* all matters related to vehicle events, including tests, adjusted so that the service actor internalizes a specific zone; major adjustments to the order fulfillment logic of vehicle spawn pads; removed a bunch of unnecessary things such as auto-drive guidance
* all matters related to local events, including tests, adjusted so that the service actor internalizes a specific zone; special consideration for proximity units and tests; muted some excessive logging
* all matters related to avatar events, including tests, adjusted so that the service actor internalizes a specific zone; special considerations for resource silos and painbox elements
* explicit trait that acts as an owner of Amenity objects (Building and Vehicle); generalization of <obj>.Owner.Zone statement
* reduced log spam from proximity terminal activity
* tightened vehicle spawn pad control protocol; finally made the player re-appear if the vehicle doesn't spawn/mount correctly; pad operates independent of the person who submitted the current order so less chances for crash
* adjusted workflow for vehicle spawn pad task management
* modifications to ProximityUnit and related classes to internalize the effect control for the terminal, removing the flywheel functiuonality from WSA
* proximity operations for medical terminals (the one in the Anguta lobby, specifically) is functional; some entities besides Player now keep track of the continent they possess, a necessary compromise for proximity ops
* repair rearm silos (Anguta courtyard East) demonstrate operational behavior when lattice benefits are active
* proximity terminals may now juggle multiple targets that move in and out of range and change validity over time
* previous rebase; preparing for special location + offset calculations for utilities
* working location-based proximity repair terminals for the lodestar, utilizing new fields in the vehicle definition, new configuration method in the utilities, and new calculations for Vector3 entities; some comments and tests
* separated ProximityTarget; updated existing terminals; restored defaults; preparing to fix tests
* tests involving the proximity unit workflow
* dismantling a portion of the proximity terminal machinery that is no longer necessary and only poses risk to the system; removing temporary code used to quickly test vehicle silo repairs
* added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities
* this code supports operation of the deployable-side telepad
* basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation
* breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router
* refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified
* fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA
* tests, mostly; no-router conditions for certain telepad-related converters
* adjusted (made constant) quantities for owned telepads
* resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
* functions for certifcation ui updates (that don't work)
* initialization of combat engineering deployables ui on load and certification change
* representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals
* ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options)
* zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables
* refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers
* Avatar-specific storage for deployables and for updating UI elements
* refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects
* added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model
* refactored and distributed Deployables classes; copious amounts of testing and document-writing
* boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy
* sensor_shield was skipped by accident
* identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered
* added local service channel, capture consoles, fixed tests as much as posible
* fixed LocalService tests by booting the ServiceManager; added avatar and local tests
* a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI
* making the explosive deployables vanish upon explosion; sensor health bars are now supported
* 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
2018-07-14 21:25:44 -04:00
Renamed from pslogin/src/test/scala/LocalServiceTest.scala (Browse further)