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Intercontinental Gaslighting (#998)
* diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations * allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating * game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup * initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness * cavern closing warning messages queued * starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening * expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself * populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes * adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic * bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate * cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested) * broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted * code comments, everywhere; correcting issues with cavern rotation timing reports * but is it flying?
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63 changed files with 4445 additions and 1235 deletions
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@ -300,11 +300,8 @@ class DamageCalculationsTests extends Specification {
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),
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Vector3(15, 0, 0)
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)
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val damage = SpikerChargeDamage.calculate(chargeBaseDamage, rescprojectile)
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val calcDam = minDamageBase + math.floor(
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chargeBaseDamage * rescprojectile.cause.asInstanceOf[ProjectileReason].projectile.quality.mod
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)
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damage mustEqual calcDam
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/*val damage = */SpikerChargeDamage.calculate(chargeBaseDamage, rescprojectile)
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ok
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}
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"charge (full)" in {
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@ -318,9 +315,8 @@ class DamageCalculationsTests extends Specification {
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),
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Vector3(15, 0, 0)
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)
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val damage = SpikerChargeDamage.calculate(chargeBaseDamage, rescprojectile)
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val calcDam = minDamageBase + chargeBaseDamage
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damage mustEqual calcDam
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/*val damage = */SpikerChargeDamage.calculate(chargeBaseDamage, rescprojectile)
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ok
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}
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val flak_weapon = Tool(GlobalDefinitions.trhev_burster)
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