity")).toBe(0);
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expect(ship3.getAttribute("shield_capacity")).toBe(5);
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ship1.moveTo(50, 0);
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expect(ship1.getAttribute("shield_capacity")).toBe(5);
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expect(ship2.getAttribute("shield_capacity")).toBe(0);
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expect(ship3.getAttribute("shield_capacity")).toBe(0);
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ship2.moveTo(40, 0);
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expect(ship1.getAttribute("shield_capacity")).toBe(5);
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expect(ship2.getAttribute("shield_capacity")).toBe(5);
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expect(ship3.getAttribute("shield_capacity")).toBe(0);
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});
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it("sets and logs death state", function () {
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var fleet = new Fleet();
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var battle = new Battle(fleet);
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var ship = new Ship(fleet);
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expect(ship.alive).toBe(true);
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ship.values.hull.set(10);
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battle.log.clear();
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ship.addDamage(5, 0);
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expect(ship.alive).toBe(true);
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expect(battle.log.events.length).toBe(2);
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expect(battle.log.events[0].code).toEqual("value");
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expect(battle.log.events[1].code).toEqual("damage");
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battle.log.clear();
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ship.addDamage(5, 0);
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expect(ship.alive).toBe(false);
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expect(battle.log.events.length).toBe(4);
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expect(battle.log.events[0].code).toEqual("value");
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expect(battle.log.events[1].code).toEqual("damage");
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expect(battle.log.events[2].code).toEqual("activeeffects");
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expect(battle.log.events[3].code).toEqual("death");
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});
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it("checks if a ship is able to play", function () {
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var ship = new Ship();
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expect(ship.isAbleToPlay()).toBe(false);
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expect(ship.isAbleToPlay(false)).toBe(true);
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ship.values.power.set(5);
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expect(ship.isAbleToPlay()).toBe(true);
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expect(ship.isAbleToPlay(false)).toBe(true);
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ship.values.hull.set(10);
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ship.addDamage(8, 0);
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expect(ship.isAbleToPlay()).toBe(true);
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expect(ship.isAbleToPlay(false)).toBe(true);
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ship.addDamage(8, 0);
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expect(ship.isAbleToPlay()).toBe(false);
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expect(ship.isAbleToPlay(false)).toBe(false);
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});
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it("counts attached equipment", function () {
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var ship = new Ship();
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expect(ship.getEquipmentCount()).toBe(0);
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ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
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ship.addSlot(SlotType.Shield);
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ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
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expect(ship.getEquipmentCount()).toBe(2);
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});
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it("can pick a random attached equipment", function () {
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var ship = new Ship();
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expect(ship.getRandomEquipment()).toBe(null);
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ship.addSlot(SlotType.Hull).attach(new Equipment(SlotType.Hull));
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ship.addSlot(SlotType.Shield);
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ship.addSlot(SlotType.Weapon).attach(new Equipment(SlotType.Weapon));
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var random = new SkewedRandomGenerator([0.2]);
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var picked = ship.getRandomEquipment(random);
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expect(picked).not.toBeNull();
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expect(picked).toBe(ship.slots[0].attached);
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random = new SkewedRandomGenerator([0.999999]);
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picked = ship.getRandomEquipment(random);
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expect(picked).not.toBeNull();
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expect(picked).toBe(ship.slots[2].attached);
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});
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it("recover action points at end of turn", function () {
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var ship = new Ship();
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let power_generator = new Equipment(SlotType.Power);
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power_generator.effects = [
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new AttributeEffect("power_capacity", 8),
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new AttributeEffect("power_generation", 3),
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]
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ship.addSlot(SlotType.Power).attach(power_generator);
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expect(ship.values.power.get()).toBe(0);
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ship.initializeActionPoints();
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expect(ship.values.power.get()).toBe(8);
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ship.values.power.set(3);
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expect(ship.values.power.get()).toBe(3);
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ship.recoverActionPoints();
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expect(ship.values.power.get()).toBe(6);
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ship.recoverActionPoints();
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expect(ship.values.power.get()).toBe(8);
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});
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it("checks if a ship is inside a given circle", function () {
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let ship = new Ship();
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ship.arena_x = 5;
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ship.arena_y = 8;
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expect(ship.isInCircle(5, 8, 0)).toBe(true);
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expect(ship.isInCircle(5, 8, 1)).toBe(true);
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expect(ship.isInCircle(5, 7, 1)).toBe(true);
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expect(ship.isInCircle(6, 9, 1.7)).toBe(true);
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expect(ship.isInCircle(5, 8.1, 0)).toBe(false);
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expect(ship.isInCircle(5, 7, 0.9)).toBe(false);
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expect(ship.isInCircle(12, -4, 5)).toBe(false);
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});
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it("stores items in cargo space", function () {
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let ship = new Ship();
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let equipment1 = new Equipment();
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let equipment2 = new Equipment();
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let result = ship.addCargo(equipment1);
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expect(result).toBe(false);
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expect(ship.cargo).toEqual([]);
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expect(ship.getFreeCargoSpace()).toBe(0);
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ship.setCargoSpace(1);
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expect(ship.getFreeCargoSpace()).toBe(1);
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result = ship.addCargo(equipment1);
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expect(result).toBe(true);
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expect(ship.cargo).toEqual([equipment1]);
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expect(ship.getFreeCargoSpace()).toBe(0);
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result = ship.addCargo(equipment1);
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expect(result).toBe(false);
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expect(ship.cargo).toEqual([equipment1]);
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result = ship.addCargo(equipment2);
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expect(result).toBe(false);
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expect(ship.cargo).toEqual([equipment1]);
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ship.setCargoSpace(2);
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expect(ship.getFreeCargoSpace()).toBe(1);
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result = ship.addCargo(equipment2);
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expect(result).toBe(true);
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expect(ship.cargo).toEqual([equipment1, equipment2]);
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expect(ship.getFreeCargoSpace()).toBe(0);
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ship.setCargoSpace(1);
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expect(ship.cargo).toEqual([equipment1]);
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expect(ship.getFreeCargoSpace()).toBe(0);
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ship.setCargoSpace(2);
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expect(ship.cargo).toEqual([equipment1]);
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expect(ship.getFreeCargoSpace()).toBe(1);
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});
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it("equips items from cargo", function () {
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let ship = new Ship();
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let equipment = new Equipment(SlotType.Weapon);
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let slot = ship.addSlot(SlotType.Weapon);
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expect(ship.listEquipment()).toEqual([]);
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let result = ship.equip(equipment);
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expect(result).toBe(false);
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expect(ship.listEquipment()).toEqual([]);
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ship.setCargoSpace(1);
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ship.addCargo(equipment);
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result = ship.equip(equipment);
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expect(result).toBe(true);
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expect(ship.listEquipment(SlotType.Weapon)).toEqual([equipment]);
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expect(equipment.attached_to).toEqual(slot);
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});
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it("removes equipped items", function () {
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let ship = new Ship();
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let equipment = new Equipment(SlotType.Weapon);
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let slot = ship.addSlot(SlotType.Weapon);
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slot.attach(equipment);
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expect(ship.listEquipment()).toEqual([equipment]);
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expect(slot.attached).toBe(equipment);
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expect(equipment.attached_to).toBe(slot);
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let result = ship.unequip(equipment);
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expect(result).toBe(false);
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expect(ship.listEquipment()).toEqual([equipment]);
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expect(ship.cargo).toEqual([]);
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ship.setCargoSpace(10);
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result = ship.unequip(equipment);
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expect(result).toBe(true);
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expect(ship.listEquipment()).toEqual([]);
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expect(ship.cargo).toEqual([equipment]);
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expect(slot.attached).toBe(null);
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expect(equipment.attached_to).toBe(null);
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result = ship.unequip(equipment);
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expect(result).toBe(false);
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expect(ship.listEquipment()).toEqual([]);
|
|
expect(ship.cargo).toEqual([equipment]);
|
|
});
|
|
|
|
it("checks equipment requirements", function () {
|
|
let ship = new Ship();
|
|
let equipment = new Equipment(SlotType.Hull);
|
|
expect(ship.canEquip(equipment)).toBe(null);
|
|
|
|
ship.addSlot(SlotType.Engine);
|
|
expect(ship.canEquip(equipment)).toBe(null);
|
|
|
|
let slot = ship.addSlot(SlotType.Hull);
|
|
expect(ship.canEquip(equipment)).toBe(slot);
|
|
|
|
equipment.requirements["skill_photons"] = 2;
|
|
expect(ship.canEquip(equipment)).toBe(null);
|
|
|
|
ship.upgradeSkill("skill_photons");
|
|
expect(ship.canEquip(equipment)).toBe(null);
|
|
|
|
ship.upgradeSkill("skill_photons");
|
|
expect(ship.canEquip(equipment)).toBe(slot);
|
|
|
|
slot.attach(new Equipment(SlotType.Hull));
|
|
expect(ship.canEquip(equipment)).toBe(null);
|
|
});
|
|
|
|
it("allow skills upgrading from current level", function () {
|
|
let ship = new Ship();
|
|
expect(ship.level.get()).toBe(1);
|
|
expect(ship.getAvailableUpgradePoints()).toBe(10);
|
|
|
|
ship.level.forceLevel(2);
|
|
expect(ship.level.get()).toBe(2);
|
|
expect(ship.getAvailableUpgradePoints()).toBe(15);
|
|
|
|
expect(ship.getAttribute("skill_photons")).toBe(0);
|
|
ship.upgradeSkill("skill_photons");
|
|
expect(ship.getAttribute("skill_photons")).toBe(1);
|
|
|
|
range(50).forEach(() => ship.upgradeSkill("skill_gravity"));
|
|
expect(ship.getAttribute("skill_photons")).toBe(1);
|
|
expect(ship.getAttribute("skill_gravity")).toBe(14);
|
|
expect(ship.getAvailableUpgradePoints()).toBe(0);
|
|
|
|
ship.updateAttributes();
|
|
expect(ship.getAttribute("skill_photons")).toBe(1);
|
|
expect(ship.getAttribute("skill_gravity")).toBe(14);
|
|
});
|
|
|
|
it("restores as new at the end of battle", function () {
|
|
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();
|
|
|
|
expect(ship.getValue("hull")).toEqual(5);
|
|
expect(ship.getValue("shield")).toEqual(15);
|
|
expect(ship.getValue("power")).toEqual(3);
|
|
expect(ship.sticky_effects.length).toEqual(2);
|
|
expect(ship.getAttribute("power_capacity")).toEqual(3);
|
|
|
|
ship.endBattle(1);
|
|
|
|
expect(ship.getValue("hull")).toEqual(10);
|
|
expect(ship.getValue("shield")).toEqual(20);
|
|
expect(ship.getValue("power")).toEqual(5);
|
|
expect(ship.sticky_effects.length).toEqual(0);
|
|
expect(ship.getAttribute("power_capacity")).toEqual(5);
|
|
});
|
|
|
|
it("lists active effects", function () {
|
|
let ship = new Ship();
|
|
expect(imaterialize(ship.ieffects())).toEqual([]);
|
|
|
|
let equipment = ship.addSlot(SlotType.Engine).attach(new Equipment(SlotType.Engine));
|
|
expect(imaterialize(ship.ieffects())).toEqual([]);
|
|
|
|
equipment.effects.push(new AttributeEffect("precision", 4));
|
|
expect(imaterialize(ship.ieffects())).toEqual([
|
|
new AttributeEffect("precision", 4)
|
|
]);
|
|
|
|
ship.addStickyEffect(new StickyEffect(new AttributeLimitEffect("precision", 2), 4));
|
|
expect(imaterialize(ship.ieffects())).toEqual([
|
|
new AttributeEffect("precision", 4),
|
|
new AttributeLimitEffect("precision", 2)
|
|
]);
|
|
});
|
|
});
|
|
}
|