new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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// Copyright (c) 2017 PSForever
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package net.psforever.objects
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2018-06-12 21:51:53 -04:00
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import net.psforever.objects.definition.{AmmoBoxDefinition, ProjectileDefinition, ToolDefinition}
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import net.psforever.objects.equipment._
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2018-06-13 07:34:31 -04:00
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import net.psforever.objects.ballistics.Projectiles
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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import scala.annotation.tailrec
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/**
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2018-09-23 08:00:58 -04:00
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* A type of `Equipment` that can be wielded and loaded with certain other game elements.<br>
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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* <br>
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* "Tool" is a very mechanical name while this class is intended for various weapons and support items.
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* The primary trait of a `Tool` is that it has something that counts as an "ammunition,"
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* depleted as the `Tool` is used, replaceable as long as one has an appropriate type of `AmmoBox` object.
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2017-11-08 21:00:46 -05:00
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* (The former is always called "consuming;" the latter, "reloading.")
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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* Some weapons Chainblade have ammunition but do not consume it.
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* @param toolDef the `ObjectDefinition` that constructs this item and maintains some of its immutable fields
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*/
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2020-07-14 05:54:05 +02:00
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class Tool(private val toolDef: ToolDefinition)
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extends Equipment
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with FireModeSwitch[FireModeDefinition]
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with JammableUnit {
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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
2022-01-27 09:57:51 -05:00
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private var tdef = toolDef
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2017-11-08 21:00:46 -05:00
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/** index of the current fire mode on the `ToolDefinition`'s list of fire modes */
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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
2022-01-27 09:57:51 -05:00
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private var fireModeIndex: Int = tdef.DefaultFireModeIndex
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2017-11-08 21:00:46 -05:00
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/** current ammunition slot being used by this fire mode */
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2020-07-14 05:54:05 +02:00
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private var ammoSlots: List[Tool.FireModeSlot] = List.empty
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var lastDischarge: Long = 0
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2018-07-14 21:25:44 -04:00
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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
2022-01-27 09:57:51 -05:00
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Tool.LoadDefinition(tool = this)
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
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def FireModeIndex: Int = fireModeIndex
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
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def FireModeIndex_=(index: Int): Int = {
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2018-07-14 21:25:44 -04:00
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|
fireModeIndex = index % Definition.FireModes.length
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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FireModeIndex
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|
|
|
|
}
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|
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2020-07-14 05:54:05 +02:00
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def FireMode: FireModeDefinition = Definition.FireModes(fireModeIndex)
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
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def NextFireMode: FireModeDefinition = {
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2018-07-14 21:25:44 -04:00
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FireModeIndex = Definition.NextFireModeIndex(FireModeIndex)
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2018-05-18 15:33:39 -04:00
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AmmoSlot.Chamber = FireMode.Chamber
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FireMode
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}
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2020-07-14 05:54:05 +02:00
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def ToFireMode: Int = Definition.NextFireModeIndex(FireModeIndex)
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2018-05-18 15:33:39 -04:00
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2020-07-14 05:54:05 +02:00
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def ToFireMode_=(index: Int): FireModeDefinition = {
|
2018-05-18 15:33:39 -04:00
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FireModeIndex = index
|
2018-01-17 07:51:42 -05:00
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AmmoSlot.Chamber = FireMode.Chamber
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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FireMode
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}
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2020-07-14 05:54:05 +02:00
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def AmmoTypeIndex: Int = FireMode.AmmoTypeIndices(AmmoSlot.AmmoTypeIndex)
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
|
2020-07-14 05:54:05 +02:00
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|
|
def AmmoTypeIndex_=(index: Int): Int = {
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2017-11-08 21:00:46 -05:00
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|
AmmoSlot.AmmoTypeIndex = index % FireMode.AmmoTypeIndices.length
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
AmmoTypeIndex
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def AmmoType: Ammo.Value = Definition.AmmoTypes(AmmoTypeIndex).AmmoType
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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|
2020-07-14 05:54:05 +02:00
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|
|
def NextAmmoType: Ammo.Value = {
|
2017-11-08 21:00:46 -05:00
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|
AmmoSlot.AmmoTypeIndex = AmmoSlot.AmmoTypeIndex + 1
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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AmmoType
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}
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2020-07-14 05:54:05 +02:00
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def Projectile: ProjectileDefinition = {
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2018-07-14 21:25:44 -04:00
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Definition.ProjectileTypes({
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2018-06-12 21:51:53 -04:00
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val projIndices = FireMode.ProjectileTypeIndices
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2020-07-14 05:54:05 +02:00
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if (projIndices.isEmpty) {
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2018-06-12 21:51:53 -04:00
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AmmoTypeIndex //e.g., bullet_9mm -> bullet_9mm_projectile, bullet_9mm_AP -> bullet_9mm_AP_projectile
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2020-07-14 05:54:05 +02:00
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} else {
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2018-06-12 21:51:53 -04:00
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projIndices(AmmoSlot.AmmoTypeIndex) //e.g., pulsar: f.mode1 -> pulsar_projectile, f.mode2 = pulsar_ap_projectile
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}
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})
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}
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2022-03-27 19:57:32 -04:00
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def ProjectileType: Projectiles.Types.Value = Projectile.ProjectileType
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2018-06-12 21:51:53 -04:00
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2020-07-14 05:54:05 +02:00
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def Magazine: Int = AmmoSlot.Magazine
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
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|
2020-07-14 05:54:05 +02:00
|
|
|
def Magazine_=(mag: Int): Int = {
|
2018-07-14 21:25:44 -04:00
|
|
|
//AmmoSlot.Magazine = Math.min(Math.max(0, mag), MaxMagazine)
|
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|
|
AmmoSlot.Magazine = Math.max(0, mag)
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
Magazine
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def MaxMagazine: Int = {
|
2018-07-14 21:25:44 -04:00
|
|
|
val fmode = FireMode
|
|
|
|
|
fmode.CustomMagazine.get(AmmoType) match {
|
|
|
|
|
case Some(magSize) =>
|
|
|
|
|
magSize
|
|
|
|
|
case None =>
|
|
|
|
|
fmode.Magazine
|
|
|
|
|
}
|
|
|
|
|
}
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def Discharge(rounds: Option[Int] = None): Int = {
|
2020-02-14 15:52:57 +00:00
|
|
|
lastDischarge = System.nanoTime()
|
2020-06-29 18:01:16 +01:00
|
|
|
Magazine = FireMode.Discharge(this, rounds)
|
2018-01-17 07:51:42 -05:00
|
|
|
}
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def LastDischarge: Long = {
|
2020-02-14 15:52:57 +00:00
|
|
|
lastDischarge
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def AmmoSlot: Tool.FireModeSlot = ammoSlots(FireMode.AmmoSlotIndex)
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2017-11-08 21:00:46 -05:00
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2020-07-14 05:54:05 +02:00
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def AmmoSlots: List[Tool.FireModeSlot] = ammoSlots
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
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def MaxAmmoSlot: Int = ammoSlots.length
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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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
2022-01-27 09:57:51 -05:00
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def Definition: ToolDefinition = tdef
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
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override def toString: String = Tool.toString(this)
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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|
}
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2018-07-14 21:25:44 -04:00
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//AmmoType = Definition.AmmoTypes( (Definition.FireModes(fireModeIndex)).AmmoTypeIndices( (ammoSlots((Definition.FireModes(fireModeIndex)).AmmoSlotIndex)).AmmoTypeIndex) ).AmmoType
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|
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
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|
object Tool {
|
2020-07-14 05:54:05 +02:00
|
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|
def apply(toolDef: ToolDefinition): Tool = {
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
new Tool(toolDef)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Use the `*Definition` that was provided to this object to initialize its fields and settings.
|
|
|
|
|
* @param tool the `Tool` being initialized
|
|
|
|
|
*/
|
2020-07-14 05:54:05 +02:00
|
|
|
def LoadDefinition(tool: Tool): Unit = {
|
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
2022-01-27 09:57:51 -05:00
|
|
|
val tdef = tool.Definition
|
|
|
|
|
val maxSlot = tdef.FireModes.maxBy(fmode => fmode.AmmoSlotIndex).AmmoSlotIndex
|
2018-07-14 21:25:44 -04:00
|
|
|
tool.ammoSlots = buildFireModes(tdef, (0 to maxSlot).iterator, tdef.FireModes.toList)
|
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
2022-01-27 09:57:51 -05:00
|
|
|
tool.fireModeIndex = tdef.DefaultFireModeIndex
|
|
|
|
|
}
|
|
|
|
|
/**
|
|
|
|
|
* Substitute this `Definition` for the one that was originally provided for this entity.
|
|
|
|
|
* Calling this will not reconstruct the internal fields of the entity.
|
|
|
|
|
* @param tool the `Tool` being modified
|
|
|
|
|
* @param tdef the definition used to override the definition that was previously assigned this `Tool`;
|
|
|
|
|
* WILL override the assignment in the original constructor
|
|
|
|
|
*/
|
|
|
|
|
def LoadDefinition(tool: Tool, tdef: ToolDefinition): Unit = {
|
|
|
|
|
tool.tdef = tdef
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
@tailrec private def buildFireModes(
|
|
|
|
|
tdef: ToolDefinition,
|
|
|
|
|
iter: Iterator[Int],
|
|
|
|
|
fmodes: List[FireModeDefinition],
|
|
|
|
|
list: List[FireModeSlot] = Nil
|
|
|
|
|
): List[FireModeSlot] = {
|
|
|
|
|
if (!iter.hasNext) {
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
list
|
2020-07-14 05:54:05 +02:00
|
|
|
} else {
|
2020-08-01 12:25:03 +02:00
|
|
|
val index = iter.next()
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
fmodes.filter(fmode => fmode.AmmoSlotIndex == index) match {
|
|
|
|
|
case fmode :: _ =>
|
2017-11-08 21:00:46 -05:00
|
|
|
buildFireModes(tdef, iter, fmodes, list :+ new FireModeSlot(tdef, fmode))
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
case Nil =>
|
2020-07-14 05:54:05 +02:00
|
|
|
throw new IllegalArgumentException(
|
|
|
|
|
s"tool ${tdef.Name} ammo slot #$index is missing a fire mode specification; do not skip"
|
|
|
|
|
)
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def toString(obj: Tool): String = {
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
s"${obj.Definition.Name} (mode=${obj.FireModeIndex}-${obj.AmmoType})(${obj.Magazine}/${obj.MaxMagazine})"
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}
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/**
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2017-11-08 21:00:46 -05:00
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* The `FireModeSlot` can be called the "magazine feed," an abstracted "ammunition slot."
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* Most weapons will have only one ammunition slot and swap different ammunition into it as needed.
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* In general to swap ammunition means to unload the onld ammunition and load the new ammunition.
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* Many weapons also have one ammunition slot and multiple fire modes using the same list of ammunition
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* This slot manages either of two ammunitions where one does not need to unload to be swapped to the other;
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* however, the fire mod has most likely been changed.
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* The Punisher -
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* six ammunition types in total,
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* two uniquely different types without unloading,
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* two exclusive groups of ammunition divided into 2 cycled types and 4 cycled types -
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* is an example of a weapon that benefits from this implementation.
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
*/
|
2020-07-14 05:54:05 +02:00
|
|
|
class FireModeSlot(private val tdef: ToolDefinition, private val fdef: FireModeDefinition) {
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2017-11-08 21:00:46 -05:00
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/**
|
|
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|
* if this fire mode has multiple types of ammunition
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|
* this is the index of the fire mode's ammo List, not a reference to the tool's ammo List
|
|
|
|
|
*/
|
2020-07-14 05:54:05 +02:00
|
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|
private var ammoTypeIndex: Int = 0
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|
2017-11-08 21:00:46 -05:00
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/** a reference to the actual `AmmoBox` of this slot */
|
2021-08-25 10:36:33 -04:00
|
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|
private var box: AmmoBox = AmmoBox(AmmoDefinition, MaxMagazine())
|
2020-07-14 05:54:05 +02:00
|
|
|
private var chamber = fdef.Chamber
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def AmmoTypeIndex: Int = ammoTypeIndex
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def AmmoTypeIndex_=(index: Int): Int = {
|
2017-11-08 21:00:46 -05:00
|
|
|
ammoTypeIndex = index % fdef.AmmoTypeIndices.length
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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AmmoTypeIndex
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|
|
|
}
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|
|
2020-07-14 05:54:05 +02:00
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private def AmmoDefinition: AmmoBoxDefinition = {
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2018-01-10 14:19:45 -05:00
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tdef.AmmoTypes(fdef.AmmoTypeIndices(ammoTypeIndex))
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}
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2017-11-08 21:00:46 -05:00
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/**
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* This is a reference to the `Ammo.Value` whose `AmmoBoxDefinition` should be loaded into `box`.
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* It may not be the correct `Ammo.Value` whose `AmmoBoxDefinition` is loaded into `box` such as is the case during ammunition swaps.
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* Generally, convert from this index, to the index in the fire mode's ammunition list, to the index in the `ToolDefinition`'s ammunition list.
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* @return the `Ammo` type that should be loaded into the magazine right now
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|
|
*/
|
2020-07-14 05:54:05 +02:00
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|
|
def AmmoType: Ammo.Value = AmmoDefinition.AmmoType
|
2017-11-08 21:00:46 -05:00
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|
2020-07-14 05:54:05 +02:00
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|
|
def AllAmmoTypes: List[Ammo.Value] = {
|
2017-11-08 21:00:46 -05:00
|
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|
fdef.AmmoTypeIndices.map(index => tdef.AmmoTypes(fdef.AmmoTypeIndices(index)).AmmoType).toList
|
|
|
|
|
}
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
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|
|
def Magazine: Int = box.Capacity
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def Magazine_=(mag: Int): Int = {
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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box.Capacity = mag
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Magazine
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}
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2020-07-14 05:54:05 +02:00
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def Chamber: Int = chamber
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2018-01-17 07:51:42 -05:00
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2020-07-14 05:54:05 +02:00
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def Chamber_=(chmbr: Int): Int = {
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2018-01-17 07:51:42 -05:00
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chamber = math.min(math.max(0, chmbr), fdef.Chamber)
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Chamber
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}
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2021-08-25 10:36:33 -04:00
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def MaxMagazine(): Int = {
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fdef.CustomMagazine.get(AmmoType) match {
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case Some(value) => value
|
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
2022-01-27 09:57:51 -05:00
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case None => fdef.DefaultMagazine
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2021-08-25 10:36:33 -04:00
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}
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}
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2020-07-14 05:54:05 +02:00
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def Box: AmmoBox = box
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
|
|
|
def Box_=(toBox: AmmoBox): Option[AmmoBox] = {
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|
|
|
|
if (toBox.AmmoType == AmmoType) {
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
box = toBox
|
|
|
|
|
Some(Box)
|
2020-07-14 05:54:05 +02:00
|
|
|
} else {
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
|
|
|
None
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-07-14 05:54:05 +02:00
|
|
|
def Tool: ToolDefinition = tdef
|
new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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2020-07-14 05:54:05 +02:00
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def Definition: FireModeDefinition = fdef
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new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory
more work on player classes; moving PacketResolution to another branch
decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy
transferring basic files from another branch
converted from get/set to accessor/mutator; resolved conflict from name changes
refactored basic components such as GUID and location/orientation
utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes
GUID assurance, now with less object creation
test files; changes to how AmmoBox initializes
sorry, a little bit of everything, so much I forgot to write it all down
switched to a unified fire mode object internal to a Tool
importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet
created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder
swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages
fixed major logic issue with NumberPool; added comments to NumberSource files
NumberSource tests
simplified and made more consistent the method naming convention of NumberSources
comments for NumberSelectors
starting on NumberSelector tests
modifications that should better support number pools; added a pool hub that acts on a predefined source
adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient
small additions to Tools; filled out simple tests for other three Selectors
added object lookup notation for the pool hub
added more NumberSelector tests; removed the word 'Number' from subclass names
re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub
changes to NumberPool classes; tests on NumberPool classes
changes to NumberPool classes; tests on NumberPool classes2
some robust testing for NumberPoolHub, plus necessary modifications to other files
register and unregister functions now use Success and Failure conditions, save for one true thrown Exception
reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions
error message text
the same thing as the last commit, but with NumberPools rather than NumberPoolHub
various types of freeform registration
added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub
get numbers from an Array of indices, not the list of Numbers, in SimplePool
added a class to represent the four types of recovery kits
comments on Kit files
created package for supporting equipment classes; renamed /definition/ package
adding class for items that construct deployables, the router telepad included
added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)
added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox
auto-sort for loading and fitting former inventory content back into the inventory
method of finding first available position to fit an certain size block in the inventory
changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests
wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'
adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations
initial work on implants; shuffled classes to better accommodate the new implant system, I think
wrote some tests for Implants; fixing Implant logic
wrote tests for Player class and made adjustments where necessary
basic initialization during Player creation based on exo-suit type
three wrapper Actors for the normal classes
comments on code
modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task
changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol
LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory
example of packet conversion can be found with AmmoBoxDefinition
added conversion for ToolDefinition
added all Equipment packet conversion functionality; started working on Avatar-related conversions
continued effort towards a working Player packet conversion test
subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics
the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type
separated converters from definitions into files
changed some configuration information to final; added a bunch of converters, not fully tested though
changed function names in converters
replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data
added partial support for LockerContainer; changed Equipment defaults to a common value
changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA
added a seat definition and renovated how the weapon controlled from a seat can be found
comments to files mainly; non-essential functionality to some classes, mostly access determination
moved converter tests to their own test file
write more of this test
added ServiceManager, as it is useful
pool range changes
added AvatarService, as it is useful
straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)
chnages to task resolution operation
complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA
separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests
added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function
GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work
updated tests to GlobalDefinitions entries; Terminal works but I don't like it
played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile
modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between
fixed recovery options so that they do not cause more messages
trailing newline
InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions
remove yet-unsupported Terminal messaging
made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better
re-organized function calls to preserved items removed from holster slots on exo-suit change
moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned
issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it
a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now
restored the registration portion of tasking back to where it previously was (and better?)
NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)
re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation
order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition
common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal
added error catching messages; stopped odd double-registering issue early
resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one
wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem
added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA
modified Tool structure, exposing the AmmoSlot list a bit more
stuff stuff Tool ammo slot changes to default and comments
basic loadout framework for Infantry; need to integrate
initial work on FavoritesRequest packet
tests for FavoritesRequest packet
increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts
refactored the tasking for adding Equipment and removing Equipment
updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted
untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure
added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association
the current avatar is properly registered and there is something of a workflow with the messages and packets
corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy
working Loadout loading
added identification functions to GlobalDefinitions; echo ObjectDelete back to client
accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations
separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA
better handling of ReloadMessage and MoveItemMessage
framework for better support involving dropping and picking up items
code comments and small modifications, such as the location and structure of the Terminal Equipment definitions
wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing
added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps
modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'
more comments; improved checks for MoveItemMessage; squared distances as necessary
subtle changes to login scripting so that test character is always offered
re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-05-30 18:46:01 -04:00
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}
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}
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