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
This commit is contained in:
Fate-JH 2022-01-27 09:57:51 -05:00 committed by GitHub
parent 46763b7877
commit 6ae0b44848
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
140 changed files with 10426 additions and 2462 deletions

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@ -335,7 +335,7 @@ object GamePacketOpcode extends Enumeration {
case 0x19 => game.ObjectDeleteMessage.decode
case 0x1a => game.PingMsg.decode
case 0x1b => game.VehicleStateMessage.decode
case 0x1c => noDecoder(FrameVehicleStateMessage)
case 0x1c => game.FrameVehicleStateMessage.decode
case 0x1d => game.GenericObjectStateMsg.decode
case 0x1e => game.ChildObjectStateMessage.decode
case 0x1f => game.ActionResultMessage.decode
@ -547,14 +547,14 @@ object GamePacketOpcode extends Enumeration {
case 0xcc => noDecoder(ClockCalibrationMessage)
case 0xcd => game.DensityLevelUpdateMessage.decode
case 0xce => noDecoder(ActOfGodMessage)
case 0xcf => noDecoder(AvatarAwardMessage)
case 0xcf => game.AvatarAwardMessage.decode
// OPCODES 0xd0-df
case 0xd0 => noDecoder(UnknownMessage208)
case 0xd1 => game.DisplayedAwardMessage.decode
case 0xd2 => game.RespawnAMSInfoMessage.decode
case 0xd3 => noDecoder(ComponentDamageMessage)
case 0xd4 => noDecoder(GenericObjectActionAtPositionMessage)
case 0xd3 => game.ComponentDamageMessage.decode
case 0xd4 => game.GenericObjectActionAtPositionMessage.decode
case 0xd5 => game.PropertyOverrideMessage.decode
case 0xd6 => noDecoder(WarpgateLinkOverrideMessage)
case 0xd7 => noDecoder(EmpireBenefitsMessage)