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spacetac/src/core/GameSession.spec.ts

149 lines
6 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("GameSession", test => {
/**
* Compare two sessions
*/
function compare(session1: GameSession, session2: GameSession) {
test.check.equals(session1, session2);
}
/**
* Apply deterministic game steps
*/
function applyGameSteps(session: GameSession): void {
var battle = nn(session.getBattle());
battle.advanceToNextShip();
// TODO Make some fixed moves (AI?)
battle.endBattle(battle.fleets[0]);
}
test.case("serializes to a string", check => {
var session = new GameSession();
session.startQuickBattle();
// Dump and reload
var dumped = session.saveToString();
var loaded_session = GameSession.loadFromString(dumped);
// Check equality
compare(loaded_session, session);
// Apply game steps
applyGameSteps(session);
applyGameSteps(loaded_session);
// Check equality after game steps
compare(loaded_session, session);
});
test.case("generates a quick battle", check => {
var session = new GameSession();
session.startQuickBattle();
check.same(session.getBattle(), session.player.fleet.battle, "battle");
check.same(session.player.fleet, session.fleet, "fleet");
check.same(nn(session.getBattle()).fleets[0], session.fleet, "attacker fleet");
});
test.case("applies battle outcome to bound player", check => {
let session = new GameSession();
check.equals(session.getBattle(), null);
let location1 = new StarLocation();
let location2 = new StarLocation(location1.star);
session.universe.locations = new RObjectContainer([location1, location2]);
// Victory case
location1.encounter = new Fleet();
session.player.fleet.setLocation(location1);
check.notequals(session.getBattle(), null);
check.notequals(location1.encounter, null);
let battle = nn(session.getBattle());
battle.endBattle(session.player.fleet);
session.setBattleEnded();
check.notequals(session.getBattle(), null);
check.equals(location1.encounter, null);
// Defeat case
location2.encounter = new Fleet();
session.player.fleet.setLocation(location2);
check.notequals(session.getBattle(), null);
check.notequals(location2.encounter, null);
battle = nn(session.getBattle());
battle.endBattle(null);
session.setBattleEnded();
check.notequals(session.getBattle(), null);
check.notequals(location2.encounter, null);
});
test.case("generates a new campaign", check => {
let session = new GameSession();
session.startNewGame(false);
check.notequals(session.player, null);
check.equals(session.player.fleet.ships.length, 0);
check.equals(session.player.fleet.credits, 0);
check.equals(session.universe.stars.length, 50);
check.equals(session.getBattle(), null);
check.equals(session.start_location.shop, null);
check.equals(session.start_location.encounter, null);
check.equals(session.start_location.encounter_gen, true);
session.setCampaignFleet();
check.equals(session.player.fleet.ships.length, 2);
check.equals(session.player.fleet.credits, 0);
check.equals(session.player.fleet.location, session.start_location.id);
});
test.case("can revert battle", check => {
let session = new GameSession();
let star = session.universe.addStar();
let loc1 = star.addLocation(StarLocationType.PLANET);
loc1.clearEncounter();
let loc2 = star.addLocation(StarLocationType.PLANET);
loc2.encounter_random = new SkewedRandomGenerator([0], true);
session.universe.updateLocations();
session.fleet.setLocation(loc1);
check.in("init in loc1", check => {
check.equals(session.getBattle(), null, "bound battle");
check.equals(session.fleet.location, loc1.id, "fleet location");
check.equals(session.player.hasVisitedLocation(loc2), false, "visited");
});
session.fleet.setLocation(loc2);
check.in("move to loc2", check => {
check.notequals(session.getBattle(), null, "bound battle");
check.equals(session.fleet.location, loc2.id, "fleet location");
check.equals(session.player.hasVisitedLocation(loc2), true, "visited");
});
let enemy = loc2.encounter;
session.revertBattle();
check.in("reverted", check => {
check.equals(session.getBattle(), null, "bound battle");
check.equals(session.fleet.location, loc1.id, "fleet location");
check.equals(session.player.hasVisitedLocation(loc2), true, "visited");
});
session.fleet.setLocation(loc2);
check.in("move to loc2 again", check => {
check.notequals(session.getBattle(), null, "bound battle");
check.equals(session.fleet.location, loc2.id, "fleet location");
check.equals(session.player.hasVisitedLocation(loc2), true, "visited");
check.same(nn(session.getBattle()).fleets[1], nn(enemy), "same enemy");
});
});
/*test.case("can generate lots of new games", check => {
range(20).forEach(() => {
let session = new GameSession();
session.startNewGame();
check.equals(session.universe.stars.length, 50);
});
});*/
});
}