PSF-LoginServer/common/src/test/scala/objects/UtilityTest.scala

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// Copyright (c) 2017 PSForever
package objects
import akka.actor.{Actor, ActorRef, Props}
Facility Turrets (#223) * 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setup * getting rid of useless commented-out code; making common operations for mounting and dismounting * removed outdated comment; added ResourceSilo tests; added extra test for Zone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
import base.ActorTest
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
import net.psforever.objects._
import net.psforever.objects.serverobject.terminals.Terminal
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import net.psforever.objects.serverobject.tube.SpawnTube
import net.psforever.objects.vehicles._
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import net.psforever.packet.game.ItemTransactionMessage
import net.psforever.types._
import org.specs2.mutable._
import scala.concurrent.duration.Duration
class UtilityTest extends Specification {
"Utility" should {
"create an order_terminala object" in {
val obj = Utility(UtilityType.order_terminala, UtilityTest.vehicle)
obj.UtilType mustEqual UtilityType.order_terminala
obj().isInstanceOf[Terminal] mustEqual true
obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 613
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
obj().asInstanceOf[Terminal].Actor mustEqual ActorRef.noSender
}
"create an order_terminalb object" in {
val obj = Utility(UtilityType.order_terminalb, UtilityTest.vehicle)
obj.UtilType mustEqual UtilityType.order_terminalb
obj().isInstanceOf[Terminal] mustEqual true
obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 614
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
obj().asInstanceOf[Terminal].Actor mustEqual ActorRef.noSender
}
"create a matrix_terminalc object" in {
val obj = Utility(UtilityType.matrix_terminalc, UtilityTest.vehicle)
obj.UtilType mustEqual UtilityType.matrix_terminalc
obj().isInstanceOf[Terminal] mustEqual true
obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 519
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
obj().asInstanceOf[Terminal].Actor mustEqual ActorRef.noSender
}
"create an ams_respawn_tube object" in {
val obj = Utility(UtilityType.ams_respawn_tube, UtilityTest.vehicle)
obj.UtilType mustEqual UtilityType.ams_respawn_tube
obj().isInstanceOf[SpawnTube] mustEqual true
obj().asInstanceOf[SpawnTube].Definition.ObjectId mustEqual 49
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
obj().asInstanceOf[SpawnTube].Actor mustEqual ActorRef.noSender
}
"create a teleportpad_terminal object" in {
val obj = Utility(UtilityType.teleportpad_terminal, UtilityTest.vehicle)
obj.UtilType mustEqual UtilityType.teleportpad_terminal
obj().isInstanceOf[Terminal] mustEqual true
obj().asInstanceOf[Terminal].Definition.ObjectId mustEqual 853
obj().asInstanceOf[Terminal].Actor mustEqual ActorRef.noSender
}
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
"produce a telepad object through the teleportpad_terminal" in {
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
val veh = Vehicle(GlobalDefinitions.quadstealth)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
veh.Faction = PlanetSideEmpire.TR
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
val obj = Utility(UtilityType.teleportpad_terminal, UtilityTest.vehicle)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
val player = Player(Avatar("TestCharacter", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
veh.GUID = PlanetSideGUID(101)
obj().Owner = veh //hack
obj().GUID = PlanetSideGUID(1)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player.GUID = PlanetSideGUID(2)
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
ObjectCreateMessage Alterations, Class Object Adjustments (#243) * power outage failure resulting in the destruction of the original ocm-fixes branch; the git branch refs were corrupted during commit, but the up-to-date changed files remained intact * eliminating the need for CommonFieldData2 and CommonFieldData2WithPlacement * in the middle of integrating CommonFieldData into DetailedLockerContainerData (but not standard LockerContainerData); added field for final boolean in WeaponData * adding faction affinity to Equipment (to match functionality; not becuase I know what ends ...) * in the middle of integrating CommonFieldData into DetailedCommandDetonaterData * applying faction affinity to objects at time of terminal production (but to what ends?); required BoomerTrigger and AmmoBox to always report as NEUTRAL internally * completed the transition from using the old class-based order terminal system to the page-based order terminal system; unused terminal classes have been eliminated * more closely aligned TelepadDeployableData and InternalTelepadDeployableData * modifying TelepadDeployableData make it generic and eliminate the need for InternalTelepadDeployableData after fixing a packet converter to utilize DroppedItemData * modified Terminal operation to branch further outwards from Terminal.Request to the TerminalDefinition's Request method; modified tests to reflect update * loosening up matrix terminal definition limitations * modified ProximityTerminal to support a custom defintition class * rendered the message passing system for Terminals general (Any) in the full scale so it can be specific in instance cases * refactored and moved both EquipmentSlot and ExoSuitDefinition * (re)load Favorites each time player (re)spawns
2019-03-03 08:23:30 -05:00
val msg = obj().asInstanceOf[Terminal].Request(
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player,
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
ItemTransactionMessage(PlanetSideGUID(853), TransactionType.Buy, 0, "router_telepad", 0, PlanetSideGUID(0))
)
msg.isInstanceOf[Terminal.BuyEquipment] mustEqual true
msg.asInstanceOf[Terminal.BuyEquipment].item.isInstanceOf[Telepad] mustEqual true
}
"create an internal_router_telepad_deployable object" in {
val obj = Utility(UtilityType.internal_router_telepad_deployable, UtilityTest.vehicle)
obj.UtilType mustEqual UtilityType.internal_router_telepad_deployable
obj().isInstanceOf[Utility.InternalTelepad] mustEqual true
obj().asInstanceOf[Utility.InternalTelepad].Definition.ObjectId mustEqual 744
obj().asInstanceOf[Utility.InternalTelepad].Actor mustEqual ActorRef.noSender
}
"internal_router_telepad_deployable can keep track of an object's GUID (presumedly, it's a Telepad)" in {
val obj = Utility(UtilityType.internal_router_telepad_deployable, UtilityTest.vehicle)
val inpad = obj().asInstanceOf[Utility.InternalTelepad]
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
inpad.Telepad.isEmpty mustEqual true
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
inpad.Telepad = PlanetSideGUID(5)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
inpad.Telepad.contains(PlanetSideGUID(5)) mustEqual true
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
inpad.Telepad = PlanetSideGUID(6)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
inpad.Telepad.contains(PlanetSideGUID(6)) mustEqual true
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
inpad.Telepad = None
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
inpad.Telepad.isEmpty mustEqual true
}
"be located with their owner (terminal)" in {
val veh = Vehicle(GlobalDefinitions.quadstealth)
val obj = Utility(UtilityType.order_terminala, veh)
obj().Position mustEqual veh.Position
obj().Orientation mustEqual veh.Orientation
veh.Position = Vector3(1, 2, 3)
veh.Orientation = Vector3(4, 5, 6)
obj().Position mustEqual veh.Position
obj().Orientation mustEqual veh.Orientation
}
"be located with their owner (spawn tube)" in {
val veh = Vehicle(GlobalDefinitions.quadstealth)
val obj = Utility(UtilityType.ams_respawn_tube, veh)
obj().Position mustEqual veh.Position
obj().Orientation mustEqual veh.Orientation
veh.Position = Vector3(1, 2, 3)
veh.Orientation = Vector3(4, 5, 6)
obj().Position mustEqual veh.Position
obj().Orientation mustEqual veh.Orientation
}
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
"be located with their owner (internal telepad)" in {
val veh = Vehicle(GlobalDefinitions.quadstealth)
val obj = Utility(UtilityType.internal_router_telepad_deployable, veh)
obj().Position mustEqual veh.Position
obj().Orientation mustEqual veh.Orientation
veh.Position = Vector3(1, 2, 3)
veh.Orientation = Vector3(4, 5, 6)
veh.GUID = PlanetSideGUID(101)
obj().Position mustEqual veh.Position
obj().Orientation mustEqual veh.Orientation
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
obj().asInstanceOf[Utility.InternalTelepad].Router.contains(veh.GUID) mustEqual true
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
}
}
}
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
class UtilityTerminalATest extends ActorTest {
"Utility" should {
"wire an order_terminala Actor" in {
val obj = Utility(UtilityType.order_terminala, UtilityTest.vehicle)
obj().GUID = PlanetSideGUID(1)
assert(obj().Actor == ActorRef.noSender)
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
receiveOne(Duration.create(500, "ms")) //consume and discard
assert(obj().Actor != ActorRef.noSender)
}
}
}
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
class UtilityTerminalBTest extends ActorTest {
"Utility" should {
"wire an order_terminalb Actor" in {
val obj = Utility(UtilityType.order_terminalb, UtilityTest.vehicle)
obj().GUID = PlanetSideGUID(1)
assert(obj().Actor == ActorRef.noSender)
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
receiveOne(Duration.create(500, "ms")) //consume and discard
assert(obj().Actor != ActorRef.noSender)
}
}
}
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
class UtilityTerminalCTest extends ActorTest {
"Utility" should {
"wire a matrix_terminalc Actor" in {
val obj = Utility(UtilityType.matrix_terminalc, UtilityTest.vehicle)
obj().GUID = PlanetSideGUID(1)
assert(obj().Actor == ActorRef.noSender)
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
receiveOne(Duration.create(500, "ms")) //consume and discard
assert(obj().Actor != ActorRef.noSender)
}
}
}
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
class UtilityRespawnTubeTest extends ActorTest {
"Utility" should {
"wire an ams_respawn_tube Actor" in {
val obj = Utility(UtilityType.ams_respawn_tube, UtilityTest.vehicle)
obj().GUID = PlanetSideGUID(1)
assert(obj().Actor == ActorRef.noSender)
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
receiveOne(Duration.create(500, "ms")) //consume and discard
assert(obj().Actor != ActorRef.noSender)
}
}
}
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
class UtilityTelepadTerminalTest extends ActorTest {
"Utility" should {
"wire a teleportpad_terminal Actor" in {
val obj = Utility(UtilityType.teleportpad_terminal, UtilityTest.vehicle)
obj().GUID = PlanetSideGUID(1)
assert(obj().Actor == ActorRef.noSender)
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
receiveOne(Duration.create(500, "ms")) //consume and discard
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
assert(obj().Actor != ActorRef.noSender)
}
}
}
class UtilityInternalTelepadTest extends ActorTest {
"Utility" should {
"wire a teleportpad_terminal Actor" in {
val veh = Vehicle(GlobalDefinitions.quadstealth)
veh.GUID = PlanetSideGUID(101)
val obj = Utility(UtilityType.internal_router_telepad_deployable, veh)
obj().GUID = PlanetSideGUID(1)
assert(obj().Actor == ActorRef.noSender)
assert(obj().asInstanceOf[Utility.InternalTelepad].Router.contains(veh.GUID))
system.actorOf(Props(classOf[UtilityTest.SetupControl], obj), "test") ! ""
receiveOne(Duration.create(500, "ms")) //consume and discard
assert(obj().Actor != ActorRef.noSender)
Router and Telepad (#232) * 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
2018-10-17 12:36:43 -04:00
assert(obj().asInstanceOf[Utility.InternalTelepad].Router.contains(veh.GUID))
}
}
}
object UtilityTest {
val vehicle = Vehicle(GlobalDefinitions.quadstealth)
class SetupControl(obj : Utility) extends Actor {
def receive : Receive = {
case _ =>
obj.Setup(context)
sender ! ""
}
}
}