mirror of
https://github.com/2revoemag/PSF-BotServer.git
synced 2026-02-07 19:01:01 +00:00
* redid splash damage radial degrade calculations; lasher damage fixed to 6/0 or 2/4 depending on armor; fixed direct hit distance for weapons that act like slash weapons; gave Falcon a valid projectile * delayed resource silo startup to avoid crash; discovered issue with MAX armor resulting from incorrect manipulation of inventory items during suit transfer * modifications to consider a specific modifier that exists on some vehicles and armored equipment called Subtract, a DamageProfile that reduces damage due to a set flag; manually controlling damage tick marks rather than relying only on HitHint (from client) * Tools now have default firemodes (temporary?); ammo gotten from loadouts is always full; loadouts and exo-suits juggle armor values differently on being changed; log messages for damage to players and vehicles * weapons with one (last) shot need support communicating that one (last) shot * fixing tests * correcting the codec for BindPlayerMessage * changed wording that identifies the damage log entries * switching exosuit no longer causes butterfingers * extending exosuit swap armor value changes to infantry loadout changes * ranges removed from non-vehicle containers * enabled partial damage functionality to facility turrets * BindPlayerMessage replacing BattleplanMessage for purposes of depicting the closest AMS spawn point; specific enums in relation to spawning in BPM and SpawnRequestMessage * rewrote exo-suit switching and loadout switching code, paying extra-special attention for the needs of MAX's * quick amendment for previous commit * switching from mount point check to seat checks in VehicleRemover; started refactoring of Cargo functions before realizing how complicated the full effort would be, so these changes are merely wrapping object identification by GUID * adding a minor server delay to terminal operations
417 lines
17 KiB
Scala
417 lines
17 KiB
Scala
// 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, 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.vital.Vitality
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import net.psforever.types._
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import org.specs2.mutable.Specification
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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.Modifiers.asInstanceOf[DamageProfile]
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val proj = wep.ProjectileTypes.head
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val proj_prof = proj.asInstanceOf[DamageProfile]
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val player = Player(Avatar("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(ProjectileResolution.Splash, projectile, SourceEntry(target), target.DamageModel, Vector3(50, 50, 0))
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"extract no damage numbers" in {
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NoDamageAgainst(proj_prof) mustEqual 0
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}
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"extract damage against exosuit target" in {
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DamageAgainstExoSuit(proj_prof) mustEqual 50
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}
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"extract damage against MAX target" in {
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DamageAgainstMaxSuit(proj_prof) mustEqual 75
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}
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"extract damage against vehicle target" in {
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DamageAgainstVehicle(proj_prof) mustEqual 82
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}
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"extract damage against aircraft target" in {
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DamageAgainstAircraft(proj_prof) mustEqual 82
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}
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"extract damage against something" in {
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DamageAgainstUnknown(proj_prof) mustEqual 66
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}
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"extract a complete damage profile (1)" in {
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val result = DamageAgainstVehicle(proj_prof) + DamageAgainstVehicle(wep_prof)
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val func : (DamageProfile, List[DamageProfile]) => Int = DamageWithModifiers(DamageAgainstVehicle)
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func(proj_prof, List(wep_prof)) mustEqual result
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}
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"extract a complete damage profile (2)" in {
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val result = 2 * DamageAgainstVehicle(proj_prof) + DamageAgainstVehicle(wep_prof)
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val func : (DamageProfile, List[DamageProfile]) => Int = DamageWithModifiers(DamageAgainstVehicle)
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func(proj_prof, List(proj_prof, wep_prof)) mustEqual result
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}
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"calculate no distance" in {
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NoDistance(resprojectile) mustEqual 0
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}
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"calculate too far distance" in {
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TooFar(resprojectile) mustEqual Float.MaxValue
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}
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"calculate distance between target and source" in {
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DistanceBetweenTargetandSource(resprojectile) mustEqual 10
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}
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"calculate distance between target and explosion (splash)" in {
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DistanceFromExplosionToTarget(resprojectile) mustEqual 64.03124f
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}
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"calculate no damage from components" in {
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val result = DamageWithModifiers(DamageAgainstVehicle)(proj_prof, List(wep_prof))
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val distance = DistanceFromExplosionToTarget(resprojectile)
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DamageCalculations.NoDamage(projectile, result, distance) mustEqual 0
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}
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"calculate degraded damage from components (near)" in {
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val projectile_alt = Projectile(GlobalDefinitions.galaxy_gunship_gun_projectile, //need projectile with degrade
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wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
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val result = DamageWithModifiers(DamageAgainstVehicle)(proj_prof, List(wep_prof))
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DirectHitDamageWithDegrade(projectile_alt, result, 0) mustEqual 132
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}
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"calculate degraded damage from components (medium)" in {
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val projectile_alt = Projectile(GlobalDefinitions.galaxy_gunship_gun_projectile, //need projectile with degrade
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wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
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val result = DamageWithModifiers(DamageAgainstVehicle)(proj_prof, List(wep_prof))
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DirectHitDamageWithDegrade(projectile_alt, result, 250) mustEqual 103
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}
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"calculate degraded damage from components (far)" in {
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val projectile_alt = Projectile(GlobalDefinitions.galaxy_gunship_gun_projectile, //need projectile with degrade
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wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
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val result = DamageWithModifiers(DamageAgainstVehicle)(proj_prof, List(wep_prof))
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DirectHitDamageWithDegrade(projectile_alt, result, 1000) mustEqual 0
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}
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"calculate splash damage from components (near)" in {
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val result = DamageWithModifiers(DamageAgainstVehicle)(proj_prof, List(wep_prof))
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SplashDamageWithRadialDegrade(projectile, result, 0) mustEqual 132
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}
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"calculate splash damage from components (medium)" in {
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val result = DamageWithModifiers(DamageAgainstVehicle)(proj_prof, List(wep_prof))
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SplashDamageWithRadialDegrade(projectile, result, 5) mustEqual 13
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}
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"calculate splash damage from components (far)" in {
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val result = DamageWithModifiers(DamageAgainstVehicle)(proj_prof, List(wep_prof))
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SplashDamageWithRadialDegrade(projectile, result, 6) mustEqual 0
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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 = wep.ProjectileTypes.head //GlobalDefinitions.heavy_grenade_projectile
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val player = Player(Avatar("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(ProjectileResolution.Splash, projectile, SourceEntry(target), target.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target), target.DamageModel, Vector3.Zero)
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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("TestCharacter", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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target.ExoSuit = ExoSuitType.MAX
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val resprojectile = ResolvedProjectile(ProjectileResolution.Splash, projectile, SourceEntry(target), target.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target), target.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target), target.DamageModel, Vector3.Zero)
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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.suppressor
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val wep_fmode = Tool(wep).FireMode
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val proj = wep.ProjectileTypes.head
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val player = Player(Avatar("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(ProjectileResolution.Splash, projectile, SourceEntry(target), target.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target1), target1.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target2), target2.DamageModel, Vector3.Zero)
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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 bonus 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("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(ProjectileResolution.Splash, projectile, SourceEntry(target1), target1.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target2), target2.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target1), target1.DamageModel, Vector3.Zero)
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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(ProjectileResolution.Splash, projectile, SourceEntry(target2), target2.DamageModel, Vector3.Zero)
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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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"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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class DamageModelTests extends Specification {
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val wep = GlobalDefinitions.suppressor
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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 = wep.ProjectileTypes.head
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val player = Player(Avatar("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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}
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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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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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}
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catch {
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case _ : Exception =>
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ok //the method doesn't exist
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}
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ok
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}
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"resolve infantry targets" in {
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val tplayer = Player(Avatar("TestCharacter2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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tplayer.Spawn
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tplayer.Health mustEqual 100
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tplayer.Armor mustEqual 50
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val resprojectile = ResolvedProjectile(ProjectileResolution.Hit, projectile, SourceEntry(tplayer), tplayer.DamageModel, Vector3.Zero)
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val func : (Any)=>Unit = resprojectile.damage_model.Calculate(resprojectile)
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func(tplayer)
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tplayer.Health mustEqual 87
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tplayer.Armor mustEqual 46
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}
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"resolve infantry targets in a specific way" in {
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val tplayer = Player(Avatar("TestCharacter2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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tplayer.Spawn
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tplayer.Health mustEqual 100
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tplayer.Armor mustEqual 50
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val resprojectile = ResolvedProjectile(ProjectileResolution.Hit, projectile, SourceEntry(tplayer), tplayer.DamageModel, Vector3.Zero)
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val func : (Any)=>Unit = resprojectile.damage_model.Calculate(resprojectile, ProjectileResolution.Splash)
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func(tplayer)
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tplayer.Health mustEqual 98
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tplayer.Armor mustEqual 35
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}
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"resolve infantry targets, with damage overflow" in {
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val tplayer = Player(Avatar("TestCharacter2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
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tplayer.Spawn
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tplayer.Health mustEqual 100
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tplayer.Armor mustEqual 50
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val resprojectile = ResolvedProjectile(ProjectileResolution.Hit, projectile, SourceEntry(tplayer), tplayer.DamageModel, Vector3.Zero)
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val func : (Any)=>Unit = resprojectile.damage_model.Calculate(resprojectile)
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tplayer.Armor = 0
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func(tplayer)
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tplayer.Health mustEqual 83
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tplayer.Armor mustEqual 0
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}
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"resolve vehicle targets" in {
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val vehicle = Vehicle(GlobalDefinitions.fury)
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vehicle.Health mustEqual 650
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val resprojectile = ResolvedProjectile(ProjectileResolution.Hit, projectile, SourceEntry(vehicle), vehicle.DamageModel, Vector3.Zero)
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val func : (Any)=>Unit = resprojectile.damage_model.Calculate(resprojectile)
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func(vehicle)
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vehicle.Health mustEqual 641
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}
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"resolve vehicle targets (with shields)" in {
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val vehicle = Vehicle(GlobalDefinitions.fury)
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vehicle.Shields = 10
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vehicle.Health mustEqual 650
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vehicle.Shields mustEqual 10
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val resprojectile = ResolvedProjectile(ProjectileResolution.Hit, projectile, SourceEntry(vehicle), vehicle.DamageModel, Vector3.Zero)
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val func : (Any)=>Unit = resprojectile.damage_model.Calculate(resprojectile)
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func(vehicle)
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vehicle.Health mustEqual 650
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vehicle.Shields mustEqual 1
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}
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"resolve vehicle targets (losing shields)" in {
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val vehicle = Vehicle(GlobalDefinitions.fury)
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vehicle.Shields = 10
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vehicle.Health mustEqual 650
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vehicle.Shields mustEqual 10
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val resprojectile = ResolvedProjectile(ProjectileResolution.Hit, projectile, SourceEntry(vehicle), vehicle.DamageModel, Vector3.Zero)
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val func : (Any)=>Unit = resprojectile.damage_model.Calculate(resprojectile)
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func(vehicle)
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vehicle.Health mustEqual 650
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vehicle.Shields mustEqual 1
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func(vehicle)
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vehicle.Health mustEqual 642
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vehicle.Shields mustEqual 0
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}
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"resolve vehicle targets in a specific way" in {
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val vehicle = Vehicle(GlobalDefinitions.fury)
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vehicle.Health mustEqual 650
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val resprojectile = ResolvedProjectile(ProjectileResolution.Hit, projectile, SourceEntry(vehicle), vehicle.DamageModel, Vector3.Zero)
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val func : (Any)=>Unit = resprojectile.damage_model.Calculate(resprojectile, ProjectileResolution.Splash)
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func(vehicle)
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vehicle.Health mustEqual 641
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}
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}
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}
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