blueshell
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A Behavior Tree implementation in modern Javascript
82 lines • 3.28 kB
JavaScript
;
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var __importStar = (this && this.__importStar) || (function () {
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Object.defineProperty(exports, "__esModule", { value: true });
/**
* Created by josh on 1/10/16.
*/
const chai_1 = require("chai");
const DroneActions_1 = require("./test/DroneActions");
const lib_1 = require("../../lib");
const Behavior = __importStar(require("../../lib"));
class ShootFlares extends Behavior.Action {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
onEvent(state, event) {
let result = lib_1.rc.FAILURE;
if (state.flares > 0) {
state.flares--;
result = lib_1.rc.SUCCESS;
}
return result;
}
}
class EvasiveManeuver extends Behavior.Action {
// eslint-disable-next-line @typescript-eslint/no-unused-vars
onEvent(state, event) {
state.commands.push('turnLeft');
return lib_1.rc.SUCCESS;
}
}
const droneAi = new Behavior.Sequence('droneAi', [new ShootFlares(), new EvasiveManeuver()]);
describe('Sequence', function () {
it('should return success', function () {
// With an armed jet
const jetState = new DroneActions_1.DroneState();
jetState.flares = 2;
const res = droneAi.handleEvent(jetState, 'underAttack');
chai_1.assert.equal(res, lib_1.rc.SUCCESS, 'Behavior Tree success');
chai_1.assert.equal(jetState.flares, 1, 'Used Flares');
chai_1.assert.equal(jetState.commands[0], 'turnLeft', 'Turning Left');
});
it('should return failure', function () {
// With an empty jet
const emptyDrone = new DroneActions_1.DroneState();
emptyDrone.flares = 0;
const res = droneAi.handleEvent(emptyDrone, 'underAttack');
chai_1.assert.equal(res, lib_1.rc.FAILURE, 'Behavior Tree failure');
chai_1.assert.equal(emptyDrone.flares, 0, 'Used Flares');
chai_1.assert.equal(emptyDrone.commands.length, 0, 'No Commands');
});
});
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