Damage Changes/Explosions (#644)

* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work

* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason

* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it

* vitals.test became vital.base; no one liked this

* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)

* codecov file correction

* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change

* code comments

* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected

* adjusted Player.Die() to demonstrate a damage-based suicide approach

* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example

* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests

* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system

* future development; normal vector from euler angles; custom proximity test

* where 'innateDamage' should have not replaced 'explosion'

* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)

* spelling and private val
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Fate-JH 2020-12-08 14:32:42 -05:00 committed by GitHub
parent b3101d9a8d
commit 6c93746767
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99 changed files with 4083 additions and 2490 deletions

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@ -20,6 +20,9 @@ import net.psforever.services.avatar.{AvatarAction, AvatarServiceMessage}
import net.psforever.services.local.{LocalAction, LocalServiceMessage}
import net.psforever.services.support.SupportActor
import net.psforever.objects.avatar.Avatar
import net.psforever.objects.vital.base.DamageResolution
import net.psforever.objects.vital.interaction.DamageInteraction
import net.psforever.objects.vital.projectile.ProjectileReason
import scala.concurrent.duration._
@ -333,14 +336,16 @@ class ExplosiveDeployableJammerTest extends ActorTest {
val jMineSource = SourceEntry(j_mine)
val pSource = PlayerSource(player1)
val projectile = weapon.Projectile
val resolved = ResolvedProjectile(
ProjectileResolution.Hit,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
val resolved = DamageInteraction(
jMineSource,
j_mine.DamageModel,
ProjectileReason(
DamageResolution.Hit,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
j_mine.DamageModel
),
Vector3(1, 0, 0)
)
val applyDamageToJ = resolved.damage_model.Calculate(resolved)
val applyDamageToJ = resolved.calculate()
"ExplosiveDeployable" should {
"handle being jammered appropriately (no detonation)" in {
@ -428,17 +433,18 @@ class ExplosiveDeployableJammerExplodeTest extends ActorTest {
h_mine.Faction = PlanetSideEmpire.NC
h_mine.Actor = system.actorOf(Props(classOf[ExplosiveDeployableControl], h_mine), "h-mine-control")
val hMineSource = SourceEntry(h_mine)
val pSource = PlayerSource(player1)
val projectile = weapon.Projectile
val resolved = ResolvedProjectile(
ProjectileResolution.Hit,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
hMineSource,
h_mine.DamageModel,
val resolved = DamageInteraction(
SourceEntry(h_mine),
ProjectileReason(
DamageResolution.Hit,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
h_mine.DamageModel
),
Vector3(1, 0, 0)
)
val applyDamageToH = resolved.damage_model.Calculate(resolved)
val applyDamageToH = resolved.calculate()
"ExplosiveDeployable" should {
"handle being jammered appropriately (detonation)" in {
@ -498,7 +504,7 @@ class ExplosiveDeployableJammerExplodeTest extends ActorTest {
)
assert(
msg_activity match {
case Zone.HotSpot.Activity(target, attacker, _) => (target eq hMineSource) && (attacker eq pSource)
case Zone.HotSpot.Conflict(target, attacker, _) => (target.Definition eq h_mine.Definition) && (attacker eq pSource)
case _ => false
}
)
@ -541,14 +547,16 @@ class ExplosiveDeployableDestructionTest extends ActorTest {
val hMineSource = SourceEntry(h_mine)
val pSource = PlayerSource(player1)
val projectile = weapon.Projectile
val resolved = ResolvedProjectile(
ProjectileResolution.Hit,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
val resolved = DamageInteraction(
hMineSource,
h_mine.DamageModel,
ProjectileReason(
DamageResolution.Hit,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
h_mine.DamageModel
),
Vector3(1, 0, 0)
)
val applyDamageTo = resolved.damage_model.Calculate(resolved)
val applyDamageTo = resolved.calculate()
"ExplosiveDeployable" should {
"handle being destroyed" in {