2018-01-26 15:32:08 -05:00
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// Copyright (c) 2017 PSForever
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package objects
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2018-07-14 21:25:44 -04:00
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import base.ActorTest
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2020-07-22 17:28:09 +02:00
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import net.psforever.actors.zone.BuildingActor
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2020-05-30 12:28:10 -04:00
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import net.psforever.objects.{Default, GlobalDefinitions}
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2020-07-22 17:28:09 +02:00
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import net.psforever.objects.serverobject.doors.Door
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2018-03-24 00:28:02 -04:00
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import net.psforever.objects.serverobject.structures._
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2018-01-26 15:32:08 -05:00
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import net.psforever.objects.zones.Zone
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import net.psforever.types.PlanetSideEmpire
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2018-01-26 15:32:08 -05:00
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import org.specs2.mutable.Specification
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import akka.actor.typed.scaladsl.adapter._
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2018-01-26 15:32:08 -05:00
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class AmenityTest extends Specification {
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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
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val definition = new AmenityDefinition(0) {
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//intentionally blank
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}
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2018-01-26 15:32:08 -05:00
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class AmenityObject extends Amenity {
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def Definition: AmenityDefinition = definition
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2018-01-26 15:32:08 -05:00
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}
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"Amenity" should {
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"construct" in {
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val ao = new AmenityObject()
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ao.Owner mustEqual Building.NoBuilding
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}
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"can be owned by a building" in {
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2020-07-14 05:54:05 +02:00
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val ao = new AmenityObject()
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2019-12-10 14:17:55 +00:00
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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2018-01-26 15:32:08 -05:00
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ao.Owner = bldg
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ao.Owner mustEqual bldg
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}
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"be owned by a vehicle" in {
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import net.psforever.objects.Vehicle
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val ao = new AmenityObject()
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2018-01-26 15:32:08 -05:00
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val veh = Vehicle(GlobalDefinitions.quadstealth)
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ao.Owner = veh
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ao.Owner mustEqual veh
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}
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"not be owned by an unexpected object" in {
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val ao = new AmenityObject()
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//ao.Owner = net.psforever.objects.serverobject.mblocker.Locker() //will not compile
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ok
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}
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"confer faction allegiance through ownership" in {
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//see FactionAffinityTest
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2020-07-14 05:54:05 +02:00
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val ao = new AmenityObject()
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2019-12-10 14:17:55 +00:00
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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2018-01-26 15:32:08 -05:00
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ao.Owner = bldg
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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ao.Faction mustEqual PlanetSideEmpire.NEUTRAL
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bldg.Faction = PlanetSideEmpire.TR
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bldg.Faction mustEqual PlanetSideEmpire.TR
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ao.Faction mustEqual PlanetSideEmpire.TR
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}
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}
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}
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class BuildingTest extends Specification {
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"Building" should {
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"construct" in {
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2019-12-10 14:17:55 +00:00
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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2019-04-04 19:32:28 +01:00
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bldg.MapId mustEqual 10
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2020-05-30 12:28:10 -04:00
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bldg.Actor mustEqual Default.Actor
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2018-01-26 15:32:08 -05:00
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bldg.Amenities mustEqual Nil
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bldg.Zone mustEqual Zone.Nowhere
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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}
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"change faction affinity" in {
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2019-12-10 14:17:55 +00:00
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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bldg.Faction = PlanetSideEmpire.TR
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bldg.Faction mustEqual PlanetSideEmpire.TR
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}
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"keep track of amenities" in {
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2020-07-14 05:54:05 +02:00
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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2018-01-26 15:32:08 -05:00
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val door1 = Door(GlobalDefinitions.door)
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val door2 = Door(GlobalDefinitions.door)
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bldg.Amenities mustEqual Nil
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bldg.Amenities = door2
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bldg.Amenities mustEqual List(door2)
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bldg.Amenities = door1
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bldg.Amenities mustEqual List(door2, door1)
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door1.Owner mustEqual bldg
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door2.Owner mustEqual bldg
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}
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}
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}
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2018-03-05 23:26:38 -05:00
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class WarpGateTest extends Specification {
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"WarpGate" should {
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"construct" in {
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2019-12-11 08:34:29 -05:00
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val bldg = WarpGate("WarpGate", 0, 10, Zone.Nowhere, GlobalDefinitions.warpgate)
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2019-04-04 19:32:28 +01:00
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bldg.MapId mustEqual 10
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2020-05-30 12:28:10 -04:00
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bldg.Actor mustEqual Default.Actor
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2018-03-05 23:26:38 -05:00
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bldg.Amenities mustEqual Nil
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bldg.Zone mustEqual Zone.Nowhere
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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}
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}
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}
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2020-07-22 17:28:09 +02:00
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class BuildingActor1Test extends ActorTest {
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"Building Control" should {
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"construct" in {
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2019-12-10 14:17:55 +00:00
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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2020-07-22 17:28:09 +02:00
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bldg.Actor = system.spawn(BuildingActor(Zone.Nowhere, bldg), "test").toClassic
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assert(bldg.Actor != Default.Actor)
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}
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}
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}
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