PSF-LoginServer/common/src/test/scala/objects/BuildingTest.scala
Fate-JH c2f6baf551
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

196 lines
6.6 KiB
Scala

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