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spacetac/src/ui/battle/WeaponEffect.spec.ts

122 lines
5.6 KiB
TypeScript

module TK.SpaceTac.UI.Specs {
describe("WeaponEffect", function () {
let testgame = setupBattleview();
function checkEmitters(step: string, expected: number) {
expect(testgame.battleview.arena.layer_weapon_effects.children.length).toBe(expected, `${step} - layer children`);
expect(keys(testgame.battleview.game.particles.emitters).length).toBe(expected, `${step} - registered emitters`);
}
function fastForward(milliseconds: number) {
jasmine.clock().tick(milliseconds);
testgame.ui.updateLogic(milliseconds);
}
it("displays shield hit effect", function () {
let battleview = testgame.battleview;
battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), new Target(0, 0), new Equipment());
effect.shieldImpactEffect({ x: 10, y: 10 }, { x: 20, y: 15 }, 1000, 3000, true);
let layer = battleview.arena.layer_weapon_effects;
expect(layer.children.length).toBe(2);
expect(layer.children[0] instanceof Phaser.Image).toBe(true);
expect(layer.children[0].rotation).toBeCloseTo(-2.677945044588987, 10);
expect(layer.children[0].position).toEqual(jasmine.objectContaining({ x: 20, y: 15 }));
expect(layer.children[1] instanceof Phaser.Particles.Arcade.Emitter).toBe(true);
});
it("displays gatling gun effect", function () {
let battleview = testgame.battleview;
battleview.timer = new Timer();
let ship = nn(battleview.battle.playing_ship);
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), new Equipment());
effect.gunEffect();
let layer = battleview.arena.layer_weapon_effects;
expect(layer.children.length).toBe(1);
expect(layer.children[0] instanceof Phaser.Particles.Arcade.Emitter).toBe(true);
});
it("displays shield and hull effect on impacted ships", function () {
let battleview = testgame.battleview;
battleview.timer = new Timer();
let ship = nn(battleview.battle.playing_ship);
let sprite = nn(battleview.arena.findShipSprite(ship));
ship.setArenaPosition(50, 30);
sprite.position.set(50, 30);
sprite.hull_bar.setValue(10, 10);
sprite.shield_bar.setValue(0, 10);
let weapon = new Equipment();
weapon.action = new TriggerAction(weapon, [new DamageEffect()], 1, 500);
spyOn(weapon.action, "getImpactedShips").and.returnValue([ship]);
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), weapon);
spyOn(effect, "getEffectForWeapon").and.returnValue(() => 100);
let mock_shield_impact = spyOn(effect, "shieldImpactEffect").and.stub();
let mock_hull_impact = spyOn(effect, "hullImpactEffect").and.stub();
effect.start();
expect(mock_shield_impact).toHaveBeenCalledTimes(0);
expect(mock_hull_impact).toHaveBeenCalledTimes(1);
expect(mock_hull_impact).toHaveBeenCalledWith(jasmine.objectContaining({ x: 0, y: 0 }), jasmine.objectContaining({ x: 50, y: 30 }), 40, 400);
sprite.shield_bar.setValue(10, 10);
effect.start();
expect(mock_shield_impact).toHaveBeenCalledTimes(1);
expect(mock_shield_impact).toHaveBeenCalledWith(jasmine.objectContaining({ x: 0, y: 0 }), jasmine.objectContaining({ x: 50, y: 30 }), 40, 800, false);
expect(mock_hull_impact).toHaveBeenCalledTimes(1);
});
it("removes particle emitters when done", function () {
let battleview = testgame.battleview;
battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(50, 50), new Equipment());
effect.gunEffect();
checkEmitters("gun effect started", 1);
fastForward(6000);
checkEmitters("gun effect ended", 0);
effect.hullImpactEffect({ x: 0, y: 0 }, { x: 50, y: 50 }, 1000, 2000);
checkEmitters("hull effect started", 1);
fastForward(8500);
checkEmitters("hull effect ended", 0);
});
it("adds a laser effect", function () {
let battleview = testgame.battleview;
battleview.timer = new Timer();
let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(31, 49), new Equipment());
let result = effect.angularLaser({ x: 20, y: 30 }, 300, Math.PI / 4, -Math.PI / 2, 5);
expect(result).toBe(200);
let layer = battleview.arena.layer_weapon_effects;
expect(layer.children.length).toBe(1);
expect(layer.children[0] instanceof Phaser.Image).toBe(true, "is image");
let image = <Phaser.Image>layer.children[0];
expect(image.name).toEqual("battle-effects-laser");
expect(image.width).toBe(300);
expect(image.x).toEqual(20);
expect(image.y).toEqual(30);
expect(image.rotation).toBeCloseTo(Math.PI / 4, 0.000001);
let values = battleview.animations.simulate(image, "rotation", 4, result);
expect(values[0]).toBeCloseTo(Math.PI / 4, 0.000001);
expect(values[1]).toBeCloseTo(0, 0.000001);
expect(values[2]).toBeCloseTo(-Math.PI / 4, 0.000001);
expect(values[3]).toBeCloseTo(-Math.PI / 2, 0.000001);
});
});
}