PSF-BotServer/common/src/test/scala/game/ObjectDeployedMessageTest.scala
Fate-JH 5f3e7e5df8
Deployables (#230)
* 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
2018-09-23 08:00:58 -04:00

31 lines
869 B
Scala

// Copyright (c) 2017 PSForever
package game
import org.specs2.mutable._
import net.psforever.packet._
import net.psforever.packet.game._
import scodec.bits._
class ObjectDeployedMessageTest extends Specification {
val string_boomer = hex"86 000086626F6F6D6572040000000100000019000000"
"decode" in {
PacketCoding.DecodePacket(string_boomer).require match {
case ObjectDeployedMessage(unk : Int, desc : String, act : DeployOutcome.Value, count : Long, max : Long) =>
unk mustEqual 0
desc mustEqual "boomer"
act mustEqual DeployOutcome.Success
count mustEqual 1
max mustEqual 25
case _ =>
ko
}
}
"encode" in {
val msg = ObjectDeployedMessage("boomer", DeployOutcome.Success, 1, 25)
val pkt = PacketCoding.EncodePacket(msg).require.toByteVector
pkt mustEqual string_boomer
}
}