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2192 commits

Author SHA1 Message Date
ScrawnyRonnie dd87d5da89 misc deployables fixes 2025-02-02 21:33:32 -05:00
ScrawnyRonnie eb04d37108
Merge pull request #1258 from ScrawnyRonnie/squad_kill_exp
Spread The Wealth (With My Squad)
2025-01-30 12:20:11 -05:00
ScrawnyRonnie a685f71d6e killed player lifespan calculation 2025-01-30 12:11:13 -05:00
ScrawnyRonnie 53ba117f23 include towers 2025-01-29 12:55:34 -05:00
ScrawnyRonnie 6597e8be32 squad kill experience 2025-01-28 11:55:15 -05:00
ScrawnyRonnie 85f6c14683
Merge pull request #1254 from ScrawnyRonnie/door_sideness
Doors Again Change Player's Sideness
2025-01-28 10:59:56 -05:00
ScrawnyRonnie a758911a26 comment out debugInteriorCheck 2025-01-27 13:46:32 -05:00
ScrawnyRonnie c0a357974f doors change player's sideness 2025-01-26 16:25:37 -05:00
ScrawnyRonnie 7baf0d8cfb
Merge pull request #1253 from ScrawnyRonnie/capture-exp
Facility Capture Experience
2025-01-23 14:57:21 -05:00
ScrawnyRonnie ed09a9a4e5 reward contributors still in zone 2025-01-23 13:31:21 -05:00
ScrawnyRonnie 3969543cde fix resecure reward 2025-01-20 10:41:15 -05:00
ScrawnyRonnie d9c913e3ff grant exp for captures 2025-01-19 16:37:48 -05:00
ScrawnyRonnie 2b7648c1f0
Merge pull request #1252 from ScrawnyRonnie/hack-timer
Config Set Hack Timer
2024-12-26 12:58:03 -05:00
ScrawnyRonnie 1430d3b584 variable hack timer 2024-12-22 15:13:32 -05:00
Fate-JH 097ce9c7fd
Merge branch 'master' into fix-some-commands 2024-12-02 13:39:58 -05:00
Fate-JH 58238df1fd
Customer Service (#1247)
* initial workings for a csr/gm player mode

* weird line removal after merge

* too many changes and refactors, but the code compiles properly; need to push these to the repo and sort out issues with it all later; hopefully, nothing has changed except for the csr stuff

* extensive changes to mode logic for refactoring and functionality improvements, especially for accommodating csr spectator mode

* csr's may now see players who are spectating, including csr's who are spectating, including a wide variety of their behavior such as location, weapon management, etc.; removes zoning cancel messages as a required log from certain use item actions

* corrected various issues identified in the comments of PR#1247

* restored killed->autorevive functionality; removed last traces of old door code from general operations

* knife stab corrected; spitfire turret corrected; blockmap interactivity using zone interaction allowance flag; visibility during resurgence code for csr; removing messages and experience gain for interactions with csr

* pruning imports and correcting the default spectator setting

* separated router/telepad activity from other vehicular activity, previously all considered a form of mounting/dismounting, and restored support experience rewards

* can not activate or deactive spectator of gm when dead; zoning while spectator removes spectator and defaults to sanctuary

* field turrets are neutral-neutral when constructed by a csr; custom bang command 'setempire' will adjust the faction affiliation of a variety of game objects

* fixed facility occupation recognition

* when transitioning between player modes, do not parse new messages about transitioning between player modes, until fully transitioned between player modes
2024-12-02 13:26:37 -05:00
Fate-JH 96d6c3737c added a death plane under hunhau and and under byblos 2024-11-04 13:10:03 -05:00
Resaec 32194e88fb Fix up some chat commands 2024-10-14 19:53:21 +02:00
Fate-JH 360c3264bd
facilities tubes have sound and animation attached to spawning players's feet; ams tubes only have animation (#1242) 2024-10-01 16:37:07 -04:00
Fate-JH efe7e09514
Merge pull request #1238 from Fate-JH/deathless000
Safely Tucked Away
2024-10-01 16:22:59 -04:00
Fate-JH f291210a88
Merge branch 'master' into deathless000 2024-10-01 16:16:36 -04:00
Fate-JH b8da7e4981
Merge pull request #1241 from Fate-JH/cerberus-off-damage
Unchained Dog Bite
2024-10-01 16:03:14 -04:00
Fate-JH 623a60d28c
Merge pull request #1240 from Fate-JH/max-switch-to-zero
Min Capacitor
2024-10-01 16:02:31 -04:00
Fate-JH 177a1f72d9
Merge pull request #1239 from ScrawnyRonnie/apc
APC EMP timer back to normal
2024-10-01 16:02:06 -04:00
Fate-JH 6a349d0fe1
Repeating the Obvious (#1233)
* adding chat and event messages that have been neglected since; these are easy additions

* completely retooled water interactions for players and vehicles to handle a wading status, before drowning; when player with llu or vehicle with player with llu come into contact with water in this wading state, the llu is lost and the facility hack ends; adding messages to support this and differentiate from an llu facility capture timeout

* periodic message while the llu is active, whether or not there is a carrier, until the hack is finished

* message when inventory is full (assumes player inventory destination, but item winds up in hand due to lack of space, but it works)

* when changing exo-suits, complain if equipment has to be deleted; dropped equipment is limited to special equipment; report a player pointlessly

* announce ams decay to players who have just spawned on an ams, when they spawn on that ams, and for the last round of spawnees when the vehicle finally deconstructs; due to use of the word 'bound' this may be an incorrect application, but matrixing doesn't work anyway

* deconstruction message for would-be driver when vehicle is abandoned on spawn pad; tempo on message delivery is different than usual

* message when player is kicked from orbital shuttle gantry; message when player attempts to bail in a warp gate; message when player attempts to bail from a droppod; stop player from succeeding in bailing from a droppod

* vehicle pad deconstruction complete message; message when nc max shield deactivates when out of capacitor power or when max opens fire; message when ams can not deploy because it is blocked by other entities; message when facility capture requires ntu

* message for deployables being blocked; cleaning up dev test section

* Yellow Ownership (#1226)

* just some tinkering and clean-up

* converted DeployItem from AvatarService to LocalService; attempt at resolving missing overwhip yellow ring is complicated; vehicle ownership packet wqorks on deployables that are mountable, but is less successful on normal simple deployables

* restoration of yellow ring of ownership around deployables; changes to variant of CommonFieldData transcorder used on certain deployable transcoders; static values are assigned parameter names and public variables are given types for completion

* initial packet for GenericObjectAction2Message and tests; repaired transcoders and tests for TRAP and small turrets

* force redraw of the whole boomer to assert reassignment of ownership; it's heavy-handed but it works

* deployable ownership should be asserted during both re-zoning and revival; refactoring of code in ZoningOperations

* message when inventory is full (assumes player inventory destination, but item winds up in hand due to lack of space, but it works)

* vehicle deployment messages added in, then deployment was fixed to accommodate an explicit caller, and that changed a whole lot of the deployment loop for messages; environmental activity was modified to maointain a more responsible start/stop transition; many many test changes (still an issue with a lot of them)

* moving around conditions for losing the llu

* the question of one extra bit for small deployables; also, all tests pass successfully, tho resource silo use remains coin flip; what sorcery is this

* duplicate capture lost message eliminated; flag lost violently due to environment in general rather than just water interaction; flag lost violently due to warp gate envelope interaction; flag lost due to be dropped in an unsafe position

* vary the testing depth for water interaction

* darn tests

* fixed vehicle interference; added missing ArmorShieldOff message; clearing countdown after vehicle spawn should stop countdown from appearing in subsequent vehicle spawns

* the router needs 20m of clearance

* removing the shared group interference information from routers
2024-10-01 16:01:00 -04:00
Fate-JH 9bd9cb0eac if the cerberus damages a non-vehicle or a vehicle that does not fly, the damage is reduced by anywhere between 1 and 4 2024-09-29 00:23:49 -04:00
Fate-JH 11cb11bd79 when you change max exo-suit subtypes, or change into a max exo-suit, the capacitor level is set to zero 2024-09-28 02:07:48 -04:00
ScrawnyRonnie ee3e9421ea timer back to normal 2024-09-27 15:31:46 -04:00
Fate-JH 2aeb8189da world origin 0 0 0 is a region free from environmental death 2024-09-27 01:43:28 -04:00
Fate-JH 4b7d41db2f
removed unnecessary handling from spectator mode; safety rails added to ValidObject, so oit doesn't get too silly; turrets will no longer end the world for somebody (#1232) 2024-09-02 14:30:56 -04:00
Fate-JH a4b7e77d9d
vehicle gating works again (#1231) 2024-08-27 19:54:42 -04:00
Fate-JH d219f903e6
automated turret damage was getting skipped because resolved attackers were hyper-focused on small turret automation and forgot about facility turrets (#1230) 2024-08-22 23:35:55 -04:00
Fate-JH 9708bf9beb
Yellow Ownership (#1226)
* just some tinkering and clean-up

* converted DeployItem from AvatarService to LocalService; attempt at resolving missing overwhip yellow ring is complicated; vehicle ownership packet wqorks on deployables that are mountable, but is less successful on normal simple deployables

* restoration of yellow ring of ownership around deployables; changes to variant of CommonFieldData transcorder used on certain deployable transcoders; static values are assigned parameter names and public variables are given types for completion

* initial packet for GenericObjectAction2Message and tests; repaired transcoders and tests for TRAP and small turrets

* force redraw of the whole boomer to assert reassignment of ownership; it's heavy-handed but it works

* deployable ownership should be asserted during both re-zoning and revival; refactoring of code in ZoningOperations
2024-08-22 23:33:47 -04:00
Fate-JH d2d7c2e09b
only the dying person has their implants deinitialize (#1224) 2024-08-06 23:37:26 -04:00
Fate-JH 46ad7148a2
drop medapp so client does not crash after character select; also, max needs arm raised (#1225) 2024-08-06 23:37:14 -04:00
Fate-JH 02f95a293e
Implant Terminal Hack (#1221)
* preliminary functional implant hacking; am going to explore better hacking policies

* HackMessage now uses custom fields and a float value rather than integers (2, 32, 32); separate hack state and hack clear states; everything changes
2024-08-03 00:12:16 -04:00
Fate-JH 8afe7fa248
QoL: Character Select Screen (#1215)
* make character select screen characters look like the player that logged out last

* velocity does not matter

* adjusting comments; filling out param names
2024-07-29 02:46:54 -04:00
Resaec 8738a42ca0
Rename and correct packet Unknown30 to ClientHotStart (#1217)
This packet contains the client and server nonce needed to restart a connection using old crypto data.
2024-07-29 02:18:04 -04:00
Fate-JH d1dbbcb08f
Bug Fixes 20240712 (#1212)
* correctly clear the hack state of terminals when unpowered; turrets will no longer act like they have AI control if jammed when mounted; restore passive implants

* reload opened and closed doors upon zoning changes; rework ntu silo and ant interaction start; clear hack on proximity terminals; facility turrets stop indicating towards jamming cause when mounted

* radiator is turned off due to potential for server crashes; cerebus -> cerberus; turret kills name owner only when they are in the same zone; fewer chances for turrets to fire when they should not

* incorporating structural changes to hacking for future expansion

* an attempt at fixing tests was made
2024-07-29 02:17:42 -04:00
Fate-JH 5990f247c9
by default, the server only expect udp on 51000 and 51001; let's keep to that by default (#1209) 2024-07-02 13:01:35 -04:00
Fate-JH 6d1530c311
Zone Setup (#1208)
* zone entity setup code has been moved from an instance method to a class function

* port address bind to socket and request to join game world address are different
2024-07-01 18:47:00 -04:00
Fate-JH 00a6f2abe1
Multiple Game World Ports (#1206)
* configuration for the game world server to connect to clients across a number of socket-port connections following a simple numerical load balancing policy

* combining port management into the sector pane

* mostly spelling issues
2024-07-01 11:20:49 -04:00
Fate-JH 593caec8cf
Hijacking Turrets (#1207)
* omft jacking functional; omft shields have been wired but remain disabled

* breaking up classes related to different kinds of turret deployables
2024-07-01 11:19:39 -04:00
Fate-JH 92063ba3a2
Fixing Tests (#1204)
* fixed about half of the unworking tests, and commented out one

* stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird

* reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern

* while it's still a dice roll, all tests currently implemented are capable of passing

* deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy

* boomers are no longer owned if the trigger is dropped (how long has this been not working?)

* redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy

* redid combat engineering explosive logic

* redid (cleaned-up) implant logic

* implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate

* renaming methods; progress bar calculations change

* accounting for implants that are in the act of being initialized
2024-06-22 01:42:25 -04:00
Fate-JH 306e2a63c0
Mine Kill Restoration (#1203)
* restored experience awarded from mine kills; removed situations where mine damage no longer works

* Update ZoningOperations.scala

Rearranging order and priority of conditions
2024-05-17 00:06:11 -04:00
Fate-JH cacb9ad18a
Scoring (#1202)
* cep from towers set to 10; reorganized an if...else

* replacing maxBy with maxByOption and then resolving maxBy the long way with appropriate fallback value
2024-05-14 22:03:55 -04:00
Fate-JH 2dd44142d2
restored experience awarded from mine kills; removed situations where mine damage no longer works (#1197) 2024-05-14 22:03:27 -04:00
Fate-JH a3eb3a8a95
Entity Interference (#1191)
* basic interference fields; setting up operations for ce deployables

* applying corrected properties to object definitions and applying them to interference tests for deployable ce and for deploying vehicles; made two otherwise useles object definitions to store property data (if we ever need ziplines or teleport pads ...)

* sent deployment requests to a centralized pipeline for interference testing; swapped out math.pow(a,2) for a * a

* temporary interference for vehicles that are going to transition to deployed eventually and block other deploying vehicles

* reversed the origin of the interference tests

* exception for non-interference resolves to wrong conclusion

* ramshackle merge conflict resolution; fixing interference for non-interference deploying vehicles
2024-05-11 00:33:07 -04:00
Fate-JH 426ab84f0a
Spectator Role (#1200)
* reorganized files and methods for session actor in preparation for custom spectator implementation

* split existing code between data and functions, and entry points; parsing and logic management is now handled within the current game mode, which should reduce the need to ask explicits

* should fix players not performing damage after being broken for an unknown amount of time, maybe never working correctly

* functioning spectator mode logic swap; initial packets for UplinkRequest, UplinkResponse, and UplinkPositionEvent

* available chat prompts can now be different based on player mode without testing flags

* modified ChatActor to be replaced by a function-data logic pair, and modified ChatService to be able to accommodate the new chat channel; chat packet handling moved from general operations to the new chat operations

* resolved issues with spectator implants, at least enough that implants should be stable; created an exclusive permission for spectator mode; database changes to persist permissions for different modes

* command detonater is no longer allowed; spectators now hold a laze pointer

* for the purposes of testing, anyone can be a spectator

* spectator mode is important to confirm; removed deprecated chat actor; dismount quietly

* oops; allowed again

* restored commands setbr and setcr; deployables are erased from spectator map; projectiles destruction only just in case

* role only for those who are permitted
2024-05-10 22:30:20 -04:00
ScrawnyRonnie 21637108c2
Merge pull request #1193 from ScrawnyRonnie/trades
No More Kill Trades?
2024-04-18 09:01:01 -04:00