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

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Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
// Copyright (c) 2017 PSForever
package objects
import akka.actor.{Actor, ActorRef, Props}
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import akka.testkit.TestProbe
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
import base.ActorTest
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import net.psforever.objects.ballistics._
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
import net.psforever.objects.ce.DeployedItem
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import net.psforever.objects.guid.NumberPoolHub
import net.psforever.objects.guid.source.LimitedNumberSource
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
import net.psforever.objects.serverobject.mount.Mountable
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import net.psforever.objects.vital.Vitality
import net.psforever.objects.zones.{Zone, ZoneMap}
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
import net.psforever.objects.{TurretDeployable, _}
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import net.psforever.packet.game.{DeployableIcon, DeployableInfo, DeploymentAction}
import net.psforever.types._
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
import org.specs2.mutable.Specification
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
import services.{RemoverActor, Service}
import services.avatar.{AvatarAction, AvatarServiceMessage}
import services.local.{LocalAction, LocalServiceMessage}
import services.support.SupportActor
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
import scala.concurrent.duration._
class DeployableTest extends Specification {
"Deployable" should {
"know its owner by GUID" in {
val obj = new ExplosiveDeployable(GlobalDefinitions.he_mine)
obj.Owner.isEmpty mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
obj.Owner = PlanetSideGUID(10)
obj.Owner.contains(PlanetSideGUID(10)) mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
"know its owner by GUID" in {
val obj = new ExplosiveDeployable(GlobalDefinitions.he_mine)
obj.OwnerName.isEmpty mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
obj.OwnerName = "TestCharacter"
obj.OwnerName.contains("TestCharacter") mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
"know its faction allegiance" in {
val obj = new ExplosiveDeployable(GlobalDefinitions.he_mine)
obj.Faction mustEqual PlanetSideEmpire.NEUTRAL
obj.Faction = PlanetSideEmpire.TR
obj.Faction mustEqual PlanetSideEmpire.TR
}
}
}
class SensorDeployableTest extends Specification {
"SensorDeployable" should {
"construct" in {
new SensorDeployable(GlobalDefinitions.motionalarmsensor)
ok
}
}
}
class ExplosiveDeployableTest extends Specification {
"ExplosiveDeployable" should {
"construct" in {
val obj = new ExplosiveDeployable(GlobalDefinitions.he_mine)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
obj.Destroyed mustEqual false
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
"explode" in {
val obj = new ExplosiveDeployable(GlobalDefinitions.he_mine)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
obj.Destroyed mustEqual false
obj.Destroyed = true
obj.Destroyed mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
}
}
class BoomerDeployableTest extends Specification {
"BoomerDeployable" should {
"construct" in {
val obj = new BoomerDeployable(GlobalDefinitions.boomer)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
obj.Destroyed mustEqual false
obj.Trigger.isEmpty mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
"explode" in {
val obj = new BoomerDeployable(GlobalDefinitions.boomer)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
obj.Destroyed mustEqual false
obj.Destroyed = true
obj.Destroyed mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
"manage its trigger" in {
val obj = new BoomerDeployable(GlobalDefinitions.boomer)
obj.Trigger.isEmpty mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
val trigger = new BoomerTrigger
obj.Trigger = trigger
obj.Trigger.contains(trigger) mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
obj.Trigger = None
obj.Trigger.isEmpty mustEqual true
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
}
}
class TrapDeployableTest extends Specification {
"SensorDeployable" should {
"construct" in {
val obj = new TrapDeployable(GlobalDefinitions.tank_traps)
obj.Health mustEqual GlobalDefinitions.tank_traps.MaxHealth
}
"update health values" in {
val obj = new TrapDeployable(GlobalDefinitions.tank_traps)
obj.Health mustEqual GlobalDefinitions.tank_traps.MaxHealth
obj.Health = 0
obj.Health mustEqual 0
}
}
}
class TurretDeployableTest extends Specification {
"TurretDeployable" should {
"define (valid turret objects)" in {
List(
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
DeployedItem.spitfire_turret.id,
DeployedItem.spitfire_cloaked.id,
DeployedItem.spitfire_aa.id,
DeployedItem.portable_manned_turret.id,
DeployedItem.portable_manned_turret_tr.id,
DeployedItem.portable_manned_turret_nc.id,
DeployedItem.portable_manned_turret_vs.id
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
).foreach(id => {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
try { new TurretDeployableDefinition(id) }
catch { case _: Exception => ko }
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
})
ok
}
"define (invalid object)" in {
new TurretDeployableDefinition(5) must throwA[NoSuchElementException] //wrong object id altogether
}
"construct" in {
val obj = new TurretDeployable(GlobalDefinitions.spitfire_turret)
obj.Health mustEqual obj.MaxHealth
}
"update health values" in {
val obj = new TurretDeployable(GlobalDefinitions.spitfire_turret)
obj.Health mustEqual GlobalDefinitions.spitfire_turret.MaxHealth
obj.Health = 0
obj.Health mustEqual 0
}
"may have mount point" in {
new TurretDeployable(GlobalDefinitions.spitfire_turret).MountPoints mustEqual Map()
new TurretDeployable(GlobalDefinitions.portable_manned_turret_vs).MountPoints mustEqual Map(1 -> 0, 2 -> 0)
}
}
}
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
class DeployableMake extends Specification {
"Deployables.Make" should {
"construct a boomer" in {
val func = Deployables.Make(DeployedItem.boomer)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case _: BoomerDeployable => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct an he mine" in {
val func = Deployables.Make(DeployedItem.he_mine)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: ExplosiveDeployable if obj.Definition == GlobalDefinitions.he_mine => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a disruptor mine" in {
val func = Deployables.Make(DeployedItem.jammer_mine)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: ExplosiveDeployable if obj.Definition == GlobalDefinitions.jammer_mine => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a spitfire turret" in {
val func = Deployables.Make(DeployedItem.spitfire_turret)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TurretDeployable if obj.Definition == GlobalDefinitions.spitfire_turret => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a shadow turret" in {
val func = Deployables.Make(DeployedItem.spitfire_cloaked)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TurretDeployable if obj.Definition == GlobalDefinitions.spitfire_cloaked => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a cerebus turret" in {
val func = Deployables.Make(DeployedItem.spitfire_aa)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TurretDeployable if obj.Definition == GlobalDefinitions.spitfire_aa => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a motion sensor" in {
val func = Deployables.Make(DeployedItem.motionalarmsensor)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: SensorDeployable if obj.Definition == GlobalDefinitions.motionalarmsensor => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a sensor disruptor" in {
val func = Deployables.Make(DeployedItem.sensor_shield)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: SensorDeployable if obj.Definition == GlobalDefinitions.sensor_shield => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct three metal i-beams so huge that a driver must be blind to drive into them but does anyway" in {
val func = Deployables.Make(DeployedItem.tank_traps)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TrapDeployable if obj.Definition == GlobalDefinitions.tank_traps => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a generic field turret" in {
val func = Deployables.Make(DeployedItem.portable_manned_turret)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TurretDeployable if obj.Definition == GlobalDefinitions.portable_manned_turret => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct an avenger turret" in {
val func = Deployables.Make(DeployedItem.portable_manned_turret_tr)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TurretDeployable if obj.Definition == GlobalDefinitions.portable_manned_turret_tr => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct an aegis shield generator" in {
val func = Deployables.Make(DeployedItem.deployable_shield_generator)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: ShieldGeneratorDeployable if obj.Definition == GlobalDefinitions.deployable_shield_generator => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct a telepad" in {
val func = Deployables.Make(DeployedItem.router_telepad_deployable)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TelepadDeployable if obj.Definition == GlobalDefinitions.router_telepad_deployable => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct an osprey turret" in {
val func = Deployables.Make(DeployedItem.portable_manned_turret_nc)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TurretDeployable if obj.Definition == GlobalDefinitions.portable_manned_turret_nc => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
"construct an orion turret" in {
val func = Deployables.Make(DeployedItem.portable_manned_turret_vs)
func() match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case obj: TurretDeployable if obj.Definition == GlobalDefinitions.portable_manned_turret_vs => ok
case _ => ko
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
}
}
}
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
class ShieldGeneratorDeployableTest extends Specification {
"ShieldGeneratorDeployable" should {
"construct" in {
val obj = new ShieldGeneratorDeployable(GlobalDefinitions.deployable_shield_generator)
obj.Health mustEqual obj.MaxHealth
}
"update health values" in {
val obj = new ShieldGeneratorDeployable(GlobalDefinitions.deployable_shield_generator)
obj.Health mustEqual GlobalDefinitions.deployable_shield_generator.MaxHealth
obj.Health = 0
obj.Health mustEqual 0
}
}
}
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
class ExplosiveDeployableJammerTest extends ActorTest {
val guid = new NumberPoolHub(new LimitedNumberSource(10))
val zone = new Zone("test", new ZoneMap("test"), 0) {
override def SetupNumberPools() = {}
GUID(guid)
}
val activityProbe = TestProbe()
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val avatarProbe = TestProbe()
val localProbe = TestProbe()
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
zone.Activity = activityProbe.ref
zone.AvatarEvents = avatarProbe.ref
zone.LocalEvents = localProbe.ref
val j_mine = Deployables.Make(DeployedItem.jammer_mine)().asInstanceOf[ExplosiveDeployable] //guid=1
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val player1 =
Player(Avatar("TestCharacter1", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute)) //guid=3
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player1.Spawn
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val player2 =
Player(Avatar("TestCharacter2", PlanetSideEmpire.NC, CharacterGender.Male, 0, CharacterVoice.Mute)) //guid=4
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player2.Spawn
val weapon = Tool(GlobalDefinitions.jammer_grenade) //guid=5
guid.register(j_mine, 1)
guid.register(player1, 3)
guid.register(player2, 4)
guid.register(weapon, 5)
j_mine.Zone = zone
j_mine.Owner = player2
j_mine.OwnerName = player2.Name
j_mine.Faction = PlanetSideEmpire.NC
j_mine.Actor = system.actorOf(Props(classOf[ExplosiveDeployableControl], j_mine), "j-mine-control")
val jMineSource = SourceEntry(j_mine)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val pSource = PlayerSource(player1)
val projectile = weapon.Projectile
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
val resolved = ResolvedProjectile(
ProjectileResolution.Splash,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
jMineSource,
j_mine.DamageModel,
Vector3(1, 0, 0)
)
val applyDamageToJ = resolved.damage_model.Calculate(resolved)
"ExplosiveDeployable" should {
"handle being jammered appropriately (no detonation)" in {
assert(!j_mine.Destroyed)
j_mine.Actor ! Vitality.Damage(applyDamageToJ)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val msg_local = localProbe.receiveN(4, 200 milliseconds)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
val msg_avatar = avatarProbe.receiveOne(200 milliseconds)
activityProbe.expectNoMessage(200 milliseconds)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
assert(
msg_local.head match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage("TestCharacter2", LocalAction.AlertDestroyDeployable(PlanetSideGUID(0), target)) =>
target eq j_mine
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(1) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage(
"NC",
LocalAction.DeployableMapIcon(
PlanetSideGUID(0),
DeploymentAction.Dismiss,
DeployableInfo(PlanetSideGUID(1), DeployableIcon.DisruptorMine, _, PlanetSideGUID(0))
)
) =>
true
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(2) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage.Deployables(SupportActor.ClearSpecific(List(target), _zone)) =>
(target eq j_mine) && (_zone eq zone)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(3) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage.Deployables(RemoverActor.AddTask(target, _zone, _)) =>
(target eq j_mine) && (_zone eq zone)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_avatar match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(1), _, Service.defaultPlayerGUID, _)) =>
true
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(j_mine.Destroyed)
}
}
}
class ExplosiveDeployableJammerExplodeTest extends ActorTest {
val guid = new NumberPoolHub(new LimitedNumberSource(10))
val zone = new Zone("test", new ZoneMap("test"), 0) {
override def SetupNumberPools() = {}
GUID(guid)
}
val activityProbe = TestProbe()
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val avatarProbe = TestProbe()
val localProbe = TestProbe()
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
zone.Activity = activityProbe.ref
zone.AvatarEvents = avatarProbe.ref
zone.LocalEvents = localProbe.ref
val h_mine = Deployables.Make(DeployedItem.he_mine)().asInstanceOf[ExplosiveDeployable] //guid=2
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val player1 =
Player(Avatar("TestCharacter1", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute)) //guid=3
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player1.Spawn
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val player2 =
Player(Avatar("TestCharacter2", PlanetSideEmpire.NC, CharacterGender.Male, 0, CharacterVoice.Mute)) //guid=4
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player2.Spawn
val weapon = Tool(GlobalDefinitions.jammer_grenade) //guid=5
guid.register(h_mine, 2)
guid.register(player1, 3)
guid.register(player2, 4)
guid.register(weapon, 5)
h_mine.Zone = zone
h_mine.Owner = player2
h_mine.OwnerName = player2.Name
h_mine.Faction = PlanetSideEmpire.NC
h_mine.Actor = system.actorOf(Props(classOf[ExplosiveDeployableControl], h_mine), "h-mine-control")
val hMineSource = SourceEntry(h_mine)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val pSource = PlayerSource(player1)
val projectile = weapon.Projectile
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
val resolved = ResolvedProjectile(
ProjectileResolution.Splash,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
hMineSource,
h_mine.DamageModel,
Vector3(1, 0, 0)
)
val applyDamageToH = resolved.damage_model.Calculate(resolved)
"ExplosiveDeployable" should {
"handle being jammered appropriately (detonation)" in {
assert(!h_mine.Destroyed)
h_mine.Actor ! Vitality.Damage(applyDamageToH)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val msg_local = localProbe.receiveN(5, 200 milliseconds)
val msg_avatar = avatarProbe.receiveOne(200 milliseconds)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
val msg_activity = activityProbe.receiveOne(200 milliseconds)
assert(
msg_local.head match {
case LocalServiceMessage("test", LocalAction.Detonate(PlanetSideGUID(2), target)) => target eq h_mine
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case _ => false
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
)
assert(
msg_local(1) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage("TestCharacter2", LocalAction.AlertDestroyDeployable(PlanetSideGUID(0), target)) =>
target eq h_mine
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(2) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage(
"NC",
LocalAction.DeployableMapIcon(
PlanetSideGUID(0),
DeploymentAction.Dismiss,
DeployableInfo(PlanetSideGUID(2), DeployableIcon.HEMine, _, PlanetSideGUID(0))
)
) =>
true
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(3) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage.Deployables(SupportActor.ClearSpecific(List(target), _zone)) =>
(target eq h_mine) && (_zone eq zone)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(4) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage.Deployables(RemoverActor.AddTask(target, _zone, _)) =>
(target eq h_mine) && (_zone eq zone)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_avatar match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(2), _, Service.defaultPlayerGUID, _)) =>
true
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_activity match {
case Zone.HotSpot.Activity(target, attacker, _) => (target eq hMineSource) && (attacker eq pSource)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case _ => false
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
}
)
assert(h_mine.Destroyed)
}
}
}
class ExplosiveDeployableDestructionTest extends ActorTest {
val guid = new NumberPoolHub(new LimitedNumberSource(10))
val zone = new Zone("test", new ZoneMap("test"), 0) {
override def SetupNumberPools() = {}
GUID(guid)
}
val activityProbe = TestProbe()
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val avatarProbe = TestProbe()
val localProbe = TestProbe()
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
zone.Activity = activityProbe.ref
zone.AvatarEvents = avatarProbe.ref
zone.LocalEvents = localProbe.ref
val h_mine = Deployables.Make(DeployedItem.he_mine)().asInstanceOf[ExplosiveDeployable] //guid=2
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val player1 =
Player(Avatar("TestCharacter1", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute)) //guid=3
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player1.Spawn
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val player2 =
Player(Avatar("TestCharacter2", PlanetSideEmpire.NC, CharacterGender.Male, 0, CharacterVoice.Mute)) //guid=4
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
player2.Spawn
val weapon = Tool(GlobalDefinitions.suppressor) //guid=5
guid.register(h_mine, 2)
guid.register(player1, 3)
guid.register(player2, 4)
guid.register(weapon, 5)
h_mine.Zone = zone
h_mine.Owner = player2
h_mine.OwnerName = player2.Name
h_mine.Faction = PlanetSideEmpire.NC
h_mine.Actor = system.actorOf(Props(classOf[ExplosiveDeployableControl], h_mine), "h-mine-control")
val hMineSource = SourceEntry(h_mine)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val pSource = PlayerSource(player1)
val projectile = weapon.Projectile
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
val resolved = ResolvedProjectile(
ProjectileResolution.Splash,
Projectile(projectile, weapon.Definition, weapon.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
hMineSource,
h_mine.DamageModel,
Vector3(1, 0, 0)
)
val applyDamageTo = resolved.damage_model.Calculate(resolved)
"ExplosiveDeployable" should {
"handle being destroyed" in {
h_mine.Health = h_mine.Definition.DamageDestroysAt + 1
assert(h_mine.Health > h_mine.Definition.DamageDestroysAt)
assert(!h_mine.Destroyed)
h_mine.Actor ! Vitality.Damage(applyDamageTo)
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val msg_local = localProbe.receiveN(5, 200 milliseconds)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
val msg_avatar = avatarProbe.receiveOne(200 milliseconds)
activityProbe.expectNoMessage(200 milliseconds)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
assert(
msg_local.head match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage("TestCharacter2", LocalAction.AlertDestroyDeployable(PlanetSideGUID(0), target)) =>
target eq h_mine
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(1) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage(
"NC",
LocalAction.DeployableMapIcon(
PlanetSideGUID(0),
DeploymentAction.Dismiss,
DeployableInfo(PlanetSideGUID(2), DeployableIcon.HEMine, _, PlanetSideGUID(0))
)
) =>
true
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(2) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage.Deployables(SupportActor.ClearSpecific(List(target), _zone)) =>
(target eq h_mine) && (_zone eq zone)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(3) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage.Deployables(RemoverActor.AddTask(target, _zone, _)) =>
(target eq h_mine) && (_zone eq zone)
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_local(4) match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case LocalServiceMessage("test", LocalAction.TriggerEffect(_, "detonate_damaged_mine", PlanetSideGUID(2))) =>
true
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(
msg_avatar match {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(2), _, Service.defaultPlayerGUID, _)) =>
true
Destroy and repair (#346) * bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept * restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint * changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code * all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic * deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits * player bank repair and medapp heal has been moved out from WSA into PlayerControl * overhaul of Progress callback system and the inclusion of player revival as a Progress activity * begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate * integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization * establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive) * ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting * generators are destroyed and repaired properly, and even explode, killing a radius-worth of players * destroy and repair pass on deployables, except for explosive types * Damageable pass; client synchronization pass * helpful comments * some tests for damageable and repairable; refined output and repaired existing tests * enabled friendly fire check and recovery * handled friendly fire against allied mines; moved jammer code to common damageable behavior * tweaks to damageability, infantry heal and repair, and sensor and explosive animations * animations; framework for future vitals events; closing database connections * adding some deployable tests; fixing a bunch of other tests; History is back * testing for basic Damageable functions; removing a log message * finicky animation stuff * event messages to the Generator to represent health changes * damage against BFR's is now only used against mythical creatures * test fix
2020-04-14 15:17:32 -04:00
case _ => false
}
)
assert(h_mine.Health <= h_mine.Definition.DamageDestroysAt)
assert(h_mine.Destroyed)
}
}
}
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
class TurretControlConstructTest extends ActorTest {
"TurretControl" should {
"construct" in {
val obj = new TurretDeployable(GlobalDefinitions.spitfire_turret)
system.actorOf(Props(classOf[TurretControl], obj), s"${obj.Definition.Name}_test")
}
}
}
class TurretControlInitializeTest extends ActorTest {
"TurretControl" should {
"initialize" in {
val obj = new TurretDeployable(GlobalDefinitions.spitfire_turret)
obj.GUID = PlanetSideGUID(1)
assert(obj.Actor == Default.Actor)
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
val init = system.actorOf(Props(classOf[DeployableTest.TurretInitializer], obj), "init_turret_test")
init ! "initialize"
expectNoMessage(200 milliseconds)
assert(obj.Actor != Default.Actor)
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
}
}
class TurretControlUninitializeTest extends ActorTest {
"TurretControl" should {
"uninitialize" in {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
val obj = new TurretDeployable(GlobalDefinitions.spitfire_turret)
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
val init = system.actorOf(Props(classOf[DeployableTest.TurretInitializer], obj), "init_turret_test")
obj.GUID = PlanetSideGUID(1)
init ! "initialize"
expectNoMessage(200 milliseconds)
assert(obj.Actor != Default.Actor)
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
init ! "uninitialize"
expectNoMessage(200 milliseconds)
assert(obj.Actor == Default.Actor)
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
}
}
}
class TurretControlMountTest extends ActorTest {
"TurretControl" should {
"control mounting" in {
val obj = new TurretDeployable(GlobalDefinitions.portable_manned_turret_tr) { GUID = PlanetSideGUID(1) }
obj.Faction = PlanetSideEmpire.TR
obj.Actor = system.actorOf(Props(classOf[TurretControl], obj), s"${obj.Definition.Name}_test")
assert(obj.Seats(0).Occupant.isEmpty)
val player1 = Player(Avatar("test1", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
obj.Actor ! Mountable.TryMount(player1, 0)
val reply1a = receiveOne(200 milliseconds)
assert(reply1a.isInstanceOf[Mountable.MountMessages])
val reply1b = reply1a.asInstanceOf[Mountable.MountMessages]
assert(reply1b.player == player1)
assert(reply1b.response.isInstanceOf[Mountable.CanMount])
assert(obj.Seats(0).Occupant.contains(player1))
}
}
}
class TurretControlBlockMountTest extends ActorTest {
"TurretControl" should {
"block mounting by others if already mounted by someone" in {
val obj = new TurretDeployable(GlobalDefinitions.portable_manned_turret_tr) { GUID = PlanetSideGUID(1) }
obj.Faction = PlanetSideEmpire.TR
obj.Actor = system.actorOf(Props(classOf[TurretControl], obj), s"${obj.Definition.Name}_test")
assert(obj.Seats(0).Occupant.isEmpty)
val player1 = Player(Avatar("test1", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
obj.Actor ! Mountable.TryMount(player1, 0)
val reply1a = receiveOne(200 milliseconds)
assert(reply1a.isInstanceOf[Mountable.MountMessages])
val reply1b = reply1a.asInstanceOf[Mountable.MountMessages]
assert(reply1b.player == player1)
assert(reply1b.response.isInstanceOf[Mountable.CanMount])
assert(obj.Seats(0).Occupant.contains(player1))
val player2 = Player(Avatar("test2", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
obj.Actor ! Mountable.TryMount(player2, 0)
val reply2a = receiveOne(200 milliseconds)
assert(reply2a.isInstanceOf[Mountable.MountMessages])
val reply2b = reply2a.asInstanceOf[Mountable.MountMessages]
assert(reply2b.player == player2)
assert(reply2b.response.isInstanceOf[Mountable.CanNotMount])
}
}
}
class TurretControlBlockBetrayalMountTest extends ActorTest {
"TurretControl" should {
"block mounting by players of another faction" in {
val obj = new TurretDeployable(GlobalDefinitions.portable_manned_turret_tr) { GUID = PlanetSideGUID(1) }
obj.Faction = PlanetSideEmpire.TR
obj.Actor = system.actorOf(Props(classOf[TurretControl], obj), s"${obj.Definition.Name}_test")
assert(obj.Seats(0).Occupant.isEmpty)
val player = Player(Avatar("test", PlanetSideEmpire.VS, CharacterGender.Male, 0, CharacterVoice.Mute))
obj.Actor ! Mountable.TryMount(player, 0)
val reply1a = receiveOne(200 milliseconds)
assert(reply1a.isInstanceOf[Mountable.MountMessages])
val reply1b = reply1a.asInstanceOf[Mountable.MountMessages]
assert(reply1b.player == player)
assert(reply1b.response.isInstanceOf[Mountable.CanNotMount])
assert(obj.Seats(0).Occupant.isEmpty)
}
}
}
class TurretControlDismountTest extends ActorTest {
"TurretControl" should {
"control dismounting" in {
val obj = new TurretDeployable(GlobalDefinitions.portable_manned_turret_tr) { GUID = PlanetSideGUID(1) }
obj.Faction = PlanetSideEmpire.TR
obj.Actor = system.actorOf(Props(classOf[TurretControl], obj), s"${obj.Definition.Name}_test")
assert(obj.Seats(0).Occupant.isEmpty)
val player = Player(Avatar("test", PlanetSideEmpire.TR, CharacterGender.Male, 0, CharacterVoice.Mute))
obj.Actor ! Mountable.TryMount(player, 0)
val reply1a = receiveOne(200 milliseconds)
assert(reply1a.isInstanceOf[Mountable.MountMessages])
val reply1b = reply1a.asInstanceOf[Mountable.MountMessages]
assert(reply1b.player == player)
assert(reply1b.response.isInstanceOf[Mountable.CanMount])
assert(obj.Seats(0).Occupant.contains(player))
obj.Actor ! Mountable.TryDismount(player, 0)
val reply2a = receiveOne(200 milliseconds)
assert(reply2a.isInstanceOf[Mountable.MountMessages])
val reply2b = reply2a.asInstanceOf[Mountable.MountMessages]
assert(reply2b.player == player)
assert(reply2b.response.isInstanceOf[Mountable.CanDismount])
assert(obj.Seats(0).Occupant.isEmpty)
}
}
}
class TurretControlBetrayalMountTest extends ActorTest {
"TurretControl" should {
"allow all allegiances" in {
val obj = new TurretDeployable(
new TurretDeployableDefinition(685) { FactionLocked = false } //required (defaults to true)
) { GUID = PlanetSideGUID(1) }
obj.Faction = PlanetSideEmpire.TR
obj.Actor = system.actorOf(Props(classOf[TurretControl], obj), s"${obj.Definition.Name}_test")
assert(obj.Seats(0).Occupant.isEmpty)
val player = Player(Avatar("test", PlanetSideEmpire.NC, CharacterGender.Male, 0, CharacterVoice.Mute))
assert(player.Faction != obj.Faction)
obj.Actor ! Mountable.TryMount(player, 0)
val reply1a = receiveOne(200 milliseconds)
assert(reply1a.isInstanceOf[Mountable.MountMessages])
val reply1b = reply1a.asInstanceOf[Mountable.MountMessages]
assert(reply1b.player == player)
assert(reply1b.response.isInstanceOf[Mountable.CanMount])
assert(obj.Seats(0).Occupant.contains(player))
}
}
}
Router and Telepad (#232) * added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities * this code supports operation of the deployable-side telepad * basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation * breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router * refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified * fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA * tests, mostly; no-router conditions for certain telepad-related converters * adjusted (made constant) quantities for owned telepads * resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
class TelepadDeployableTest extends Specification {
"Telepad" should {
"construct" in {
val obj = new Telepad(GlobalDefinitions.router_telepad)
obj.Active mustEqual false
obj.Router.isEmpty mustEqual true
Router and Telepad (#232) * added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities * this code supports operation of the deployable-side telepad * basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation * breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router * refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified * fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA * tests, mostly; no-router conditions for certain telepad-related converters * adjusted (made constant) quantities for owned telepads * resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
}
"activate and deactivate" in {
val obj = new Telepad(GlobalDefinitions.router_telepad)
obj.Active mustEqual false
obj.Active = true
obj.Active mustEqual true
obj.Active = false
obj.Active mustEqual false
}
"keep track of a Router" in {
val obj = new Telepad(GlobalDefinitions.router_telepad)
obj.Router.isEmpty mustEqual true
Router and Telepad (#232) * added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities * this code supports operation of the deployable-side telepad * basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation * breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router * refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified * fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA * tests, mostly; no-router conditions for certain telepad-related converters * adjusted (made constant) quantities for owned telepads * resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
obj.Router = PlanetSideGUID(1)
obj.Router.contains(PlanetSideGUID(1)) mustEqual true
Router and Telepad (#232) * added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities * this code supports operation of the deployable-side telepad * basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation * breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router * refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified * fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA * tests, mostly; no-router conditions for certain telepad-related converters * adjusted (made constant) quantities for owned telepads * resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
obj.Router = None
obj.Router.isEmpty mustEqual true
Router and Telepad (#232) * added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities * this code supports operation of the deployable-side telepad * basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation * breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router * refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified * fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA * tests, mostly; no-router conditions for certain telepad-related converters * adjusted (made constant) quantities for owned telepads * resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
obj.Router = PlanetSideGUID(1)
obj.Router.contains(PlanetSideGUID(1)) mustEqual true
Router and Telepad (#232) * added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities * this code supports operation of the deployable-side telepad * basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation * breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router * refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified * fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA * tests, mostly; no-router conditions for certain telepad-related converters * adjusted (made constant) quantities for owned telepads * resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
obj.Router = PlanetSideGUID(0)
obj.Router.isEmpty mustEqual true
Router and Telepad (#232) * added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities * this code supports operation of the deployable-side telepad * basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation * breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router * refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified * fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA * tests, mostly; no-router conditions for certain telepad-related converters * adjusted (made constant) quantities for owned telepads * resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
}
}
}
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
object DeployableTest {
Persistence #1 featuring quill (#508) * Add .scalafmt.conf * Adopt quill for database access * Removed postgresql-async * Refactored all instances of database access * Creating duplicate characters of the same account is no longer possible * Rewrote large parts of LoginSessionActor * Implement migrations * Move overrides into subdirectory * Make usernames case insensitive * Use LOWER(?) comparison instead of storing lowercased username * import scala.util.{Success, Failure} * Add config and joda-time dependencies * Add sbt-scalafmt * Use defaultWithAlign scalafmt preset * Format all * Add scalafix * Remove unused imports * Don't lowercase username when inserting * Update readme * Listen on worldserver.Hostname address * Remove database test on startup It could fail when the global thread pool is busy loading zone maps. Migrations run on the main thread and also serve the purpose of verifying the database configuration so it's fine to remove the test altogether. * Refactor chat message handlers, zones What started as a small change to how zones are stored turned into a pretty big effort of refactoring the chat message handler. The !hack command was removed, the /capturebase commandwas added. * Expose db ports in docker-compose.yml * Silence property override log * Rework configuration * Unify configuration using the typesafe.config library * Add configuration option for public address * Configuration is now loaded from application.conf rather than worldserver.ini * Refactor PsLogin and remove unnecessary logging * Move pslogin into net.psforever.pslogin namespace * Fix coverage
2020-07-14 05:54:05 +02:00
class TurretInitializer(obj: TurretDeployable) extends Actor {
def receive: Receive = {
Deployables (#230) * functions for certifcation ui updates (that don't work) * initialization of combat engineering deployables ui on load and certification change * representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals * ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options) * zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables * refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers * Avatar-specific storage for deployables and for updating UI elements * refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects * added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model * refactored and distributed Deployables classes; copious amounts of testing and document-writing * boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy * sensor_shield was skipped by accident * identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered * added local service channel, capture consoles, fixed tests as much as posible * fixed LocalService tests by booting the ServiceManager; added avatar and local tests * a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI * making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
case "initialize" =>
obj.Definition.Initialize(obj, context)
case "uninitialize" =>
obj.Definition.Uninitialize(obj, context)
}
}
}