PSF-BotServer/src/test/scala/objects/DamageModelTests.scala
Fate-JH ced228509c
Intercontinental Gaslighting (#998)
* diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations

* allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating

* game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup

* initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness

* cavern closing warning messages queued

* starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening

* expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself

* populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes

* adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic

* bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate

* cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested)

* broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted

* code comments, everywhere; correcting issues with cavern rotation timing reports

* but is it flying?
2022-06-14 02:21:24 -04:00

945 lines
28 KiB
Scala

// Copyright (c) 2017 PSForever
package objects
import net.psforever.objects._
import net.psforever.objects.vital.damage.{DamageProfile, _}
import net.psforever.objects.vital.projectile._
import DamageCalculations._
import net.psforever.objects.vital.resistance.ResistanceCalculations
import ResistanceCalculations._
import net.psforever.objects.vital.resolution.ResolutionCalculations
import ResolutionCalculations._
import net.psforever.objects.ballistics._
import net.psforever.objects.definition.{ProjectileDefinition, VehicleDefinition}
import net.psforever.objects.vital.Vitality
import net.psforever.packet.game.objectcreate.ObjectClass
import net.psforever.types._
import org.specs2.mutable.Specification
import net.psforever.objects.avatar.Avatar
import net.psforever.objects.vital.base._
import net.psforever.objects.vital.interaction.DamageInteraction
class DamageCalculationsTests extends Specification {
"DamageCalculations" should {
val wep = GlobalDefinitions.galaxy_gunship_cannon
val wep_fmode = Tool(wep).FireMode
val wep_prof = wep_fmode.Add
val proj = DamageModelTests.projectile
val proj_prof = proj.asInstanceOf[DamageProfile]
val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
val target = Vehicle(GlobalDefinitions.fury)
target.Position = Vector3(10, 0, 0)
val resprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3(15, 0, 0)
)
"extract no damage numbers" in {
AgainstNothing(proj_prof) mustEqual 0
}
"extract damage against exosuit target" in {
AgainstExoSuit(proj_prof) == proj_prof.Damage0 mustEqual true
}
"extract damage against MAX target" in {
AgainstMaxSuit(proj_prof) == proj_prof.Damage3 mustEqual true
}
"extract damage against vehicle target" in {
AgainstVehicle(proj_prof) == proj_prof.Damage1 mustEqual true
}
"extract damage against aircraft target" in {
AgainstAircraft(proj_prof) == proj_prof.Damage2 mustEqual true
}
"extract damage against battleframe robotics" in {
AgainstBfr(proj_prof) == proj_prof.Damage4 mustEqual true
}
"no degrade damage modifier" in {
SameHit.calculate(100, resprojectile) mustEqual 100
}
"degrade over distance damage modifier (no degrade)" in {
DistanceDegrade.calculate(100, resprojectile) == 100 mustEqual true
}
"cut off damage at max distance (no cutoff)" in {
MaxDistanceCutoff.calculate(100, resprojectile) == 100 mustEqual true
}
"cut off damage at max distance (cutoff)" in {
val cutoffprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3(1500, 0, 0)
)
val damage = MaxDistanceCutoff.calculate(100, cutoffprojectile)
damage == 0 mustEqual true
}
"cut off damage at custom distance (no cutoff)" in {
CustomDistanceCutoff(10).calculate(100, resprojectile) == 0 mustEqual true
}
"cut off damage at custom distance (cutoff)" in {
val coffprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
projectile,
target.DamageModel
),
Vector3(10, 0, 0)
)
CustomDistanceCutoff(2).calculate(100, coffprojectile) == 0 mustEqual true
}
"degrade over distance damage modifier (some degrade)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
projectile,
target.DamageModel
),
Vector3(100, 0, 0)
)
val damage = DistanceDegrade.calculate(100, resprojectile2)
damage < 100 && damage > 0 mustEqual true
}
"degrade over distance damage modifier (zero'd)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
projectile,
target.DamageModel
),
Vector3(1000, 0, 0)
)
DistanceDegrade.calculate(100, resprojectile2) == 0 mustEqual true
}
"degrade at radial distance damage modifier (no degrade)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
projectile,
target.DamageModel
),
Vector3(10, 0, 0)
)
RadialDegrade.calculate(100, resprojectile2) == 100 mustEqual true
}
"degrade at radial distance damage modifier (some degrade)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
projectile,
target.DamageModel
),
Vector3(12, 0, 0)
)
val damage = RadialDegrade.calculate(100, resprojectile2)
damage < 100 && damage > 0 mustEqual true
}
"degrade at radial distance damage modifier (zero'd)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
projectile,
target.DamageModel
),
Vector3(100, 0, 0)
)
RadialDegrade.calculate(100, resprojectile2) == 0 mustEqual true
}
"lash degrade (no lash; too close)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Lash,
projectile,
target.DamageModel
),
Vector3(5, 0, 0) //compared to Vector3(2, 2, 0)
)
Lash.calculate(100, resprojectile2) == 0 mustEqual true
}
"lash degrade (lash)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Lash,
projectile,
target.DamageModel
),
Vector3(20, 0, 0)
)
val damage = Lash.calculate(100, resprojectile2)
damage < 100 && damage > 0 mustEqual true
}
"lash degrade (no lash; too far)" in {
val resprojectile2 = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Lash,
projectile,
target.DamageModel
),
Vector3(1000, 0, 0)
)
Lash.calculate(100, resprojectile2) == 0 mustEqual true
}
"fireball aggravated damage (aggravated splash burn" in {
// val burnWeapon = Tool(GlobalDefinitions.flamethrower)
// val burnProjectile = Projectile(
// burnWeapon.Projectile,
// burnWeapon.Definition,
// burnWeapon.FireMode,
// player,
// Vector3(2, 2, 0),
// Vector3.Zero
// )
val burnRes = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.AggravatedSplashBurn,
projectile,
target.DamageModel
),
Vector3(15, 0, 0)
)
val resistance = target.DamageModel.ResistUsing(burnRes)(burnRes)
FireballAggravatedBurn.calculate(100, burnRes) == (1 + resistance) mustEqual true
}
"fireball aggravated damage (noral splash, no modification)" in {
// val burnWeapon = Tool(GlobalDefinitions.flamethrower)
// val burnProjectile = Projectile(
// burnWeapon.Projectile,
// burnWeapon.Definition,
// burnWeapon.FireMode,
// player,
// Vector3(2, 2, 0),
// Vector3.Zero
// )
val burnRes = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
projectile,
target.DamageModel
),
Vector3(15, 0, 0)
)
FireballAggravatedBurn.calculate(100, burnRes) == 100 mustEqual true
}
val charge_weapon = Tool(GlobalDefinitions.spiker)
val charge_projectile = Projectile(
charge_weapon.Projectile,
charge_weapon.Definition,
charge_weapon.FireMode,
player,
Vector3(2, 2, 0),
Vector3.Zero
)
val minDamageBase = charge_weapon.Projectile.Charging.get.min.Damage0
val chargeBaseDamage = charge_weapon.Projectile.Damage0
"charge (none)" in {
val cprojectile = charge_projectile.quality(ProjectileQuality.Modified(0))
val rescprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
cprojectile,
target.DamageModel
),
Vector3(15, 0, 0)
)
val damage = SpikerChargeDamage.calculate(chargeBaseDamage, rescprojectile)
val calcDam = minDamageBase + math.floor(
chargeBaseDamage * rescprojectile.cause.asInstanceOf[ProjectileReason].projectile.quality.mod
)
damage mustEqual calcDam
}
"charge (half)" in {
val cprojectile = charge_projectile.quality(ProjectileQuality.Modified(0.5f))
val rescprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
cprojectile,
target.DamageModel
),
Vector3(15, 0, 0)
)
/*val damage = */SpikerChargeDamage.calculate(chargeBaseDamage, rescprojectile)
ok
}
"charge (full)" in {
val cprojectile = charge_projectile.quality(ProjectileQuality.Modified(1))
val rescprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
cprojectile,
target.DamageModel
),
Vector3(15, 0, 0)
)
/*val damage = */SpikerChargeDamage.calculate(chargeBaseDamage, rescprojectile)
ok
}
val flak_weapon = Tool(GlobalDefinitions.trhev_burster)
val flak_projectile = Projectile(
flak_weapon.Projectile,
flak_weapon.Definition,
flak_weapon.FireMode,
player,
Vector3(2, 2, 0),
Vector3.Zero
)
"flak hit (resolution is splash, no degrade)" in {
val resfprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
flak_projectile,
target.DamageModel
),
Vector3(10, 0, 0)
)
val damage = FlakHit.calculate(100, resfprojectile)
damage == 100 mustEqual true
}
"flak hit (resolution is hit, no degrade)" in {
val resfprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
flak_projectile,
target.DamageModel
),
Vector3(10, 0, 0)
)
val damage = FlakHit.calculate(100, resfprojectile)
damage == 100 mustEqual true
}
"flak burst (resolution is hit)" in {
val resfprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
flak_projectile,
target.DamageModel
),
Vector3(15, 0, 0)
)
val damage = FlakBurst.calculate(100, resfprojectile)
damage == 100 mustEqual true
}
"flak burst (resolution is splash, no degrade)" in {
val resfprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
flak_projectile,
target.DamageModel
),
Vector3(10, 0, 0)
)
val damage = FlakBurst.calculate(100, resfprojectile)
damage == 100 mustEqual true
}
"flak burst (resolution is splash, some degrade)" in {
val resfprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Splash,
flak_projectile,
target.DamageModel
),
Vector3(5, 0, 0)
)
val damage = FlakBurst.calculate(100, resfprojectile)
damage < 100 mustEqual true
}
"galaxy gunship reduction (target is galaxy_gunship, no shields)" in {
val vehicle = Vehicle(GlobalDefinitions.galaxy_gunship)
val resfprojectile = DamageInteraction(
SourceEntry(vehicle),
ProjectileReason(
DamageResolution.Hit,
projectile,
vehicle.DamageModel
),
Vector3(5, 0, 0)
)
val damage = GalaxyGunshipReduction(0.63f).calculate(100, resfprojectile)
damage == 63 mustEqual true
}
"galaxy gunship reduction (target is galaxy_gunship)" in {
val vehicle = Vehicle(GlobalDefinitions.galaxy_gunship)
vehicle.Shields = 1
val resfprojectile = DamageInteraction(
SourceEntry(vehicle),
ProjectileReason(
DamageResolution.Hit,
projectile,
vehicle.DamageModel
),
Vector3(5, 0, 0)
)
val damage = GalaxyGunshipReduction(0.63f).calculate(100, resfprojectile)
damage == 100 mustEqual true
}
"galaxy gunship reduction (target is vehicle, but not a galaxy_gunship)" in {
val resfprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3(5, 0, 0)
)
val damage = GalaxyGunshipReduction(0.63f).calculate(100, resfprojectile)
damage == 100 mustEqual true
}
"galaxy gunship reduction (target is not a vehicle)" in {
val tplayer =
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
val resfprojectile = DamageInteraction(
SourceEntry(tplayer),
ProjectileReason(
DamageResolution.Hit,
projectile,
tplayer.DamageModel
),
Vector3(5, 0, 0)
)
val damage = GalaxyGunshipReduction(0.63f).calculate(100, resfprojectile)
damage == 100 mustEqual true
}
"extract a complete damage profile" in {
val result1 = RadialDegrade.calculate(
AgainstVehicle(proj_prof) + AgainstVehicle(wep_prof),
resprojectile
)
val result2 = DamageCalculations.WithModifiers(AgainstVehicle, resprojectile)
result1 mustEqual result2
}
}
}
class ResistanceCalculationsTests extends Specification {
val wep = GlobalDefinitions.galaxy_gunship_cannon
val wep_fmode = Tool(wep).FireMode
val proj = DamageModelTests.projectile
val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
"ResistanceCalculations" should {
"ignore all targets" in {
val target = Vehicle(GlobalDefinitions.fury)
val resprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3.Zero
)
InvalidTarget(resprojectile).isFailure mustEqual true
}
"discern standard infantry targets" in {
val target = player
val resprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3.Zero
)
ValidInfantryTarget(resprojectile).isSuccess mustEqual true
ValidMaxTarget(resprojectile).isSuccess mustEqual false
ValidVehicleTarget(resprojectile).isSuccess mustEqual false
ValidAircraftTarget(resprojectile).isSuccess mustEqual false
}
"discern mechanized infantry targets" in {
val target = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
target.ExoSuit = ExoSuitType.MAX
val resprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3.Zero
)
ValidInfantryTarget(resprojectile).isSuccess mustEqual false
ValidMaxTarget(resprojectile).isSuccess mustEqual true
ValidVehicleTarget(resprojectile).isSuccess mustEqual false
ValidAircraftTarget(resprojectile).isSuccess mustEqual false
}
"discern ground vehicle targets" in {
val target = Vehicle(GlobalDefinitions.fury)
val resprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3.Zero
)
ValidInfantryTarget(resprojectile).isSuccess mustEqual false
ValidMaxTarget(resprojectile).isSuccess mustEqual false
ValidVehicleTarget(resprojectile).isSuccess mustEqual true
ValidAircraftTarget(resprojectile).isSuccess mustEqual false
}
"discern flying vehicle targets" in {
val target = Vehicle(GlobalDefinitions.mosquito)
val resprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3.Zero
)
ValidInfantryTarget(resprojectile).isSuccess mustEqual false
ValidMaxTarget(resprojectile).isSuccess mustEqual false
ValidVehicleTarget(resprojectile).isSuccess mustEqual false
ValidAircraftTarget(resprojectile).isSuccess mustEqual true
}
"extract no resistance values" in {
NoResistExtractor(SourceEntry(player)) mustEqual 0
}
"extract resistance values from exo-suit" in {
val pSource = PlayerSource(player)
ExoSuitDirectExtractor(pSource) mustEqual 4
ExoSuitSplashExtractor(pSource) mustEqual 15
ExoSuitAggravatedExtractor(pSource) mustEqual 8
ExoSuitRadiationExtractor(pSource) mustEqual 0
}
"extract resistance values from vehicle" in {
val vSource = VehicleSource(Vehicle(GlobalDefinitions.fury))
VehicleDirectExtractor(vSource) mustEqual 0
VehicleSplashExtractor(vSource) mustEqual 0
VehicleAggravatedExtractor(vSource) mustEqual 0
VehicleRadiationExtractor(vSource) mustEqual 0
}
}
}
class ResolutionCalculationsTests extends Specification {
val wep = GlobalDefinitions.galaxy_gunship_cannon
val wep_fmode = Tool(wep).FireMode
val proj = DamageModelTests.projectile
val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
player.Spawn()
val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
"ResolutionCalculations" should {
"calculate no damage" in {
val target = player
val resprojectile = DamageInteraction(
SourceEntry(target),
ProjectileReason(
DamageResolution.Hit,
projectile,
target.DamageModel
),
Vector3.Zero
)
ResolutionCalculations.NoDamage(resprojectile)(50, 50) mustEqual 0
}
"calculate no infantry damage for vehicles" in {
val target1 = Vehicle(GlobalDefinitions.fury) //!
val resprojectile1 = DamageInteraction(
SourceEntry(target1),
ProjectileReason(
DamageResolution.Hit,
projectile,
target1.DamageModel
),
Vector3.Zero
)
InfantryDamage(resprojectile1)(50, 10) mustEqual (0, 0)
val target2 = player
val resprojectile2 = DamageInteraction(
SourceEntry(target2),
ProjectileReason(
DamageResolution.Hit,
projectile,
target2.DamageModel
),
Vector3.Zero
)
InfantryDamage(resprojectile2)(50, 10) mustEqual (40, 10)
}
"calculate health and armor damage for infantry target" in {
InfantryDamageAfterResist(100, 100)(50, 10) mustEqual (40, 10)
}
"calculate health and armor damage, with bleed through damage, for infantry target" in {
//health = 100, armor = 5 -> resist 10 but only have 5, so rollover extra -> damages (40+5, 5)
InfantryDamageAfterResist(100, 5)(50, 10) mustEqual (45, 5)
}
"calculate health damage for infantry target" in {
//health = 100, armor = 0
InfantryDamageAfterResist(100, 0)(50, 10) mustEqual (50, 0)
}
"calculate armor damage for infantry target" in {
//resistance > damage
InfantryDamageAfterResist(100, 100)(50, 60) mustEqual (0, 50)
}
val player2 = Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
player2.ExoSuit = ExoSuitType.MAX
player2.Spawn()
"calculate no max damage for vehicles" in {
val target1 = Vehicle(GlobalDefinitions.fury) //!
val resprojectile1 = DamageInteraction(
SourceEntry(target1),
ProjectileReason(
DamageResolution.Hit,
projectile,
target1.DamageModel
),
Vector3.Zero
)
MaxDamage(resprojectile1)(50, 10) mustEqual (0, 0)
val target2 = player2
val resprojectile2 = DamageInteraction(
SourceEntry(target2),
ProjectileReason(
DamageResolution.Hit,
projectile,
target2.DamageModel
),
Vector3.Zero
)
MaxDamage(resprojectile2)(50, 10) mustEqual (0, 40)
}
"calculate health and armor damage for max target" in {
MaxDamageAfterResist(100, 5)(50, 10) mustEqual (35, 5)
}
"calculate health damage for max target" in {
//health = 100, armor = 0
MaxDamageAfterResist(100, 0)(50, 10) mustEqual (40, 0)
}
"calculate armor damage for max target" in {
//resistance > damage
MaxDamageAfterResist(100, 100)(50, 10) mustEqual (0, 40)
}
"do not care if target is infantry for vehicle calculations" in {
val target1 = player
val resprojectile1 = DamageInteraction(
SourceEntry(target1),
ProjectileReason(
DamageResolution.Hit,
projectile,
target1.DamageModel
),
Vector3.Zero
)
VehicleDamageAfterResist(resprojectile1)(50, 10) mustEqual 40
val target2 = Vehicle(GlobalDefinitions.fury) //!
val resprojectile2 = DamageInteraction(
SourceEntry(target2),
ProjectileReason(
DamageResolution.Hit,
projectile,
target2.DamageModel
),
Vector3.Zero
)
VehicleDamageAfterResist(resprojectile2)(50, 10) mustEqual 40
}
"calculate resisted damage for vehicle target" in {
VehicleDamageAfterResist(50, 10) mustEqual 40
}
"calculate un-resisted damage for vehicle target" in {
VehicleDamageAfterResist(50, 0) mustEqual 50
}
}
}
class DamageModelTests extends Specification {
val wep = GlobalDefinitions.galaxy_gunship_cannon
val wep_tool = Tool(wep)
val wep_fmode = wep_tool.FireMode
val proj = DamageModelTests.projectile
val player = Player(Avatar(0, "TestCharacter", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
player.Spawn()
val projectile = Projectile(proj, wep, wep_fmode, player, Vector3(2, 2, 0), Vector3.Zero)
"DamageModel" should {
"be a part of vitality" in {
player.isInstanceOf[Vitality] mustEqual true
try {
player.getClass.getDeclaredMethod("DamageModel").hashCode()
} catch {
case _: Exception =>
ko //the method doesn't exist
}
wep_tool.isInstanceOf[Vitality] mustEqual false
try {
wep_tool.getClass.getDeclaredMethod("DamageModel").hashCode()
ko
} catch {
case _: Exception =>
ok //the method doesn't exist
}
ok
}
"resolve infantry targets" in {
val tplayer =
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
tplayer.Spawn()
tplayer.Health mustEqual 100
tplayer.Armor mustEqual 50
val resprojectile = DamageInteraction(
SourceEntry(tplayer),
ProjectileReason(
DamageResolution.Hit,
projectile,
tplayer.DamageModel
),
Vector3.Zero
)
val func = resprojectile.calculate()
func(tplayer)
tplayer.Health mustEqual 65
tplayer.Armor mustEqual 35
}
"resolve infantry targets in a specific way" in {
val tplayer =
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
tplayer.Spawn()
tplayer.Health mustEqual 100
tplayer.Armor mustEqual 50
val resprojectile = DamageInteraction(
SourceEntry(tplayer),
ProjectileReason(
DamageResolution.Hit,
projectile,
tplayer.DamageModel
),
Vector3.Zero
)
val func = resprojectile.calculate(DamageType.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, CharacterSex.Male, 0, CharacterVoice.Mute))
tplayer.Spawn()
tplayer.Health mustEqual 100
tplayer.Armor mustEqual 50
val resprojectile = DamageInteraction(
SourceEntry(tplayer),
ProjectileReason(
DamageResolution.Hit,
projectile,
tplayer.DamageModel
),
Vector3.Zero
)
val func = resprojectile.calculate()
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 = DamageInteraction(
SourceEntry(vehicle),
ProjectileReason(
DamageResolution.Hit,
projectile,
vehicle.DamageModel
),
Vector3.Zero
)
val func = resprojectile.calculate()
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 = DamageInteraction(
SourceEntry(vehicle),
ProjectileReason(
DamageResolution.Hit,
projectile,
vehicle.DamageModel
),
Vector3.Zero
)
val func = resprojectile.calculate()
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 = DamageInteraction(
SourceEntry(vehicle),
ProjectileReason(
DamageResolution.Hit,
projectile,
vehicle.DamageModel
),
Vector3.Zero
)
val func = resprojectile.calculate()
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 = DamageInteraction(
SourceEntry(vehicle),
ProjectileReason(
DamageResolution.Hit,
projectile,
vehicle.DamageModel
),
Vector3.Zero
)
val func = resprojectile.calculate(DamageType.Splash)
func(vehicle)
vehicle.Health mustEqual 518
}
}
}
object DamageModelTests {
final val projectile = new ProjectileDefinition(Projectiles.Types.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 = RadialDegrade
}
final val vehicle = new VehicleDefinition(ObjectClass.fury) {
MaxHealth = 650
Damageable = true
Repairable = true
RepairIfDestroyed = false
MaxShields = 130 + 1
}
}