PSF-LoginServer/src/test/scala/objects/VehicleControlTest.scala

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Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
// Copyright (c) 2020 PSForever
package objects
import akka.actor.testkit.typed.scaladsl.ActorTestKit
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
import akka.actor.{ActorRef, Props}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
import akka.actor.typed.scaladsl.adapter._
import akka.testkit.TestProbe
import base.{ActorTest, FreedContextActorTest}
import net.psforever.actors.zone.ZoneActor
import net.psforever.objects.avatar.{Avatar, PlayerControl}
import net.psforever.objects.ce.DeployedItem
import net.psforever.objects._
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
import net.psforever.objects.guid.NumberPoolHub
import net.psforever.objects.guid.source.MaxNumberSource
import net.psforever.objects.serverobject.CommonMessages
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
import net.psforever.objects.serverobject.environment._
import net.psforever.objects.serverobject.environment.interaction.{EscapeFromEnvironment, InteractingWithEnvironment, RespondsToZoneEnvironment}
import net.psforever.objects.serverobject.environment.interaction.common.Watery.OxygenStateTarget
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
import net.psforever.objects.serverobject.mount.Mountable
import net.psforever.objects.sourcing.VehicleSource
import net.psforever.objects.vehicles.VehicleLockState
import net.psforever.objects.vehicles.control.VehicleControl
import net.psforever.objects.vehicles.interaction.WithWater
import net.psforever.objects.vital.{ShieldCharge, SpawningActivity, Vitality}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
import net.psforever.objects.zones.{Zone, ZoneMap}
import net.psforever.packet.game._
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
import net.psforever.services.ServiceManager
import net.psforever.services.vehicle.{VehicleAction, VehicleServiceMessage}
import net.psforever.types._
import scala.concurrent.duration._
class VehicleControlPrepareForDeletionTest extends ActorTest {
val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
val vehicleProbe = new TestProbe(system)
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = vehicleProbe.ref
}
vehicle.GUID = PlanetSideGUID(1)
expectNoMessage(200 milliseconds)
"VehicleControl" should {
"submit for unregistering when marked for deconstruction" in {
vehicle.Actor ! Vehicle.Deconstruct()
vehicleProbe.expectNoMessage(5 seconds)
}
}
}
class VehicleControlPrepareForDeletionPassengerTest extends ActorTest {
val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
val vehicleProbe = new TestProbe(system)
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = vehicleProbe.ref
}
val player1 = Player(VehicleTest.avatar1)
vehicle.GUID = PlanetSideGUID(1)
player1.GUID = PlanetSideGUID(2)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Seats(1).mount(player1) //passenger mount
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player1.VehicleSeated = vehicle.GUID
expectNoMessage(200 milliseconds)
"VehicleControl" should {
"kick all players when marked for deconstruction" in {
vehicle.Actor ! Vehicle.Deconstruct()
val vehicle_msg = vehicleProbe.receiveN(1, 500 milliseconds)
Collisions (#932) * pattern for applying damage to player avatar and player-controlled vehicle collisions * pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided * modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets * fall damage calculations moved to function * basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time * bailing mechanics * vssm for non-driven vehicles * comment about vehicle state message field * comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue * fixed cargo/carrier vehicle ops * corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage * modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor * appeasing the automated tests * hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better * adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt * kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation * correction to the local reference map functions * fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
vehicle_msg.head match {
case VehicleServiceMessage("test", VehicleAction.KickPassenger(PlanetSideGUID(2), 4, true, PlanetSideGUID(1))) => ;
case _ =>
assert(false, s"VehicleControlPrepareForDeletionPassengerTest: ${vehicle_msg.head}")
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
assert(player1.VehicleSeated.isEmpty)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
assert(vehicle.Seats(1).occupant.isEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
//todo figure out why this test never passes tomorrow
//class VehicleControlPrepareForDeletionMountedInTest extends FreedContextActorTest {
// ServiceManager.boot
// val guid = new NumberPoolHub(new MaxNumberSource(10))
// val zone = new Zone("test", new ZoneMap("test"), 0) {
// GUID(guid)
//
// override def SetupNumberPools(): Unit = {}
// }
// zone.actor = system.spawn(ZoneActor(zone), "test-zone-actor")
// // crappy workaround but without it the zone doesn't get initialized in time
// expectNoMessage(400 milliseconds)
//
// val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
// vehicle.Faction = PlanetSideEmpire.TR
// vehicle.Zone = zone
// val lodestar = Vehicle(GlobalDefinitions.lodestar)
// lodestar.Faction = PlanetSideEmpire.TR
// lodestar.Zone = zone
// val player1 = Player(VehicleTest.avatar1) //name="test1"
// val player2 = Player(VehicleTest.avatar2) //name="test2"
//
// guid.register(vehicle, 1)
// guid.register(lodestar, 2)
// guid.register(player1, 3)
// guid.register(player2, 4)
// vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test-cargo")
// lodestar.Actor = system.actorOf(Props(classOf[CargoCarrierControl], lodestar), "vehicle-test-carrier")
// var utilityId = 5
// lodestar.Utilities.values.foreach { util =>
// guid.register(util(), utilityId)
// utilityId += 1
// }
// vehicle.Seats(1).mount(player1) //passenger mount
// player1.VehicleSeated = vehicle.GUID
// lodestar.Seats(0).mount(player2)
// player2.VehicleSeated = lodestar.GUID
// lodestar.CargoHolds(1).mount(vehicle)
// vehicle.MountedIn = lodestar.GUID
//
// val vehicleProbe = new TestProbe(system)
// zone.VehicleEvents = vehicleProbe.ref
// zone.Transport ! Zone.Vehicle.Spawn(lodestar) //can not fake this
//
// "VehicleControl" should {
// "self-eject when marked for deconstruction if mounted as cargo" in {
// assert(player1.VehicleSeated.nonEmpty)
// assert(vehicle.Seats(1).occupant.nonEmpty)
// assert(vehicle.MountedIn.nonEmpty)
// assert(lodestar.CargoHolds(1).isOccupied)
// vehicle.Actor ! Vehicle.Deconstruct()
//
// val vehicle_msg = vehicleProbe.receiveN(6, 1 minute)
// //dismounting as cargo messages
// vehicle_msg.head match {
// case VehicleServiceMessage("test", VehicleAction.KickPassenger(PlanetSideGUID(3), 4, true, PlanetSideGUID(1))) => ;
// case _ =>
// assert(false, s"VehicleControlPrepareForDeletionMountedInTest-1: ${vehicle_msg.head}")
// }
// vehicle_msg(1) match {
// case VehicleServiceMessage(_, VehicleAction.SendResponse(_, PlanetsideAttributeMessage(PlanetSideGUID(1), 0, _))) => ;
// case _ =>
// assert(false, s"VehicleControlPrepareForDeletionMountedInTest-2: ${vehicle_msg(1)}")
// }
// vehicle_msg(2) match {
// case VehicleServiceMessage(_, VehicleAction.SendResponse(_, PlanetsideAttributeMessage(PlanetSideGUID(1), 68, _))) => ;
// case _ =>
// assert(false, s"VehicleControlPrepareForDeletionMountedInTest-3: ${vehicle_msg(2)}")
// }
// vehicle_msg(3) match {
// case VehicleServiceMessage("test", VehicleAction.SendResponse(_, CargoMountPointStatusMessage(PlanetSideGUID(2), _, PlanetSideGUID(1), _, 1, CargoStatus.InProgress, 0))) => ;
// case _ =>
// assert(false, s"VehicleControlPrepareForDeletionMountedInTest-4: ${vehicle_msg(3)}")
// }
// vehicle_msg(4) match {
// case VehicleServiceMessage("test", VehicleAction.SendResponse(_, ObjectDetachMessage(PlanetSideGUID(2), PlanetSideGUID(1), _, _, _, _))) => ;
// case _ =>
// assert(false, s"VehicleControlPrepareForDeletionMountedInTest-5: ${vehicle_msg(4)}")
// }
// vehicle_msg(5) match {
// case VehicleServiceMessage("test", VehicleAction.SendResponse(_, CargoMountPointStatusMessage(PlanetSideGUID(2), _, _, PlanetSideGUID(1), 1, CargoStatus.Empty, 0))) => ;
// case _ =>
// assert(false, s"VehicleControlPrepareForDeletionMountedInTest-6: ${vehicle_msg(5)}")
// }
// assert(player1.VehicleSeated.isEmpty)
// assert(vehicle.Seats(1).occupant.isEmpty)
// assert(vehicle.MountedIn.isEmpty)
// assert(!lodestar.CargoHolds(1).isOccupied)
// }
// }
//}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
class VehicleControlPrepareForDeletionMountedCargoTest extends FreedContextActorTest {
val eventsProbe = new TestProbe(system)
val cargoProbe = new TestProbe(system)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val guid = new NumberPoolHub(new MaxNumberSource(10))
ServiceManager.boot
val zone = new Zone("test", new ZoneMap("test"), 0) {
GUID(guid)
override def SetupNumberPools(): Unit = {}
override def AvatarEvents = eventsProbe.ref
override def LocalEvents = eventsProbe.ref
override def VehicleEvents = eventsProbe.ref
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
zone.actor = system.spawn(ZoneActor(zone), "test-zone-actor")
// crappy workaround but without it the zone doesn't get initialized in time
expectNoMessage(200 milliseconds)
val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.Zone = zone
vehicle.Actor = cargoProbe.ref
val lodestar = Vehicle(GlobalDefinitions.lodestar)
lodestar.Faction = PlanetSideEmpire.TR
lodestar.Zone = zone
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player1 = Player(VehicleTest.avatar1) //name="test1"
val player2 = Player(VehicleTest.avatar2) //name="test2"
guid.register(vehicle, 1)
guid.register(lodestar, 2)
player1.GUID = PlanetSideGUID(3)
player2.GUID = PlanetSideGUID(4)
var utilityId = 10
lodestar.Utilities.values.foreach { util =>
util().GUID = PlanetSideGUID(utilityId)
utilityId += 1
}
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Seats(1).mount(player1) //passenger mount
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player1.VehicleSeated = vehicle.GUID
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
lodestar.Seats(0).mount(player2)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player2.VehicleSeated = lodestar.GUID
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
lodestar.CargoHolds(1).mount(vehicle)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
vehicle.MountedIn = lodestar.GUID
lodestar.Definition.Initialize(lodestar, context)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
"VehicleControl" should {
"if with mounted cargo, eject it when marked for deconstruction" in {
lodestar.Actor ! Vehicle.Deconstruct()
val vehicleMsgs = eventsProbe.receiveN(6, 10.seconds)
val cargoMsgs = cargoProbe.receiveN(1, 1.seconds)
vehicleMsgs.head match {
case VehicleServiceMessage("test", VehicleAction.KickPassenger(PlanetSideGUID(4), 4, true, PlanetSideGUID(2))) => ()
Collisions (#932) * pattern for applying damage to player avatar and player-controlled vehicle collisions * pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided * modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets * fall damage calculations moved to function * basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time * bailing mechanics * vssm for non-driven vehicles * comment about vehicle state message field * comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue * fixed cargo/carrier vehicle ops * corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage * modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor * appeasing the automated tests * hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better * adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt * kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation * correction to the local reference map functions * fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
case _ =>
assert(false, s"VehicleControlPrepareForDeletionMountedCargoTest-1: ${vehicleMsgs.head}")
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
assert(player2.VehicleSeated.isEmpty)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
assert(lodestar.Seats(0).occupant.isEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
//cargo dismounting messages
vehicleMsgs(1) match {
case VehicleServiceMessage(_, VehicleAction.SendResponse(_, PlanetsideAttributeMessage(PlanetSideGUID(1), 0, _))) => ()
Collisions (#932) * pattern for applying damage to player avatar and player-controlled vehicle collisions * pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided * modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets * fall damage calculations moved to function * basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time * bailing mechanics * vssm for non-driven vehicles * comment about vehicle state message field * comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue * fixed cargo/carrier vehicle ops * corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage * modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor * appeasing the automated tests * hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better * adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt * kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation * correction to the local reference map functions * fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
case _ =>
assert(false, s"VehicleControlPrepareForDeletionMountedCargoTest-2: ${vehicleMsgs(1)}")
}
vehicleMsgs(2) match {
case VehicleServiceMessage(_, VehicleAction.SendResponse(_, PlanetsideAttributeMessage(PlanetSideGUID(1), 68, _))) => ()
Collisions (#932) * pattern for applying damage to player avatar and player-controlled vehicle collisions * pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided * modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets * fall damage calculations moved to function * basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time * bailing mechanics * vssm for non-driven vehicles * comment about vehicle state message field * comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue * fixed cargo/carrier vehicle ops * corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage * modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor * appeasing the automated tests * hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better * adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt * kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation * correction to the local reference map functions * fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
case _ =>
assert(false, s"VehicleControlPrepareForDeletionMountedCargoTest-3: ${vehicleMsgs(2)}")
}
vehicleMsgs(3) match {
Collisions (#932) * pattern for applying damage to player avatar and player-controlled vehicle collisions * pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided * modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets * fall damage calculations moved to function * basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time * bailing mechanics * vssm for non-driven vehicles * comment about vehicle state message field * comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue * fixed cargo/carrier vehicle ops * corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage * modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor * appeasing the automated tests * hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better * adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt * kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation * correction to the local reference map functions * fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
case VehicleServiceMessage("test", VehicleAction.SendResponse(_, CargoMountPointStatusMessage(PlanetSideGUID(2), _, PlanetSideGUID(1), _, 1, CargoStatus.InProgress, 0))) => ;
case _ =>
assert(false, s"VehicleControlPrepareForDeletionMountedCargoTest-4: ${vehicleMsgs(3)}")
}
vehicleMsgs(4) match {
case VehicleServiceMessage("test", VehicleAction.SendResponse(_, ObjectDetachMessage(PlanetSideGUID(2), PlanetSideGUID(1), _, _, _, _))) => ()
Collisions (#932) * pattern for applying damage to player avatar and player-controlled vehicle collisions * pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided * modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets * fall damage calculations moved to function * basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time * bailing mechanics * vssm for non-driven vehicles * comment about vehicle state message field * comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue * fixed cargo/carrier vehicle ops * corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage * modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor * appeasing the automated tests * hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better * adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt * kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation * correction to the local reference map functions * fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
case _ =>
assert(false, s"VehicleControlPrepareForDeletionMountedCargoTest-5: ${vehicleMsgs(4)}")
}
vehicleMsgs(5) match {
case VehicleServiceMessage("test", VehicleAction.SendResponse(_, CargoMountPointStatusMessage(PlanetSideGUID(2), _, _, PlanetSideGUID(1), 1, CargoStatus.Empty, 0))) => ()
Collisions (#932) * pattern for applying damage to player avatar and player-controlled vehicle collisions * pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided * modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets * fall damage calculations moved to function * basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time * bailing mechanics * vssm for non-driven vehicles * comment about vehicle state message field * comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue * fixed cargo/carrier vehicle ops * corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage * modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor * appeasing the automated tests * hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better * adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt * kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation * correction to the local reference map functions * fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
case _ =>
assert(false, s"VehicleControlPrepareForDeletionMountedCargoTest-6: ${vehicleMsgs(5)}")
}
cargoMsgs.head match {
case Vehicle.Deconstruct(_) => ()
case _ =>
assert(false, s"VehicleControlPrepareForDeletionMountedCargoTest-7: ${cargoMsgs.head}")
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
class VehicleControlMountingBlockedExosuitTest extends ActorTest {
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
val catchallProbe = new TestProbe(system)
val catchall = catchallProbe.ref
val zone = new Zone("test", new ZoneMap("test-map"), 0) {
override def SetupNumberPools(): Unit = {}
override def AvatarEvents: ActorRef = catchall
override def LocalEvents: ActorRef = catchall
override def VehicleEvents: ActorRef = catchall
override def Activity: ActorRef = catchall
this.actor = new TestProbe(system).ref.toTyped[ZoneActor.Command]
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Zone = zone
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
2021-02-02 21:59:46 +00:00
val vehicle2 = Vehicle(GlobalDefinitions.lightning)
vehicle2.Faction = PlanetSideEmpire.TR
vehicle2.GUID = PlanetSideGUID(11)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle2.Zone = zone
2021-02-02 21:59:46 +00:00
vehicle2.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle2), "vehicle2-test")
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player1 = Player(VehicleTest.avatar1)
player1.ExoSuit = ExoSuitType.Reinforced
player1.GUID = PlanetSideGUID(1)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
player1.Zone = zone
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player2 = Player(VehicleTest.avatar1)
player2.ExoSuit = ExoSuitType.MAX
player2.GUID = PlanetSideGUID(2)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
player2.Zone = zone
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player3 = Player(VehicleTest.avatar1)
player3.ExoSuit = ExoSuitType.Agile
player3.GUID = PlanetSideGUID(3)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
player3.Zone = zone
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
"Vehicle Control" should {
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
"block players from sitting if their exo-suit is not allowed by the mount - apc_tr" in {
val probe = new TestProbe(system)
2021-02-02 21:59:46 +00:00
// disallow
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref) //MAX in non-Max mount
VehicleControlTest.checkCanNotMount(probe, "MAX in non-Max mount 1")
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player2, 2), probe.ref) //MAX in non-MAX mount
VehicleControlTest.checkCanNotMount(probe, "MAX in non-MAX mount 2")
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player1, 11), probe.ref) //Reinforced in MAX-only mount
VehicleControlTest.checkCanNotMount(probe, "Reinforced in MAX-only mount")
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player3, 11), probe.ref) //Agile in MAX-only mount
VehicleControlTest.checkCanNotMount(probe, "Agile in MAX-only mount")
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
//allow
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player1, 1), probe.ref) // Reinforced in driver mount allowing all except MAX
VehicleControlTest.checkCanMount(probe, "Reinforced in driver mount allowing all except MAX")
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
// Reset to allow further driver mount mounting tests
vehicle.Actor.tell(Mountable.TryDismount(player1, 0), probe.ref)
probe.receiveOne(500 milliseconds) //discard
importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods kill contributions should work; even if they don't, need to put this away for now extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace support experience accumulates and is given to the user in gradual provisions rewarding facility capture through cep; not fully tested yet; math sucks sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity early reivision for v010; recording ongoing shots fired and landed restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes all rewarded support events are accounted for command experience calculations upon facility capture or resecure corrected database migrations most of the code for the play or progress system statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
2023-03-25 23:29:03 -04:00
vehicle.OwnerGuid = None //ensure
2023-10-31 01:25:02 -04:00
//vehicle.OwnerName = None //ensure
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player3, 1), probe.ref) // Agile in driver mount allowing all except MAX
VehicleControlTest.checkCanMount(probe, "Agile in driver mount allowing all except MAX")
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player1, 3), probe.ref) // Reinforced in passenger mount allowing all except MAX
VehicleControlTest.checkCanMount(probe, "Reinforced in passenger mount allowing all except MAX")
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player2, 11), probe.ref) // MAX in MAX-only mount
VehicleControlTest.checkCanMount(probe, "MAX in MAX-only mount")
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
class VehicleControlMountingBlockedSeatPermissionTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test-map"), 0) {
override def SetupNumberPools(): Unit = {}
this.actor = new TestProbe(system).ref.toTyped[ZoneActor.Command]
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar1)
player2.GUID = PlanetSideGUID(2)
"Vehicle Control" should {
//11 June 2018: Group is not supported yet so do not bother testing it
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
"block players from sitting if the mount does not allow it" in {
vehicle.PermissionGroup(2, 3) //passenger group -> empire
vehicle.Actor.tell(Mountable.TryMount(player1, 4), probe.ref) //passenger mount
VehicleControlTest.checkCanMount(probe, "")
vehicle.PermissionGroup(2, 0) //passenger group -> locked
vehicle.Actor.tell(Mountable.TryMount(player2, 5), probe.ref) //passenger mount
VehicleControlTest.checkCanNotMount(probe, "")
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
class VehicleControlMountingDriverSeatTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test-map"), 0) {
override def SetupNumberPools(): Unit = {}
this.actor = new TestProbe(system).ref.toTyped[ZoneActor.Command]
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
"Vehicle Control" should {
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
"allow players to sit in the driver mount, even if it is locked, if the vehicle is unowned" in {
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
assert(vehicle.PermissionGroup(0).contains(VehicleLockState.Locked)) //driver group -> locked
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
assert(vehicle.Seats(0).occupant.isEmpty)
importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods kill contributions should work; even if they don't, need to put this away for now extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace support experience accumulates and is given to the user in gradual provisions rewarding facility capture through cep; not fully tested yet; math sucks sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity early reivision for v010; recording ongoing shots fired and landed restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes all rewarded support events are accounted for command experience calculations upon facility capture or resecure corrected database migrations most of the code for the play or progress system statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
2023-03-25 23:29:03 -04:00
assert(vehicle.OwnerGuid.isEmpty)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player1, 1), probe.ref)
VehicleControlTest.checkCanMount(probe, "")
assert(vehicle.Seats(0).occupant.nonEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
class VehicleControlMountingOwnedLockedDriverSeatTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test-map"), 0) {
override def SetupNumberPools(): Unit = {}
this.actor = new TestProbe(system).ref.toTyped[ZoneActor.Command]
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar1.copy(basic = VehicleTest.avatar1.basic.copy(faction = PlanetSideEmpire.NC)))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player2.GUID = PlanetSideGUID(2)
"Vehicle Control" should {
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
"block players that are not the current owner from sitting in the driver mount (locked)" in {
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
assert(vehicle.PermissionGroup(0).contains(VehicleLockState.Locked)) //driver group -> locked
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
assert(vehicle.Seats(0).occupant.isEmpty)
importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods kill contributions should work; even if they don't, need to put this away for now extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace support experience accumulates and is given to the user in gradual provisions rewarding facility capture through cep; not fully tested yet; math sucks sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity early reivision for v010; recording ongoing shots fired and landed restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes all rewarded support events are accounted for command experience calculations upon facility capture or resecure corrected database migrations most of the code for the play or progress system statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
2023-03-25 23:29:03 -04:00
vehicle.OwnerGuid = player1.GUID
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player1, 1), probe.ref)
VehicleControlTest.checkCanMount(probe, "")
assert(vehicle.Seats(0).occupant.nonEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
vehicle.Actor.tell(Mountable.TryDismount(player1, 0), probe.ref)
probe.receiveOne(Duration.create(100, "ms")) //discard
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
assert(vehicle.Seats(0).occupant.isEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref)
VehicleControlTest.checkCanNotMount(probe, "")
assert(vehicle.Seats(0).occupant.isEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
class VehicleControlMountingOwnedUnlockedDriverSeatTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.apc_tr)
vehicle.Faction = PlanetSideEmpire.TR
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test-map"), 0) {
override def SetupNumberPools(): Unit = {}
this.actor = new TestProbe(system).ref.toTyped[ZoneActor.Command]
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val player1 = Player(VehicleTest.avatar1)
player1.GUID = PlanetSideGUID(1)
val player2 = Player(VehicleTest.avatar1)
player2.GUID = PlanetSideGUID(2)
"Vehicle Control" should {
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
"allow players that are not the current owner to sit in the driver mount (empire)" in {
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
vehicle.PermissionGroup(0, 3) //passenger group -> empire
assert(vehicle.PermissionGroup(0).contains(VehicleLockState.Empire)) //driver group -> empire
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
assert(vehicle.Seats(0).occupant.isEmpty)
importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods kill contributions should work; even if they don't, need to put this away for now extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace support experience accumulates and is given to the user in gradual provisions rewarding facility capture through cep; not fully tested yet; math sucks sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity early reivision for v010; recording ongoing shots fired and landed restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes all rewarded support events are accounted for command experience calculations upon facility capture or resecure corrected database migrations most of the code for the play or progress system statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
2023-03-25 23:29:03 -04:00
vehicle.OwnerGuid = player1.GUID //owner set
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player1, 1), probe.ref)
VehicleControlTest.checkCanMount(probe, "")
assert(vehicle.Seats(0).occupant.nonEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
vehicle.Actor.tell(Mountable.TryDismount(player1, 0), probe.ref)
probe.receiveOne(Duration.create(100, "ms")) //discard
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
assert(vehicle.Seats(0).occupant.isEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Actor.tell(Mountable.TryMount(player2, 1), probe.ref)
VehicleControlTest.checkCanMount(probe, "")
assert(vehicle.Seats(0).occupant.nonEmpty)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
class VehicleControlShieldsChargingTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
"charge vehicle shields" in {
assert(vehicle.Shields == 0)
assert(!vehicle.History.exists({ p => p.isInstanceOf[ShieldCharge] }))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
vehicle.Actor ! CommonMessages.ChargeShields(15, None)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val msg = probe.receiveOne(500 milliseconds)
assert(msg match {
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(_, PlanetSideGUID(10), 68, 15)) => true
case _ => false
})
assert(vehicle.Shields == 15)
assert(vehicle.History.exists({ p => p.isInstanceOf[ShieldCharge] }))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
class VehicleControlShieldsNotChargingVehicleDeadTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
"not charge vehicle shields if the vehicle is destroyed" in {
assert(vehicle.Health > 0)
vehicle.Health = 0
assert(vehicle.Health == 0)
assert(vehicle.Shields == 0)
assert(!vehicle.History.exists({ p => p.isInstanceOf[ShieldCharge] }))
vehicle.Actor.tell(CommonMessages.ChargeShields(15, None), probe.ref)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
probe.expectNoMessage(1 seconds)
assert(vehicle.Shields == 0)
assert(!vehicle.History.exists({ p => p.isInstanceOf[ShieldCharge] }))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
class VehicleControlShieldsNotChargingVehicleShieldsFullTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
"not charge vehicle shields if the vehicle is destroyed" in {
assert(vehicle.Shields == 0)
vehicle.Shields = vehicle.MaxShields
assert(vehicle.Shields == vehicle.MaxShields)
assert(!vehicle.History.exists({ p => p.isInstanceOf[ShieldCharge] }))
vehicle.Actor ! CommonMessages.ChargeShields(15, None)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
probe.expectNoMessage(1 seconds)
assert(!vehicle.History.exists({ p => p.isInstanceOf[ShieldCharge] }))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
class VehicleControlShieldsNotChargingTooEarlyTest extends ActorTest {
val probe = new TestProbe(system)
val vehicle = Vehicle(GlobalDefinitions.fury)
vehicle.GUID = PlanetSideGUID(10)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
VehicleEvents = probe.ref
}
"charge vehicle shields" in {
assert(vehicle.Shields == 0)
vehicle.Actor ! CommonMessages.ChargeShields(15, None)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val msg = probe.receiveOne(200 milliseconds)
//assert(msg.isInstanceOf[Vehicle.UpdateShieldsCharge])
assert(msg match {
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(_, PlanetSideGUID(10), 68, 15)) => true
case _ => false
})
assert(vehicle.Shields == 15)
vehicle.Actor ! CommonMessages.ChargeShields(15, None)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
probe.expectNoMessage(200 milliseconds)
assert(vehicle.Shields == 15)
}
}
//TODO implement message protocol for zone startup completion
//class VehicleControlShieldsNotChargingDamagedTest extends ActorTest {
// val probe = new TestProbe(system)
// val vehicle = Vehicle(GlobalDefinitions.fury)
// vehicle.GUID = PlanetSideGUID(10)
// vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-test")
// vehicle.Zone = new Zone("test", new ZoneMap("test"), 0) {
// VehicleEvents = probe.ref
// }
// //
// val beamer_wep = Tool(GlobalDefinitions.beamer)
// val p_source = PlayerSource( Player(Avatar(0, "TestTarget", PlanetSideEmpire.NC, CharacterSex.Female, 1, CharacterVoice.Mute)) )
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
// val projectile = Projectile(beamer_wep.Projectile, GlobalDefinitions.beamer, beamer_wep.FireMode, p_source, GlobalDefinitions.beamer.ObjectId, Vector3.Zero, Vector3.Zero)
// val fury_dm = Vehicle(GlobalDefinitions.fury).DamageModel
// val obj = DamageInteraction(p_source, ProjectileReason(DamageResolution.Hit, projectile, fury_dm), Vector3(1.2f, 3.4f, 5.6f))
//
// "not charge vehicle shields if recently damaged" in {
// assert(vehicle.Shields == 0)
// vehicle.Actor.tell(Vitality.Damage({case v : Vehicle => v.History(obj); obj }), probe.ref)
//
// val msg = probe.receiveOne(200 milliseconds)
// assert(msg.isInstanceOf[Vitality.DamageResolution])
// assert(vehicle.Shields == 0)
// vehicle.Actor.tell(CommonMessages.ChargeShields(15, None), probe.ref)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
//
// probe.expectNoMessage(200 milliseconds)
// assert(vehicle.Shields == 0)
// }
//}
class VehicleControlInteractWithWaterWadingTest extends ActorTest {
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val playerProbe = TestProbe()
val vehicleProbe = TestProbe()
val vehicle = Vehicle(GlobalDefinitions.fury) //guid=2
val player1 = Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val guid = new NumberPoolHub(new MaxNumberSource(15))
val pool = Pool(EnvironmentAttribute.Water, DeepSquare(5, 2, 2, 0, 0))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val zone = new Zone(
id = "test-zone",
new ZoneMap(name = "test-map") {
environment = List(pool)
},
zoneNumber = 0
) {
override def SetupNumberPools() = {}
GUID(guid)
override def LivePlayers = List(player1)
override def Vehicles = List(vehicle)
}
zone.blockMap.addTo(vehicle)
zone.blockMap.addTo(pool)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
guid.register(player1, 1)
guid.register(vehicle, 2)
player1.Zone = zone
player1.Spawn()
vehicle.Zone = zone
vehicle.Faction = PlanetSideEmpire.TR
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Seats(0).mount(player1)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player1.VehicleSeated = vehicle.GUID
player1.Actor = playerProbe.ref
vehicle.Actor = vehicleProbe.ref
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
"VehicleControl" should {
"report when the vehicle starts treading water" in {
vehicle.Position = Vector3(1, 1, 6)
vehicle.zoneInteractions()
vehicleProbe.expectNoMessage(2.seconds)
playerProbe.expectNoMessage()
vehicle.Position = Vector3(1, 1, 4.7f)
vehicle.zoneInteractions()
val vehicleMsgs = vehicleProbe.receiveN(1, 5.seconds)
vehicleMsgs.head match {
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => ()
case _ =>
assert(false, "")
}
playerProbe.expectNoMessage()
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
class VehicleControlInteractWithWaterStartDrowningTest extends ActorTest {
val playerProbe = TestProbe()
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val vehicleProbe = TestProbe()
val vehicle = Vehicle(GlobalDefinitions.fury) //guid=2
val player1 = Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val guid = new NumberPoolHub(new MaxNumberSource(15))
val pool = Pool(EnvironmentAttribute.Water, DeepSquare(5, 2, 2, 0, 0))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val zone = new Zone(
id = "test-zone",
new ZoneMap(name = "test-map") {
environment = List(pool)
},
zoneNumber = 0
) {
override def SetupNumberPools() = {}
GUID(guid)
override def LivePlayers = List(player1)
override def Vehicles = List(vehicle)
}
zone.blockMap.addTo(vehicle)
zone.blockMap.addTo(pool)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
guid.register(player1, 1)
guid.register(vehicle, 2)
player1.Zone = zone
player1.Spawn()
vehicle.Zone = zone
vehicle.Faction = PlanetSideEmpire.TR
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Seats(0).mount(player1)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player1.VehicleSeated = vehicle.GUID
player1.Actor = playerProbe.ref
vehicle.Actor = vehicleProbe.ref
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
"VehicleControl" should {
"report when the vehicle starts drowning" in {
vehicle.Position = Vector3(1, 1, 6)
vehicle.zoneInteractions()
vehicleProbe.expectNoMessage(2.seconds)
playerProbe.expectNoMessage()
vehicle.Position = Vector3(1, 1, 0f)
vehicle.zoneInteractions()
val vehicleMsgs = vehicleProbe.receiveN(3, 5.seconds)
val playerMsgs = playerProbe.receiveN(1, 1.seconds)
vehicleMsgs.head match {
case RespondsToZoneEnvironment.StopTimer(WithWater.WaterAction) => ()
case _ =>
assert(false, "")
}
vehicleMsgs(1) match {
case RespondsToZoneEnvironment.Timer(WithWater.WaterAction, _, _, _) => ()
case _ =>
assert(false, "")
}
vehicleMsgs(2) match {
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => ()
case _ =>
assert(false, "")
}
playerMsgs.head match {
case InteractingWithEnvironment(somePool, Some(OxygenStateTarget(ValidPlanetSideGUID(2), _, OxygenState.Suffocation, 100.0f)))
if somePool eq pool => ()
case _ =>
assert(false, "")
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
//class VehicleControlInteractWithWaterStopDrowningTest extends ActorTest {
// val playerProbe = TestProbe()
// val vehicleProbe = TestProbe()
// val vehicle = Vehicle(GlobalDefinitions.fury) //guid=2
// val player1 = Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
// val guid = new NumberPoolHub(new MaxNumberSource(15))
// val pool = Pool(EnvironmentAttribute.Water, DeepSquare(5, 2, 2, 0, 0))
// val zone = new Zone(
// id = "test-zone",
// new ZoneMap(name = "test-map") {
// environment = List(pool)
// },
// zoneNumber = 0
// ) {
// override def SetupNumberPools() = {}
// GUID(guid)
// override def LivePlayers = List(player1)
// override def Vehicles = List(vehicle)
// }
// zone.blockMap.addTo(vehicle)
// zone.blockMap.addTo(pool)
//
// guid.register(player1, 1)
// guid.register(vehicle, 2)
// player1.Zone = zone
// player1.Spawn()
// vehicle.Zone = zone
// vehicle.Faction = PlanetSideEmpire.TR
// vehicle.Seats(0).mount(player1)
// player1.VehicleSeated = vehicle.GUID
// player1.Actor = playerProbe.ref
// vehicle.Actor = vehicleProbe.ref
//
// "VehicleControl" should {
// "report when the vehicle stops drowning" in {
// vehicle.Position = Vector3(1, 1, 6)
// vehicle.zoneInteractions()
// vehicleProbe.expectNoMessage(2.seconds)
// playerProbe.expectNoMessage()
//
// vehicle.Position = Vector3(1, 1, 0f)
// vehicle.zoneInteractions()
// val vehicleMsgs = vehicleProbe.receiveN(3, 5.seconds)
// val playerMsgs = playerProbe.receiveN(1, 1.seconds)
// vehicleMsgs.head match {
// case RespondsToZoneEnvironment.StopTimer(WithWater.WaterAction) => ()
// case _ =>
// assert(false, "")
// }
// vehicleMsgs(1) match {
// case RespondsToZoneEnvironment.Timer(WithWater.WaterAction, _, _, _) => ()
// case _ =>
// assert(false, "")
// }
// vehicleMsgs(2) match {
// case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => ()
// case _ =>
// assert(false, "")
// }
// playerMsgs.head match {
// case InteractingWithEnvironment(somePool, Some(OxygenStateTarget(ValidPlanetSideGUID(2), _, OxygenState.Suffocation, 100.0f)))
// if somePool eq pool => ()
// case _ =>
// assert(false, "")
// }
//
// //escape drowning
// vehicle.Position = Vector3(1, 1, 4.7f)
// vehicle.zoneInteractions()
// val vehicleMsgs2 = vehicleProbe.receiveN(2, 5.seconds)
// val playerMsgs2 = playerProbe.receiveN(1, 1.seconds)
// vehicleMsgs2.head match {
// case RespondsToZoneEnvironment.StopTimer(WithWater.WaterAction) => ()
// case _ =>
// assert(false, "")
// }
// vehicleMsgs2(1) match {
// case RespondsToZoneEnvironment.Timer(WithWater.WaterAction, _, _, _) => ()
// case _ =>
// assert(false, "")
// }
// playerMsgs2.head match {
// case EscapeFromEnvironment(somePool, Some(OxygenStateTarget(ValidPlanetSideGUID(2), _, OxygenState.Recovery, _)))
// if somePool eq pool => ()
// case _ =>
// assert(false, "")
// }
// }
// }
//}
class VehicleControlInteractWithWaterStopWadingTest extends ActorTest {
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val playerProbe = TestProbe()
val vehicleProbe = TestProbe()
val vehicle = Vehicle(GlobalDefinitions.fury) //guid=2
val player1 = Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val guid = new NumberPoolHub(new MaxNumberSource(15))
val pool = Pool(EnvironmentAttribute.Water, DeepSquare(5, 2, 2, 0, 0))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val zone = new Zone(
id = "test-zone",
new ZoneMap(name = "test-map") {
environment = List(pool)
},
zoneNumber = 0
) {
override def SetupNumberPools() = {}
GUID(guid)
override def LivePlayers = List(player1)
override def Vehicles = List(vehicle)
}
zone.blockMap.addTo(vehicle)
zone.blockMap.addTo(pool)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
guid.register(player1, 1)
guid.register(vehicle, 2)
player1.Zone = zone
player1.Spawn()
vehicle.Zone = zone
vehicle.Faction = PlanetSideEmpire.TR
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Seats(0).mount(player1)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player1.VehicleSeated = vehicle.GUID
player1.Actor = playerProbe.ref
vehicle.Actor = vehicleProbe.ref
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
"VehicleControl" should {
"report when the vehicle stops wading" in {
vehicle.Position = Vector3(1, 1, 6)
vehicle.zoneInteractions()
vehicleProbe.expectNoMessage(2.seconds)
playerProbe.expectNoMessage()
vehicle.Position = Vector3(1, 1, 4.7f)
vehicle.zoneInteractions()
val vehicleMsgs = vehicleProbe.receiveN(1, 5.seconds)
playerProbe.expectNoMessage()
vehicleMsgs.head match {
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => ()
case _ =>
assert(false, "")
}
//stop wading
vehicle.Position = Vector3(1, 1, 6f)
vehicle.zoneInteractions()
val vehicleMsgs2 = vehicleProbe.receiveN(1, 5.seconds)
playerProbe.expectNoMessage()
vehicleMsgs2.head match {
case RespondsToZoneEnvironment.StopTimer(EnvironmentAttribute.Water) => ()
case _ =>
assert(false, "")
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}
}
}
//class VehicleControlInteractWithWaterFullStopTest extends ActorTest {
// val playerProbe = TestProbe()
// val vehicleProbe = TestProbe()
// val vehicle = Vehicle(GlobalDefinitions.fury) //guid=2
// val player1 = Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
// val guid = new NumberPoolHub(new MaxNumberSource(15))
// val pool = Pool(EnvironmentAttribute.Water, DeepSquare(5, 2, 2, 0, 0))
// val zone = new Zone(
// id = "test-zone",
// new ZoneMap(name = "test-map") {
// environment = List(pool)
// },
// zoneNumber = 0
// ) {
// override def SetupNumberPools() = {}
// GUID(guid)
// override def LivePlayers = List(player1)
// override def Vehicles = List(vehicle)
// }
// zone.blockMap.addTo(vehicle)
// zone.blockMap.addTo(pool)
//
// guid.register(player1, 1)
// guid.register(vehicle, 2)
// player1.Zone = zone
// player1.Spawn()
// vehicle.Zone = zone
// vehicle.Faction = PlanetSideEmpire.TR
// vehicle.Seats(0).mount(player1)
// player1.VehicleSeated = vehicle.GUID
// player1.Actor = playerProbe.ref
// vehicle.Actor = vehicleProbe.ref
//
// "VehicleControl" should {
// "report when the vehicle stops interacting with water altogether" in {
// vehicle.Position = Vector3(1, 1, 6)
// vehicle.zoneInteractions()
// vehicleProbe.expectNoMessage(2.seconds)
// playerProbe.expectNoMessage()
// //wading and drowning
// vehicle.Position = Vector3(1, 1, 0f)
// vehicle.zoneInteractions()
// val vehicleMsgs = vehicleProbe.receiveN(3, 5.seconds)
// val playerMsgs = playerProbe.receiveN(1, 1.seconds)
// vehicleMsgs.head match {
// case RespondsToZoneEnvironment.StopTimer(WithWater.WaterAction) => ()
// case _ =>
// assert(false, "")
// }
// vehicleMsgs(1) match {
// case RespondsToZoneEnvironment.Timer(WithWater.WaterAction, _, _, _) => ()
// case _ =>
// assert(false, "")
// }
// vehicleMsgs(2) match {
// case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => ()
// case _ =>
// assert(false, "")
// }
// playerMsgs.head match {
// case InteractingWithEnvironment(somePool, Some(OxygenStateTarget(ValidPlanetSideGUID(2), _, OxygenState.Suffocation, 100.0f)))
// if somePool eq pool => ()
// case _ =>
// assert(false, "")
// }
//
// //escape drowning and wading
// vehicle.Position = Vector3(1, 1, 6f)
// vehicle.zoneInteractions()
// val vehicleMsgs2 = vehicleProbe.receiveN(2, 5.seconds)
// val playerMsgs2 = playerProbe.receiveN(1, 1.seconds)
// vehicleMsgs2.head match {
// case RespondsToZoneEnvironment.StopTimer(WithWater.WaterAction) => ()
// case _ =>
// assert(false, "")
// }
// vehicleMsgs2(1) match {
// case RespondsToZoneEnvironment.StopTimer(EnvironmentAttribute.Water) => ()
// case _ =>
// assert(false, "")
// }
// playerMsgs2.head match {
// case EscapeFromEnvironment(somePool, Some(OxygenStateTarget(ValidPlanetSideGUID(2), _, OxygenState.Recovery, _)))
// if somePool eq pool => ()
// case _ =>
// assert(false, "")
// }
// }
// }
//}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
class VehicleControlInteractWithLavaTest extends ActorTest {
val vehicle = Vehicle(GlobalDefinitions.fury) //guid=2
val player1 =
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val avatarProbe = TestProbe()
val vehicleProbe = TestProbe()
val guid = new NumberPoolHub(new MaxNumberSource(15))
val pool = Pool(EnvironmentAttribute.Lava, DeepSquare(-1, 10, 10, 0, 0))
val zone = new Zone(
id = "test-zone",
new ZoneMap(name = "test-map") {
environment = List(pool)
},
zoneNumber = 0
) {
actor = ActorTestKit().createTestProbe[ZoneActor.Command]().ref
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
override def SetupNumberPools() = {}
GUID(guid)
override def LivePlayers = List(player1)
override def Vehicles = List(vehicle)
override def AvatarEvents = avatarProbe.ref
override def VehicleEvents = vehicleProbe.ref
override def Activity = TestProbe().ref
}
zone.blockMap.addTo(vehicle)
zone.blockMap.addTo(pool)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
guid.register(player1, 1)
guid.register(vehicle, 2)
guid.register(player1.avatar.locker, 5)
player1.Zone = zone
player1.Spawn()
vehicle.Zone = zone
vehicle.Faction = PlanetSideEmpire.TR
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Seats(0).mount(player1)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player1.VehicleSeated = vehicle.GUID
val (probe, avatarActor) = PlayerControlTest.DummyAvatar(system)
player1.Actor = system.actorOf(Props(classOf[PlayerControl], player1, avatarActor), "player1-control")
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-control")
"VehicleControl" should {
"take continuous damage if vehicle drives into lava" in {
assert(vehicle.Health > 0) //alive
assert(player1.Health == 100) //alive
vehicle.Position = Vector3(5,5,-3) //right in the pool
vehicle.zoneInteractions() //trigger
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val msg_burn = vehicleProbe.receiveN(3,1 seconds)
msg_burn.foreach { msg =>
assert(
msg match {
case VehicleServiceMessage("test-zone", VehicleAction.PlanetsideAttribute(_, PlanetSideGUID(2), 0, _)) => true
case _ => false
}
)
}
//etc..
probe.receiveOne(65 seconds) //wait until player1's implants deinitialize
assert(vehicle.Health == 0) //ded
assert(player1.Health == 0) //ded
}
}
}
class VehicleControlInteractWithDeathTest extends ActorTest {
val vehicle = Vehicle(GlobalDefinitions.fury) //guid=2
val player1 =
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val guid = new NumberPoolHub(new MaxNumberSource(15))
val pool = Pool(EnvironmentAttribute.Death, DeepSquare(5, 10, 10, 0, 0))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
val zone = new Zone(
id = "test-zone",
new ZoneMap(name = "test-map") {
environment = List(pool)
},
zoneNumber = 0
) {
actor = ActorTestKit().createTestProbe[ZoneActor.Command]().ref
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
override def SetupNumberPools() = {}
GUID(guid)
override def LivePlayers = List(player1)
override def Vehicles = List(vehicle)
override def AvatarEvents = TestProbe().ref
override def VehicleEvents = TestProbe().ref
}
zone.blockMap.addTo(vehicle)
zone.blockMap.addTo(pool)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
guid.register(player1, 1)
guid.register(vehicle, 2)
guid.register(player1.avatar.locker, 5)
player1.Zone = zone
player1.Spawn()
vehicle.Zone = zone
vehicle.Faction = PlanetSideEmpire.TR
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
vehicle.Seats(0).mount(player1)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
player1.VehicleSeated = vehicle.GUID
val (probe, avatarActor) = PlayerControlTest.DummyAvatar(system)
player1.Actor = system.actorOf(Props(classOf[PlayerControl], player1, avatarActor), "player1-control")
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-control")
vehicle.LogActivity(SpawningActivity(VehicleSource(vehicle), 0, None))
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
"VehicleControl" should {
"take continuous damage if vehicle drives into a pool of death" in {
assert(vehicle.Health > 0) //alive
assert(player1.Health == 100) //alive
vehicle.Position = Vector3(5,5,1) //right in the pool
probe.expectNoMessage(5 seconds)
vehicle.zoneInteractions() //trigger
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
probe.receiveOne(2 seconds)
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
assert(vehicle.Health == 0) //ded
assert(player1.Health == 0) //ded
}
}
}
class ApcControlCanChargeCapacitor extends FreedContextActorTest {
val apc = Vehicle(GlobalDefinitions.apc_tr) //guid=1, weapons not registered
val guid = new NumberPoolHub(new MaxNumberSource(max = 5))
val localProbe = TestProbe()
val vehicleProbe = TestProbe()
val catchall = TestProbe()
val zone = new Zone(id = "test-zone", new ZoneMap(name = "test-map"), zoneNumber = 0) {
override def SetupNumberPools(): Unit = {}
GUID(guid)
override def Vehicles = List(apc)
override def VehicleEvents = vehicleProbe.ref
override def LocalEvents = localProbe.ref
override def AvatarEvents = catchall.ref
override def Activity = catchall.ref
}
guid.register(apc, number = 1)
apc.Faction = PlanetSideEmpire.VS
apc.Zone = zone
//apc.Definition.Initialize(apc, context) //do later ...
zone.blockMap.addTo(apc)
val maxCapacitor = apc.Definition.MaxCapacitor
"ApcControl" should {
"charge its capacitors when initialized" in {
assert(apc.Capacitor == 0)
apc.Definition.Initialize(apc, context)
do {
val msg = vehicleProbe.receiveOne(3.seconds)
msg match {
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(_, PlanetSideGUID(1), 113, capacitance)) =>
assert(capacitance > 0)
case _ =>
assert(false)
}
}
while(apc.Capacitor < maxCapacitor)
vehicleProbe.expectNoMessage(5.seconds)
assert(apc.Capacitor == maxCapacitor)
}
}
}
class ApcControlCanEmp extends FreedContextActorTest {
val apc = Vehicle(GlobalDefinitions.apc_vs) //guid=1, weapons not registered
val fury = Vehicle(GlobalDefinitions.fury) //guid=2, weapons not registered
val boomer = Deployables.Make(DeployedItem.boomer)() //guid=3, no trigger
val boomer2 = Deployables.Make(DeployedItem.boomer)() //guid=4, no trigger
val guid = new NumberPoolHub(new MaxNumberSource(max = 5))
val localProbe = TestProbe()
val vehicleProbe = TestProbe()
val catchall = TestProbe()
val zone = new Zone(id = "test-zone", new ZoneMap(name = "test-map"), zoneNumber = 0) {
override def SetupNumberPools(): Unit = {}
GUID(guid)
override def Vehicles = List(apc, fury)
override def DeployableList = List(boomer, boomer2)
override def VehicleEvents = vehicleProbe.ref
override def LocalEvents = localProbe.ref
override def AvatarEvents = catchall.ref
override def Activity = catchall.ref
}
guid.register(apc, number = 1)
apc.Faction = PlanetSideEmpire.VS
apc.Zone = zone
apc.Capacitor = apc.Definition.MaxCapacitor
apc.Definition.Initialize(apc, context)
zone.blockMap.addTo(apc)
val furyProbe = TestProbe()
guid.register(fury, number = 2)
fury.Position = Vector3(4, 0, 0) //within 15m of apc
fury.Faction = PlanetSideEmpire.TR
fury.Zone = zone
fury.Actor = furyProbe.ref
zone.blockMap.addTo(fury)
val boomerProbe = TestProbe()
guid.register(boomer, number = 3)
boomer.Position = Vector3(0, 14, 0) //within 15m of apc
boomer.Faction = PlanetSideEmpire.TR
boomer.Zone = zone
boomer.Actor = boomerProbe.ref
zone.blockMap.addTo(boomer)
val boomer2Probe = TestProbe()
guid.register(boomer2, number = 4)
boomer2.Position = Vector3(0, 30, 0) //beyond 15m of apc
boomer2.Faction = PlanetSideEmpire.TR
boomer2.Zone = zone
boomer2.Actor = boomer2Probe.ref
zone.blockMap.addTo(boomer2)
"ApcControl" should {
"charge its capacitors when initialized" in {
assert(apc.Capacitor == apc.Definition.MaxCapacitor)
apc.Definition.Initialize(apc, context)
vehicleProbe.expectNoMessage(5.seconds) //the capacitor is max, so no charging is needed
apc.Actor ! SpecialEmp.Burst()
val vehicleMsgs = vehicleProbe.receiveN(2, 500.milliseconds)
vehicleMsgs.head match {
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(_, PlanetSideGUID(1), 113, 0)) => ;
case _ => assert(false)
}
vehicleMsgs(1) match {
case VehicleServiceMessage(
"test-zone",
VehicleAction.SendResponse(
_,
TriggerEffectMessage(_, "apc_explosion_emp_vs", None, Some(TriggeredEffectLocation(Vector3.Zero, Vector3.Zero)))
)
) => ;
case _ => assert(false)
}
assert(apc.Capacitor == 0)
val furyMsg = furyProbe.receiveOne(200.milliseconds)
furyMsg match {
case Vitality.Damage(_) => ;
case _ => assert(false)
}
val boomerMsg = boomerProbe.receiveOne(200.milliseconds)
boomerMsg match {
case Vitality.Damage(_) => ;
case _ => assert(false)
}
boomer2Probe.expectNoMessage(400.milliseconds) //out of range
}
}
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
object VehicleControlTest {
import net.psforever.objects.avatar.Avatar
import net.psforever.types.{CharacterSex, PlanetSideEmpire}
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
val avatar1 = Avatar(0, "test1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)
val avatar2 = Avatar(1, "test2", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)
Hart (#723) * initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system * master was stale * grouped scheduling for timing orbital shuttle activity * door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway * separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door * better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle * modification of seat mounting and cargo mounting support entities to expand functionality * absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly * a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone * swap of shutle from pad to pad control; tests and comments * eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler * rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states * rebase with master; looks like rebase with merged_master, which is also a commit * lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat * fixing explosions * fixed the persistence monitor service potentially using non-printable unicode in actor names * can not use a droppod to gain access to one's own sanctuary * removed hart facility update that causing open bay doors and beeping * PR review changes * fix for aggravation issues
2021-03-23 09:44:10 -04:00
def checkCanNotMount(probe: TestProbe, id: String): Unit = {
val reply = probe.receiveOne(Duration.create(250, "ms"))
reply match {
case msg: Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanNotMount], s"test $id")
case _ =>
assert(false, s"test $id-b")
}
}
def checkCanMount(probe: TestProbe, id: String): Unit = {
val reply = probe.receiveOne(Duration.create(250, "ms"))
reply match {
case msg: Mountable.MountMessages =>
assert(msg.response.isInstanceOf[Mountable.CanMount], s" - test: $id")
case _ =>
assert(false, s" - test: $id-b")
}
}
Water and Lava (#649) * planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
}