PSF-BotServer/common/src/test/scala/objects/VehicleTest.scala

772 lines
30 KiB
Scala
Raw Normal View History

// Copyright (c) 2017 PSForever
package objects
2018-06-17 00:09:25 +00:00
import akka.actor.Props
import akka.testkit.TestProbe
Facility Turrets (#223) * object class, actor class, and definitions for base turrets; untested * wired base turrets into existence, with hoop jumping; created interface for objects with mounted weapons (vehicles and turrets); working example phalanx_sgl_hevgatcan in Anguta, Ceryshen * re-wiring manned turrets so that the turreted weapon itself never changes externally but merely identifies different and changes internally; workflow for upgrading wall turrets in place (30s); clarifications and documentation for HackMessage and UseItemMessage; getting rid of orphaned packages from previous location of services * added a simple task that reverts upgraded manned turrets to their None state after a certain amount of time has passed; it works but need improvement * turret weapon upgrades now last for a duration of 30 minutes before reverting; created a service support actor base actor that underlies all current support actors; nano-dispenser now properly loads 1 unit of upgrade canister, rather than 100 units; all canister types have appropriate 2x3 inventory size * forgot to hurry; moved over the Services tests from main/test folder into the common/test folder and needed to change the location of ActorTest to accommodate it; test and documentation for MannedTurret; codecov ignore update * wired facility turrets in Anguta, Ceryshen; Akna tower, Ceryshen; and S.Villa tower, home3 (Anguta tower is a watchtower); attempted workaround for Travis CI issues with receiveN; re-introduced RemoveActorTest, at least the first test; expanded how ZoneActor performs tests on MannedTurret setup * getting rid of useless commented-out code; making common operations for mounting and dismounting * removed outdated comment; added ResourceSilo tests; added extra test for Zone
2018-07-15 01:25:44 +00:00
import base.ActorTest
import net.psforever.objects._
2018-07-30 13:28:45 +00:00
import net.psforever.objects.ballistics.{PlayerSource, Projectile, ProjectileResolution, ResolvedProjectile}
import net.psforever.objects.definition.{SeatDefinition, VehicleDefinition}
import net.psforever.objects.serverobject.mount.Mountable
import net.psforever.objects.vehicles._
2018-07-30 13:28:45 +00:00
import net.psforever.objects.vital.{VehicleShieldCharge, Vitality}
import net.psforever.objects.zones.{Zone, ZoneMap}
import net.psforever.types.{PlanetSideGUID, _}
import org.specs2.mutable._
import services.vehicle.{VehicleAction, VehicleServiceMessage}
2018-07-30 13:28:45 +00:00
import scala.concurrent.duration._
class VehicleTest extends Specification {
import VehicleTest._
"SeatDefinition" should {
val seat = new SeatDefinition
seat.ArmorRestriction = SeatArmorRestriction.MaxOnly
seat.Bailable = true
seat.ControlledWeapon = 5
"define (default)" in {
val t_seat = new SeatDefinition
t_seat.ArmorRestriction mustEqual SeatArmorRestriction.NoMax
t_seat.Bailable mustEqual false
t_seat.ControlledWeapon mustEqual None
}
"define (custom)" in {
seat.ArmorRestriction mustEqual SeatArmorRestriction.MaxOnly
seat.Bailable mustEqual true
seat.ControlledWeapon mustEqual Some(5)
}
}
"VehicleDefinition" should {
"define" in {
val fury = GlobalDefinitions.fury
fury.CanBeOwned mustEqual true
fury.CanCloak mustEqual false
fury.Seats.size mustEqual 1
fury.Seats(0).Bailable mustEqual true
fury.Seats(0).ControlledWeapon mustEqual Some(1)
fury.MountPoints.size mustEqual 2
fury.MountPoints.get(1) mustEqual Some(0)
fury.MountPoints.get(2) mustEqual Some(0)
fury.Weapons.size mustEqual 1
fury.Weapons.get(0) mustEqual None
fury.Weapons.get(1) mustEqual Some(GlobalDefinitions.fury_weapon_systema)
fury.TrunkSize.Width mustEqual 11
fury.TrunkSize.Height mustEqual 11
fury.TrunkOffset mustEqual 30
}
}
"Seat" should {
val seat_def = new SeatDefinition
seat_def.ArmorRestriction = SeatArmorRestriction.MaxOnly
seat_def.Bailable = true
seat_def.ControlledWeapon = 5
"construct" in {
val seat = new Seat(seat_def)
seat.ArmorRestriction mustEqual SeatArmorRestriction.MaxOnly
seat.Bailable mustEqual true
seat.ControlledWeapon mustEqual Some(5)
seat.isOccupied mustEqual false
seat.Occupant mustEqual None
}
"player can sit" in {
val seat = new Seat(seat_def)
seat.Occupant.isDefined mustEqual false
val player1 = Player(avatar1)
player1.ExoSuit = ExoSuitType.MAX
seat.Occupant = player1
seat.Occupant.isDefined mustEqual true
seat.Occupant.contains(player1) mustEqual true
}
"one occupant at a time" in {
val seat = new Seat(seat_def)
seat.Occupant.isDefined mustEqual false
val player1 = Player(avatar1)
player1.ExoSuit = ExoSuitType.MAX
seat.Occupant = player1
seat.Occupant.isDefined mustEqual true
seat.Occupant.contains(player1) mustEqual true
val player2 = Player(avatar1)
player2.ExoSuit = ExoSuitType.MAX
seat.Occupant = player2
seat.Occupant.isDefined mustEqual true
seat.Occupant.contains(player1) mustEqual true
}
"one player must get out of seat before other can get in" in {
val seat = new Seat(seat_def)
seat.Occupant.isDefined mustEqual false
val player1 = Player(avatar1)
player1.ExoSuit = ExoSuitType.MAX
seat.Occupant = player1
seat.Occupant.isDefined mustEqual true
seat.Occupant.contains(player1) mustEqual true
val player2 = Player(avatar2)
player2.ExoSuit = ExoSuitType.MAX
seat.Occupant = player2
seat.Occupant.isDefined mustEqual true
seat.Occupant.contains(player2) mustEqual false
seat.Occupant.contains(player1) mustEqual true
seat.Occupant = None
seat.Occupant.isDefined mustEqual false
seat.Occupant = player2
seat.Occupant.isDefined mustEqual true
seat.Occupant.contains(player2) mustEqual true
}
}
"Vehicle" should {
"construct" in {
Vehicle(GlobalDefinitions.fury)
ok
}
"construct (detailed)" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.Owner mustEqual None
fury_vehicle.Seats.size mustEqual 1
fury_vehicle.Seats(0).ArmorRestriction mustEqual SeatArmorRestriction.NoMax
fury_vehicle.Seats(0).isOccupied mustEqual false
fury_vehicle.Seats(0).Occupant mustEqual None
fury_vehicle.Seats(0).Bailable mustEqual true
fury_vehicle.Seats(0).ControlledWeapon mustEqual Some(1)
fury_vehicle.PermissionGroup(0) mustEqual Some(VehicleLockState.Locked) //driver
fury_vehicle.PermissionGroup(1) mustEqual Some(VehicleLockState.Empire) //gunner
fury_vehicle.PermissionGroup(2) mustEqual Some(VehicleLockState.Empire) //passenger
fury_vehicle.PermissionGroup(3) mustEqual Some(VehicleLockState.Locked) //trunk
fury_vehicle.Weapons.size mustEqual 1
fury_vehicle.Weapons.get(0) mustEqual None
fury_vehicle.Weapons.get(1).isDefined mustEqual true
fury_vehicle.Weapons(1).Equipment.isDefined mustEqual true
fury_vehicle.Weapons(1).Equipment.get.Definition mustEqual GlobalDefinitions.fury.Weapons(1)
fury_vehicle.WeaponControlledFromSeat(0) mustEqual fury_vehicle.Weapons(1).Equipment
fury_vehicle.Trunk.Width mustEqual 11
fury_vehicle.Trunk.Height mustEqual 11
fury_vehicle.Trunk.Offset mustEqual 30
fury_vehicle.GetSeatFromMountPoint(1) mustEqual Some(0)
fury_vehicle.GetSeatFromMountPoint(2) mustEqual Some(0)
fury_vehicle.Decal mustEqual 0
fury_vehicle.Health mustEqual fury_vehicle.Definition.MaxHealth
}
"can be owned by a player" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.Owner.isDefined mustEqual false
val player1 = Player(avatar1)
player1.GUID = PlanetSideGUID(1)
fury_vehicle.Owner = player1
fury_vehicle.Owner.isDefined mustEqual true
fury_vehicle.Owner.contains(PlanetSideGUID(1)) mustEqual true
}
"ownership depends on who last was granted it" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.Owner.isDefined mustEqual false
val player1 = Player(avatar1)
player1.GUID = PlanetSideGUID(1)
fury_vehicle.Owner = player1
fury_vehicle.Owner.isDefined mustEqual true
fury_vehicle.Owner.contains(PlanetSideGUID(1)) mustEqual true
val player2 = Player(avatar2)
player2.GUID = PlanetSideGUID(2)
fury_vehicle.Owner = player2
fury_vehicle.Owner.isDefined mustEqual true
fury_vehicle.Owner.contains(PlanetSideGUID(2)) mustEqual true
}
"can use mount point to get seat number" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.GetSeatFromMountPoint(0) mustEqual None
fury_vehicle.GetSeatFromMountPoint(1) mustEqual Some(0)
fury_vehicle.GetSeatFromMountPoint(2) mustEqual Some(0)
fury_vehicle.GetSeatFromMountPoint(3) mustEqual None
}
"has four permission groups" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id) mustEqual Some(VehicleLockState.Locked)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Gunner.id) mustEqual Some(VehicleLockState.Empire)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Passenger.id) mustEqual Some(VehicleLockState.Empire)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Trunk.id) mustEqual Some(VehicleLockState.Locked)
}
"set new permission level" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id) mustEqual Some(VehicleLockState.Locked)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id, VehicleLockState.Group.id) mustEqual Some(VehicleLockState.Group)
}
"set the same permission level" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id) mustEqual Some(VehicleLockState.Locked)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id, VehicleLockState.Locked.id) mustEqual None
}
"alternate permission level indices" in {
val fury_vehicle = Vehicle(GlobalDefinitions.fury)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id) mustEqual fury_vehicle.PermissionGroup(10)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Gunner.id) mustEqual fury_vehicle.PermissionGroup(11)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Passenger.id) mustEqual fury_vehicle.PermissionGroup(12)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Trunk.id) mustEqual fury_vehicle.PermissionGroup(13)
(AccessPermissionGroup.Driver.id + 10) mustEqual 10
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id, VehicleLockState.Group.id) mustEqual Some(VehicleLockState.Group)
fury_vehicle.PermissionGroup(AccessPermissionGroup.Driver.id) mustEqual fury_vehicle.PermissionGroup(10)
}
"can determine permission group from seat" in {
val harasser_vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
harasser_vehicle.SeatPermissionGroup(0) mustEqual Some(AccessPermissionGroup.Driver)
harasser_vehicle.SeatPermissionGroup(1) mustEqual Some(AccessPermissionGroup.Gunner)
harasser_vehicle.SeatPermissionGroup(2) mustEqual None
//TODO test for AccessPermissionGroup.Passenger later
}
"can find a passenger in a seat" in {
val harasser_vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
val player1 = Player(avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(avatar2)
player2.GUID = PlanetSideGUID(2)
harasser_vehicle.Seat(0).get.Occupant = player1 //don't worry about ownership for now
harasser_vehicle.Seat(1).get.Occupant = player2
harasser_vehicle.PassengerInSeat(player1) mustEqual Some(0)
harasser_vehicle.PassengerInSeat(player2) mustEqual Some(1)
harasser_vehicle.Seat(0).get.Occupant = None
harasser_vehicle.PassengerInSeat(player1) mustEqual None
harasser_vehicle.PassengerInSeat(player2) mustEqual Some(1)
}
"can find a weapon controlled from seat" in {
val harasser_vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
val chaingun_p = harasser_vehicle.Weapons(2).Equipment
chaingun_p.isDefined mustEqual true
harasser_vehicle.WeaponControlledFromSeat(0) mustEqual None
harasser_vehicle.WeaponControlledFromSeat(1) mustEqual chaingun_p
}
"can filter utilities with indices that are natural numbers" in {
val objDef = VehicleDefinition(1)
objDef.Utilities += -1 -> UtilityType.order_terminala
objDef.Utilities += 0 -> UtilityType.order_terminalb
objDef.Utilities += 2 -> UtilityType.order_terminalb
val obj = Vehicle(objDef)
obj.Utilities.size mustEqual 3
obj.Utilities(-1).UtilType mustEqual UtilityType.order_terminala
obj.Utilities(0).UtilType mustEqual UtilityType.order_terminalb
obj.Utilities.get(1) mustEqual None
obj.Utilities(2).UtilType mustEqual UtilityType.order_terminalb
val filteredMap = Vehicle.EquipmentUtilities(obj.Utilities)
filteredMap.size mustEqual 2
filteredMap.get(-1) mustEqual None
filteredMap(0).UtilType mustEqual UtilityType.order_terminalb
filteredMap(2).UtilType mustEqual UtilityType.order_terminalb
}
"access its mounted weapons by Slot" in {
val harasser_vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
harasser_vehicle.Weapons(2).Equipment.get.GUID = PlanetSideGUID(10)
harasser_vehicle.Slot(2).Equipment.get.GUID mustEqual PlanetSideGUID(10)
}
"access its trunk by Slot" in {
val harasser_vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
val ammobox = AmmoBox(GlobalDefinitions.armor_canister)
ammobox.GUID = PlanetSideGUID(10)
harasser_vehicle.Inventory += 30 -> ammobox
harasser_vehicle.Slot(30).Equipment.get.GUID mustEqual PlanetSideGUID(10)
}
"find its mounted weapons by GUID" in {
val harasser_vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
harasser_vehicle.Weapons(2).Equipment.get.GUID = PlanetSideGUID(10)
harasser_vehicle.Find(PlanetSideGUID(10)) mustEqual Some(2)
}
"find items in its trunk by GUID" in {
val harasser_vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
val ammobox = AmmoBox(GlobalDefinitions.armor_canister)
ammobox.GUID = PlanetSideGUID(10)
harasser_vehicle.Inventory += 30 -> ammobox
harasser_vehicle.Find(PlanetSideGUID(10)) mustEqual Some(30)
}
}
}
class VehicleControlStopMountingTest extends ActorTest {
"Vehicle Control" should {
"deactivate and stop handling mount messages" in {
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar2)
val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(3)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = new TestProbe(system).ref //necessary
}
vehicle.Weapons(2).Equipment.get.GUID = PlanetSideGUID(4)
val probe = new TestProbe(system)
vehicle.Actor.tell(Mountable.TryMount(player1, 0), probe.ref)
val reply = probe.receiveOne(Duration.create(200, "ms"))
assert(reply.isInstanceOf[Mountable.MountMessages])
vehicle.Actor.tell(Vehicle.PrepareForDeletion(), probe.ref)
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref)
probe.expectNoMsg(Duration.create(200, "ms")) //assertion failed: received unexpected message MountMessages(CanMount
}
}
}
class VehicleControlRestartMountingTest extends ActorTest {
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar2)
player2.GUID = PlanetSideGUID(2)
val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(3)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = new TestProbe(system).ref
}
vehicle.Weapons(2).Equipment.get.GUID = PlanetSideGUID(4)
val probe = new TestProbe(system)
"Vehicle Control" should {
"reactivate and resume handling mount messages" in {
vehicle.Actor.tell(Mountable.TryMount(player1, 0), probe.ref)
probe.receiveOne(Duration.create(200, "ms")) //discard
vehicle.Actor.tell(Vehicle.PrepareForDeletion(), probe.ref)
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref)
probe.expectNoMsg(Duration.create(200, "ms"))
vehicle.Actor.tell(Vehicle.Reactivate(), probe.ref)
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref)
val reply = probe.receiveOne(Duration.create(200, "ms"))
assert(reply.isInstanceOf[Mountable.MountMessages])
}
}
}
class VehicleControlAlwaysDismountTest extends ActorTest {
val probe = new TestProbe(system)
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar2)
player2.GUID = PlanetSideGUID(2)
val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(3)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = new TestProbe(system).ref
}
vehicle.Weapons(2).Equipment.get.GUID = PlanetSideGUID(4)
"Vehicle Control" should {
"always allow dismount messages" in {
vehicle.Actor.tell(Mountable.TryMount(player1, 0), probe.ref)
probe.receiveOne(Duration.create(100, "ms")) //discard
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref)
probe.receiveOne(Duration.create(100, "ms")) //discard
vehicle.Actor.tell(Mountable.TryDismount(player2, 1), probe.ref) //player2 requests dismount
val reply1 = probe.receiveOne(Duration.create(100, "ms"))
assert(reply1.isInstanceOf[Mountable.MountMessages])
assert(reply1.asInstanceOf[Mountable.MountMessages].response.isInstanceOf[Mountable.CanDismount]) //player2 dismounts
vehicle.Actor.tell(Vehicle.PrepareForDeletion(), probe.ref)
vehicle.Actor.tell(Mountable.TryDismount(player1, 0), probe.ref) //player1 requests dismount
val reply2 = probe.receiveOne(Duration.create(100, "ms"))
assert(reply2.isInstanceOf[Mountable.MountMessages])
assert(reply2.asInstanceOf[Mountable.MountMessages].response.isInstanceOf[Mountable.CanDismount]) //player1 dismounts
}
}
}
class VehicleControlMountingBlockedExosuitTest extends ActorTest {
val probe = new TestProbe(system)
def checkCanNotMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanNotMount])
case _ =>
assert(false)
}
}
def checkCanMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanMount])
case _ =>
assert(false)
}
}
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
val player1 = Player(VehicleTest.avatar1)
player1.ExoSuit = ExoSuitType.Reinforced
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar1)
player2.ExoSuit = ExoSuitType.MAX
player2.GUID = PlanetSideGUID(2)
val player3 = Player(VehicleTest.avatar1)
player3.ExoSuit = ExoSuitType.Agile
player3.GUID = PlanetSideGUID(3)
"Vehicle Control" should {
"block players from sitting if their exo-suit is not allowed by the seat" in {
//disallow
vehicle.Actor.tell(Mountable.TryMount(player1, 0), probe.ref) //Reinforced in non-MAX seat
checkCanNotMount()
vehicle.Actor.tell(Mountable.TryMount(player2, 0), probe.ref) //MAX in non-Reinforced seat
checkCanNotMount()
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref) //MAX in non-MAX seat
checkCanNotMount()
vehicle.Actor.tell(Mountable.TryMount(player1, 9), probe.ref) //Reinforced in MAX-only seat
checkCanNotMount()
vehicle.Actor.tell(Mountable.TryMount(player3, 9), probe.ref) //Agile in MAX-only seat
checkCanNotMount()
//allow
vehicle.Actor.tell(Mountable.TryMount(player1, 1), probe.ref)
checkCanMount()
vehicle.Actor.tell(Mountable.TryMount(player2, 9), probe.ref)
checkCanMount()
vehicle.Actor.tell(Mountable.TryMount(player3, 0), probe.ref)
checkCanMount()
}
}
}
class VehicleControlMountingBlockedSeatPermissionTest extends ActorTest {
val probe = new TestProbe(system)
def checkCanNotMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanNotMount])
case _ =>
assert(false)
}
}
def checkCanMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanMount])
case _ =>
assert(false)
}
}
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar1)
player2.GUID = PlanetSideGUID(2)
"Vehicle Control" should {
//11 June 2018: Group is not supported yet so do not bother testing it
"block players from sitting if the seat does not allow it" in {
vehicle.PermissionGroup(2,3) //passenger group -> empire
vehicle.Actor.tell(Mountable.TryMount(player1, 3), probe.ref) //passenger seat
checkCanMount()
vehicle.PermissionGroup(2,0) //passenger group -> locked
vehicle.Actor.tell(Mountable.TryMount(player2, 4), probe.ref) //passenger seat
checkCanNotMount()
}
}
}
class VehicleControlMountingDriverSeatTest extends ActorTest {
val probe = new TestProbe(system)
def checkCanMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanMount])
case _ =>
assert(false)
}
}
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
"Vehicle Control" should {
"allow players to sit in the driver seat, even if it is locked, if the vehicle is unowned" in {
assert(vehicle.PermissionGroup(0).contains(VehicleLockState.Locked)) //driver group -> locked
assert(vehicle.Seats(0).Occupant.isEmpty)
assert(vehicle.Owner.isEmpty)
vehicle.Actor.tell(Mountable.TryMount(player1, 0), probe.ref)
checkCanMount()
assert(vehicle.Seats(0).Occupant.nonEmpty)
}
}
}
class VehicleControlMountingOwnedLockedDriverSeatTest extends ActorTest {
val probe = new TestProbe(system)
def checkCanNotMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanNotMount])
case _ =>
assert(false)
}
}
def checkCanMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanMount])
case _ =>
assert(false)
}
}
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar1)
player2.GUID = PlanetSideGUID(2)
"Vehicle Control" should {
"block players that are not the current owner from sitting in the driver seat (locked)" in {
assert(vehicle.PermissionGroup(0).contains(VehicleLockState.Locked)) //driver group -> locked
assert(vehicle.Seats(0).Occupant.isEmpty)
vehicle.Owner = player1.GUID
vehicle.Actor.tell(Mountable.TryMount(player1, 0), probe.ref)
checkCanMount()
assert(vehicle.Seats(0).Occupant.nonEmpty)
vehicle.Actor.tell(Mountable.TryDismount(player1, 0), probe.ref)
probe.receiveOne(Duration.create(100, "ms")) //discard
assert(vehicle.Seats(0).Occupant.isEmpty)
vehicle.Actor.tell(Mountable.TryMount(player2, 0), probe.ref)
checkCanNotMount()
assert(vehicle.Seats(0).Occupant.isEmpty)
}
}
}
class VehicleControlMountingOwnedUnlockedDriverSeatTest extends ActorTest {
val probe = new TestProbe(system)
def checkCanMount() : Unit = {
val reply = probe.receiveOne(Duration.create(100, "ms"))
reply match {
case msg : Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanMount])
case _ =>
assert(false)
}
}
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar1)
player2.GUID = PlanetSideGUID(2)
"Vehicle Control" should {
"allow players that are not the current owner to sit in the driver seat (empire)" in {
vehicle.PermissionGroup(0,3) //passenger group -> empire
assert(vehicle.PermissionGroup(0).contains(VehicleLockState.Empire)) //driver group -> empire
assert(vehicle.Seats(0).Occupant.isEmpty)
vehicle.Owner = player1.GUID //owner set
vehicle.Actor.tell(Mountable.TryMount(player1, 0), probe.ref)
checkCanMount()
assert(vehicle.Seats(0).Occupant.nonEmpty)
vehicle.Actor.tell(Mountable.TryDismount(player1, 0), probe.ref)
probe.receiveOne(Duration.create(100, "ms")) //discard
assert(vehicle.Seats(0).Occupant.isEmpty)
vehicle.Actor.tell(Mountable.TryMount(player2, 0), probe.ref)
checkCanMount()
assert(vehicle.Seats(0).Occupant.nonEmpty)
}
}
}
2018-07-30 13:28:45 +00:00
class VehicleControlShieldsChargingTest extends ActorTest {
val probe = new TestProbe(system)
2018-07-30 13:28:45 +00:00
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
2018-07-30 13:28:45 +00:00
"charge vehicle shields" in {
assert(vehicle.Shields == 0)
assert(!vehicle.History.exists({p => p.isInstanceOf[VehicleShieldCharge]}))
vehicle.Actor ! Vehicle.ChargeShields(15)
val msg = probe.receiveOne(500 milliseconds)
assert(msg match {
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(_, PlanetSideGUID(10), 68, 15)) => true
case _ => false
})
2018-07-30 13:28:45 +00:00
assert(vehicle.Shields == 15)
assert(vehicle.History.exists({p => p.isInstanceOf[VehicleShieldCharge]}))
}
}
class VehicleControlShieldsNotChargingVehicleDeadTest extends ActorTest {
val probe = new TestProbe(system)
2018-07-30 13:28:45 +00:00
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
2018-07-30 13:28:45 +00:00
"not charge vehicle shields if the vehicle is destroyed" in {
assert(vehicle.Health > 0)
vehicle.Health = 0
assert(vehicle.Health == 0)
assert(vehicle.Shields == 0)
assert(!vehicle.History.exists({p => p.isInstanceOf[VehicleShieldCharge]}))
vehicle.Actor.tell(Vehicle.ChargeShields(15), probe.ref)
2018-07-30 13:28:45 +00:00
probe.expectNoMsg(1 seconds)
2018-07-30 13:28:45 +00:00
assert(vehicle.Shields == 0)
assert(!vehicle.History.exists({p => p.isInstanceOf[VehicleShieldCharge]}))
}
}
class VehicleControlShieldsNotChargingVehicleShieldsFullTest extends ActorTest {
val probe = new TestProbe(system)
2018-07-30 13:28:45 +00:00
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
2018-07-30 13:28:45 +00:00
"not charge vehicle shields if the vehicle is destroyed" in {
assert(vehicle.Shields == 0)
vehicle.Shields = vehicle.MaxShields
assert(vehicle.Shields == vehicle.MaxShields)
assert(!vehicle.History.exists({p => p.isInstanceOf[VehicleShieldCharge]}))
vehicle.Actor ! Vehicle.ChargeShields(15)
probe.expectNoMsg(1 seconds)
2018-07-30 13:28:45 +00:00
assert(!vehicle.History.exists({p => p.isInstanceOf[VehicleShieldCharge]}))
}
}
class VehicleControlShieldsNotChargingTooEarlyTest extends ActorTest {
val probe = new TestProbe(system)
2018-07-30 13:28:45 +00:00
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
2018-07-30 13:28:45 +00:00
"charge vehicle shields" in {
assert(vehicle.Shields == 0)
vehicle.Actor ! Vehicle.ChargeShields(15)
val msg = probe.receiveOne(200 milliseconds)
//assert(msg.isInstanceOf[Vehicle.UpdateShieldsCharge])
assert(msg match {
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(_, PlanetSideGUID(10), 68, 15)) => true
case _ => false
})
2018-07-30 13:28:45 +00:00
assert(vehicle.Shields == 15)
vehicle.Actor ! Vehicle.ChargeShields(15)
probe.expectNoMsg(200 milliseconds)
assert(vehicle.Shields == 15)
2018-07-30 13:28:45 +00:00
}
}
//TODO implement message protocol for zone startup completion
//class VehicleControlShieldsNotChargingDamagedTest extends ActorTest {
// val probe = new TestProbe(system)
// val vehicle = Vehicle(GlobalDefinitions.fury)
// vehicle.GUID = PlanetSideGUID(10)
// vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
// vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
// VehicleEvents = probe.ref
// }
// //
// val beamer_wep = Tool(GlobalDefinitions.beamer)
// val p_source = PlayerSource( Player(Avatar("TestTarget", PlanetSideEmpire.NC, CharacterGender.Female, 1, CharacterVoice.Mute)) )
// val projectile = Projectile(beamer_wep.Projectile, GlobalDefinitions.beamer, beamer_wep.FireMode, p_source, GlobalDefinitions.beamer.ObjectId, Vector3.Zero, Vector3.Zero)
// val fury_dm = Vehicle(GlobalDefinitions.fury).DamageModel
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 19:17:32 +00:00
// val obj = ResolvedProjectile(ProjectileResolution.Hit, projectile, p_source, fury_dm, Vector3(1.2f, 3.4f, 5.6f))
//
// "not charge vehicle shields if recently damaged" in {
// assert(vehicle.Shields == 0)
// vehicle.Actor.tell(Vitality.Damage({case v : Vehicle => v.History(obj); obj }), probe.ref)
//
// val msg = probe.receiveOne(200 milliseconds)
// assert(msg.isInstanceOf[Vitality.DamageResolution])
// assert(vehicle.Shields == 0)
// vehicle.Actor.tell(Vehicle.ChargeShields(15), probe.ref)
//
// probe.expectNoMsg(200 milliseconds)
// assert(vehicle.Shields == 0)
// }
//}
object VehicleTest {
import net.psforever.objects.Avatar
import net.psforever.types.{CharacterGender, PlanetSideEmpire}
val avatar1 = Avatar("test1", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute)
val avatar2 = Avatar("test2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute)
}