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
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package objects
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2024-06-22 01:42:25 -04:00
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import akka.actor.ActorRef
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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
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import akka.testkit.TestProbe
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import base.ActorTest
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2024-06-22 01:42:25 -04:00
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import net.psforever.objects.Player
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import net.psforever.objects.avatar.Avatar
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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
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import net.psforever.objects.serverobject.PlanetSideServerObject
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2024-06-22 01:42:25 -04:00
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import net.psforever.objects.serverobject.aura.{Aura, AuraEffectBehavior}
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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
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import net.psforever.objects.serverobject.environment._
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2024-06-22 01:42:25 -04:00
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import net.psforever.objects.serverobject.environment.interaction.RespondsToZoneEnvironment
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import net.psforever.objects.vital.Vitality
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The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
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import net.psforever.objects.zones.{InteractsWithZone, Zone, ZoneMap}
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2024-06-22 01:42:25 -04:00
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import net.psforever.types.{CharacterSex, CharacterVoice, PlanetSideEmpire, PlanetSideGUID, Vector3}
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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
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import scala.concurrent.duration._
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class InteractsWithZoneEnvironmentTest extends ActorTest {
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2024-06-22 01:42:25 -04:00
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val pool1: Pool = Pool(EnvironmentAttribute.Water, DeepSquare(5, 10, 10, 0, 0))
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val pool2: Pool = Pool(EnvironmentAttribute.Water, DeepSquare(5, 10, 15, 5, 10))
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val pool3: Pool = Pool(EnvironmentAttribute.Lava, DeepSquare(5, 15, 10, 10, 5))
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val zoneEvents: TestProbe = TestProbe()
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val testZone: Zone = {
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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
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val testMap = new ZoneMap(name = "test-map") {
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environment = List(pool1, pool2, pool3)
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}
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2024-06-22 01:42:25 -04:00
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new Zone("test-zone", testMap, zoneNumber = 0) {
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override def AvatarEvents: ActorRef = zoneEvents.ref
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}
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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
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}
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The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
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testZone.blockMap.addTo(pool1)
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testZone.blockMap.addTo(pool2)
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testZone.blockMap.addTo(pool3)
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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
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"InteractsWithZoneEnvironment" should {
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"not interact with any environment when it does not encroach any environment" in {
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val testProbe = TestProbe()
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val obj = InteractsWithZoneEnvironmentTest.testObject()
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obj.Zone = testZone
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obj.Actor = testProbe.ref
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2024-06-22 01:42:25 -04:00
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obj.Position = Vector3(0,0,50)
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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
|
|
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The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
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obj.zoneInteractions()
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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
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testProbe.expectNoMessage(max = 500 milliseconds)
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}
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"acknowledge interaction when moved into the critical region of a registered environment object (just once)" in {
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val testProbe = TestProbe()
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val obj = InteractsWithZoneEnvironmentTest.testObject()
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obj.Zone = testZone
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obj.Actor = testProbe.ref
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2024-06-22 01:42:25 -04:00
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obj.Position = Vector3(1,1,2)
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The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
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obj.zoneInteractions()
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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
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val msg = testProbe.receiveOne(max = 250 milliseconds)
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assert(
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msg match {
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2024-06-22 01:42:25 -04:00
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case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
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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
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case _ => false
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}
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)
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The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
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obj.zoneInteractions()
|
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
|
|
|
testProbe.expectNoMessage(max = 500 milliseconds)
|
|
|
|
|
}
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
"acknowledge cessation of interaction when moved out of a previous occupied the critical region (just once)" 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
|
|
|
val testProbe = TestProbe()
|
|
|
|
|
val obj = InteractsWithZoneEnvironmentTest.testObject()
|
|
|
|
|
obj.Zone = testZone
|
|
|
|
|
obj.Actor = testProbe.ref
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(1,1,2)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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 msg1 = testProbe.receiveOne(max = 250 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1 match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(1,1,50)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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 msg2 = testProbe.receiveOne(max = 250 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg2 match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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
|
|
|
testProbe.expectNoMessage(max = 500 milliseconds)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"transition between two different critical regions when the regions that the same attribute" in {
|
|
|
|
|
val testProbe = TestProbe()
|
|
|
|
|
val obj = InteractsWithZoneEnvironmentTest.testObject()
|
|
|
|
|
obj.Zone = testZone
|
|
|
|
|
obj.Actor = testProbe.ref
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(7,7,2)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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 msg1 = testProbe.receiveOne(max = 250 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1 match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(12,7,2)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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 msg2 = testProbe.receiveOne(max = 250 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg2 match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"transition between two different critical regions when the regions have different attributes" in {
|
|
|
|
|
val testProbe = TestProbe()
|
|
|
|
|
val obj = InteractsWithZoneEnvironmentTest.testObject()
|
|
|
|
|
obj.Zone = testZone
|
|
|
|
|
obj.Actor = testProbe.ref
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(7,7,2)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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 msg1 = testProbe.receiveOne(max = 250 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1 match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(7,12,2)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
2024-06-22 01:42:25 -04:00
|
|
|
val msgs = testProbe.receiveN(3, max = 250 milliseconds)
|
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(
|
|
|
|
|
msgs.head match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case Vitality.Damage(_) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
assert(
|
|
|
|
|
msgs(1) match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case AuraEffectBehavior.StartEffect(Aura.Fire, _) => true
|
|
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
assert(
|
|
|
|
|
msgs(2) match {
|
|
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Lava, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"when interactions are disallowed, end any current interaction" in {
|
|
|
|
|
val testProbe = TestProbe()
|
|
|
|
|
val obj = InteractsWithZoneEnvironmentTest.testObject()
|
|
|
|
|
obj.Zone = testZone
|
|
|
|
|
obj.Actor = testProbe.ref
|
|
|
|
|
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(1,1,2)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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 msg1 = testProbe.receiveOne(max = 250 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1 match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.allowInteraction = 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
|
|
|
val msg2 = testProbe.receiveOne(max = 250 milliseconds)
|
2024-06-22 01:42:25 -04:00
|
|
|
assert(
|
|
|
|
|
msg2 match {
|
|
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
|
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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
|
|
|
testProbe.expectNoMessage(max = 500 milliseconds)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"when interactions are allowed, after having been disallowed, engage in any detected interaction" in {
|
|
|
|
|
val testProbe = TestProbe()
|
|
|
|
|
val obj = InteractsWithZoneEnvironmentTest.testObject()
|
|
|
|
|
obj.Zone = testZone
|
|
|
|
|
obj.Actor = testProbe.ref
|
|
|
|
|
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.allowInteraction = false
|
2024-06-22 01:42:25 -04:00
|
|
|
obj.Position = Vector3(1,1,2)
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.zoneInteractions()
|
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
|
|
|
testProbe.expectNoMessage(max = 500 milliseconds)
|
|
|
|
|
|
The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
|
|
|
obj.allowInteraction = true
|
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 msg1 = testProbe.receiveOne(max = 250 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1 match {
|
2024-06-22 01:42:25 -04:00
|
|
|
case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, _) => true
|
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
|
|
|
case _ => false
|
|
|
|
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}
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)
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}
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}
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object InteractsWithZoneEnvironmentTest {
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The Blockmap (#852)
* separating geometry classes
* 2d geometry; retirement of the *3D suffix
* makings of an early block map datastructure
* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now
* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed
* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)
* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing
* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine
* conversion of interactions with zone into a queued, periodic set of tasks
* explosive deployable control -> mine deployable control
* tests repaired and all tests working
* mostly comments and documentation
* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
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def testObject(): PlanetSideServerObject with InteractsWithZone = {
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2024-06-22 01:42:25 -04:00
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val p = new Player(Avatar(1, "test", PlanetSideEmpire.VS, CharacterSex.Male, 1, CharacterVoice.Mute))
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p.GUID = PlanetSideGUID(1)
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p.Spawn()
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p
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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
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}
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}
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