|
|
@@ -0,0 +1,121 @@ |
|
|
|
define([ |
|
|
|
'server/mocks/generator' |
|
|
|
], function( |
|
|
|
mocks |
|
|
|
) { |
|
|
|
return { |
|
|
|
//Is our reputation the correct amount before and after adding |
|
|
|
getReputation_GetReputation: function() { |
|
|
|
var factionBase = require('../src/server/config/factionBase'); |
|
|
|
var fjolgard = require('../src/server/config/factions/fjolgard'); |
|
|
|
var factionBlueprint = extend(true, {}, factionBase, fjolgard); |
|
|
|
|
|
|
|
var player = mocks.player({ |
|
|
|
reputation: { |
|
|
|
factions: { |
|
|
|
fjolgard: factionBlueprint |
|
|
|
}, |
|
|
|
list: [{ |
|
|
|
id: 'fjolgard', |
|
|
|
rep: 1000, |
|
|
|
tier: 0 |
|
|
|
}] |
|
|
|
}, |
|
|
|
equipment: {} |
|
|
|
}); |
|
|
|
|
|
|
|
var repBefore = player.reputation.list[0].rep; |
|
|
|
|
|
|
|
player.reputation.getReputation('fjolgard', 1); |
|
|
|
if (repBefore + 1 != player.reputation.list[0].rep) |
|
|
|
return true; |
|
|
|
}, |
|
|
|
|
|
|
|
//Is our reputation the correct amount before and after adding |
|
|
|
getReputation_LoseReputation: function() { |
|
|
|
var factionBase = require('../src/server/config/factionBase'); |
|
|
|
var fjolgard = require('../src/server/config/factions/fjolgard'); |
|
|
|
var factionBlueprint = extend(true, {}, factionBase, fjolgard); |
|
|
|
|
|
|
|
var player = mocks.player({ |
|
|
|
reputation: { |
|
|
|
factions: { |
|
|
|
fjolgard: factionBlueprint |
|
|
|
}, |
|
|
|
list: [{ |
|
|
|
id: 'fjolgard', |
|
|
|
rep: 1000, |
|
|
|
tier: 0 |
|
|
|
}] |
|
|
|
}, |
|
|
|
equipment: {} |
|
|
|
}); |
|
|
|
|
|
|
|
var repBefore = player.reputation.list[0].rep; |
|
|
|
|
|
|
|
player.reputation.getReputation('fjolgard', -1); |
|
|
|
if (repBefore - 1 != player.reputation.list[0].rep) |
|
|
|
return true; |
|
|
|
}, |
|
|
|
|
|
|
|
//Do we gain tiers when getting the correct amount of reputation to do so |
|
|
|
calculateTier_GainTier: function() { |
|
|
|
var factionBase = require('../src/server/config/factionBase'); |
|
|
|
var fjolgard = require('../src/server/config/factions/fjolgard'); |
|
|
|
var factionBlueprint = extend(true, {}, factionBase, fjolgard); |
|
|
|
|
|
|
|
var player = mocks.player({ |
|
|
|
reputation: { |
|
|
|
factions: { |
|
|
|
fjolgard: factionBlueprint |
|
|
|
}, |
|
|
|
list: [{ |
|
|
|
id: 'fjolgard' |
|
|
|
}] |
|
|
|
}, |
|
|
|
equipment: {} |
|
|
|
}); |
|
|
|
|
|
|
|
var f = player.reputation.list[0]; |
|
|
|
for (var i = 0; i < factionBlueprint.tiers.length; i++) { |
|
|
|
var tier = factionBlueprint.tiers[i]; |
|
|
|
f.tier = i - 1; |
|
|
|
f.rep = tier.rep - 1; |
|
|
|
|
|
|
|
player.reputation.getReputation('fjolgard', 1); |
|
|
|
if (f.tier != i) |
|
|
|
return true; |
|
|
|
} |
|
|
|
}, |
|
|
|
|
|
|
|
//Do we lose tiers when losing the correct amount of reputation to do so |
|
|
|
calculateTier_LoseTier: function() { |
|
|
|
var factionBase = require('../src/server/config/factionBase'); |
|
|
|
var fjolgard = require('../src/server/config/factions/fjolgard'); |
|
|
|
var factionBlueprint = extend(true, {}, factionBase, fjolgard); |
|
|
|
|
|
|
|
var player = mocks.player({ |
|
|
|
reputation: { |
|
|
|
factions: { |
|
|
|
fjolgard: factionBlueprint |
|
|
|
}, |
|
|
|
list: [{ |
|
|
|
id: 'fjolgard' |
|
|
|
}] |
|
|
|
}, |
|
|
|
equipment: {} |
|
|
|
}); |
|
|
|
|
|
|
|
var f = player.reputation.list[0]; |
|
|
|
for (var i = 1; i < factionBlueprint.tiers.length; i++) { |
|
|
|
var tier = factionBlueprint.tiers[i]; |
|
|
|
f.tier = i; |
|
|
|
f.rep = tier.rep; |
|
|
|
|
|
|
|
player.reputation.getReputation('fjolgard', -1); |
|
|
|
if (f.tier != i - 1) |
|
|
|
return true; |
|
|
|
} |
|
|
|
} |
|
|
|
}; |
|
|
|
}); |