mirror of
https://github.com/psforever/PSF-LoginServer.git
synced 2026-04-21 12:25:23 +00:00
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
This commit is contained in:
parent
46763b7877
commit
6ae0b44848
140 changed files with 10426 additions and 2462 deletions
|
|
@ -0,0 +1,31 @@
|
|||
// Copyright (c) 2021 PSForever
|
||||
package game
|
||||
|
||||
import org.specs2.mutable._
|
||||
import net.psforever.packet._
|
||||
import net.psforever.packet.game._
|
||||
import net.psforever.types.{PlanetSideGUID, Vector3}
|
||||
import scodec.bits._
|
||||
|
||||
class GenericObjectActionAtPositionMessageTest extends Specification {
|
||||
val string = hex"d4 d504 09 00060 00110 000e" //faked
|
||||
|
||||
"decode" in {
|
||||
PacketCoding.decodePacket(string).require match {
|
||||
case GenericObjectActionAtPositionMessage(object_guid, action, pos) =>
|
||||
object_guid mustEqual PlanetSideGUID(1237)
|
||||
action mustEqual 9
|
||||
pos mustEqual Vector3(12f, 34f, 56f)
|
||||
case _ =>
|
||||
ko
|
||||
}
|
||||
}
|
||||
|
||||
"encode" in {
|
||||
val msg = GenericObjectActionAtPositionMessage(PlanetSideGUID(1237), 9, Vector3(12f, 34f, 56f))
|
||||
val pkt = PacketCoding.encodePacket(msg).require.toByteVector
|
||||
|
||||
pkt mustEqual string
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue