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Restructure repository
* Move /common/src to /src * Move services to net.psforever package * Move /pslogin to /server
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958 changed files with 527 additions and 725 deletions
608
src/test/scala/objects/DamageModelTests.scala
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608
src/test/scala/objects/DamageModelTests.scala
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// Copyright (c) 2017 PSForever
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package objects
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import net.psforever.objects._
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import net.psforever.objects.vital.damage.{DamageCalculations, DamageModifiers, DamageProfile}
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import DamageCalculations._
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import net.psforever.objects.vital.resistance.ResistanceCalculations
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import ResistanceCalculations._
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import net.psforever.objects.vital.resolution.ResolutionCalculations
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import ResolutionCalculations._
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import net.psforever.objects.ballistics._
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import net.psforever.objects.definition.{ProjectileDefinition, VehicleDefinition}
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import net.psforever.objects.vital.{DamageType, Vitality}
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import net.psforever.packet.game.objectcreate.ObjectClass
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import net.psforever.types._
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import org.specs2.mutable.Specification
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import net.psforever.objects.avatar.Avatar
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class DamageCalculationsTests extends Specification {
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"DamageCalculations" should {
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val wep = GlobalDefinitions.galaxy_gunship_cannon
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val wep_fmode = Tool(wep).FireMode
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val wep_prof = wep_fmode.Add
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val proj = DamageModelTests.projectile
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val proj_prof = proj.asInstanceOf[DamageProfile]
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val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
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val target = Vehicle(GlobalDefinitions.fury)
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target.Position = Vector3(10, 0, 0)
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val resprojectile = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(15, 0, 0)
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)
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"extract no damage numbers" in {
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AgainstNothing(proj_prof) mustEqual 0
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}
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"extract damage against exosuit target" in {
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AgainstExoSuit(proj_prof) == proj_prof.Damage0 mustEqual true
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}
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"extract damage against MAX target" in {
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AgainstMaxSuit(proj_prof) == proj_prof.Damage3 mustEqual true
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}
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"extract damage against vehicle target" in {
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AgainstVehicle(proj_prof) == proj_prof.Damage1 mustEqual true
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}
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"extract damage against aircraft target" in {
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AgainstAircraft(proj_prof) == proj_prof.Damage2 mustEqual true
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}
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"extract damage against battleframe robotics" in {
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AgainstBFR(proj_prof) == proj_prof.Damage4 mustEqual true
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}
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"no degrade damage modifier" in {
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DamageModifiers.SameHit.Calculate(100, resprojectile) mustEqual 100
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}
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"degrade over distance damage modifier (no degrade)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(10, 0, 0)
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)
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DamageModifiers.DistanceDegrade.Calculate(100, resprojectile2) == 100 mustEqual true
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}
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"degrade over distance damage modifier (some degrade)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(100, 0, 0)
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)
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val damage = DamageModifiers.DistanceDegrade.Calculate(100, resprojectile2)
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damage < 100 && damage > 0 mustEqual true
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}
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"degrade over distance damage modifier (zero'd)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(1000, 0, 0)
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)
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DamageModifiers.DistanceDegrade.Calculate(100, resprojectile2) == 0 mustEqual true
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}
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"degrade at radial distance damage modifier (no degrade)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(10, 0, 0)
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)
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DamageModifiers.RadialDegrade.Calculate(100, resprojectile2) == 100 mustEqual true
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}
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"degrade at radial distance damage modifier (some degrade)" in {
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val damage = DamageModifiers.RadialDegrade.Calculate(100, resprojectile)
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damage < 100 && damage > 0 mustEqual true
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}
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"degrade at radial distance damage modifier (zero'd)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(1000, 0, 0)
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)
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DamageModifiers.RadialDegrade.Calculate(100, resprojectile2) == 0 mustEqual true
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}
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"lash degrade (no lash; too close)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Lash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(5, 0, 0) //compared to Vector3(2, 2, 0)
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)
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DamageModifiers.Lash.Calculate(100, resprojectile2) == 0 mustEqual true
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}
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"lash degrade (lash)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Lash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(20, 0, 0)
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)
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val damage = DamageModifiers.Lash.Calculate(100, resprojectile2)
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damage < 100 && damage > 0 mustEqual true
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}
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"lash degrade (no lash; too far)" in {
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Lash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3(1000, 0, 0)
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)
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DamageModifiers.Lash.Calculate(100, resprojectile2) == 0 mustEqual true
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}
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"extract a complete damage profile" in {
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val result1 = DamageModifiers.RadialDegrade.Calculate(
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AgainstVehicle(proj_prof) + AgainstVehicle(wep_prof),
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resprojectile
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)
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val result2 = DamageCalculations.DamageWithModifiers(AgainstVehicle, resprojectile)
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result1 mustEqual result2
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}
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}
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}
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class ResistanceCalculationsTests extends Specification {
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val wep = GlobalDefinitions.galaxy_gunship_cannon
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val wep_fmode = Tool(wep).FireMode
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val proj = DamageModelTests.projectile
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val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
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"ResistanceCalculations" should {
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"ignore all targets" in {
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val target = Vehicle(GlobalDefinitions.fury)
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val resprojectile = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3.Zero
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)
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InvalidTarget(resprojectile).isFailure mustEqual true
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}
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"discern standard infantry targets" in {
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val target = player
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val resprojectile = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3.Zero
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)
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ValidInfantryTarget(resprojectile).isSuccess mustEqual true
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ValidMaxTarget(resprojectile).isSuccess mustEqual false
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ValidVehicleTarget(resprojectile).isSuccess mustEqual false
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ValidAircraftTarget(resprojectile).isSuccess mustEqual false
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}
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"discern mechanized infantry targets" in {
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val target = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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target.ExoSuit = ExoSuitType.MAX
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val resprojectile = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3.Zero
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)
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ValidInfantryTarget(resprojectile).isSuccess mustEqual false
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ValidMaxTarget(resprojectile).isSuccess mustEqual true
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ValidVehicleTarget(resprojectile).isSuccess mustEqual false
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ValidAircraftTarget(resprojectile).isSuccess mustEqual false
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}
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"discern ground vehicle targets" in {
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val target = Vehicle(GlobalDefinitions.fury)
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val resprojectile = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3.Zero
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)
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ValidInfantryTarget(resprojectile).isSuccess mustEqual false
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ValidMaxTarget(resprojectile).isSuccess mustEqual false
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ValidVehicleTarget(resprojectile).isSuccess mustEqual true
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ValidAircraftTarget(resprojectile).isSuccess mustEqual false
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}
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"discern flying vehicle targets" in {
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val target = Vehicle(GlobalDefinitions.mosquito)
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val resprojectile = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3.Zero
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)
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ValidInfantryTarget(resprojectile).isSuccess mustEqual false
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ValidMaxTarget(resprojectile).isSuccess mustEqual false
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ValidVehicleTarget(resprojectile).isSuccess mustEqual false
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ValidAircraftTarget(resprojectile).isSuccess mustEqual true
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}
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"extract no resistance values" in {
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NoResistExtractor(SourceEntry(player)) mustEqual 0
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}
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"extract resistance values from exo-suit" in {
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val pSource = PlayerSource(player)
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ExoSuitDirectExtractor(pSource) mustEqual 4
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ExoSuitSplashExtractor(pSource) mustEqual 15
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ExoSuitAggravatedExtractor(pSource) mustEqual 8
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ExoSuitRadiationExtractor(pSource) mustEqual 0
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}
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"extract resistance values from vehicle" in {
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val vSource = VehicleSource(Vehicle(GlobalDefinitions.fury))
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VehicleDirectExtractor(vSource) mustEqual 0
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VehicleSplashExtractor(vSource) mustEqual 0
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VehicleAggravatedExtractor(vSource) mustEqual 0
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VehicleRadiationExtractor(vSource) mustEqual 0
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}
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}
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}
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class ResolutionCalculationsTests extends Specification {
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val wep = GlobalDefinitions.galaxy_gunship_cannon
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val wep_fmode = Tool(wep).FireMode
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val proj = DamageModelTests.projectile
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val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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player.Spawn()
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val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
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"ResolutionCalculations" should {
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"calculate no damage" in {
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val target = player
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val resprojectile = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target),
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target.DamageModel,
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Vector3.Zero
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)
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ResolutionCalculations.NoDamage(resprojectile)(50, 50) mustEqual 0
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}
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"calculate no infantry damage for vehicles" in {
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val target1 = Vehicle(GlobalDefinitions.fury) //!
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val resprojectile1 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target1),
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target1.DamageModel,
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Vector3.Zero
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)
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InfantryDamageAfterResist(resprojectile1)(50, 10) mustEqual (0, 0)
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val target2 = player
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target2),
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target2.DamageModel,
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Vector3.Zero
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)
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InfantryDamageAfterResist(resprojectile2)(50, 10) mustEqual (40, 10)
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}
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"calculate health and armor damage for infantry target" in {
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InfantryDamageAfterResist(100, 100)(50, 10) mustEqual (40, 10)
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}
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"calculate health and armor damage, with bleed through damage, for infantry target" in {
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//health = 100, armor = 5 -> resist 10 but only have 5, so rollover extra -> damages (40+5, 5)
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InfantryDamageAfterResist(100, 5)(50, 10) mustEqual (45, 5)
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}
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"calculate health damage for infantry target" in {
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//health = 100, armor = 0
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InfantryDamageAfterResist(100, 0)(50, 10) mustEqual (50, 0)
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}
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"calculate armor damage for infantry target" in {
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//resistance > damage
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InfantryDamageAfterResist(100, 100)(50, 60) mustEqual (0, 50)
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}
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val player2 = Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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player2.ExoSuit = ExoSuitType.MAX
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player2.Spawn()
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"calculate no max damage for vehicles" in {
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val target1 = Vehicle(GlobalDefinitions.fury) //!
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val resprojectile1 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target1),
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target1.DamageModel,
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Vector3.Zero
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)
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MaxDamageAfterResist(resprojectile1)(50, 10) mustEqual (0, 0)
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val target2 = player2
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val resprojectile2 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target2),
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target2.DamageModel,
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Vector3.Zero
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)
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MaxDamageAfterResist(resprojectile2)(50, 10) mustEqual (0, 40)
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}
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"calculate health and armor damage for max target" in {
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MaxDamageAfterResist(100, 5)(50, 10) mustEqual (35, 5)
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}
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"calculate health damage for max target" in {
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//health = 100, armor = 0
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MaxDamageAfterResist(100, 0)(50, 10) mustEqual (40, 0)
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}
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"calculate armor damage for max target" in {
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//resistance > damage
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MaxDamageAfterResist(100, 100)(50, 10) mustEqual (0, 40)
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}
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"do not care if target is infantry for vehicle calculations" in {
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val target1 = player
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val resprojectile1 = ResolvedProjectile(
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target1),
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target1.DamageModel,
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Vector3.Zero
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)
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VehicleDamageAfterResist(resprojectile1)(50, 10) mustEqual 40
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val target2 = Vehicle(GlobalDefinitions.fury) //!
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val resprojectile2 = ResolvedProjectile(
|
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ProjectileResolution.Splash,
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projectile,
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SourceEntry(target2),
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target2.DamageModel,
|
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Vector3.Zero
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)
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VehicleDamageAfterResist(resprojectile2)(50, 10) mustEqual 40
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}
|
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|
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"calculate resisted damage for vehicle target" in {
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VehicleDamageAfterResist(50, 10) mustEqual 40
|
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}
|
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|
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"calculate un-resisted damage for vehicle target" in {
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VehicleDamageAfterResist(50, 0) mustEqual 50
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}
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}
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}
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|
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class DamageModelTests extends Specification {
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val wep = GlobalDefinitions.galaxy_gunship_cannon
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val wep_tool = Tool(wep)
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val wep_fmode = wep_tool.FireMode
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val proj = DamageModelTests.projectile
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val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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player.Spawn()
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val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
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"DamageModel" should {
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"be a part of vitality" in {
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player.isInstanceOf[Vitality] mustEqual true
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try {
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player.getClass.getDeclaredMethod("DamageModel").hashCode()
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} catch {
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case _: Exception =>
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ko //the method doesn't exist
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}
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|
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wep_tool.isInstanceOf[Vitality] mustEqual false
|
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try {
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wep_tool.getClass.getDeclaredMethod("DamageModel").hashCode()
|
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ko
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||||
} catch {
|
||||
case _: Exception =>
|
||||
ok //the method doesn't exist
|
||||
}
|
||||
ok
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||||
}
|
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|
||||
"resolve infantry targets" in {
|
||||
val tplayer =
|
||||
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
|
||||
tplayer.Spawn()
|
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tplayer.Health mustEqual 100
|
||||
tplayer.Armor mustEqual 50
|
||||
|
||||
val resprojectile = ResolvedProjectile(
|
||||
ProjectileResolution.Hit,
|
||||
projectile,
|
||||
SourceEntry(tplayer),
|
||||
tplayer.DamageModel,
|
||||
Vector3.Zero
|
||||
)
|
||||
val func: Any => ResolvedProjectile = resprojectile.damage_model.Calculate(resprojectile)
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||||
|
||||
func(tplayer)
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||||
tplayer.Health mustEqual 54
|
||||
tplayer.Armor mustEqual 46
|
||||
}
|
||||
|
||||
"resolve infantry targets in a specific way" in {
|
||||
val tplayer =
|
||||
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
|
||||
tplayer.Spawn()
|
||||
tplayer.Health mustEqual 100
|
||||
tplayer.Armor mustEqual 50
|
||||
|
||||
val resprojectile = ResolvedProjectile(
|
||||
ProjectileResolution.Hit,
|
||||
projectile,
|
||||
SourceEntry(tplayer),
|
||||
tplayer.DamageModel,
|
||||
Vector3.Zero
|
||||
)
|
||||
val func: Any => ResolvedProjectile =
|
||||
resprojectile.damage_model.Calculate(resprojectile, ProjectileResolution.Splash)
|
||||
|
||||
func(tplayer)
|
||||
tplayer.Health mustEqual 65
|
||||
tplayer.Armor mustEqual 35
|
||||
}
|
||||
|
||||
"resolve infantry targets, with damage overflow" in {
|
||||
val tplayer =
|
||||
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
|
||||
tplayer.Spawn()
|
||||
tplayer.Health mustEqual 100
|
||||
tplayer.Armor mustEqual 50
|
||||
|
||||
val resprojectile = ResolvedProjectile(
|
||||
ProjectileResolution.Hit,
|
||||
projectile,
|
||||
SourceEntry(tplayer),
|
||||
tplayer.DamageModel,
|
||||
Vector3.Zero
|
||||
)
|
||||
val func: Any => ResolvedProjectile = resprojectile.damage_model.Calculate(resprojectile)
|
||||
tplayer.Armor = 0
|
||||
|
||||
func(tplayer)
|
||||
tplayer.Health mustEqual 50
|
||||
tplayer.Armor mustEqual 0
|
||||
}
|
||||
|
||||
"resolve vehicle targets" in {
|
||||
val vehicle = Vehicle(DamageModelTests.vehicle)
|
||||
vehicle.Health mustEqual 650
|
||||
|
||||
val resprojectile = ResolvedProjectile(
|
||||
ProjectileResolution.Hit,
|
||||
projectile,
|
||||
SourceEntry(vehicle),
|
||||
vehicle.DamageModel,
|
||||
Vector3.Zero
|
||||
)
|
||||
val func: Any => ResolvedProjectile = resprojectile.damage_model.Calculate(resprojectile)
|
||||
|
||||
func(vehicle)
|
||||
vehicle.Health mustEqual 518
|
||||
}
|
||||
|
||||
"resolve vehicle targets (with shields)" in {
|
||||
val vehicle = Vehicle(DamageModelTests.vehicle)
|
||||
vehicle.Shields = 10
|
||||
vehicle.Health mustEqual 650
|
||||
vehicle.Shields mustEqual 10
|
||||
|
||||
val resprojectile = ResolvedProjectile(
|
||||
ProjectileResolution.Hit,
|
||||
projectile,
|
||||
SourceEntry(vehicle),
|
||||
vehicle.DamageModel,
|
||||
Vector3.Zero
|
||||
)
|
||||
val func: Any => ResolvedProjectile = resprojectile.damage_model.Calculate(resprojectile)
|
||||
|
||||
func(vehicle)
|
||||
vehicle.Health mustEqual 528
|
||||
vehicle.Shields mustEqual 0
|
||||
}
|
||||
|
||||
"resolve vehicle targets (losing shields)" in {
|
||||
val vehicle = Vehicle(DamageModelTests.vehicle)
|
||||
vehicle.Shields = 10
|
||||
vehicle.Health mustEqual 650
|
||||
vehicle.Shields mustEqual 10
|
||||
|
||||
val resprojectile = ResolvedProjectile(
|
||||
ProjectileResolution.Hit,
|
||||
projectile,
|
||||
SourceEntry(vehicle),
|
||||
vehicle.DamageModel,
|
||||
Vector3.Zero
|
||||
)
|
||||
val func: Any => ResolvedProjectile = resprojectile.damage_model.Calculate(resprojectile)
|
||||
|
||||
func(vehicle)
|
||||
vehicle.Health mustEqual 528
|
||||
vehicle.Shields mustEqual 0
|
||||
func(vehicle)
|
||||
vehicle.Health mustEqual 396
|
||||
vehicle.Shields mustEqual 0
|
||||
}
|
||||
|
||||
"resolve vehicle targets in a specific way" in {
|
||||
val vehicle = Vehicle(DamageModelTests.vehicle)
|
||||
vehicle.Health mustEqual 650
|
||||
|
||||
val resprojectile = ResolvedProjectile(
|
||||
ProjectileResolution.Hit,
|
||||
projectile,
|
||||
SourceEntry(vehicle),
|
||||
vehicle.DamageModel,
|
||||
Vector3.Zero
|
||||
)
|
||||
val func: Any => ResolvedProjectile =
|
||||
resprojectile.damage_model.Calculate(resprojectile, ProjectileResolution.Splash)
|
||||
|
||||
func(vehicle)
|
||||
vehicle.Health mustEqual 518
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
object DamageModelTests {
|
||||
final val projectile = new ProjectileDefinition(Projectiles.heavy_grenade_projectile.id) {
|
||||
Damage0 = 50
|
||||
Damage1 = 82
|
||||
Damage2 = 82
|
||||
Damage3 = 75
|
||||
Damage4 = 66
|
||||
DamageAtEdge = 0.1f
|
||||
DamageRadius = 5f
|
||||
DegradeMultiplier = 0.5f
|
||||
LashRadius = 5f
|
||||
ProjectileDamageType = DamageType.Splash
|
||||
InitialVelocity = 75
|
||||
Lifespan = 5f
|
||||
ProjectileDefinition.CalculateDerivedFields(pdef = this)
|
||||
Modifiers = DamageModifiers.RadialDegrade
|
||||
}
|
||||
|
||||
final val vehicle = new VehicleDefinition(ObjectClass.fury) {
|
||||
MaxHealth = 650
|
||||
Damageable = true
|
||||
Repairable = true
|
||||
RepairIfDestroyed = false
|
||||
MaxShields = 130 + 1
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue