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Fixing Tests (#1204)
* fixed about half of the unworking tests, and commented out one * stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird * reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern * while it's still a dice roll, all tests currently implemented are capable of passing * deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy * boomers are no longer owned if the trigger is dropped (how long has this been not working?) * redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy * redid combat engineering explosive logic * redid (cleaned-up) implant logic * implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate * renaming methods; progress bar calculations change * accounting for implants that are in the act of being initialized
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68 changed files with 2454 additions and 2861 deletions
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@ -14,12 +14,13 @@ import net.psforever.objects.guid.NumberPoolHub
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import net.psforever.objects.guid.source.MaxNumberSource
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import net.psforever.objects.serverobject.CommonMessages
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import net.psforever.objects.serverobject.environment._
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import net.psforever.objects.serverobject.environment.interaction.{EscapeFromEnvironment, InteractingWithEnvironment}
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import net.psforever.objects.serverobject.environment.interaction.{EscapeFromEnvironment, InteractingWithEnvironment, RespondsToZoneEnvironment}
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import net.psforever.objects.serverobject.environment.interaction.common.Watery.OxygenStateTarget
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import net.psforever.objects.serverobject.mount.Mountable
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import net.psforever.objects.sourcing.VehicleSource
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import net.psforever.objects.vehicles.VehicleLockState
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import net.psforever.objects.vehicles.control.VehicleControl
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import net.psforever.objects.vital.{ShieldCharge, Vitality}
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import net.psforever.objects.vital.{ShieldCharge, SpawningActivity, Vitality}
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import net.psforever.objects.zones.{Zone, ZoneMap}
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import net.psforever.packet.game._
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import net.psforever.services.ServiceManager
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@ -634,9 +635,10 @@ class VehicleControlInteractWithWaterTest extends ActorTest {
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val player1 =
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Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
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val avatarProbe = TestProbe()
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val playerProbe = TestProbe()
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val vehicleProbe = TestProbe()
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val guid = new NumberPoolHub(new MaxNumberSource(15))
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val pool = Pool(EnvironmentAttribute.Water, DeepSquare(-1, 10, 10, 0, 0))
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val pool = Pool(EnvironmentAttribute.Water, DeepSquare(10, 10, 10, 0, 0))
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val zone = new Zone(
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id = "test-zone",
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new ZoneMap(name = "test-map") {
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@ -649,7 +651,7 @@ class VehicleControlInteractWithWaterTest extends ActorTest {
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override def LivePlayers = List(player1)
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override def Vehicles = List(vehicle)
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override def AvatarEvents = avatarProbe.ref
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override def VehicleEvents = vehicleProbe.ref
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override def VehicleEvents = avatarProbe.ref
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this.actor = new TestProbe(system).ref.toTyped[ZoneActor.Command]
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}
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@ -666,38 +668,24 @@ class VehicleControlInteractWithWaterTest extends ActorTest {
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vehicle.Seats(0).mount(player1)
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player1.VehicleSeated = vehicle.GUID
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val (probe, avatarActor) = PlayerControlTest.DummyAvatar(system)
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player1.Actor = system.actorOf(Props(classOf[PlayerControl], player1, avatarActor), "player1-control")
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vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-control")
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player1.Actor = playerProbe.ref
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vehicle.Actor = vehicleProbe.ref
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"VehicleControl" should {
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"causes disability when the vehicle drives too deep in water" in {
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vehicle.Position = Vector3(5,5,-3) //right in the pool
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vehicle.Position = Vector3(5,5,3) //right in the pool
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vehicle.zoneInteractions() //trigger
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val msg_drown = avatarProbe.receiveOne(250 milliseconds)
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assert(
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msg_drown match {
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case AvatarServiceMessage(
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"TestCharacter1",
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AvatarAction.OxygenState(
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OxygenStateTarget(PlanetSideGUID(1), _, OxygenState.Suffocation, 100f),
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Some(OxygenStateTarget(PlanetSideGUID(2), _, OxygenState.Suffocation, 100f))
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)
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) => true
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case _ => false
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}
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)
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//player will die in 60s
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//vehicle will disable in 5s; driver will be kicked
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val msg_kick = vehicleProbe.receiveOne(10 seconds)
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msg_kick match {
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case VehicleServiceMessage(
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"test-zone",
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VehicleAction.KickPassenger(PlanetSideGUID(1), 4, _, PlanetSideGUID(2))
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) => assert(true)
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case _ => assert(false)
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}
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//player will die, but detailing players death messages is not necessary for this test
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val msg_drown = playerProbe.receiveOne(250 milliseconds)
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assert(msg_drown match {
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case InteractingWithEnvironment(body, _) => body eq pool
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case _ => false
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})
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val msg_disable = vehicleProbe.receiveOne(10 seconds)
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assert(msg_disable match {
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case RespondsToZoneEnvironment.Timer(EnvironmentAttribute.Water, _, _, VehicleControl.Disable(true)) => true
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case _ => false
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})
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}
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}
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}
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@ -835,7 +823,7 @@ class VehicleControlInteractWithDeathTest extends ActorTest {
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val player1 =
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Player(Avatar(0, "TestCharacter1", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute)) //guid=1
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val guid = new NumberPoolHub(new MaxNumberSource(15))
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val pool = Pool(EnvironmentAttribute.Death, DeepSquare(-1, 10, 10, 0, 0))
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val pool = Pool(EnvironmentAttribute.Death, DeepSquare(5, 10, 10, 0, 0))
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val zone = new Zone(
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id = "test-zone",
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new ZoneMap(name = "test-map") {
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@ -866,15 +854,17 @@ class VehicleControlInteractWithDeathTest extends ActorTest {
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val (probe, avatarActor) = PlayerControlTest.DummyAvatar(system)
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player1.Actor = system.actorOf(Props(classOf[PlayerControl], player1, avatarActor), "player1-control")
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vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), "vehicle-control")
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vehicle.LogActivity(SpawningActivity(VehicleSource(vehicle), 0, None))
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"VehicleControl" should {
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"take continuous damage if vehicle drives into a pool of death" in {
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assert(vehicle.Health > 0) //alive
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assert(player1.Health == 100) //alive
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vehicle.Position = Vector3(5,5,-3) //right in the pool
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vehicle.Position = Vector3(5,5,1) //right in the pool
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probe.expectNoMessage(5 seconds)
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vehicle.zoneInteractions() //trigger
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probe.receiveOne(2 seconds) //wait until player1's implants deinitialize
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probe.receiveOne(2 seconds)
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assert(vehicle.Health == 0) //ded
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assert(player1.Health == 0) //ded
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}
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