191 lines
6.8 KiB
CoffeeScript
191 lines
6.8 KiB
CoffeeScript
require '../../helpers'
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{_} = require 'underscore'
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shared = require '../../shared'
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{Conditions} = require '../../../shared/conditions'
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{Protocol} = require '../../../shared/protocol'
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describe "Battle timer", ->
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describe "without team preview", ->
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beforeEach ->
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@clock.tick(10000)
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shared.create.call this,
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conditions: [ Conditions.TIMED_BATTLE ]
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@battle.TIMER_CAP = Infinity
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it "starts a timer that ends the battle in 5 minutes", ->
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@battle.isOver().should.be.false
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delta = 100
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@clock.tick(@battle.DEFAULT_TIMER - delta)
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@battle.isOver().should.be.false
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@clock.tick(delta)
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@battle.isOver().should.be.true
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it "declares a timer win for the player that didn't run out of time", ->
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@battle.playerTimes[@id1] += 1000
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spy = @sandbox.spy(@battle, 'tell')
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@clock.tick(@battle.DEFAULT_TIMER)
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index1 = @battle.getPlayerIndex(@id1)
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spy.calledWith(Protocol.TIMER_WIN, index1).should.be.true
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it "increases time remaining by 20 seconds for each player each turn", ->
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@battle.timeRemainingFor(@id1).should.equal(@battle.DEFAULT_TIMER)
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@battle.beginTurn()
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delta = @battle.TIMER_PER_TURN_INCREASE
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@battle.timeRemainingFor(@id1).should.equal(@battle.DEFAULT_TIMER + delta)
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@battle.timeRemainingFor(@id2).should.equal(@battle.DEFAULT_TIMER + delta)
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@battle.beginTurn()
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delta *= 2
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@battle.timeRemainingFor(@id1).should.equal(@battle.DEFAULT_TIMER + delta)
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@battle.timeRemainingFor(@id2).should.equal(@battle.DEFAULT_TIMER + delta)
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it "recalculates timer after increasing time remaining", ->
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@battle.beginTurn()
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delta = @battle.TIMER_PER_TURN_INCREASE
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spy = @sandbox.spy(@battle, 'tell')
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@clock.tick(@battle.DEFAULT_TIMER + delta / 2)
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spy.calledWith(Protocol.TIMER_WIN).should.be.false
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@clock.tick(delta / 2)
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spy.calledWith(Protocol.TIMER_WIN).should.be.true
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it "stops timer for players who have moved", ->
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delta = 5000
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@battle.timeRemainingFor(@id1).should.equal(@battle.DEFAULT_TIMER)
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@battle.timeRemainingFor(@id2).should.equal(@battle.DEFAULT_TIMER)
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@clock.tick(delta)
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@battle.timeRemainingFor(@id1).should.equal(@battle.DEFAULT_TIMER - delta)
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@battle.timeRemainingFor(@id2).should.equal(@battle.DEFAULT_TIMER - delta)
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@battle.recordMove(@id1, @battle.getMove("Splash"))
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@clock.tick(delta)
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@battle.timeRemainingFor(@id1).should.equal(@battle.DEFAULT_TIMER - delta)
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@battle.timeRemainingFor(@id2).should.equal(@battle.DEFAULT_TIMER - 2 * delta)
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it "recalculates the timer after a player chooses an action", ->
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delta = 4000
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# give player 2 more time
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@battle.playerTimes[@id2] += delta
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@battle.recordMove(@id1, @battle.getMove("Splash"))
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spy = @sandbox.spy(@battle, 'tell')
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@clock.tick(@battle.DEFAULT_TIMER)
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spy.calledWith(Protocol.TIMER_WIN).should.be.false
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@clock.tick(delta)
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spy.calledWith(Protocol.TIMER_WIN).should.be.true
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it "grants time if player selected a move before the battle continued", ->
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@clock.tick(2500)
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spy = @sandbox.spy(@battle, 'requestActions')
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@controller.makeMove(@id1, "Splash")
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# 5 seconds after the player moves, the battle progresses
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@clock.tick(5000)
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@controller.makeMove(@id2, "Splash")
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(@battle.DEFAULT_TIMER + @battle.TIMER_PER_TURN_INCREASE -
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@battle.timeRemainingFor(@id1)).should.equal(2500)
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# Turn has progressed. Make another move and check the time.
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@clock.tick(2500)
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@controller.makeMove(@id1, "Splash")
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@clock.tick(5000)
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@controller.makeMove(@id2, "Splash")
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(@battle.DEFAULT_TIMER + 2 * @battle.TIMER_PER_TURN_INCREASE -
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@battle.timeRemainingFor(@id1)).should.equal(5000)
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it "ends battle if canceling after which they'd lose to timer", ->
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# So the second player won't trigger the end condition.
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@battle.playerTimes[@id2] += 4000
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@clock.tick(2500)
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@controller.makeMove(@id1, "Splash")
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@clock.tick(@battle.DEFAULT_TIMER)
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mock = @sandbox.mock(@battle).expects('timerWin').once()
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@controller.undoCompletedRequest(@id1)
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@battle.timeRemainingFor(@id1).should.equal(-2500)
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mock.verify()
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it "sends timer updates when battle enters a new turn", ->
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@battle.recordMove(@id1, @battle.getMove("Splash"))
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@battle.recordMove(@id2, @battle.getMove("Splash"))
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spy = @sandbox.spy(@battle, 'send')
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@battle.continueTurn()
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spy.calledWith('updateTimers').should.be.false
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@battle.beginTurn()
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spy.calledWith('updateTimers').should.be.true
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it "gets cleared if the battle ends prematurely", ->
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@battle.endBattle()
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mock = @sandbox.mock(@battle).expects('timerWin').never()
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@clock.tick(@battle.DEFAULT_TIMER)
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mock.verify()
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it "has a cap every time a new turn begins", ->
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@battle.TIMER_CAP = @battle.DEFAULT_TIMER
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@clock.tick(@battle.TIMER_PER_TURN_INCREASE >> 1)
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@battle.beginTurn()
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@battle.timeRemainingFor(@id1).should.equal(@battle.TIMER_CAP)
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it "has a cap every time a player gains time after a new action request", ->
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@battle.TIMER_CAP = @battle.DEFAULT_TIMER
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@battle.recordMove(@id1, @battle.getMove("U-turn"))
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@clock.tick(@battle.TIMER_PER_TURN_INCREASE >> 1)
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@battle.continueTurn()
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@battle.timeRemainingFor(@id1).should.equal(@battle.TIMER_CAP)
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it "recalculates timer every time an action is requested", ->
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# Player 2 has more time.
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delta = 4000
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@battle.playerTimes[@id2] += delta
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@battle.recordMove(@id2, @battle.getMove("U-turn"))
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@battle.recordMove(@id1, @battle.getMove("Splash"))
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@battle.continueTurn()
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# Action requested due to U-turn
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spy = @sandbox.spy(@battle, 'tell')
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@clock.tick(@battle.DEFAULT_TIMER)
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spy.calledWith(Protocol.TIMER_WIN).should.be.false
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@clock.tick(delta)
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spy.calledWith(Protocol.TIMER_WIN).should.be.true
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describe "with team preview", ->
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beforeEach ->
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@clock.tick(10000)
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shared.create.call this,
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conditions: [ Conditions.TIMED_BATTLE, Conditions.TEAM_PREVIEW ]
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it "starts a timer that auto-starts the battle after 1.5 mins", ->
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@battle.arranging.should.be.true
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spy = @sandbox.spy(@battle, 'startBattle')
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@clock.tick(@battle.TEAM_PREVIEW_TIMER)
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spy.calledOnce.should.be.true
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@battle.arranging.should.be.false
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it "arranges teams of those who already submitted arrangements", ->
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@battle.arranging.should.be.true
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arrangement = [0...@team1.size()]
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arrangement.reverse()
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pokemon = _.clone(@team1.pokemon)
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pokemon.reverse()
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@controller.arrangeTeam(@id1, arrangement)
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@clock.tick(@battle.TEAM_PREVIEW_TIMER)
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@team1.pokemon.should.eql(pokemon)
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