PSF-BotServer/common/src/test/scala/objects/DoorTest.scala
FateJH eefe4d2e20 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.
2018-02-08 14:22:05 -05:00

129 lines
4 KiB
Scala

// Copyright (c) 2017 PSForever
package objects
import akka.actor.{ActorRef, ActorSystem, Props}
import net.psforever.objects.{GlobalDefinitions, Player}
import net.psforever.objects.serverobject.doors.{Door, DoorControl}
import net.psforever.objects.serverobject.structures.Building
import net.psforever.objects.zones.Zone
import net.psforever.packet.game.{PlanetSideGUID, UseItemMessage}
import net.psforever.types.{CharacterGender, PlanetSideEmpire, Vector3}
import org.specs2.mutable.Specification
import scala.concurrent.duration.Duration
class DoorTest extends Specification {
val player = Player("test", PlanetSideEmpire.TR, CharacterGender.Male, 0, 0)
"Door" should {
"construct" in {
Door(GlobalDefinitions.door)
ok
}
"starts as closed (false)" in {
val door = Door(GlobalDefinitions.door)
door.Open mustEqual None
door.isOpen mustEqual false
}
"be opened and closed (1; manual)" in {
val door = Door(GlobalDefinitions.door)
door.isOpen mustEqual false
door.Open mustEqual None
door.Open = Some(player)
door.isOpen mustEqual true
door.Open mustEqual Some(player)
door.Open = None
door.isOpen mustEqual false
door.Open mustEqual None
}
"be opened and closed (2; toggle)" in {
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)
val door = Door(GlobalDefinitions.door)
door.Open mustEqual None
door.Use(player, msg)
door.Open mustEqual Some(player)
door.Use(player, msg)
door.Open mustEqual None
}
"keep track of its orientation as a North-corrected vector" in {
val ulp = math.ulp(1)
val door = Door(GlobalDefinitions.door)
door.Orientation = Vector3(0, 0, 0) //face North
door.Outwards.x < ulp mustEqual true
door.Outwards.y mustEqual 1
door.Orientation = Vector3(0, 0, 90) //face East
door.Outwards.x mustEqual 1
door.Outwards.y < ulp mustEqual true
door.Orientation = Vector3(0, 0, 180) //face South
door.Outwards.x < ulp mustEqual true
door.Outwards.y mustEqual -1
door.Orientation = Vector3(0, 0, 270) //face West
door.Outwards.x mustEqual -1
door.Outwards.y < ulp mustEqual true
}
}
}
class DoorControl1Test extends ActorTest() {
"DoorControl" should {
"construct" in {
val door = Door(GlobalDefinitions.door)
door.Actor = system.actorOf(Props(classOf[DoorControl], door), "door")
assert(door.Actor != ActorRef.noSender)
}
}
}
class DoorControl2Test extends ActorTest() {
"DoorControl" should {
"open on use" in {
val (player, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
val msg = UseItemMessage(PlanetSideGUID(1), 0, PlanetSideGUID(2), 0L, false, Vector3(0f,0f,0f),Vector3(0f,0f,0f),0,0,0,0L) //faked
assert(door.Open.isEmpty)
door.Actor ! Door.Use(player, msg)
val reply = receiveOne(Duration.create(500, "ms"))
assert(reply.isInstanceOf[Door.DoorMessage])
val reply2 = reply.asInstanceOf[Door.DoorMessage]
assert(reply2.player == player)
assert(reply2.msg == msg)
assert(reply2.response == Door.OpenEvent())
assert(door.Open.isDefined)
}
}
}
class DoorControl3Test extends ActorTest() {
"DoorControl" should {
"do nothing if given garbage" in {
val (_, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
assert(door.Open.isEmpty)
door.Actor ! "trash"
val reply = receiveOne(Duration.create(500, "ms"))
assert(reply.isInstanceOf[Door.NoEvent])
assert(door.Open.isEmpty)
}
}
}
object DoorControlTest {
def SetUpAgents(faction : PlanetSideEmpire.Value)(implicit system : ActorSystem) : (Player, Door) = {
val door = Door(GlobalDefinitions.door)
door.Actor = system.actorOf(Props(classOf[DoorControl], door), "door")
door.Owner = new Building(0, Zone.Nowhere)
door.Owner.Faction = faction
(Player("test", faction, CharacterGender.Male, 0, 0), door)
}
}