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Building:
Replaces class object/serverobject/door/Base.scala. It performs nearly the exact same purpose but now has a list of owned objects called Amenities. Buildings are now a PlanetSideServerObject (PSSO), which allows them to have accept a *Control Actor and possess FactionAffinity. FoundationBuilder: FoundationBuilder : Building :: ServerObjectBuilder : [T <: PlanetSideServerObject] Amenity: Most PSSO's now accept Amenity as their parent in class hierarchy. Flagged PSSO's like Building and Vehicle are, on the other hand, capable of becoming the owner for these Amenity PSSOs, which allows them to inherit the same FactionAffinity. FactionAffinity: A trait that connects objects that are intended to communicate PlanetSideEmpire values. MountableBhevaior: Split between Mount and Dismount behavior. Passes appropriate messages to ensure coherent workflows. Control Actors: FactionAffinityBehavior and MountableBehavior are PartialFunctions that get processed in series. VehicleControl: Distinguished behavior allowed between an operational vehicle and a deactivated one. WSA: Tightened up DismountVehicleMsg handling code, since MountableBehavior has been enhanced. Minor: Shotgun shell stacking goes from 32 to 16. Various PSSO classes now have reliable Definition objects. Tests: We now have 1012 tests, some of them useful.
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56 changed files with 1362 additions and 425 deletions
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@ -1,9 +1,11 @@
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// Copyright (c) 2017 PSForever
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package objects
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import akka.actor.{ActorRef, Props}
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import akka.actor.{ActorRef, ActorSystem, Props}
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import net.psforever.objects.{GlobalDefinitions, Player}
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import net.psforever.objects.serverobject.doors.{Door, DoorControl}
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import net.psforever.objects.serverobject.structures.Building
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import net.psforever.objects.zones.Zone
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import net.psforever.packet.game.{PlanetSideGUID, UseItemMessage}
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import net.psforever.types.{CharacterGender, PlanetSideEmpire, Vector3}
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import org.specs2.mutable.Specification
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@ -11,6 +13,8 @@ import org.specs2.mutable.Specification
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import scala.concurrent.duration.Duration
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class DoorTest extends Specification {
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val player = Player("test", PlanetSideEmpire.TR, CharacterGender.Male, 0, 0)
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"Door" should {
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"construct" in {
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Door(GlobalDefinitions.door)
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@ -24,7 +28,6 @@ class DoorTest extends Specification {
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}
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"be opened and closed (1; manual)" in {
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val player = Player("test", PlanetSideEmpire.TR, CharacterGender.Male, 0, 0)
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val door = Door(GlobalDefinitions.door)
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door.isOpen mustEqual false
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door.Open mustEqual None
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@ -39,7 +42,6 @@ class DoorTest extends Specification {
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}
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"be opened and closed (2; toggle)" in {
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val player = Player("test", PlanetSideEmpire.TR, CharacterGender.Male, 0, 0)
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val msg = UseItemMessage(PlanetSideGUID(6585), 0, PlanetSideGUID(372), 4294967295L, false, Vector3(5.0f,0.0f,0.0f), Vector3(0.0f,0.0f,0.0f), 11, 25, 0, 364)
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val door = Door(GlobalDefinitions.door)
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door.Open mustEqual None
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@ -85,9 +87,7 @@ class DoorControl1Test extends ActorTest() {
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class DoorControl2Test extends ActorTest() {
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"DoorControl" should {
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"open on use" in {
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val door = Door(GlobalDefinitions.door)
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door.Actor = system.actorOf(Props(classOf[DoorControl], door), "door")
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val player = Player("test", PlanetSideEmpire.TR, CharacterGender.Male, 0, 0)
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val (player, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
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val msg = UseItemMessage(PlanetSideGUID(1), 0, PlanetSideGUID(2), 0L, false, Vector3(0f,0f,0f),Vector3(0f,0f,0f),0,0,0,0L) //faked
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assert(door.Open.isEmpty)
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@ -106,8 +106,7 @@ class DoorControl2Test extends ActorTest() {
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class DoorControl3Test extends ActorTest() {
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"DoorControl" should {
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"do nothing if given garbage" in {
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val door = Door(GlobalDefinitions.door)
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door.Actor = system.actorOf(Props(classOf[DoorControl], door), "door")
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val (_, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
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assert(door.Open.isEmpty)
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door.Actor ! "trash"
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@ -117,3 +116,13 @@ class DoorControl3Test extends ActorTest() {
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}
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}
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}
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object DoorControlTest {
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def SetUpAgents(faction : PlanetSideEmpire.Value)(implicit system : ActorSystem) : (Player, Door) = {
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val door = Door(GlobalDefinitions.door)
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door.Actor = system.actorOf(Props(classOf[DoorControl], door), "door")
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door.Owner = new Building(0, Zone.Nowhere)
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door.Owner.Faction = faction
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(Player("test", faction, CharacterGender.Male, 0, 0), door)
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}
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}
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