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Deployables (#230)
* functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
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113 changed files with 8155 additions and 2312 deletions
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@ -246,20 +246,20 @@ class SpawnTubeObjectBuilderTest extends ActorTest {
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}
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}
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class MannedTurretObjectBuilderTest extends ActorTest {
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class FacilityTurretObjectBuilderTest extends ActorTest {
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import net.psforever.objects.GlobalDefinitions.manned_turret
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import net.psforever.objects.serverobject.turret.MannedTurret
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"MannedTurretObjectBuilder" should {
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import net.psforever.objects.serverobject.turret.FacilityTurret
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"FacilityTurretObjectBuilder" should {
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"build" in {
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val hub = ServerObjectBuilderTest.NumberPoolHub
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val actor = system.actorOf(Props(classOf[ServerObjectBuilderTest.BuilderTestActor], ServerObjectBuilder(1,
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MannedTurret.Constructor(manned_turret)), hub), "spawn-tube")
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FacilityTurret.Constructor(manned_turret)), hub), "spawn-tube")
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actor ! "!"
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val reply = receiveOne(Duration.create(1000, "ms"))
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assert(reply.isInstanceOf[MannedTurret])
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assert(reply.asInstanceOf[MannedTurret].HasGUID)
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assert(reply.asInstanceOf[MannedTurret].GUID == PlanetSideGUID(1))
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assert(reply.isInstanceOf[FacilityTurret])
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assert(reply.asInstanceOf[FacilityTurret].HasGUID)
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assert(reply.asInstanceOf[FacilityTurret].GUID == PlanetSideGUID(1))
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assert(reply == hub(1).get)
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}
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}
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