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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// Copyright (c) 2020 PSForever
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package objects
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import akka.actor.Props
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import akka.testkit.TestProbe
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2021-06-21 23:40:44 -04:00
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import base.{ActorTest, FreedContextActorTest}
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import net.psforever.actors.zone.ZoneActor
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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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import net.psforever.objects._
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import net.psforever.objects.ballistics._
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import net.psforever.objects.equipment.JammableUnit
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import net.psforever.objects.guid.NumberPoolHub
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2020-09-15 19:46:56 -04:00
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import net.psforever.objects.guid.source.MaxNumberSource
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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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import net.psforever.objects.serverobject.damage.Damageable
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import net.psforever.objects.serverobject.generator.{Generator, GeneratorControl}
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import net.psforever.objects.serverobject.structures.{Building, StructureType}
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import net.psforever.objects.serverobject.terminals.{Terminal, TerminalControl, TerminalDefinition}
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import net.psforever.objects.serverobject.tube.SpawnTube
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import net.psforever.objects.serverobject.turret.{FacilityTurret, FacilityTurretControl, TurretUpgrade}
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2021-06-21 23:40:44 -04:00
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import net.psforever.objects.vehicles.control.VehicleControl
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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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import net.psforever.objects.vital.Vitality
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import net.psforever.objects.zones.{Zone, ZoneMap}
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import net.psforever.packet.game.DamageWithPositionMessage
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import net.psforever.types._
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2020-08-23 03:26:06 +02:00
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import net.psforever.services.Service
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import net.psforever.services.avatar.{AvatarAction, AvatarServiceMessage}
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import net.psforever.services.support.SupportActor
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import net.psforever.services.vehicle.support.TurretUpgrader
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import net.psforever.services.vehicle.{VehicleAction, VehicleServiceMessage}
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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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import org.specs2.mutable.Specification
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Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
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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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import scala.concurrent.duration._
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2020-08-01 12:25:03 +02:00
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import net.psforever.objects.avatar.Avatar
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2021-01-23 18:18:49 +00:00
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import net.psforever.objects.serverobject.terminals.implant.{ImplantTerminalMech, ImplantTerminalMechControl}
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Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
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import net.psforever.objects.vital.interaction.DamageInteraction
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import net.psforever.objects.vital.base.DamageResolution
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import net.psforever.objects.vital.projectile.ProjectileReason
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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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class DamageableTest extends Specification {
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2021-03-21 14:22:00 -04:00
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val player1 = Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
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2020-07-14 05:54:05 +02:00
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val pSource = PlayerSource(player1)
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val weaponA = Tool(GlobalDefinitions.phoenix) //decimator
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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 projectileA = weaponA.Projectile
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"Damageable" should {
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"permit damage" in {
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val target = new SensorDeployable(GlobalDefinitions.motionalarmsensor)
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Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
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val resolved = DamageInteraction(
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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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileA, weaponA.Definition, weaponA.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
Damageable.CanDamage(target, projectileA.Damage0, resolved) mustEqual true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"ignore attempts at non-zero damage" in {
|
|
|
|
|
val target = new SensorDeployable(GlobalDefinitions.motionalarmsensor)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileA, weaponA.Definition, weaponA.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
Damageable.CanDamage(target, 0, resolved) mustEqual false
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"ignore attempts at damaging friendly targets not designated for friendly fire" in {
|
|
|
|
|
val target = new Generator(GlobalDefinitions.generator)
|
2020-07-14 05:54:05 +02:00
|
|
|
target.Owner =
|
|
|
|
|
new Building("test-building", 0, 0, Zone.Nowhere, StructureType.Building, GlobalDefinitions.building) {
|
|
|
|
|
Faction = player1.Faction
|
|
|
|
|
}
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
|
|
|
|
|
val resolvedFF = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileA, weaponA.Definition, weaponA.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
target.Definition.DamageableByFriendlyFire mustEqual false
|
|
|
|
|
target.Faction == player1.Faction mustEqual true
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
Damageable.CanDamage(target, projectileA.Damage0, resolvedFF) mustEqual 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
|
|
|
|
|
|
|
|
target.Owner.Faction = PlanetSideEmpire.NC
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolvedNonFF = DamageInteraction(
|
|
|
|
|
SourceEntry(target),
|
|
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileA, weaponA.Definition, weaponA.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
|
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
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
|
|
|
target.Faction != player1.Faction mustEqual true
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
Damageable.CanDamage(target, projectileA.Damage0, resolvedNonFF) mustEqual 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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"ignore attempts at damaging a target that is not damageable" in {
|
|
|
|
|
val target = new SpawnTube(GlobalDefinitions.respawn_tube_sanctuary)
|
2020-07-14 05:54:05 +02:00
|
|
|
target.Owner =
|
|
|
|
|
new Building("test-building", 0, 0, Zone.Nowhere, StructureType.Building, GlobalDefinitions.building) {
|
|
|
|
|
Faction = PlanetSideEmpire.NC
|
|
|
|
|
}
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileA, weaponA.Definition, weaponA.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
target.Definition.Damageable mustEqual false
|
|
|
|
|
target.Faction != player1.Faction mustEqual true
|
|
|
|
|
Damageable.CanDamage(target, projectileA.Damage0, resolved) mustEqual false
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"permit damaging friendly targets, even those not designated for friendly fire, if the target is hacked" in {
|
2020-08-01 12:25:03 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute))
|
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.GUID = PlanetSideGUID(1)
|
|
|
|
|
val target = new Terminal(new TerminalDefinition(0) {
|
|
|
|
|
Damageable = true
|
|
|
|
|
DamageableByFriendlyFire = false
|
2020-08-01 12:25:03 +02:00
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
override def Request(player: Player, msg: Any): Terminal.Exchange = null
|
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
|
|
|
})
|
2020-07-14 05:54:05 +02:00
|
|
|
target.Owner =
|
|
|
|
|
new Building("test-building", 0, 0, Zone.Nowhere, StructureType.Building, GlobalDefinitions.building) {
|
|
|
|
|
Faction = player1.Faction
|
|
|
|
|
}
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileA, weaponA.Definition, weaponA.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
target.Definition.DamageableByFriendlyFire mustEqual false
|
|
|
|
|
target.Faction == player1.Faction mustEqual true
|
|
|
|
|
target.HackedBy.isEmpty mustEqual true
|
|
|
|
|
Damageable.CanDamage(target, projectileA.Damage0, resolved) mustEqual false
|
|
|
|
|
|
|
|
|
|
target.HackedBy = player2
|
|
|
|
|
target.Faction == player1.Faction mustEqual true
|
|
|
|
|
target.HackedBy.nonEmpty mustEqual true
|
|
|
|
|
Damageable.CanDamage(target, projectileA.Damage0, resolved) mustEqual true
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weaponB = Tool(GlobalDefinitions.jammer_grenade)
|
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 projectileB = weaponB.Projectile
|
|
|
|
|
|
|
|
|
|
"permit jamming" in {
|
|
|
|
|
val target = new SensorDeployable(GlobalDefinitions.motionalarmsensor)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileB, weaponB.Definition, weaponB.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
resolved.cause.source.HasJammedEffectDuration mustEqual 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
|
|
|
Damageable.CanJammer(target, resolved) mustEqual true
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"ignore attempts at jamming if the projectile is does not cause the effect" in {
|
|
|
|
|
val target = new SensorDeployable(GlobalDefinitions.motionalarmsensor)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileA, weaponA.Definition, weaponA.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
) //decimator
|
|
|
|
|
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
resolved.cause.source.HasJammedEffectDuration mustEqual 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
|
|
|
Damageable.CanJammer(target, resolved) mustEqual false
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"ignore attempts at jamming friendly targets" in {
|
|
|
|
|
val target = new SensorDeployable(GlobalDefinitions.motionalarmsensor)
|
|
|
|
|
target.Faction = player1.Faction
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileB, weaponB.Definition, weaponB.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
resolved.cause.source.HasJammedEffectDuration mustEqual true
|
|
|
|
|
resolved.adversarial match {
|
|
|
|
|
case Some(adversarial) => adversarial.attacker.Faction mustEqual adversarial.defender.Faction
|
|
|
|
|
case None => 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
|
|
|
Damageable.CanJammer(target, resolved) mustEqual false
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"ignore attempts at jamming targets that are not jammable" in {
|
|
|
|
|
val target = new TrapDeployable(GlobalDefinitions.tank_traps)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileB, weaponB.Definition, weaponB.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
resolved.cause.source.HasJammedEffectDuration mustEqual true
|
|
|
|
|
resolved.adversarial match {
|
|
|
|
|
case Some(adversarial) => adversarial.attacker.Faction mustNotEqual adversarial.defender.Faction
|
|
|
|
|
case None => 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
|
|
|
target.isInstanceOf[JammableUnit] mustEqual false
|
|
|
|
|
Damageable.CanJammer(target, resolved) mustEqual false
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
"permit jamming friendly targets if the target is hacked" in {
|
2020-08-01 12:25:03 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute))
|
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.GUID = PlanetSideGUID(1)
|
|
|
|
|
val target = new SensorDeployable(GlobalDefinitions.motionalarmsensor)
|
|
|
|
|
target.Faction = player1.Faction
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(target),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectileB, weaponB.Definition, weaponB.FireMode, pSource, 0, Vector3.Zero, Vector3.Zero),
|
|
|
|
|
target.DamageModel,
|
|
|
|
|
),
|
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
|
|
|
Vector3.Zero
|
|
|
|
|
)
|
|
|
|
|
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
resolved.cause.source.HasJammedEffectDuration mustEqual true
|
|
|
|
|
resolved.adversarial match {
|
|
|
|
|
case Some(adversarial) => adversarial.attacker.Faction mustEqual adversarial.defender.Faction
|
|
|
|
|
case None => 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
|
|
|
target.isInstanceOf[JammableUnit] mustEqual true
|
|
|
|
|
target.HackedBy.nonEmpty mustEqual false
|
|
|
|
|
Damageable.CanJammer(target, resolved) mustEqual false
|
|
|
|
|
|
|
|
|
|
target.HackedBy = player2
|
|
|
|
|
target.HackedBy.nonEmpty mustEqual true
|
|
|
|
|
Damageable.CanJammer(target, resolved) mustEqual true
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
the damage targets, Generator, Terminal, etc., are used to test basic destruction
|
|
|
|
|
essentially, treat them more as generic entities whose object types are damageable (because they are)
|
|
|
|
|
see specific object type tests in relation to what those object types does above and beyond that during damage
|
2020-07-14 05:54:05 +02:00
|
|
|
*/
|
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 DamageableEntityDamageTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(5))
|
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept
* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint
* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code
* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic
* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits
* player bank repair and medapp heal has been moved out from WSA into PlayerControl
* overhaul of Progress callback system and the inclusion of player revival as a Progress activity
* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate
* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization
* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)
* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting
* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players
* destroy and repair pass on deployables, except for explosive types
* Damageable pass; client synchronization pass
* helpful comments
* some tests for damageable and repairable; refined output and repaired existing tests
* enabled friendly fire check and recovery
* handled friendly fire against allied mines; moved jammer code to common damageable behavior
* tweaks to damageability, infantry heal and repair, and sensor and explosive animations
* animations; framework for future vitals events; closing database connections
* adding some deployable tests; fixing a bunch of other tests; History is back
* testing for basic Damageable functions; removing a log message
* finicky animation stuff
* event messages to the Generator to represent health changes
* damage against BFR's is now only used against mythical creatures
* test fix
2020-04-14 15:17:32 -04:00
|
|
|
val zone = new Zone("test", new ZoneMap("test"), 0) {
|
2020-07-14 05:54:05 +02:00
|
|
|
override def SetupNumberPools() = {}
|
2020-08-01 12:25:03 +02:00
|
|
|
|
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
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val building = Building("test-building", 1, 1, zone, StructureType.Facility) //guid=1
|
2020-07-14 05:54:05 +02:00
|
|
|
val gen = Generator(GlobalDefinitions.generator) //guid=2
|
|
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.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
|
|
|
guid.register(building, 1)
|
|
|
|
|
guid.register(gen, 2)
|
|
|
|
|
guid.register(player1, 3)
|
2020-07-14 05:54:05 +02:00
|
|
|
building.Position = Vector3(1, 0, 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
|
|
|
building.Zone = zone
|
|
|
|
|
building.Amenities = gen
|
2020-07-14 05:54:05 +02:00
|
|
|
gen.Position = Vector3(1, 0, 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
|
|
|
gen.Actor = system.actorOf(Props(classOf[GeneratorControl], gen), "generator-control")
|
|
|
|
|
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = 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
|
|
|
val buildingProbe = TestProbe()
|
|
|
|
|
zone.Activity = activityProbe.ref
|
|
|
|
|
zone.AvatarEvents = avatarProbe.ref
|
|
|
|
|
building.Actor = buildingProbe.ref
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(gen),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(projectile, weapon.Definition, weapon.FireMode, PlayerSource(player1), 0, Vector3(2, 0, 0), Vector3(-1, 0, 0)),
|
|
|
|
|
gen.DamageModel
|
|
|
|
|
),
|
|
|
|
|
Vector3(1,0,0)
|
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
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
|
|
|
|
|
"DamageableEntity" should {
|
|
|
|
|
"handle taking damage" in {
|
|
|
|
|
gen.Actor ! Vitality.Damage(applyDamageTo)
|
2020-07-14 05:54:05 +02:00
|
|
|
val msg1 = avatarProbe.receiveOne(500 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 msg2 = activityProbe.receiveOne(500 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1 match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 0, _)) => true
|
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(
|
|
|
|
|
msg2 match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case activity: Zone.HotSpot.Activity =>
|
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
|
|
|
activity.attacker == PlayerSource(player1) &&
|
|
|
|
|
activity.defender == SourceEntry(gen) &&
|
2020-07-14 05:54:05 +02:00
|
|
|
activity.location == Vector3(1, 0, 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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableEntityDestroyedTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(5))
|
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept
* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint
* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code
* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic
* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits
* player bank repair and medapp heal has been moved out from WSA into PlayerControl
* overhaul of Progress callback system and the inclusion of player revival as a Progress activity
* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate
* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization
* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)
* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting
* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players
* destroy and repair pass on deployables, except for explosive types
* Damageable pass; client synchronization pass
* helpful comments
* some tests for damageable and repairable; refined output and repaired existing tests
* enabled friendly fire check and recovery
* handled friendly fire against allied mines; moved jammer code to common damageable behavior
* tweaks to damageability, infantry heal and repair, and sensor and explosive animations
* animations; framework for future vitals events; closing database connections
* adding some deployable tests; fixing a bunch of other tests; History is back
* testing for basic Damageable functions; removing a log message
* finicky animation stuff
* event messages to the Generator to represent health changes
* damage against BFR's is now only used against mythical creatures
* test fix
2020-04-14 15:17:32 -04:00
|
|
|
val zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
2020-08-01 12:25:03 +02:00
|
|
|
|
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
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
zone.AvatarEvents = avatarProbe.ref
|
|
|
|
|
val activityProbe = TestProbe()
|
|
|
|
|
zone.Activity = activityProbe.ref
|
|
|
|
|
val mech = ImplantTerminalMech(GlobalDefinitions.implant_terminal_mech) //guid=2
|
|
|
|
|
mech.Position = Vector3(1, 0, 0)
|
|
|
|
|
mech.Actor = system.actorOf(Props(classOf[ImplantTerminalMechControl], mech), "mech-control")
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Position = Vector3(14, 0, 0) //<14m from generator; dies
|
|
|
|
|
player1.Spawn()
|
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 building = Building("test-building", 1, 1, zone, StructureType.Facility) //guid=1
|
|
|
|
|
building.Position = Vector3(1, 0, 0)
|
|
|
|
|
building.Zone = zone
|
|
|
|
|
building.Amenities = mech
|
|
|
|
|
val buildingProbe = TestProbe()
|
|
|
|
|
building.Actor = buildingProbe.ref
|
|
|
|
|
guid.register(building, 1)
|
|
|
|
|
guid.register(mech, 2)
|
|
|
|
|
guid.register(player1, 3)
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(mech),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
mech.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableEntity" should {
|
|
|
|
|
"manage taking damage until being destroyed" in {
|
|
|
|
|
mech.Health = 1 //no matter what, the next shot destoys it
|
|
|
|
|
assert(mech.Health == 1)
|
|
|
|
|
assert(!mech.Destroyed)
|
|
|
|
|
|
|
|
|
|
mech.Actor ! Vitality.Damage(applyDamageTo)
|
|
|
|
|
val msg1_2 = avatarProbe.receiveN(2, 500 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1_2.head match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 0, _)) => true
|
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(
|
|
|
|
|
msg1_2(1) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(2), _, _, Vector3(1, 0, 0))) => true
|
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(mech.Health == 0)
|
|
|
|
|
assert(mech.Destroyed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableEntityNotDestroyTwice extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
2020-08-01 12:25:03 +02:00
|
|
|
|
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
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val building = Building("test-building", 1, 1, zone, StructureType.Facility) //guid=1
|
2020-07-14 05:54:05 +02:00
|
|
|
val gen = Generator(GlobalDefinitions.generator) //guid=2
|
|
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
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
|
|
|
guid.register(building, 1)
|
|
|
|
|
guid.register(gen, 2)
|
|
|
|
|
guid.register(player1, 3)
|
|
|
|
|
building.Position = Vector3(1, 0, 0)
|
|
|
|
|
building.Zone = zone
|
|
|
|
|
building.Amenities = gen
|
|
|
|
|
gen.Position = Vector3(1, 0, 0)
|
|
|
|
|
gen.Actor = system.actorOf(Props(classOf[GeneratorControl], gen), "generator-control")
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = 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
|
|
|
val buildingProbe = TestProbe()
|
|
|
|
|
zone.Activity = activityProbe.ref
|
|
|
|
|
zone.AvatarEvents = avatarProbe.ref
|
|
|
|
|
building.Actor = buildingProbe.ref
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(gen),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
gen.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableEntity" should {
|
|
|
|
|
"not be destroyed twice (skirting around the 'damage-destroys-at' value)" in {
|
|
|
|
|
val originalHealth = gen.Health = gen.Definition.DamageDestroysAt + 1 //damaged, not yet restored
|
|
|
|
|
gen.Condition = PlanetSideGeneratorState.Destroyed //initial state manip
|
|
|
|
|
gen.Destroyed = true
|
|
|
|
|
assert(gen.Destroyed)
|
|
|
|
|
assert(originalHealth < gen.Definition.DefaultHealth)
|
|
|
|
|
assert(originalHealth < gen.Definition.RepairRestoresAt)
|
|
|
|
|
assert(originalHealth > gen.Definition.DamageDestroysAt)
|
|
|
|
|
|
|
|
|
|
gen.Actor ! Vitality.Damage(applyDamageTo)
|
2020-07-14 05:54:05 +02:00
|
|
|
avatarProbe.receiveOne(500 milliseconds) //only one message
|
2020-05-26 19:50:54 -04:00
|
|
|
avatarProbe.expectNoMessage(500 milliseconds) //only one message
|
2020-07-14 05:54:05 +02:00
|
|
|
activityProbe.receiveOne(500 milliseconds) //triggers activity hotspot, like it's not a killing blow
|
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(gen.Health < originalHealth)
|
|
|
|
|
assert(gen.Destroyed)
|
|
|
|
|
assert(originalHealth < gen.Definition.DefaultHealth)
|
|
|
|
|
assert(originalHealth < gen.Definition.RepairRestoresAt)
|
|
|
|
|
assert(gen.Health <= gen.Definition.DamageDestroysAt)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableAmenityTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
2020-08-01 12:25:03 +02:00
|
|
|
|
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
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val building = Building("test-building", 1, 1, zone, StructureType.Facility) //guid=1
|
2020-07-14 05:54:05 +02:00
|
|
|
val term = Terminal(GlobalDefinitions.order_terminal) //guid=2
|
|
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
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
|
|
|
guid.register(building, 1)
|
|
|
|
|
guid.register(term, 2)
|
|
|
|
|
guid.register(player1, 3)
|
|
|
|
|
building.Position = Vector3(1, 0, 0)
|
|
|
|
|
building.Zone = zone
|
|
|
|
|
building.Amenities = term
|
|
|
|
|
term.Position = Vector3(1, 0, 0)
|
|
|
|
|
term.Actor = system.actorOf(Props(classOf[TerminalControl], term), "terminal-control")
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = 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
|
|
|
val buildingProbe = TestProbe()
|
|
|
|
|
zone.Activity = activityProbe.ref
|
|
|
|
|
zone.AvatarEvents = avatarProbe.ref
|
|
|
|
|
building.Actor = buildingProbe.ref
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(term),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
term.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableAmenity" should {
|
|
|
|
|
"send de-initialization messages upon destruction" in {
|
|
|
|
|
//the decimator does enough damage to one-shot this terminal from any initial health
|
|
|
|
|
term.Health = term.Definition.DamageDestroysAt + 1
|
|
|
|
|
assert(term.Health > term.Definition.DamageDestroysAt)
|
|
|
|
|
assert(!term.Destroyed)
|
|
|
|
|
|
|
|
|
|
term.Actor ! Vitality.Damage(applyDamageTo)
|
|
|
|
|
val msg1234 = avatarProbe.receiveN(4, 500 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg1234.head match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 0, _)) => true
|
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(
|
|
|
|
|
msg1234(1) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(2), _, _, Vector3(1, 0, 0))) => true
|
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(
|
|
|
|
|
msg1234(2) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 50, 1)) => true
|
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(
|
|
|
|
|
msg1234(3) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 51, 1)) => true
|
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(term.Health <= term.Definition.DamageDestroysAt)
|
|
|
|
|
assert(term.Destroyed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableMountableDamageTest extends ActorTest {
|
|
|
|
|
//TODO this test with not send HitHint packets because LivePlayers is not being allocated for the players in the zone
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
2020-08-01 12:25:03 +02:00
|
|
|
|
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
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val building = Building("test-building", 1, 1, zone, StructureType.Facility) //guid=1
|
2020-07-14 05:54:05 +02:00
|
|
|
val mech = ImplantTerminalMech(GlobalDefinitions.implant_terminal_mech) //guid=2
|
|
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
2020-07-14 05:54:05 +02:00
|
|
|
player1.Position = Vector3(2, 2, 2)
|
|
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=4
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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
|
|
|
guid.register(building, 1)
|
|
|
|
|
guid.register(mech, 2)
|
|
|
|
|
guid.register(player1, 3)
|
|
|
|
|
guid.register(player2, 4)
|
|
|
|
|
building.Position = Vector3(1, 0, 0)
|
|
|
|
|
building.Zone = zone
|
|
|
|
|
building.Amenities = mech
|
|
|
|
|
mech.Position = Vector3(1, 0, 0)
|
|
|
|
|
mech.Actor = system.actorOf(Props(classOf[ImplantTerminalMechControl], mech), "mech-control")
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = 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
|
|
|
val buildingProbe = TestProbe()
|
|
|
|
|
zone.Activity = activityProbe.ref
|
|
|
|
|
zone.AvatarEvents = avatarProbe.ref
|
|
|
|
|
building.Actor = buildingProbe.ref
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(mech),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
mech.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
mech.Seats(0).mount(player2) //mount the player
|
|
|
|
|
player2.VehicleSeated = Some(mech.GUID) //mount the player
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableMountable" should {
|
|
|
|
|
"alert seated occupants about incoming damage (damage with position)" in {
|
|
|
|
|
assert(mech.Health == mech.Definition.DefaultHealth)
|
|
|
|
|
|
|
|
|
|
mech.Actor ! Vitality.Damage(applyDamageTo)
|
|
|
|
|
val msg1_3 = avatarProbe.receiveN(2, 500 milliseconds)
|
2020-07-14 05:54:05 +02:00
|
|
|
val msg2 = activityProbe.receiveOne(500 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(
|
|
|
|
|
msg1_3.head match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 0, _)) => true
|
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(
|
|
|
|
|
msg2 match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case activity: Zone.HotSpot.Activity =>
|
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
|
|
|
activity.attacker == PlayerSource(player1) &&
|
|
|
|
|
activity.defender == SourceEntry(mech) &&
|
2020-07-14 05:54:05 +02:00
|
|
|
activity.location == Vector3(1, 0, 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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
assert(
|
|
|
|
|
msg1_3(1) match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case AvatarServiceMessage(
|
|
|
|
|
"TestCharacter2",
|
2020-08-19 20:43:50 -04:00
|
|
|
AvatarAction.SendResponse(Service.defaultPlayerGUID, DamageWithPositionMessage(_, Vector3(2, 2, 2)))
|
2020-07-14 05:54:05 +02:00
|
|
|
) =>
|
|
|
|
|
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
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableMountableDestroyTest extends ActorTest {
|
|
|
|
|
//TODO this test with not send HitHint packets because LivePlayers is not being allocated for the players in the zone
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
2020-08-01 12:25:03 +02:00
|
|
|
|
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
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val building = Building("test-building", 1, 1, zone, StructureType.Facility) //guid=1
|
2020-07-14 05:54:05 +02:00
|
|
|
val mech = ImplantTerminalMech(GlobalDefinitions.implant_terminal_mech) //guid=2
|
|
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
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.Position = Vector3(2, 2, 2)
|
|
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=4
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
|
|
|
|
guid.register(building, 1)
|
|
|
|
|
guid.register(mech, 2)
|
|
|
|
|
guid.register(player1, 3)
|
|
|
|
|
guid.register(player2, 4)
|
|
|
|
|
building.Position = Vector3(1, 0, 0)
|
|
|
|
|
building.Zone = zone
|
|
|
|
|
building.Amenities = mech
|
|
|
|
|
mech.Position = Vector3(1, 0, 0)
|
|
|
|
|
mech.Actor = system.actorOf(Props(classOf[ImplantTerminalMechControl], mech), "mech-control")
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = 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
|
|
|
val buildingProbe = TestProbe()
|
|
|
|
|
zone.Activity = activityProbe.ref
|
|
|
|
|
zone.AvatarEvents = avatarProbe.ref
|
|
|
|
|
building.Actor = buildingProbe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
SourceEntry(mech),
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
mech.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
mech.Seats(0).mount(player2) //mount the player
|
|
|
|
|
player2.VehicleSeated = Some(mech.GUID) //mount the player
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableMountable" should {
|
|
|
|
|
"alert seated occupants that the mountable object has been destroyed and that they should have died" in {
|
|
|
|
|
val originalHealth = mech.Health = mech.Definition.DamageDestroysAt + 1 //initial state manip
|
|
|
|
|
assert(originalHealth > mech.Definition.DamageDestroysAt)
|
|
|
|
|
assert(!mech.Destroyed)
|
|
|
|
|
|
|
|
|
|
mech.Actor ! Vitality.Damage(applyDamageTo)
|
|
|
|
|
val msg12 = avatarProbe.receiveN(2, 500 milliseconds)
|
2020-05-26 19:50:54 -04:00
|
|
|
player1Probe.expectNoMessage(500 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 msg3 = player2Probe.receiveOne(200 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg12.head match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 0, _)) => true
|
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(
|
|
|
|
|
msg12(1) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(2), _, _, Vector3(1, 0, 0))) => true
|
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(
|
|
|
|
|
msg3 match {
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
case Player.Die(_) => true
|
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(mech.Health <= mech.Definition.DamageDestroysAt)
|
|
|
|
|
assert(mech.Destroyed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableWeaponTurretDamageTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = TestProbe()
|
2020-08-19 20:43:50 -04:00
|
|
|
val vehicleProbe = 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
|
2020-08-19 20:43:50 -04:00
|
|
|
zone.VehicleEvents = vehicleProbe.ref
|
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 turret = new TurretDeployable(GlobalDefinitions.portable_manned_turret_tr) //2
|
|
|
|
|
turret.Actor = system.actorOf(Props(classOf[TurretControl], turret), "turret-control")
|
|
|
|
|
turret.Zone = zone
|
2020-07-14 05:54:05 +02:00
|
|
|
turret.Position = Vector3(1, 0, 0)
|
|
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
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.Position = Vector3(2, 2, 2)
|
|
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=4
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
|
|
|
|
guid.register(turret, 2)
|
|
|
|
|
guid.register(player1, 3)
|
|
|
|
|
guid.register(player2, 4)
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
turret.Seats(0).mount(player2)
|
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.VehicleSeated = turret.GUID
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.suppressor)
|
|
|
|
|
val projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val pSource = PlayerSource(player1)
|
|
|
|
|
val resolved = DamageInteraction(
|
|
|
|
|
SourceEntry(turret),
|
|
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
pSource,
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
turret.DamageModel
|
2020-07-14 05:54:05 +02:00
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableWeaponTurret" should {
|
|
|
|
|
"handle damage" in {
|
|
|
|
|
assert(turret.Health == turret.Definition.DefaultHealth)
|
|
|
|
|
|
|
|
|
|
turret.Actor ! Vitality.Damage(applyDamageTo)
|
2020-08-19 20:43:50 -04:00
|
|
|
val msg12 = vehicleProbe.receiveOne(500 milliseconds)
|
|
|
|
|
val msg3 = activityProbe.receiveOne(500 milliseconds)
|
|
|
|
|
val msg4 = avatarProbe.receiveOne(500 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(
|
2020-08-19 20:43:50 -04:00
|
|
|
msg12 match {
|
|
|
|
|
case VehicleServiceMessage("test", VehicleAction.PlanetsideAttribute(PlanetSideGUID(0), PlanetSideGUID(2), 0, _)) => true
|
|
|
|
|
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(
|
2020-08-19 20:43:50 -04:00
|
|
|
msg3 match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case activity: Zone.HotSpot.Activity =>
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
activity.attacker == pSource &&
|
|
|
|
|
activity.defender == SourceEntry(turret) &&
|
2020-07-14 05:54:05 +02:00
|
|
|
activity.location == Vector3(1, 0, 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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
assert(
|
2020-08-19 20:43:50 -04:00
|
|
|
msg4 match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case AvatarServiceMessage(
|
|
|
|
|
"TestCharacter2",
|
2020-08-19 20:43:50 -04:00
|
|
|
AvatarAction.SendResponse(Service.defaultPlayerGUID, DamageWithPositionMessage(_, Vector3(2, 2, 2)))
|
2020-07-14 05:54:05 +02:00
|
|
|
) =>
|
|
|
|
|
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(turret.Health < turret.Definition.DefaultHealth)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableWeaponTurretJammerTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
val vehicleProbe = 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.VehicleEvents = vehicleProbe.ref
|
|
|
|
|
|
|
|
|
|
val turret = new TurretDeployable(GlobalDefinitions.portable_manned_turret_tr) //2, 5, 6
|
|
|
|
|
turret.Actor = system.actorOf(Props(classOf[TurretControl], turret), "turret-control")
|
|
|
|
|
turret.Zone = zone
|
|
|
|
|
turret.Position = Vector3(1, 0, 0)
|
|
|
|
|
val turretWeapon = turret.Weapons.values.head.Equipment.get.asInstanceOf[Tool]
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
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.Position = Vector3(2, 2, 2)
|
|
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=4
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
|
|
|
|
|
|
|
|
|
guid.register(turret, 2)
|
|
|
|
|
guid.register(player1, 3)
|
|
|
|
|
guid.register(player2, 4)
|
|
|
|
|
guid.register(turretWeapon, 5)
|
|
|
|
|
guid.register(turretWeapon.AmmoSlot.Box, 6)
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
turret.Seats(0).mount(player2)
|
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.VehicleSeated = turret.GUID
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.jammer_grenade)
|
|
|
|
|
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 turretSource = SourceEntry(turret)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
turretSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
turret.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableWeaponTurret" should {
|
|
|
|
|
"handle jammer effect" in {
|
|
|
|
|
assert(turret.Health == turret.Definition.DefaultHealth)
|
|
|
|
|
assert(!turret.Jammed)
|
|
|
|
|
|
|
|
|
|
turret.Actor ! Vitality.Damage(applyDamageTo)
|
|
|
|
|
val msg12 = vehicleProbe.receiveN(2, 500 milliseconds)
|
|
|
|
|
assert(
|
|
|
|
|
msg12.head match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case VehicleServiceMessage(
|
|
|
|
|
"test",
|
|
|
|
|
VehicleAction.PlanetsideAttribute(Service.defaultPlayerGUID, PlanetSideGUID(2), 27, 1)
|
|
|
|
|
) =>
|
|
|
|
|
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(
|
|
|
|
|
msg12(1) match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case VehicleServiceMessage(
|
|
|
|
|
"test",
|
|
|
|
|
VehicleAction.PlanetsideAttribute(Service.defaultPlayerGUID, PlanetSideGUID(5), 27, 1)
|
|
|
|
|
) =>
|
|
|
|
|
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
|
|
|
|
|
}
|
|
|
|
|
)
|
2020-08-01 12:25:03 +02:00
|
|
|
expectNoMessage(100 milliseconds) // FIXME this is a hack to make it pass
|
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(turret.Health == turret.Definition.DefaultHealth)
|
|
|
|
|
assert(turret.Jammed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableWeaponTurretDestructionTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
}
|
2020-07-14 05:54:05 +02:00
|
|
|
val building = Building("test-building", 1, 1, zone, StructureType.Facility) //guid=1
|
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept
* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint
* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code
* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic
* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits
* player bank repair and medapp heal has been moved out from WSA into PlayerControl
* overhaul of Progress callback system and the inclusion of player revival as a Progress activity
* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate
* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization
* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)
* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting
* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players
* destroy and repair pass on deployables, except for explosive types
* Damageable pass; client synchronization pass
* helpful comments
* some tests for damageable and repairable; refined output and repaired existing tests
* enabled friendly fire check and recovery
* handled friendly fire against allied mines; moved jammer code to common damageable behavior
* tweaks to damageability, infantry heal and repair, and sensor and explosive animations
* animations; framework for future vitals events; closing database connections
* adding some deployable tests; fixing a bunch of other tests; History is back
* testing for basic Damageable functions; removing a log message
* finicky animation stuff
* event messages to the Generator to represent health changes
* damage against BFR's is now only used against mythical creatures
* test fix
2020-04-14 15:17:32 -04:00
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
val vehicleProbe = 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
|
|
|
val buildingProbe = TestProbe()
|
|
|
|
|
zone.Activity = activityProbe.ref
|
|
|
|
|
zone.AvatarEvents = avatarProbe.ref
|
|
|
|
|
zone.VehicleEvents = vehicleProbe.ref
|
|
|
|
|
building.Actor = buildingProbe.ref
|
|
|
|
|
|
|
|
|
|
val turret = new FacilityTurret(GlobalDefinitions.manned_turret) //2, 5, 6
|
|
|
|
|
turret.Actor = system.actorOf(Props(classOf[FacilityTurretControl], turret), "turret-control")
|
|
|
|
|
turret.Zone = zone
|
|
|
|
|
turret.Position = Vector3(1, 0, 0)
|
|
|
|
|
val turretWeapon = turret.Weapons.values.head.Equipment.get.asInstanceOf[Tool]
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
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.Position = Vector3(2, 2, 2)
|
|
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(1, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=4
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
|
|
|
|
|
|
|
|
|
guid.register(building, 1)
|
|
|
|
|
guid.register(turret, 2)
|
|
|
|
|
guid.register(player1, 3)
|
|
|
|
|
guid.register(player2, 4)
|
|
|
|
|
guid.register(turretWeapon, 5)
|
|
|
|
|
guid.register(turretWeapon.AmmoSlot.Box, 6)
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
turret.Seats(0).mount(player2)
|
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.VehicleSeated = turret.GUID
|
|
|
|
|
building.Position = Vector3(1, 0, 0)
|
|
|
|
|
building.Zone = zone
|
|
|
|
|
building.Amenities = turret
|
|
|
|
|
|
|
|
|
|
val turretSource = SourceEntry(turret)
|
2020-07-14 05:54:05 +02:00
|
|
|
val weaponA = Tool(GlobalDefinitions.jammer_grenade)
|
|
|
|
|
val projectileA = weaponA.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolvedA = DamageInteraction(
|
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
|
|
|
turretSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectileA,
|
|
|
|
|
weaponA.Definition,
|
|
|
|
|
weaponA.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
turret.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageToA = resolvedA.calculate()
|
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
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weaponB = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectileB = weaponB.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolvedB = DamageInteraction(
|
|
|
|
|
|
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
|
|
|
turretSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectileB,
|
|
|
|
|
weaponB.Definition,
|
|
|
|
|
weaponB.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
turret.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageToB = resolvedB.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableWeaponTurret" should {
|
|
|
|
|
"handle being destroyed gracefully" in {
|
|
|
|
|
turret.Health = turret.Definition.DamageDestroysAt + 1 //initial state manip
|
2020-07-14 05:54:05 +02:00
|
|
|
turret.Upgrade = TurretUpgrade.AVCombo //initial state manip; act like having being upgraded properly
|
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(turret.Health > turret.Definition.DamageDestroysAt)
|
|
|
|
|
assert(!turret.Jammed)
|
|
|
|
|
assert(!turret.Destroyed)
|
|
|
|
|
|
|
|
|
|
turret.Actor ! Vitality.Damage(applyDamageToA) //also test destruction while jammered
|
2021-10-05 09:59:49 -04:00
|
|
|
vehicleProbe.receiveN(2, 1000 milliseconds) //flush jammered messages (see above)
|
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(turret.Health > turret.Definition.DamageDestroysAt)
|
|
|
|
|
assert(turret.Jammed)
|
|
|
|
|
assert(!turret.Destroyed)
|
|
|
|
|
|
|
|
|
|
turret.Actor ! Vitality.Damage(applyDamageToB) //destroy
|
|
|
|
|
val msg12_4 = avatarProbe.receiveN(3, 500 milliseconds)
|
2020-05-26 19:50:54 -04:00
|
|
|
player1Probe.expectNoMessage(500 milliseconds)
|
2020-07-14 05:54:05 +02:00
|
|
|
val msg3 = player2Probe.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 msg56 = vehicleProbe.receiveN(2, 200 milliseconds)
|
2021-10-05 09:59:49 -04:00
|
|
|
msg12_4.head match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(2), 0, _)) => ;
|
|
|
|
|
case _ =>
|
|
|
|
|
assert(false, s"DamageableWeaponTurretDestructionTest-1: ${msg12_4.head}")
|
|
|
|
|
}
|
|
|
|
|
msg12_4(1) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(2), _, _, Vector3(1, 0, 0))) => ;
|
|
|
|
|
case _ =>
|
|
|
|
|
assert(false, s"DamageableWeaponTurretDestructionTest-2: ${msg12_4(1)}")
|
|
|
|
|
}
|
|
|
|
|
msg3 match {
|
|
|
|
|
case Player.Die(_) => true
|
|
|
|
|
case _ =>
|
|
|
|
|
assert(false, s"DamageableWeaponTurretDestructionTest-3: player not dead - $msg3")
|
|
|
|
|
}
|
|
|
|
|
msg12_4(2) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.ObjectDelete(PlanetSideGUID(0), PlanetSideGUID(5), _)) => ;
|
|
|
|
|
case _ =>
|
|
|
|
|
assert(false, s"DamageableWeaponTurretDestructionTest-4: ${msg12_4(2)}")
|
|
|
|
|
}
|
|
|
|
|
msg56.head match {
|
|
|
|
|
case VehicleServiceMessage.TurretUpgrade(SupportActor.ClearSpecific(List(t), _)) if turret eq t => ;
|
|
|
|
|
case _ =>
|
|
|
|
|
assert(false, s"DamageableWeaponTurretDestructionTest-5: ${msg56.head}")
|
|
|
|
|
}
|
|
|
|
|
msg56(1) match {
|
|
|
|
|
case VehicleServiceMessage.TurretUpgrade(TurretUpgrader.AddTask(t, _, TurretUpgrade.None, _)) if t eq turret => ;
|
|
|
|
|
true
|
|
|
|
|
case _ =>
|
|
|
|
|
assert(false, s"DamageableWeaponTurretDestructionTest-6: ${msg56(1)}")
|
|
|
|
|
}
|
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept
* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint
* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code
* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic
* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits
* player bank repair and medapp heal has been moved out from WSA into PlayerControl
* overhaul of Progress callback system and the inclusion of player revival as a Progress activity
* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate
* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization
* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)
* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting
* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players
* destroy and repair pass on deployables, except for explosive types
* Damageable pass; client synchronization pass
* helpful comments
* some tests for damageable and repairable; refined output and repaired existing tests
* enabled friendly fire check and recovery
* handled friendly fire against allied mines; moved jammer code to common damageable behavior
* tweaks to damageability, infantry heal and repair, and sensor and explosive animations
* animations; framework for future vitals events; closing database connections
* adding some deployable tests; fixing a bunch of other tests; History is back
* testing for basic Damageable functions; removing a log message
* finicky animation stuff
* event messages to the Generator to represent health changes
* damage against BFR's is now only used against mythical creatures
* test fix
2020-04-14 15:17:32 -04:00
|
|
|
assert(turret.Health <= turret.Definition.DamageDestroysAt)
|
|
|
|
|
assert(!turret.Jammed)
|
|
|
|
|
assert(turret.Destroyed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableVehicleDamageTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
val vehicleProbe = 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.VehicleEvents = vehicleProbe.ref
|
|
|
|
|
|
|
|
|
|
val atv = Vehicle(GlobalDefinitions.quadstealth) //guid=1
|
|
|
|
|
atv.Actor = system.actorOf(Props(classOf[VehicleControl], atv), "vehicle-control")
|
2020-07-14 05:54:05 +02:00
|
|
|
atv.Position = Vector3(1, 0, 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
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=2
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
2020-07-14 05:54:05 +02:00
|
|
|
player1.Position = Vector3(2, 0, 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
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
|
|
|
|
|
|
|
|
|
guid.register(atv, 1)
|
|
|
|
|
guid.register(player1, 2)
|
|
|
|
|
guid.register(player2, 3)
|
|
|
|
|
atv.Zone = zone
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
atv.Seats(0).mount(player2)
|
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.VehicleSeated = atv.GUID
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.suppressor)
|
|
|
|
|
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 vehicleSource = SourceEntry(atv)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
vehicleSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
atv.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableVehicle" should {
|
|
|
|
|
"handle damage" in {
|
|
|
|
|
atv.Shields = 1 //initial state manip
|
|
|
|
|
assert(atv.Health == atv.Definition.DefaultHealth)
|
|
|
|
|
assert(atv.Shields == 1)
|
|
|
|
|
|
|
|
|
|
atv.Actor ! Vitality.Damage(applyDamageTo)
|
2020-08-19 20:43:50 -04:00
|
|
|
val msg12 = vehicleProbe.receiveN(2, 200 milliseconds)
|
|
|
|
|
val msg3 = activityProbe.receiveOne(200 milliseconds)
|
|
|
|
|
val msg4 = 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
|
|
|
assert(
|
2020-08-19 20:43:50 -04:00
|
|
|
msg12.head match {
|
|
|
|
|
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(PlanetSideGUID(0), PlanetSideGUID(1), 68, _)) => true
|
|
|
|
|
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(
|
2020-08-19 20:43:50 -04:00
|
|
|
msg12(1) match {
|
|
|
|
|
case VehicleServiceMessage("test", VehicleAction.PlanetsideAttribute(PlanetSideGUID(0), PlanetSideGUID(1), 0, _)) => true
|
|
|
|
|
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(
|
2020-08-19 20:43:50 -04:00
|
|
|
msg3 match {
|
|
|
|
|
case activity: Zone.HotSpot.Activity =>
|
|
|
|
|
activity.attacker == PlayerSource(player1) &&
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
activity.defender == VehicleSource(atv) &&
|
2020-08-19 20:43:50 -04:00
|
|
|
activity.location == Vector3(1, 0, 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
|
|
|
case _ => false
|
|
|
|
|
}
|
|
|
|
|
)
|
|
|
|
|
assert(
|
|
|
|
|
msg4 match {
|
2020-08-19 20:43:50 -04:00
|
|
|
case AvatarServiceMessage(
|
|
|
|
|
"TestCharacter2",
|
|
|
|
|
AvatarAction.SendResponse(Service.defaultPlayerGUID, DamageWithPositionMessage(9, Vector3(2, 0, 0)))
|
|
|
|
|
) =>
|
2020-07-14 05:54:05 +02:00
|
|
|
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(atv.Health < atv.Definition.DefaultHealth)
|
|
|
|
|
assert(atv.Shields == 0)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-21 23:40:44 -04:00
|
|
|
class DamageableVehicleDamageMountedTest extends FreedContextActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(15))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
val vehicleProbe = 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.VehicleEvents = vehicleProbe.ref
|
2021-06-21 23:40:44 -04:00
|
|
|
import akka.actor.typed.scaladsl.adapter._
|
|
|
|
|
zone.actor = new TestProbe(system).ref.toTyped[ZoneActor.Command]
|
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 lodestar = Vehicle(GlobalDefinitions.lodestar) //guid=1 & 4,5,6,7,8,9
|
2020-07-14 05:54:05 +02:00
|
|
|
lodestar.Position = Vector3(1, 0, 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
|
|
|
val atv = Vehicle(GlobalDefinitions.quadstealth) //guid=11
|
2020-07-14 05:54:05 +02:00
|
|
|
atv.Position = Vector3(1, 0, 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
|
|
|
atv.Actor = system.actorOf(Props(classOf[VehicleControl], atv), "atv-control")
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=2
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
2020-07-14 05:54:05 +02:00
|
|
|
player1.Position = Vector3(2, 0, 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
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player3 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter3", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=10
|
2020-08-01 12:25:03 +02:00
|
|
|
player3.Spawn()
|
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 player3Probe = TestProbe()
|
|
|
|
|
player3.Actor = player3Probe.ref
|
|
|
|
|
|
|
|
|
|
guid.register(lodestar, 1)
|
|
|
|
|
guid.register(player1, 2)
|
|
|
|
|
guid.register(player2, 3)
|
|
|
|
|
guid.register(lodestar.Utilities(2)(), 4)
|
|
|
|
|
guid.register(lodestar.Utilities(3)(), 5)
|
|
|
|
|
guid.register(lodestar.Utilities(4)(), 6)
|
|
|
|
|
guid.register(lodestar.Utilities(5)(), 7)
|
|
|
|
|
guid.register(lodestar.Utilities(6)(), 8)
|
|
|
|
|
guid.register(lodestar.Utilities(7)(), 9)
|
|
|
|
|
guid.register(player3, 10)
|
|
|
|
|
guid.register(atv, 11)
|
|
|
|
|
|
|
|
|
|
//the lodestar control actor needs to load after the utilities have guid's assigned
|
2021-06-21 23:40:44 -04:00
|
|
|
lodestar.Definition.Initialize(lodestar, context)
|
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
|
|
|
lodestar.Zone = zone
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
lodestar.Seats(0).mount(player2)
|
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.VehicleSeated = lodestar.GUID
|
|
|
|
|
atv.Zone = zone
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
atv.Seats(0).mount(player3)
|
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
|
|
|
player3.VehicleSeated = atv.GUID
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
lodestar.CargoHolds(1).mount(atv)
|
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
|
|
|
atv.MountedIn = lodestar.GUID
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.phoenix) //decimator
|
|
|
|
|
val projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val pSource = PlayerSource(player1)
|
|
|
|
|
val resolved = DamageInteraction(
|
|
|
|
|
SourceEntry(lodestar),
|
|
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
pSource,
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
lodestar.DamageModel
|
2020-07-14 05:54:05 +02:00
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"handle damage with mounted vehicles" in {
|
|
|
|
|
lodestar.Shields = 1 //initial state manip
|
2020-07-14 05:54:05 +02:00
|
|
|
atv.Shields = 1 //initial state manip
|
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(lodestar.Health == lodestar.Definition.DefaultHealth)
|
|
|
|
|
assert(lodestar.Shields == 1)
|
|
|
|
|
assert(atv.Health == atv.Definition.DefaultHealth)
|
|
|
|
|
assert(atv.Shields == 1)
|
|
|
|
|
|
|
|
|
|
lodestar.Actor ! Vitality.Damage(applyDamageTo)
|
2021-06-21 23:40:44 -04:00
|
|
|
val msg12 = vehicleProbe.receiveN(2, 500 milliseconds)
|
|
|
|
|
val msg3 = activityProbe.receiveOne(500 milliseconds)
|
|
|
|
|
val msg45 = avatarProbe.receiveN(2,500 milliseconds)
|
|
|
|
|
msg12.head match {
|
|
|
|
|
case VehicleServiceMessage(_, VehicleAction.PlanetsideAttribute(PlanetSideGUID(0), PlanetSideGUID(1), 68, _)) => ;
|
|
|
|
|
case _ => assert(false)
|
|
|
|
|
}
|
|
|
|
|
msg12(1) match {
|
|
|
|
|
case VehicleServiceMessage("test", VehicleAction.PlanetsideAttribute(PlanetSideGUID(0), PlanetSideGUID(1), 0, _)) => ;
|
|
|
|
|
case _ => assert(false)
|
|
|
|
|
}
|
|
|
|
|
msg3 match {
|
|
|
|
|
case activity: Zone.HotSpot.Activity =>
|
|
|
|
|
assert(activity.attacker == pSource &&
|
|
|
|
|
activity.defender == SourceEntry(lodestar) &&
|
|
|
|
|
activity.location == Vector3(1, 0, 0))
|
|
|
|
|
case _ => assert(false)
|
|
|
|
|
}
|
|
|
|
|
msg45.head match {
|
|
|
|
|
case AvatarServiceMessage(
|
|
|
|
|
"TestCharacter2",
|
|
|
|
|
AvatarAction.SendResponse(Service.defaultPlayerGUID, DamageWithPositionMessage(400, Vector3(2, 0, 0)))
|
|
|
|
|
) => ;
|
|
|
|
|
case _ => assert(false)
|
|
|
|
|
}
|
|
|
|
|
msg45(1) match {
|
|
|
|
|
case AvatarServiceMessage(
|
|
|
|
|
"TestCharacter3",
|
|
|
|
|
AvatarAction.SendResponse(Service.defaultPlayerGUID, DamageWithPositionMessage(0, Vector3(2, 0, 0)))
|
|
|
|
|
) => ;
|
|
|
|
|
case _ => assert(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(lodestar.Health < lodestar.Definition.DefaultHealth)
|
|
|
|
|
assert(lodestar.Shields == 0)
|
|
|
|
|
assert(atv.Health == atv.Definition.DefaultHealth)
|
|
|
|
|
assert(atv.Shields == 1)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-21 23:40:44 -04:00
|
|
|
class DamageableVehicleJammeringMountedTest extends FreedContextActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(15))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
val vehicleProbe = 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.VehicleEvents = vehicleProbe.ref
|
|
|
|
|
|
|
|
|
|
val atv = Vehicle(GlobalDefinitions.quadassault) //guid=1
|
|
|
|
|
atv.Actor = system.actorOf(Props(classOf[VehicleControl], atv), "atv-control")
|
2020-07-14 05:54:05 +02:00
|
|
|
atv.Position = Vector3(1, 0, 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
|
|
|
val atvWeapon = atv.Weapons(1).Equipment.get.asInstanceOf[Tool] //guid=4 & 5
|
|
|
|
|
|
|
|
|
|
val lodestar = Vehicle(GlobalDefinitions.lodestar) //guid=6
|
2020-07-14 05:54:05 +02:00
|
|
|
lodestar.Position = Vector3(1, 0, 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
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=7
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
2020-07-14 05:54:05 +02:00
|
|
|
player1.Position = Vector3(2, 0, 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
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=8
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player3 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter3", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=9
|
2020-08-01 12:25:03 +02:00
|
|
|
player3.Spawn()
|
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 player3Probe = TestProbe()
|
|
|
|
|
player3.Actor = player3Probe.ref
|
|
|
|
|
|
|
|
|
|
guid.register(atv, 1)
|
|
|
|
|
guid.register(atvWeapon, 2)
|
|
|
|
|
guid.register(atvWeapon.AmmoSlot.Box, 3)
|
|
|
|
|
guid.register(lodestar, 4)
|
|
|
|
|
guid.register(lodestar.Utilities(2)(), 5)
|
|
|
|
|
guid.register(lodestar.Utilities(3)(), 6)
|
|
|
|
|
guid.register(lodestar.Utilities(4)(), 7)
|
|
|
|
|
guid.register(lodestar.Utilities(5)(), 8)
|
|
|
|
|
guid.register(lodestar.Utilities(6)(), 9)
|
|
|
|
|
guid.register(lodestar.Utilities(7)(), 10)
|
|
|
|
|
guid.register(player1, 11)
|
|
|
|
|
guid.register(player2, 12)
|
|
|
|
|
guid.register(player3, 13)
|
|
|
|
|
|
2021-06-21 23:40:44 -04:00
|
|
|
lodestar.Definition.Initialize(lodestar, context)
|
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
|
|
|
atv.Zone = zone
|
|
|
|
|
lodestar.Zone = zone
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
atv.Seats(0).mount(player2)
|
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.VehicleSeated = atv.GUID
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
lodestar.Seats(0).mount(player3)
|
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
|
|
|
player3.VehicleSeated = lodestar.GUID
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
lodestar.CargoHolds(1).mount(atv)
|
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
|
|
|
atv.MountedIn = lodestar.GUID
|
|
|
|
|
|
|
|
|
|
val vehicleSource = SourceEntry(lodestar)
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.jammer_grenade)
|
|
|
|
|
val projectile = weapon.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
vehicleSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
lodestar.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"handle jammering with mounted vehicles" in {
|
|
|
|
|
assert(lodestar.Health == lodestar.Definition.DefaultHealth)
|
Lump of Coal (#982)
* preliminary elements needed to battle frame robotics; mostly from previous branch
* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm
* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types
* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form
* crouching improves shield regeneration
* some projectiles damage the bfr regardless of its shield
* delay the final vehicle explosion; start of vehicle subsystems
* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's
* control agency support for vehicle subsystems for arm weapon fire control
* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain
* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default
* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent
* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase
* the bfr armor siphon works
* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles
* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support
* battleframe loadouts available upon vehicle spawn (vs and tr only)
* adb values for siphons; subsystem update message; some repairs
* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary
* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs
* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions
* changed the triggers for the stamina regeneration timer
* potential fix for issue related to finding arm weapon mounts
* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later
* commit while working on subsystems mk2
* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too
* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied
* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
|
|
|
assert(!lodestar.Jammed)
|
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(atv.Health == atv.Definition.DefaultHealth)
|
Lump of Coal (#982)
* preliminary elements needed to battle frame robotics; mostly from previous branch
* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm
* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types
* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form
* crouching improves shield regeneration
* some projectiles damage the bfr regardless of its shield
* delay the final vehicle explosion; start of vehicle subsystems
* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's
* control agency support for vehicle subsystems for arm weapon fire control
* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain
* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default
* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent
* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase
* the bfr armor siphon works
* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles
* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support
* battleframe loadouts available upon vehicle spawn (vs and tr only)
* adb values for siphons; subsystem update message; some repairs
* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary
* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs
* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions
* changed the triggers for the stamina regeneration timer
* potential fix for issue related to finding arm weapon mounts
* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later
* commit while working on subsystems mk2
* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too
* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied
* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
|
|
|
assert(!atv.Jammed)
|
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
|
|
|
|
|
|
|
|
lodestar.Actor ! Vitality.Damage(applyDamageTo)
|
|
|
|
|
val msg12 = vehicleProbe.receiveOne(500 milliseconds)
|
2020-05-26 19:50:54 -04:00
|
|
|
avatarProbe.expectNoMessage(500 milliseconds)
|
|
|
|
|
player1Probe.expectNoMessage(200 milliseconds)
|
|
|
|
|
player2Probe.expectNoMessage(200 milliseconds)
|
|
|
|
|
player3Probe.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(
|
|
|
|
|
msg12 match {
|
2020-07-14 05:54:05 +02:00
|
|
|
case VehicleServiceMessage(
|
|
|
|
|
"test",
|
|
|
|
|
VehicleAction.PlanetsideAttribute(Service.defaultPlayerGUID, PlanetSideGUID(4), 27, 1)
|
|
|
|
|
) =>
|
|
|
|
|
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(lodestar.Health == lodestar.Definition.DefaultHealth)
|
|
|
|
|
assert(lodestar.Jammed)
|
|
|
|
|
assert(atv.Health == atv.Definition.DefaultHealth)
|
|
|
|
|
assert(!atv.Jammed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class DamageableVehicleDestroyTest extends ActorTest {
|
2020-09-15 19:46:56 -04:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(10))
|
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 zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
}
|
|
|
|
|
val activityProbe = TestProbe()
|
2020-07-14 05:54:05 +02:00
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
val vehicleProbe = 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.VehicleEvents = vehicleProbe.ref
|
|
|
|
|
|
|
|
|
|
val atv = Vehicle(GlobalDefinitions.quadassault) //guid=1
|
|
|
|
|
atv.Actor = system.actorOf(Props(classOf[VehicleControl], atv), "vehicle-control")
|
2020-07-14 05:54:05 +02:00
|
|
|
atv.Position = Vector3(1, 0, 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
|
|
|
val atvWeapon = atv.Weapons(1).Equipment.get.asInstanceOf[Tool] //guid=4 & 5
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=2
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
2020-07-14 05:54:05 +02:00
|
|
|
player1.Position = Vector3(2, 0, 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
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=3
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
|
|
|
|
|
|
|
|
|
guid.register(atv, 1)
|
|
|
|
|
guid.register(player1, 2)
|
|
|
|
|
guid.register(player2, 3)
|
|
|
|
|
guid.register(atvWeapon, 4)
|
|
|
|
|
guid.register(atvWeapon.AmmoSlot.Box, 5)
|
|
|
|
|
atv.Zone = zone
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
atv.Seats(0).mount(player2)
|
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.VehicleSeated = atv.GUID
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weapon = Tool(GlobalDefinitions.suppressor)
|
|
|
|
|
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 vehicleSource = SourceEntry(atv)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolved = DamageInteraction(
|
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
|
|
|
vehicleSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectile,
|
|
|
|
|
weapon.Definition,
|
|
|
|
|
weapon.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
atv.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageTo = resolved.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"DamageableVehicle" should {
|
|
|
|
|
"handle destruction" in {
|
|
|
|
|
atv.Health = atv.Definition.DamageDestroysAt + 1 //initial state manip
|
|
|
|
|
atv.Shields = 1
|
|
|
|
|
assert(atv.Health > atv.Definition.DamageDestroysAt)
|
|
|
|
|
assert(atv.Shields == 1)
|
|
|
|
|
assert(!atv.Destroyed)
|
|
|
|
|
|
|
|
|
|
atv.Actor ! Vitality.Damage(applyDamageTo)
|
|
|
|
|
val msg124 = avatarProbe.receiveN(3, 500 milliseconds)
|
2020-07-14 05:54:05 +02:00
|
|
|
val msg3 = player2Probe.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
|
|
|
assert(
|
|
|
|
|
msg124.head match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(1), 0, _)) => true
|
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(
|
|
|
|
|
msg124(1) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(1), _, _, Vector3(1, 0, 0))) => true
|
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(
|
|
|
|
|
msg3 match {
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
case Player.Die(_) => true
|
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(
|
|
|
|
|
msg124(2) match {
|
|
|
|
|
case AvatarServiceMessage("test", AvatarAction.ObjectDelete(PlanetSideGUID(0), PlanetSideGUID(4), _)) => true
|
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(atv.Health <= atv.Definition.DamageDestroysAt)
|
|
|
|
|
assert(atv.Destroyed)
|
|
|
|
|
//
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-21 23:40:44 -04:00
|
|
|
class DamageableVehicleDestroyMountedTest extends FreedContextActorTest {
|
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 atv = Vehicle(GlobalDefinitions.quadassault) //guid=1
|
|
|
|
|
atv.Actor = system.actorOf(Props(classOf[VehicleControl], atv), "atv-control")
|
2020-07-14 05:54:05 +02:00
|
|
|
atv.Position = Vector3(1, 0, 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
|
|
|
val atvWeapon = atv.Weapons(1).Equipment.get.asInstanceOf[Tool] //guid=4 & 5
|
|
|
|
|
|
|
|
|
|
val lodestar = Vehicle(GlobalDefinitions.lodestar) //guid=6
|
2020-07-14 05:54:05 +02:00
|
|
|
lodestar.Position = Vector3(1, 0, 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
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val player1 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=7
|
2020-08-01 12:25:03 +02:00
|
|
|
player1.Spawn()
|
2020-07-14 05:54:05 +02:00
|
|
|
player1.Position = Vector3(2, 0, 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
|
|
|
val player1Probe = TestProbe()
|
|
|
|
|
player1.Actor = player1Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player2 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter2", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=8
|
2020-08-01 12:25:03 +02:00
|
|
|
player2.Spawn()
|
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 player2Probe = TestProbe()
|
|
|
|
|
player2.Actor = player2Probe.ref
|
2020-07-14 05:54:05 +02:00
|
|
|
val player3 =
|
2021-03-21 14:22:00 -04:00
|
|
|
Player(Avatar(0, "TestCharacter3", PlanetSideEmpire.NC, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=9
|
2020-08-01 12:25:03 +02:00
|
|
|
player3.Spawn()
|
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 player3Probe = TestProbe()
|
|
|
|
|
player3.Actor = player3Probe.ref
|
|
|
|
|
|
2021-06-21 23:40:44 -04:00
|
|
|
val activityProbe = TestProbe()
|
|
|
|
|
val avatarProbe = TestProbe()
|
|
|
|
|
val vehicleProbe = TestProbe()
|
|
|
|
|
val catchall = TestProbe()
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val guid = new NumberPoolHub(new MaxNumberSource(15))
|
|
|
|
|
val zone = new Zone("test", new ZoneMap("test"), 0) {
|
|
|
|
|
override def SetupNumberPools() = {}
|
|
|
|
|
GUID(guid)
|
|
|
|
|
override def LivePlayers = List(player1, player2, player3)
|
2021-06-21 23:40:44 -04:00
|
|
|
override def Activity = activityProbe.ref
|
|
|
|
|
override def AvatarEvents = avatarProbe.ref
|
|
|
|
|
override def VehicleEvents = vehicleProbe.ref
|
|
|
|
|
import akka.actor.typed.scaladsl.adapter._
|
|
|
|
|
this.actor = catchall.ref.toTyped[ZoneActor.Command]
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
}
|
|
|
|
|
|
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
|
|
|
guid.register(atv, 1)
|
|
|
|
|
guid.register(atvWeapon, 2)
|
|
|
|
|
guid.register(atvWeapon.AmmoSlot.Box, 3)
|
|
|
|
|
guid.register(lodestar, 4)
|
|
|
|
|
guid.register(lodestar.Utilities(2)(), 5)
|
|
|
|
|
guid.register(lodestar.Utilities(3)(), 6)
|
|
|
|
|
guid.register(lodestar.Utilities(4)(), 7)
|
|
|
|
|
guid.register(lodestar.Utilities(5)(), 8)
|
|
|
|
|
guid.register(lodestar.Utilities(6)(), 9)
|
|
|
|
|
guid.register(lodestar.Utilities(7)(), 10)
|
|
|
|
|
guid.register(player1, 11)
|
|
|
|
|
guid.register(player2, 12)
|
|
|
|
|
guid.register(player3, 13)
|
|
|
|
|
|
2021-06-21 23:40:44 -04:00
|
|
|
lodestar.Definition.Initialize(lodestar, context)
|
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
|
|
|
atv.Zone = zone
|
|
|
|
|
lodestar.Zone = zone
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
atv.Seats(0).mount(player2)
|
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.VehicleSeated = atv.GUID
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
lodestar.Seats(0).mount(player3)
|
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
|
|
|
player3.VehicleSeated = lodestar.GUID
|
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system
* master was stale
* grouped scheduling for timing orbital shuttle activity
* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway
* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door
* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle
* modification of seat mounting and cargo mounting support entities to expand functionality
* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly
* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone
* swap of shutle from pad to pad control; tests and comments
* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler
* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states
* rebase with master; looks like rebase with merged_master, which is also a commit
* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat
* fixing explosions
* fixed the persistence monitor service potentially using non-printable unicode in actor names
* can not use a droppod to gain access to one's own sanctuary
* removed hart facility update that causing open bay doors and beeping
* PR review changes
* fix for aggravation issues
2021-03-23 09:44:10 -04:00
|
|
|
lodestar.CargoHolds(1).mount(atv)
|
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
|
|
|
atv.MountedIn = lodestar.GUID
|
|
|
|
|
|
|
|
|
|
val vehicleSource = SourceEntry(lodestar)
|
2020-07-14 05:54:05 +02:00
|
|
|
val weaponA = Tool(GlobalDefinitions.jammer_grenade)
|
|
|
|
|
val projectileA = weaponA.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolvedA = DamageInteraction(
|
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
|
|
|
vehicleSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectileA,
|
|
|
|
|
weaponA.Definition,
|
|
|
|
|
weaponA.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
lodestar.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageToA = resolvedA.calculate()
|
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
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
val weaponB = Tool(GlobalDefinitions.phoenix) //decimator
|
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 projectileB = weaponB.Projectile
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val resolvedB = DamageInteraction(
|
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
|
|
|
vehicleSource,
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
ProjectileReason(
|
|
|
|
|
DamageResolution.Hit,
|
|
|
|
|
Projectile(
|
|
|
|
|
projectileB,
|
|
|
|
|
weaponB.Definition,
|
|
|
|
|
weaponB.FireMode,
|
|
|
|
|
PlayerSource(player1),
|
|
|
|
|
0,
|
|
|
|
|
Vector3(2, 0, 0),
|
|
|
|
|
Vector3(-1, 0, 0)
|
|
|
|
|
),
|
|
|
|
|
lodestar.DamageModel
|
|
|
|
|
),
|
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
|
|
|
Vector3(1, 0, 0)
|
|
|
|
|
)
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
val applyDamageToB = resolvedB.calculate()
|
2020-05-26 19:50:54 -04:00
|
|
|
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
|
|
|
//we're not testing that the math is correct
|
|
|
|
|
|
|
|
|
|
"handle jammering with mounted vehicles" in {
|
|
|
|
|
lodestar.Health = lodestar.Definition.DamageDestroysAt + 1 //initial state manip
|
2020-07-14 05:54:05 +02:00
|
|
|
atv.Shields = 1 //initial state manip
|
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(lodestar.Health > lodestar.Definition.DamageDestroysAt)
|
Lump of Coal (#982)
* preliminary elements needed to battle frame robotics; mostly from previous branch
* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm
* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types
* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form
* crouching improves shield regeneration
* some projectiles damage the bfr regardless of its shield
* delay the final vehicle explosion; start of vehicle subsystems
* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's
* control agency support for vehicle subsystems for arm weapon fire control
* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain
* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default
* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent
* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase
* the bfr armor siphon works
* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles
* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support
* battleframe loadouts available upon vehicle spawn (vs and tr only)
* adb values for siphons; subsystem update message; some repairs
* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary
* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs
* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions
* changed the triggers for the stamina regeneration timer
* potential fix for issue related to finding arm weapon mounts
* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later
* commit while working on subsystems mk2
* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too
* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied
* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
|
|
|
assert(!lodestar.Jammed)
|
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(!lodestar.Destroyed)
|
|
|
|
|
assert(atv.Health == atv.Definition.DefaultHealth)
|
|
|
|
|
assert(atv.Shields == 1)
|
Lump of Coal (#982)
* preliminary elements needed to battle frame robotics; mostly from previous branch
* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm
* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types
* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form
* crouching improves shield regeneration
* some projectiles damage the bfr regardless of its shield
* delay the final vehicle explosion; start of vehicle subsystems
* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's
* control agency support for vehicle subsystems for arm weapon fire control
* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain
* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default
* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent
* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase
* the bfr armor siphon works
* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles
* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support
* battleframe loadouts available upon vehicle spawn (vs and tr only)
* adb values for siphons; subsystem update message; some repairs
* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary
* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs
* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions
* changed the triggers for the stamina regeneration timer
* potential fix for issue related to finding arm weapon mounts
* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later
* commit while working on subsystems mk2
* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too
* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied
* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
|
|
|
assert(!atv.Jammed)
|
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(!atv.Destroyed)
|
|
|
|
|
|
|
|
|
|
lodestar.Actor ! Vitality.Damage(applyDamageToA)
|
|
|
|
|
vehicleProbe.receiveOne(500 milliseconds) //flush jammered message
|
2020-05-26 19:50:54 -04:00
|
|
|
avatarProbe.expectNoMessage(200 milliseconds)
|
|
|
|
|
player1Probe.expectNoMessage(200 milliseconds)
|
|
|
|
|
player2Probe.expectNoMessage(200 milliseconds)
|
|
|
|
|
player3Probe.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(lodestar.Health > lodestar.Definition.DamageDestroysAt)
|
|
|
|
|
assert(lodestar.Jammed)
|
|
|
|
|
assert(!lodestar.Destroyed)
|
|
|
|
|
assert(atv.Health == atv.Definition.DefaultHealth)
|
|
|
|
|
assert(atv.Shields == 1)
|
|
|
|
|
assert(!atv.Jammed)
|
|
|
|
|
assert(!atv.Destroyed)
|
|
|
|
|
|
|
|
|
|
lodestar.Actor ! Vitality.Damage(applyDamageToB)
|
|
|
|
|
val msg_avatar = avatarProbe.receiveN(5, 500 milliseconds)
|
2020-05-26 19:50:54 -04:00
|
|
|
avatarProbe.expectNoMessage(10 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_player2 = player2Probe.receiveOne(200 milliseconds)
|
2020-05-26 19:50:54 -04:00
|
|
|
player2Probe.expectNoMessage(10 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_player3 = player3Probe.receiveOne(200 milliseconds)
|
2020-05-26 19:50:54 -04:00
|
|
|
player3Probe.expectNoMessage(10 milliseconds)
|
2020-04-27 21:22:59 -04:00
|
|
|
val msg_vehicle = vehicleProbe.receiveN(2, 200 milliseconds)
|
2020-05-26 19:50:54 -04:00
|
|
|
vehicleProbe.expectNoMessage(10 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(
|
2020-07-14 05:54:05 +02:00
|
|
|
msg_avatar.exists({
|
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 AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(4), 0, _)) => true
|
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(
|
2020-07-14 05:54:05 +02:00
|
|
|
msg_avatar.exists({
|
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 AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(4), _, _, Vector3(1, 0, 0))) => true
|
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(
|
2020-07-14 05:54:05 +02:00
|
|
|
msg_avatar.exists({
|
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 AvatarServiceMessage("test", AvatarAction.PlanetsideAttributeToAll(PlanetSideGUID(1), 0, _)) => true
|
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(
|
2020-07-14 05:54:05 +02:00
|
|
|
msg_avatar.exists({
|
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 AvatarServiceMessage("test", AvatarAction.Destroy(PlanetSideGUID(1), _, _, Vector3(1, 0, 0))) => true
|
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(
|
2020-07-14 05:54:05 +02:00
|
|
|
msg_avatar.exists({
|
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 AvatarServiceMessage("test", AvatarAction.ObjectDelete(PlanetSideGUID(0), PlanetSideGUID(2), _)) => true
|
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_player2 match {
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
case Player.Die(_) => true
|
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_player3 match {
|
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
2020-12-08 14:32:42 -05:00
|
|
|
case Player.Die(_) => true
|
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(
|
2020-07-14 05:54:05 +02:00
|
|
|
msg_vehicle.exists({
|
|
|
|
|
case VehicleServiceMessage(
|
|
|
|
|
"test",
|
|
|
|
|
VehicleAction.PlanetsideAttribute(Service.defaultPlayerGUID, PlanetSideGUID(4), 27, 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(
|
2020-07-14 05:54:05 +02:00
|
|
|
msg_vehicle.exists({
|
|
|
|
|
case VehicleServiceMessage(
|
|
|
|
|
"test",
|
|
|
|
|
VehicleAction.PlanetsideAttribute(Service.defaultPlayerGUID, PlanetSideGUID(1), 68, 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(lodestar.Health <= lodestar.Definition.DamageDestroysAt)
|
|
|
|
|
assert(!lodestar.Jammed)
|
|
|
|
|
assert(lodestar.Destroyed)
|
|
|
|
|
assert(atv.Health <= atv.Definition.DefaultHealth)
|
|
|
|
|
assert(atv.Shields == 0)
|
|
|
|
|
assert(!atv.Jammed)
|
|
|
|
|
assert(atv.Destroyed)
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
object DamageableTest {}
|