2018-02-10 03:57:04 +00:00
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// Copyright (c) 2017 PSForever
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package objects
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2020-07-14 18:13:18 +00:00
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import akka.actor.{Actor, Props}
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2018-07-15 01:25:44 +00:00
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import base.ActorTest
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2018-10-17 16:36:43 +00:00
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import net.psforever.objects._
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2020-08-01 10:25:03 +00:00
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import net.psforever.objects.avatar.Avatar
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2018-02-10 03:57:04 +00:00
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import net.psforever.objects.serverobject.terminals.Terminal
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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
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import net.psforever.objects.serverobject.tube.SpawnTube
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2018-02-10 03:57:04 +00:00
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import net.psforever.objects.vehicles._
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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
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import net.psforever.packet.game.ItemTransactionMessage
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import net.psforever.types._
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2018-02-10 03:57:04 +00:00
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import org.specs2.mutable._
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import scala.concurrent.duration.Duration
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class UtilityTest extends Specification {
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"Utility" should {
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"create an order_terminala object" in {
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val obj = Utility(UtilityType.order_terminala, UtilityTest.vehicle)
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2018-02-12 14:59:07 +00:00
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obj.UtilType mustEqual UtilityType.order_terminala
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2018-02-10 03:57:04 +00:00
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obj().isInstanceOf[Terminal] mustEqual true
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obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 613
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2020-05-30 16:28:10 +00:00
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obj().asInstanceOf[Terminal].Actor mustEqual Default.Actor
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2018-02-10 03:57:04 +00:00
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}
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"create an order_terminalb object" in {
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val obj = Utility(UtilityType.order_terminalb, UtilityTest.vehicle)
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2018-02-12 14:59:07 +00:00
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obj.UtilType mustEqual UtilityType.order_terminalb
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2018-02-10 03:57:04 +00:00
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obj().isInstanceOf[Terminal] mustEqual true
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obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 614
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2020-05-30 16:28:10 +00:00
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obj().asInstanceOf[Terminal].Actor mustEqual Default.Actor
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2018-02-10 03:57:04 +00:00
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}
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2018-03-01 04:35:18 +00:00
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"create a matrix_terminalc object" in {
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val obj = Utility(UtilityType.matrix_terminalc, UtilityTest.vehicle)
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obj.UtilType mustEqual UtilityType.matrix_terminalc
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obj().isInstanceOf[Terminal] mustEqual true
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obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 519
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2020-05-30 16:28:10 +00:00
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obj().asInstanceOf[Terminal].Actor mustEqual Default.Actor
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2018-03-01 04:35:18 +00:00
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}
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"create an ams_respawn_tube object" in {
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val obj = Utility(UtilityType.ams_respawn_tube, UtilityTest.vehicle)
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obj.UtilType mustEqual UtilityType.ams_respawn_tube
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obj().isInstanceOf[SpawnTube] mustEqual true
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obj().asInstanceOf[SpawnTube].Definition.ObjectId mustEqual 49
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2020-05-30 16:28:10 +00:00
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obj().asInstanceOf[SpawnTube].Actor mustEqual Default.Actor
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2018-10-17 16:36:43 +00:00
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}
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"create a teleportpad_terminal object" in {
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val obj = Utility(UtilityType.teleportpad_terminal, UtilityTest.vehicle)
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obj.UtilType mustEqual UtilityType.teleportpad_terminal
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obj().isInstanceOf[Terminal] mustEqual true
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obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 853
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2020-05-30 16:28:10 +00:00
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obj().asInstanceOf[Terminal].Actor mustEqual Default.Actor
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2018-10-17 16:36:43 +00:00
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}
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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
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"produce a telepad object through the teleportpad_terminal" in {
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2018-10-17 16:36:43 +00:00
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val veh = Vehicle(GlobalDefinitions.quadstealth)
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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
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veh.Faction = PlanetSideEmpire.TR
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2020-07-14 03:54:05 +00:00
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val obj = Utility(UtilityType.teleportpad_terminal, UtilityTest.vehicle)
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2021-03-21 18:22:00 +00:00
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val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
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2018-10-17 16:36:43 +00:00
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veh.GUID = PlanetSideGUID(101)
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obj().Owner = veh //hack
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obj().GUID = PlanetSideGUID(1)
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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
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player.GUID = PlanetSideGUID(2)
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2018-10-17 16:36:43 +00:00
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2020-07-14 03:54:05 +00:00
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val msg = obj()
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.asInstanceOf[Terminal]
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.Request(
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player,
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ItemTransactionMessage(PlanetSideGUID(853), TransactionType.Buy, 0, "router_telepad", 0, PlanetSideGUID(0))
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)
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2018-10-17 16:36:43 +00:00
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msg.isInstanceOf[Terminal.BuyEquipment] mustEqual true
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msg.asInstanceOf[Terminal.BuyEquipment].item.isInstanceOf[Telepad] mustEqual true
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}
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"create an internal_router_telepad_deployable object" in {
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val obj = Utility(UtilityType.internal_router_telepad_deployable, UtilityTest.vehicle)
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obj.UtilType mustEqual UtilityType.internal_router_telepad_deployable
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obj().isInstanceOf[Utility.InternalTelepad] mustEqual true
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obj().asInstanceOf[Utility.InternalTelepad].Definition.ObjectId mustEqual 744
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2020-05-30 16:28:10 +00:00
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obj().asInstanceOf[Utility.InternalTelepad].Actor mustEqual Default.Actor
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2018-10-17 16:36:43 +00:00
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}
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"internal_router_telepad_deployable can keep track of an object's GUID (presumedly, it's a Telepad)" in {
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2020-07-14 03:54:05 +00:00
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val obj = Utility(UtilityType.internal_router_telepad_deployable, UtilityTest.vehicle)
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2018-10-17 16:36:43 +00:00
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val inpad = obj().asInstanceOf[Utility.InternalTelepad]
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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
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inpad.Telepad.isEmpty mustEqual true
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2018-10-17 16:36:43 +00:00
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inpad.Telepad = PlanetSideGUID(5)
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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
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inpad.Telepad.contains(PlanetSideGUID(5)) mustEqual true
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2018-10-17 16:36:43 +00:00
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inpad.Telepad = PlanetSideGUID(6)
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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
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inpad.Telepad.contains(PlanetSideGUID(6)) mustEqual true
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2018-10-17 16:36:43 +00:00
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inpad.Telepad = None
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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
|
|
|
inpad.Telepad.isEmpty mustEqual true
|
2018-03-01 04:35:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"be located with their owner (terminal)" in {
|
|
|
|
|
val veh = Vehicle(GlobalDefinitions.quadstealth)
|
|
|
|
|
val obj = Utility(UtilityType.order_terminala, veh)
|
|
|
|
|
obj().Position mustEqual veh.Position
|
|
|
|
|
obj().Orientation mustEqual veh.Orientation
|
|
|
|
|
|
|
|
|
|
veh.Position = Vector3(1, 2, 3)
|
|
|
|
|
veh.Orientation = Vector3(4, 5, 6)
|
|
|
|
|
obj().Position mustEqual veh.Position
|
|
|
|
|
obj().Orientation mustEqual veh.Orientation
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"be located with their owner (spawn tube)" in {
|
|
|
|
|
val veh = Vehicle(GlobalDefinitions.quadstealth)
|
|
|
|
|
val obj = Utility(UtilityType.ams_respawn_tube, veh)
|
|
|
|
|
obj().Position mustEqual veh.Position
|
|
|
|
|
obj().Orientation mustEqual veh.Orientation
|
|
|
|
|
|
|
|
|
|
veh.Position = Vector3(1, 2, 3)
|
|
|
|
|
veh.Orientation = Vector3(4, 5, 6)
|
|
|
|
|
obj().Position mustEqual veh.Position
|
|
|
|
|
obj().Orientation mustEqual veh.Orientation
|
|
|
|
|
}
|
2018-10-17 16:36:43 +00:00
|
|
|
|
|
|
|
|
"be located with their owner (internal telepad)" in {
|
|
|
|
|
val veh = Vehicle(GlobalDefinitions.quadstealth)
|
|
|
|
|
val obj = Utility(UtilityType.internal_router_telepad_deployable, veh)
|
|
|
|
|
obj().Position mustEqual veh.Position
|
|
|
|
|
obj().Orientation mustEqual veh.Orientation
|
|
|
|
|
|
|
|
|
|
veh.Position = Vector3(1, 2, 3)
|
|
|
|
|
veh.Orientation = Vector3(4, 5, 6)
|
|
|
|
|
veh.GUID = PlanetSideGUID(101)
|
|
|
|
|
obj().Position mustEqual veh.Position
|
|
|
|
|
obj().Orientation mustEqual veh.Orientation
|
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
|
|
|
obj().asInstanceOf[Utility.InternalTelepad].Router.contains(veh.GUID) mustEqual true
|
2018-10-17 16:36:43 +00:00
|
|
|
}
|
2018-02-10 03:57:04 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-10-17 16:36:43 +00:00
|
|
|
class UtilityTerminalATest extends ActorTest {
|
2018-02-10 03:57:04 +00:00
|
|
|
"Utility" should {
|
|
|
|
|
"wire an order_terminala Actor" in {
|
|
|
|
|
val obj = Utility(UtilityType.order_terminala, UtilityTest.vehicle)
|
|
|
|
|
obj().GUID = PlanetSideGUID(1)
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor == Default.Actor)
|
2018-02-10 03:57:04 +00:00
|
|
|
|
|
|
|
|
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
|
2020-02-15 02:11:40 +00:00
|
|
|
receiveOne(Duration.create(500, "ms")) //consume and discard
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor != Default.Actor)
|
2018-02-10 03:57:04 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-10-17 16:36:43 +00:00
|
|
|
class UtilityTerminalBTest extends ActorTest {
|
2018-02-10 03:57:04 +00:00
|
|
|
"Utility" should {
|
|
|
|
|
"wire an order_terminalb Actor" in {
|
|
|
|
|
val obj = Utility(UtilityType.order_terminalb, UtilityTest.vehicle)
|
|
|
|
|
obj().GUID = PlanetSideGUID(1)
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor == Default.Actor)
|
2018-02-10 03:57:04 +00:00
|
|
|
|
|
|
|
|
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
|
2020-02-15 02:11:40 +00:00
|
|
|
receiveOne(Duration.create(500, "ms")) //consume and discard
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor != Default.Actor)
|
2018-02-10 03:57:04 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-10-17 16:36:43 +00:00
|
|
|
class UtilityTerminalCTest extends ActorTest {
|
2018-03-01 04:35:18 +00:00
|
|
|
"Utility" should {
|
|
|
|
|
"wire a matrix_terminalc Actor" in {
|
|
|
|
|
val obj = Utility(UtilityType.matrix_terminalc, UtilityTest.vehicle)
|
|
|
|
|
obj().GUID = PlanetSideGUID(1)
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor == Default.Actor)
|
2018-03-01 04:35:18 +00:00
|
|
|
|
|
|
|
|
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
|
2020-02-15 02:11:40 +00:00
|
|
|
receiveOne(Duration.create(500, "ms")) //consume and discard
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor != Default.Actor)
|
2018-03-01 04:35:18 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-10-17 16:36:43 +00:00
|
|
|
class UtilityRespawnTubeTest extends ActorTest {
|
2018-03-01 04:35:18 +00:00
|
|
|
"Utility" should {
|
|
|
|
|
"wire an ams_respawn_tube Actor" in {
|
|
|
|
|
val obj = Utility(UtilityType.ams_respawn_tube, UtilityTest.vehicle)
|
|
|
|
|
obj().GUID = PlanetSideGUID(1)
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor == Default.Actor)
|
2018-03-01 04:35:18 +00:00
|
|
|
|
|
|
|
|
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
|
2020-02-15 02:11:40 +00:00
|
|
|
receiveOne(Duration.create(500, "ms")) //consume and discard
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor != Default.Actor)
|
2018-03-01 04:35:18 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-10-17 16:36:43 +00:00
|
|
|
class UtilityTelepadTerminalTest extends ActorTest {
|
|
|
|
|
"Utility" should {
|
|
|
|
|
"wire a teleportpad_terminal Actor" in {
|
|
|
|
|
val obj = Utility(UtilityType.teleportpad_terminal, UtilityTest.vehicle)
|
|
|
|
|
obj().GUID = PlanetSideGUID(1)
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor == Default.Actor)
|
2018-10-17 16:36:43 +00:00
|
|
|
|
|
|
|
|
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
|
2020-02-15 02:11:40 +00:00
|
|
|
receiveOne(Duration.create(500, "ms")) //consume and discard
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor != Default.Actor)
|
2018-10-17 16:36:43 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class UtilityInternalTelepadTest extends ActorTest {
|
|
|
|
|
"Utility" should {
|
|
|
|
|
"wire a teleportpad_terminal Actor" in {
|
|
|
|
|
val veh = Vehicle(GlobalDefinitions.quadstealth)
|
|
|
|
|
veh.GUID = PlanetSideGUID(101)
|
|
|
|
|
val obj = Utility(UtilityType.internal_router_telepad_deployable, veh)
|
|
|
|
|
obj().GUID = PlanetSideGUID(1)
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor == Default.Actor)
|
2018-10-17 16:36:43 +00:00
|
|
|
assert(obj().asInstanceOf[Utility.InternalTelepad].Router.contains(veh.GUID))
|
|
|
|
|
|
|
|
|
|
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
|
2020-02-15 02:11:40 +00:00
|
|
|
receiveOne(Duration.create(500, "ms")) //consume and discard
|
2020-05-30 16:28:10 +00:00
|
|
|
assert(obj().Actor != Default.Actor)
|
2018-10-17 16:36:43 +00:00
|
|
|
assert(obj().asInstanceOf[Utility.InternalTelepad].Router.contains(veh.GUID))
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2018-02-10 03:57:04 +00:00
|
|
|
object UtilityTest {
|
|
|
|
|
val vehicle = Vehicle(GlobalDefinitions.quadstealth)
|
|
|
|
|
|
2020-07-14 03:54:05 +00:00
|
|
|
class SetupControl(obj: Utility) extends Actor {
|
|
|
|
|
def receive: Receive = {
|
2018-02-10 03:57:04 +00:00
|
|
|
case _ =>
|
|
|
|
|
obj.Setup(context)
|
2020-08-01 10:25:03 +00:00
|
|
|
sender() ! ""
|
2018-02-10 03:57:04 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|