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* 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
196 lines
6.6 KiB
Scala
196 lines
6.6 KiB
Scala
// Copyright (c) 2017 PSForever
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package objects
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import akka.actor.{ActorRef, Props}
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import base.ActorTest
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import net.psforever.objects.GlobalDefinitions
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import net.psforever.objects.serverobject.affinity.FactionAffinity
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import net.psforever.objects.serverobject.doors.{Door, DoorControl}
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import net.psforever.objects.serverobject.structures._
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import net.psforever.objects.zones.Zone
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import net.psforever.types.{PlanetSideEmpire, PlanetSideGUID}
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import org.specs2.mutable.Specification
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import services.ServiceManager
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import services.galaxy.GalaxyService
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import scala.concurrent.duration._
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class AmenityTest extends Specification {
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val definition = new AmenityDefinition(0) {
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//intentionally blank
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}
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class AmenityObject extends Amenity {
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def Definition : AmenityDefinition = definition
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}
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"Amenity" should {
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"construct" in {
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val ao = new AmenityObject()
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ao.Owner mustEqual Building.NoBuilding
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}
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"can be owned by a building" in {
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val ao = new AmenityObject()
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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ao.Owner = bldg
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ao.Owner mustEqual bldg
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}
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"be owned by a vehicle" in {
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import net.psforever.objects.Vehicle
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val ao = new AmenityObject()
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val veh = Vehicle(GlobalDefinitions.quadstealth)
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ao.Owner = veh
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ao.Owner mustEqual veh
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}
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"not be owned by an unexpected object" in {
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val ao = new AmenityObject()
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//ao.Owner = net.psforever.objects.serverobject.mblocker.Locker() //will not compile
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ok
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}
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"confer faction allegiance through ownership" in {
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//see FactionAffinityTest
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val ao = new AmenityObject()
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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ao.Owner = bldg
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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ao.Faction mustEqual PlanetSideEmpire.NEUTRAL
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bldg.Faction = PlanetSideEmpire.TR
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bldg.Faction mustEqual PlanetSideEmpire.TR
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ao.Faction mustEqual PlanetSideEmpire.TR
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}
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}
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}
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class BuildingTest extends Specification {
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"Building" should {
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"construct" in {
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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bldg.MapId mustEqual 10
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bldg.Actor mustEqual ActorRef.noSender
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bldg.Amenities mustEqual Nil
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bldg.Zone mustEqual Zone.Nowhere
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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}
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"change faction affinity" in {
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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bldg.Faction = PlanetSideEmpire.TR
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bldg.Faction mustEqual PlanetSideEmpire.TR
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}
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"keep track of amenities" in {
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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val door1 = Door(GlobalDefinitions.door)
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val door2 = Door(GlobalDefinitions.door)
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bldg.Amenities mustEqual Nil
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bldg.Amenities = door2
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bldg.Amenities mustEqual List(door2)
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bldg.Amenities = door1
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bldg.Amenities mustEqual List(door2, door1)
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door1.Owner mustEqual bldg
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door2.Owner mustEqual bldg
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}
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}
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}
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class WarpGateTest extends Specification {
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"WarpGate" should {
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"construct" in {
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val bldg = WarpGate("WarpGate", 0, 10, Zone.Nowhere, GlobalDefinitions.warpgate)
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bldg.MapId mustEqual 10
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bldg.Actor mustEqual ActorRef.noSender
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bldg.Amenities mustEqual Nil
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bldg.Zone mustEqual Zone.Nowhere
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bldg.Faction mustEqual PlanetSideEmpire.NEUTRAL
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}
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}
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}
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class BuildingControl1Test extends ActorTest {
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"Building Control" should {
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"construct" in {
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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bldg.Actor = system.actorOf(Props(classOf[BuildingControl], bldg), "test")
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assert(bldg.Actor != ActorRef.noSender)
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}
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}
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}
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class BuildingControl2Test extends ActorTest {
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ServiceManager.boot(system) ! ServiceManager.Register(Props[GalaxyService], "galaxy")
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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bldg.Faction = PlanetSideEmpire.TR
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bldg.Actor = system.actorOf(Props(classOf[BuildingControl], bldg), "test")
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bldg.Actor ! "startup"
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"Building Control" should {
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"convert and assert faction affinity on convert request" in {
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expectNoMsg(500 milliseconds)
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assert(bldg.Faction == PlanetSideEmpire.TR)
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bldg.Actor ! FactionAffinity.ConvertFactionAffinity(PlanetSideEmpire.VS)
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val reply = receiveOne(500 milliseconds)
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assert(reply.isInstanceOf[FactionAffinity.AssertFactionAffinity])
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assert(reply.asInstanceOf[FactionAffinity.AssertFactionAffinity].obj == bldg)
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assert(reply.asInstanceOf[FactionAffinity.AssertFactionAffinity].faction == PlanetSideEmpire.VS)
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assert(bldg.Faction == PlanetSideEmpire.VS)
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}
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}
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}
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class BuildingControl3Test extends ActorTest {
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ServiceManager.boot(system) ! ServiceManager.Register(Props[GalaxyService], "galaxy")
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val bldg = Building("Building", 0, 10, Zone.Nowhere, StructureType.Building)
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bldg.Faction = PlanetSideEmpire.TR
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bldg.Actor = system.actorOf(Props(classOf[BuildingControl], bldg), "test")
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val door1 = Door(GlobalDefinitions.door)
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door1.GUID = PlanetSideGUID(1)
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door1.Actor = system.actorOf(Props(classOf[DoorControl], door1), "door1-test")
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val door2 = Door(GlobalDefinitions.door)
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door2.GUID = PlanetSideGUID(2)
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door2.Actor = system.actorOf(Props(classOf[DoorControl], door2), "door2-test")
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bldg.Amenities = door2
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bldg.Amenities = door1
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bldg.Actor ! "startup"
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"Building Control" should {
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"convert and assert faction affinity on convert request, and for each of its amenities" in {
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expectNoMsg(500 milliseconds)
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assert(bldg.Faction == PlanetSideEmpire.TR)
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assert(bldg.Amenities.length == 2)
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assert(bldg.Amenities.head == door2)
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assert(bldg.Amenities(1) == door1)
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bldg.Actor ! FactionAffinity.ConvertFactionAffinity(PlanetSideEmpire.VS)
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val reply = ActorTest.receiveMultiple(3, 500 milliseconds, this)
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//val reply = receiveN(3, Duration.create(5000, "ms"))
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assert(reply.length == 3)
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var building_count = 0
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var door_count = 0
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reply.foreach(item => {
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assert(item.isInstanceOf[FactionAffinity.AssertFactionAffinity])
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val item2 = item.asInstanceOf[FactionAffinity.AssertFactionAffinity]
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item2.obj match {
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case _ : Building =>
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building_count += 1
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case _ : Door =>
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door_count += 1
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case _ =>
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assert(false)
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}
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assert(item2.faction == PlanetSideEmpire.VS)
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})
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assert(building_count == 1 && door_count == 2)
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}
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}
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}
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