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Let's Move Item, Together, Again (#445)
* mix-in code for akka messaging move item, currently testing on infantry only * adjusted structure of COntainable so callbacks are separate from message-producing functions, are separate from message-sending functionality; massaged LockerContainer until it could support control agency and created a wrapper for its Equipment interfacing; the control structure starts and stops when PlayerControl starts and stops, and it converts whenever necessary * added failsafe conditions to Containable, such as blocking certain messages while completing a MoveItem call, or blocking all messages to reset disruptive MoveItem calls; depiction message callbacks for Player, Locker, and Vehicle, to properly depict the manipulation of items; eliminated the old code from WSA * added useful comments to Containable; moved functionality for deployables, and for container'ing, and dropping logic out from WSA and distributed it appropriately * handling terminal operations - buying an exosuit and selecting an infantry loadout; starting work on support for more persistent equipment timers local to the avatar (that were removed in this update; see wsa changes) * linked terminal page/message with routing policy * tuning vehicle loadout management and display * separated use time from purchase time and applied a system that limits either if that same event would recur too soon; tuning exosuit and loadout changes * some ask timeout handling and comments * normalizing item on ground interactions * rearranging the project structure * merged with master; commas removed * fixing tests * added description strings to Tasks; adjusted the completion conditions for some Tasks * a failed purchase will not block future purchases; increased timeout on move-item tasks * corpses, even one's own, should have properly moveable inventories * for better persistence, until GlobalDefinitions is renovated, moved the object id->name map onto the avatar object, for the purpose of timers; replaced a use of values in GridInventory for a map conversion * max loadouts and max exosuit switch use same cooldown now; hopefully better clarifcation regarding held arm position * manual merge-rebase of master with hand reconstruction of WorldSessionActor and PlayerControl, and variations for other files necessary to maintain both inventory operations and login reliability * test fixes; MAX exo-suit cooldown is now five minutes again
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42 changed files with 3166 additions and 1819 deletions
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@ -525,4 +525,136 @@ class InventoryTest extends Specification {
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ok
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}
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}
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"InventoryEquiupmentSlot" should {
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"insert, collide, insert" in {
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val obj : GridInventory = GridInventory(7, 7)
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obj.Slot(16).Equipment = bullet9mmBox1
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//confirm all squares
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obj.Slot( 8).Equipment.nonEmpty mustEqual false
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obj.Slot( 9).Equipment.nonEmpty mustEqual false
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obj.Slot( 10).Equipment.nonEmpty mustEqual false
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obj.Slot( 11).Equipment.nonEmpty mustEqual false
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obj.Slot( 12).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(15).Equipment.nonEmpty mustEqual false
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obj.Slot(16).Equipment.nonEmpty mustEqual true
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obj.Slot(17).Equipment.nonEmpty mustEqual true
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obj.Slot(18).Equipment.nonEmpty mustEqual true
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obj.Slot(19).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(22).Equipment.nonEmpty mustEqual false
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obj.Slot(23).Equipment.nonEmpty mustEqual true
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obj.Slot(24).Equipment.nonEmpty mustEqual true
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obj.Slot(25).Equipment.nonEmpty mustEqual true
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obj.Slot(26).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(29).Equipment.nonEmpty mustEqual false
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obj.Slot(30).Equipment.nonEmpty mustEqual true
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obj.Slot(31).Equipment.nonEmpty mustEqual true
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obj.Slot(32).Equipment.nonEmpty mustEqual true
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obj.Slot(33).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(36).Equipment.nonEmpty mustEqual false
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obj.Slot(37).Equipment.nonEmpty mustEqual false
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obj.Slot(38).Equipment.nonEmpty mustEqual false
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obj.Slot(39).Equipment.nonEmpty mustEqual false
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obj.Slot(40).Equipment.nonEmpty mustEqual false
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//
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//remove
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obj.Slot(16).Equipment = None
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obj.Slot( 8).Equipment.nonEmpty mustEqual false
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obj.Slot( 9).Equipment.nonEmpty mustEqual false
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obj.Slot( 10).Equipment.nonEmpty mustEqual false
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obj.Slot( 11).Equipment.nonEmpty mustEqual false
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obj.Slot( 12).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(15).Equipment.nonEmpty mustEqual false
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obj.Slot(16).Equipment.nonEmpty mustEqual false
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obj.Slot(17).Equipment.nonEmpty mustEqual false
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obj.Slot(18).Equipment.nonEmpty mustEqual false
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obj.Slot(19).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(22).Equipment.nonEmpty mustEqual false
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obj.Slot(23).Equipment.nonEmpty mustEqual false
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obj.Slot(24).Equipment.nonEmpty mustEqual false
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obj.Slot(25).Equipment.nonEmpty mustEqual false
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obj.Slot(26).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(29).Equipment.nonEmpty mustEqual false
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obj.Slot(30).Equipment.nonEmpty mustEqual false
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obj.Slot(31).Equipment.nonEmpty mustEqual false
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obj.Slot(32).Equipment.nonEmpty mustEqual false
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obj.Slot(33).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(36).Equipment.nonEmpty mustEqual false
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obj.Slot(37).Equipment.nonEmpty mustEqual false
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obj.Slot(38).Equipment.nonEmpty mustEqual false
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obj.Slot(39).Equipment.nonEmpty mustEqual false
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obj.Slot(40).Equipment.nonEmpty mustEqual false
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//insert again
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obj.Slot(16).Equipment = bullet9mmBox2
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obj.Slot( 8).Equipment.nonEmpty mustEqual false
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obj.Slot( 9).Equipment.nonEmpty mustEqual false
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obj.Slot( 10).Equipment.nonEmpty mustEqual false
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obj.Slot( 11).Equipment.nonEmpty mustEqual false
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obj.Slot( 12).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(15).Equipment.nonEmpty mustEqual false
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obj.Slot(16).Equipment.nonEmpty mustEqual true
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obj.Slot(17).Equipment.nonEmpty mustEqual true
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obj.Slot(18).Equipment.nonEmpty mustEqual true
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obj.Slot(19).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(22).Equipment.nonEmpty mustEqual false
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obj.Slot(23).Equipment.nonEmpty mustEqual true
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obj.Slot(24).Equipment.nonEmpty mustEqual true
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obj.Slot(25).Equipment.nonEmpty mustEqual true
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obj.Slot(26).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(29).Equipment.nonEmpty mustEqual false
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obj.Slot(30).Equipment.nonEmpty mustEqual true
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obj.Slot(31).Equipment.nonEmpty mustEqual true
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obj.Slot(32).Equipment.nonEmpty mustEqual true
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obj.Slot(33).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(36).Equipment.nonEmpty mustEqual false
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obj.Slot(37).Equipment.nonEmpty mustEqual false
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obj.Slot(38).Equipment.nonEmpty mustEqual false
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obj.Slot(39).Equipment.nonEmpty mustEqual false
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obj.Slot(40).Equipment.nonEmpty mustEqual false
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//
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//remove
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obj.Slot(16).Equipment = None
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obj.Slot( 8).Equipment.nonEmpty mustEqual false
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obj.Slot( 9).Equipment.nonEmpty mustEqual false
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obj.Slot( 10).Equipment.nonEmpty mustEqual false
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obj.Slot( 11).Equipment.nonEmpty mustEqual false
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obj.Slot( 12).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(15).Equipment.nonEmpty mustEqual false
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obj.Slot(16).Equipment.nonEmpty mustEqual false
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obj.Slot(17).Equipment.nonEmpty mustEqual false
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obj.Slot(18).Equipment.nonEmpty mustEqual false
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obj.Slot(19).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(22).Equipment.nonEmpty mustEqual false
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obj.Slot(23).Equipment.nonEmpty mustEqual false
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obj.Slot(24).Equipment.nonEmpty mustEqual false
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obj.Slot(25).Equipment.nonEmpty mustEqual false
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obj.Slot(26).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(29).Equipment.nonEmpty mustEqual false
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obj.Slot(30).Equipment.nonEmpty mustEqual false
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obj.Slot(31).Equipment.nonEmpty mustEqual false
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obj.Slot(32).Equipment.nonEmpty mustEqual false
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obj.Slot(33).Equipment.nonEmpty mustEqual false
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//
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obj.Slot(36).Equipment.nonEmpty mustEqual false
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obj.Slot(37).Equipment.nonEmpty mustEqual false
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obj.Slot(38).Equipment.nonEmpty mustEqual false
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obj.Slot(39).Equipment.nonEmpty mustEqual false
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obj.Slot(40).Equipment.nonEmpty mustEqual false
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}
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}
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}
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