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spacetac/src/core/Equipment.spec.ts

114 lines
4.3 KiB
TypeScript

module TK.SpaceTac.Specs {
testing("Equipment", test => {
test.case("generates a full name", check => {
let equipment = new Equipment(SlotType.Weapon, "rayofdeath");
check.equals(equipment.getFullName(), "rayofdeath Mk1");
equipment.name = "Ray of Death";
check.equals(equipment.getFullName(), "Ray of Death Mk1");
equipment.quality = EquipmentQuality.LEGENDARY;
check.equals(equipment.getFullName(), "Legendary Ray of Death Mk1");
});
test.case("checks capabilities requirements", check => {
var equipment = new Equipment();
var ship = new Ship();
check.equals(equipment.canBeEquipped(ship.attributes), true);
equipment.requirements["skill_time"] = 2;
check.equals(equipment.canBeEquipped(ship.attributes), false);
TestTools.setAttribute(ship, "skill_time", 1);
check.equals(equipment.canBeEquipped(ship.attributes), false);
TestTools.setAttribute(ship, "skill_time", 2);
check.equals(equipment.canBeEquipped(ship.attributes), true);
TestTools.setAttribute(ship, "skill_time", 3);
check.equals(equipment.canBeEquipped(ship.attributes), true);
// Second requirement
equipment.requirements["skill_materials"] = 3;
check.equals(equipment.canBeEquipped(ship.attributes), false);
TestTools.setAttribute(ship, "skill_materials", 4);
check.equals(equipment.canBeEquipped(ship.attributes), true);
});
test.case("generates a description of the effects", check => {
let equipment = new Equipment();
check.equals(equipment.getEffectsDescription(), "does nothing");
let action = new TriggerAction(equipment, [new DamageEffect(50)], 1, 200, 0);
equipment.action = action;
check.equals(equipment.getEffectsDescription(), "Fire (power 1, range 200km):\n• do 50 damage on target");
action.blast = 20;
check.equals(equipment.getEffectsDescription(), "Fire (power 1, range 200km):\n• do 50 damage in 20km radius");
action.blast = 0;
action.effects.push(new StickyEffect(new AttributeLimitEffect("shield_capacity", 200), 3));
check.equals(equipment.getEffectsDescription(), "Fire (power 1, range 200km):\n• do 50 damage on target\n• limit shield capacity to 200 for 3 turns on target");
});
test.case("gets a minimal level, based on skills requirements", check => {
let equipment = new Equipment();
check.equals(equipment.getMinimumLevel(), 1);
equipment.requirements["skill_quantum"] = 10;
check.equals(equipment.getMinimumLevel(), 1);
equipment.requirements["skill_time"] = 1;
check.equals(equipment.getMinimumLevel(), 2);
equipment.requirements["skill_gravity"] = 2;
check.equals(equipment.getMinimumLevel(), 2);
equipment.requirements["skill_antimatter"] = 4;
check.equals(equipment.getMinimumLevel(), 3);
});
test.case("weighs the price, taking wear into account", check => {
let equipment = new Equipment();
check.equals(equipment.getPrice(), 0);
equipment.price = 100;
check.equals(equipment.getPrice(), 100);
equipment.addWear(1);
check.equals(equipment.getPrice(), 99);
equipment.addWear(10);
check.equals(equipment.getPrice(), 97);
equipment.addWear(89);
check.equals(equipment.getPrice(), 83);
equipment.addWear(400);
check.equals(equipment.getPrice(), 50);
equipment.addWear(12500);
check.equals(equipment.getPrice(), 3);
});
test.case("builds a full textual description", check => {
let equipment = new Equipment();
equipment.name = "Super Equipment";
equipment.requirements["skill_gravity"] = 2;
equipment.effects.push(new AttributeEffect("skill_time", 3));
equipment.wear = 50;
let result = equipment.getFullDescription();
check.equals(result, "Second hand\n\nRequires:\n• gravity skill 2\n\nWhen equipped:\n• time skill +3");
});
});
}