PSF-LoginServer/common/src/test/scala/objects/VehicleSpawnPadTest.scala
Mazo 7b6063055a Basic lattice functionality (#296)
* Move isMoving check to outer block to fix scoping issues

* Initial basic lattice functionality

* Small tweaks to tests
2019-12-10 09:17:54 -05:00

259 lines
12 KiB
Scala

// Copyright (c) 2017 PSForever
package objects
import akka.actor.{ActorRef, ActorSystem, Props}
import akka.testkit.TestProbe
import base.ActorTest
import net.psforever.objects.serverobject.pad.{VehicleSpawnControl, VehicleSpawnPad}
import net.psforever.objects.serverobject.structures.StructureType
import net.psforever.objects.{Avatar, GlobalDefinitions, Player, Vehicle}
import net.psforever.objects.zones.Zone
import net.psforever.packet.game.PlanetSideGUID
import net.psforever.types._
import org.specs2.mutable.Specification
import services.vehicle.{VehicleAction, VehicleServiceMessage}
import scala.concurrent.duration._
class VehicleSpawnPadTest extends Specification {
"VehicleSpawnPadDefinition" should {
"define" in {
GlobalDefinitions.mb_pad_creation.ObjectId mustEqual 525
}
}
"VehicleSpawnPad" should {
"construct" in {
val obj = VehicleSpawnPad(GlobalDefinitions.mb_pad_creation)
obj.Actor mustEqual ActorRef.noSender
obj.Definition mustEqual GlobalDefinitions.mb_pad_creation
}
}
}
class VehicleSpawnControl1Test extends ActorTest {
"VehicleSpawnControl" should {
"construct" in {
val obj = VehicleSpawnPad(GlobalDefinitions.mb_pad_creation)
obj.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], obj), "mb_pad_creation")
assert(obj.Actor != ActorRef.noSender)
}
}
}
class VehicleSpawnControl2Test extends ActorTest {
"VehicleSpawnControl" should {
"complete a vehicle order" in {
val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
val probe = new TestProbe(system, "zone-events")
zone.VehicleEvents = probe.ref //zone events
pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.StartPlayerSeatedInVehicle])
vehicle.Seats(0).Occupant = player
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.PlayerSeatedInVehicle])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideStart])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideEnd])
//if we move the vehicle away from the pad, we should receive a ResetSpawnPad message
//that means that the first order has cleared and the spawn pad is now waiting for additional orders
vehicle.Position = Vector3(12,0,0)
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ResetSpawnPad])
}
}
}
class VehicleSpawnControl3Test extends ActorTest {
"VehicleSpawnControl" should {
"block the second vehicle order until the first is completed" in {
val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
//we can recycle the vehicle and the player for each order
val probe = new TestProbe(system, "zone-events")
val player2 = Player(Avatar("test2", player.Faction, CharacterGender.Male, 0, CharacterVoice.Mute))
player2.GUID = PlanetSideGUID(11)
player2.Continent = zone.Id
player2.Spawn
zone.VehicleEvents = probe.ref //zone events
pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //first order
pad.Actor ! VehicleSpawnPad.VehicleOrder(player2, vehicle) //second order (vehicle shared)
assert(probe.receiveOne(1 seconds) match {
case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Queue, _) => true
case _ => false
})
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.StartPlayerSeatedInVehicle])
vehicle.Seats(0).Occupant = player
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.PlayerSeatedInVehicle])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideStart])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ServerVehicleOverrideEnd])
assert(probe.receiveOne(1 minute) match {
case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
case _ => false
})
assert(probe.receiveOne(1 minute) match {
case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
case _ => false
})
//if we move the vehicle away from the pad, we should receive a second ConcealPlayer message
//that means that the first order has cleared and the spawn pad is now working on the second order successfully
player.VehicleSeated = None //since shared between orders, as necessary
vehicle.Seats(0).Occupant = None
vehicle.Position = Vector3(12,0,0)
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ResetSpawnPad])
probe.expectMsgClass(3 seconds, classOf[VehicleSpawnPad.ConcealPlayer])
}
}
}
class VehicleSpawnControl4Test extends ActorTest {
"VehicleSpawnControl" should {
"clean up the vehicle if the driver-to-be is on the wrong continent" in {
val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
val probe = new TestProbe(system, "zone-events")
zone.VehicleEvents = probe.ref
player.Continent = "problem" //problem
pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DisposeVehicle])
probe.expectNoMsg(5 seconds)
}
}
}
class VehicleSpawnControl5Test extends ActorTest() {
"VehicleSpawnControl" should {
"abandon a destroyed vehicle on the spawn pad (blocking)" in {
val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
val probe = new TestProbe(system, "zone-events")
zone.VehicleEvents = probe.ref
pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
vehicle.Health = 0 //problem
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.RevealPlayer])
assert(probe.receiveOne(1 minute) match {
case VehicleServiceMessage(_, VehicleAction.LoadVehicle(_,_,_,_,_)) => true
case _ => false
})
assert(probe.receiveOne(1 minute) match {
case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
case _ => false
})
}
}
}
class VehicleSpawnControl6Test extends ActorTest() {
"VehicleSpawnControl" should {
"abandon a vehicle on the spawn pad if driver is unfit to drive (blocking)" in {
val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
val probe = new TestProbe(system, "zone-events")
zone.VehicleEvents = probe.ref
pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
player.Die
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.RevealPlayer])
assert(probe.receiveOne(1 minute) match {
case VehicleServiceMessage(_, VehicleAction.LoadVehicle(_,_,_,_,_)) => true
case _ => false
})
assert(probe.receiveOne(1 minute) match {
case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
case _ => false
})
}
}
}
class VehicleSpawnControl7Test extends ActorTest {
"VehicleSpawnControl" should {
"abandon a vehicle on the spawn pad if driver is unfit to drive (blocking)" in {
val (vehicle, player, pad, zone) = VehicleSpawnPadControlTest.SetUpAgents(PlanetSideEmpire.TR)
val probe = new TestProbe(system, "zone-events")
player.ExoSuit = ExoSuitType.MAX
zone.VehicleEvents = probe.ref //zone events
pad.Actor ! VehicleSpawnPad.VehicleOrder(player, vehicle) //order
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.ConcealPlayer])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.LoadVehicle])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.AttachToRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.StartPlayerSeatedInVehicle])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.DetachFromRails])
probe.expectMsgClass(1 minute, classOf[VehicleSpawnPad.RevealPlayer])
assert(probe.receiveOne(1 minute) match {
case VehicleServiceMessage(_, VehicleAction.LoadVehicle(_,_,_,_,_)) => true
case _ => false
})
assert(probe.receiveOne(1 minute) match {
case VehicleSpawnPad.PeriodicReminder(_, VehicleSpawnPad.Reminders.Blocked, _) => true
case _ => false
})
}
}
}
object VehicleSpawnPadControlTest {
import net.psforever.objects.zones.ZoneMap
private val map = new ZoneMap("test-map")
def SetUpAgents(faction : PlanetSideEmpire.Value)(implicit system : ActorSystem) : (Vehicle, Player, VehicleSpawnPad, Zone) = {
import net.psforever.objects.guid.NumberPoolHub
import net.psforever.objects.guid.source.LimitedNumberSource
import net.psforever.objects.serverobject.structures.Building
import net.psforever.objects.vehicles.VehicleControl
import net.psforever.objects.zones.ZoneActor
import net.psforever.objects.Tool
import net.psforever.types.CharacterGender
val vehicle = Vehicle(GlobalDefinitions.two_man_assault_buggy)
val weapon = vehicle.WeaponControlledFromSeat(1).get.asInstanceOf[Tool]
val zone = new Zone("test-zone", map, 0) {
override def SetupNumberPools() = {
val guid : NumberPoolHub = new NumberPoolHub(LimitedNumberSource(5))
guid.AddPool("test-pool", (0 to 2).toList)
//do not do this under normal conditions
guid.register(vehicle, "test-pool")
guid.register(weapon, "test-pool")
guid.register(weapon.AmmoSlot.Box, "test-pool")
GUID(guid)
}
}
zone.Actor = system.actorOf(Props(classOf[ZoneActor], zone), s"test-zone-${System.nanoTime()}")
zone.Actor ! Zone.Init()
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), s"vehicle-control-${System.nanoTime()}")
val pad = VehicleSpawnPad(GlobalDefinitions.mb_pad_creation)
pad.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], pad), s"test-pad-${System.nanoTime()}")
pad.Owner = new Building("Building", building_guid = 0, map_id = 0, zone, StructureType.Building, GlobalDefinitions.building)
pad.Owner.Faction = faction
val player = Player(Avatar("test", faction, CharacterGender.Male, 0, CharacterVoice.Mute))
player.GUID = PlanetSideGUID(10)
player.Continent = zone.Id
player.Spawn
//note: pad and vehicle are both at Vector3(1,0,0) so they count as blocking
pad.Position = Vector3(1,0,0)
vehicle.Position = Vector3(1,0,0)
(vehicle, player, pad, zone)
}
}