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
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Fate-JH 2020-04-14 15:17:32 -04:00 committed by GitHub
parent 840006dca8
commit c2f6baf551
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124 changed files with 8530 additions and 2503 deletions

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@ -183,7 +183,7 @@ class ProjectileTest extends Specification {
SourceEntry(fury) match {
case o : VehicleSource =>
o.Name mustEqual "Fury"
o.Faction mustEqual PlanetSideEmpire.TR
o.Faction mustEqual PlanetSideEmpire.NEUTRAL
o.Definition mustEqual GlobalDefinitions.fury
o.Health mustEqual 650
o.Shields mustEqual 0
@ -303,13 +303,12 @@ class ProjectileTest extends Specification {
val fury_dm = fury.DamageModel
"construct" in {
val obj = ResolvedProjectile(ProjectileResolution.Hit, projectile, PlayerSource(player2), fury_dm, Vector3(1.2f, 3.4f, 5.6f), 123456L)
val obj = ResolvedProjectile(ProjectileResolution.Hit, projectile, PlayerSource(player2), fury_dm, Vector3(1.2f, 3.4f, 5.6f))
obj.resolution mustEqual ProjectileResolution.Hit
obj.projectile mustEqual projectile
obj.target mustEqual p2_source
obj.damage_model mustEqual fury.DamageModel
obj.hit_pos mustEqual Vector3(1.2f, 3.4f, 5.6f)
obj.hit_time mustEqual 123456L
}
}
}