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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setup * getting rid of useless commented-out code; making common operations for mounting and dismounting * removed outdated comment; added ResourceSilo tests; added extra test for Zone
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75 changed files with 2246 additions and 680 deletions
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@ -2,6 +2,7 @@
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package objects
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import akka.actor.{ActorRef, Props}
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import base.ActorTest
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import net.psforever.objects.GlobalDefinitions
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import net.psforever.objects.definition.ObjectDefinition
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import net.psforever.objects.serverobject.affinity.FactionAffinity
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@ -128,12 +129,11 @@ class BuildingControl2Test extends ActorTest {
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val bldg = Building(10, Zone.Nowhere, StructureType.Building)
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bldg.Faction = PlanetSideEmpire.TR
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bldg.Actor = system.actorOf(Props(classOf[BuildingControl], bldg), "test")
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bldg.Actor ! "startup"
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"Building Control" should {
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"convert and assert faction affinity on convert request" in {
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expectNoMsg(250 milliseconds)
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bldg.Actor ! "startup"
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expectNoMsg(250 milliseconds)
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expectNoMsg(500 milliseconds)
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assert(bldg.Faction == PlanetSideEmpire.TR)
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bldg.Actor ! FactionAffinity.ConvertFactionAffinity(PlanetSideEmpire.VS)
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@ -159,12 +159,11 @@ class BuildingControl3Test extends ActorTest {
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door2.Actor = system.actorOf(Props(classOf[DoorControl], door2), "door2-test")
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bldg.Amenities = door2
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bldg.Amenities = door1
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bldg.Actor ! "startup"
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"Building Control" should {
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"convert and assert faction affinity on convert request, and for each of its amenities" in {
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expectNoMsg(250 milliseconds)
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bldg.Actor ! "startup"
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expectNoMsg(250 milliseconds)
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expectNoMsg(500 milliseconds)
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assert(bldg.Faction == PlanetSideEmpire.TR)
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assert(bldg.Amenities.length == 2)
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@ -172,7 +171,8 @@ class BuildingControl3Test extends ActorTest {
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assert(bldg.Amenities(1) == door1)
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bldg.Actor ! FactionAffinity.ConvertFactionAffinity(PlanetSideEmpire.VS)
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val reply = receiveN(3, Duration.create(500, "ms"))
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val reply = ActorTest.receiveMultiple(3, 500 milliseconds, this)
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//val reply = receiveN(3, Duration.create(5000, "ms"))
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assert(reply.length == 3)
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var building_count = 0
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var door_count = 0
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