Commit graph

25 commits

Author SHA1 Message Date
Mazo
3f1003c51e Allow rexo to mount battlebusses as the driver (fixes #519) 2021-02-05 23:43:17 +00:00
Fate-JH
563afcdb19
Auto-Repair Tuning (#652)
* difficulty modifiers for repair rate and drain in config

* changed autorepair request-repair pattern to wait until a repair is fulfilled before issuing the next request; moved integration tests for efficiency

* auto-repair accounts for delay between request-reply when schduling next request; base ntu drain is halved; auto-repair mending values adjusted based on wiki times

* moving config call into auto-repair mixin

* deleting the old integration testing code

* obligatory test fixes

* more of the same

* correcting exceptions with calculating subsequent auto-repair time and transfer messaging behavior with WarpGate objects; transfer animation and transfer delivery now have slightly different timing; wrote  bunch of tests that don't work in the standard manner, but do pass
2021-01-12 14:27:33 -05:00
Fate-JH
1a6beba335
Water and Lava (#649)
* planar classes to describe levels of water and other fluid parallel to the ground

* corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system

* drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first

* drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions

* added sea and pools for z4, z5, z8, and z10

* vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system

* added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession

* separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests

* players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long

* increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
Fate-JH
6c93746767
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work

* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason

* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it

* vitals.test became vital.base; no one liked this

* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)

* codecov file correction

* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change

* code comments

* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected

* adjusted Player.Die() to demonstrate a damage-based suicide approach

* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example

* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests

* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system

* future development; normal vector from euler angles; custom proximity test

* where 'innateDamage' should have not replaced 'explosion'

* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)

* spelling and private val
2020-12-08 14:32:42 -05:00
Fate-JH
e58f1d5987
Amenity Auto-Repair (#594)
* working proof of concept for ntu request/flow

* ntu is now measured in Float rather than Int; adjusted the type declarations in ChatActor, as it was complaining

* added auto repair information for amenities; modified terminal working example to include periodic repair timer

* crude power state acknowledgement exchange between ntu silo and building, following by building and amenities; better management and control over auto-repair

* separated auto-repair from terminal control; resource silo publishes an appropriate power state message upon formal start-up

* various Damageble objects have been granted auto-repair; doors no longer report no event for intercepting unhandled messages

* documentation and comments; unit tests and integration tests for AmneityAutoRepair, ResourceSilo, and BuildingActor

* merge plus some fixes

* addition checks for auto-repairing cavern equipment and for auto-repairing un-owned equipment
2020-10-03 00:13:41 -04:00
Fate-JH
e4664d1727
37% Less Galaxy Gunship (#596)
* galaxy gunship incoming damage reduction modifier

* health damage, not shield damage
2020-10-02 15:10:13 -04:00
Fate-JH
d70d23deb8
modifiers for flak burst (#579) 2020-09-21 23:18:11 -04:00
Fate-JH
78f970a4ac
Spud Gun (#572)
* initial spiker logic for charging mechanic; it's functional but doesn't work exactly by the numbers say it should

* no damage degrade for radial damage; charge mode features, including damage on the projectile and fire mode on the weapon; the Spiker's damage output is pretty close to accurate

* ammunition drain timer works correctly; no need for the progress completion function; new formatting sucks

* dial back on fire mode changes; stop excessive weapon discharge case; comments

* master merge; test fix (when did it change?)

* test repair; fixed unintentional side-effect of instantiation of StanDamProf
2020-09-05 09:08:18 -04:00
Fate-JH
de87845bfe
Aggravation (#529)
* introduction of aggravated damage properties and modification of damage pathways such that 'aggravated' is treated as a unique damage type

* initial work and tests for AggravatedDamageMessage

* wrote aggravated damage properties into the definitions of projectiles that convey them; basic workflow for aggravation from projectile damage is in place, but not tested

* merge rebase resolutions

* grenade projectile flag on projectile definition; better timing control on aura behavior and integration with player control

* timing and damage tuning around: standard, reinforced, max; plasma grenades, dragon

* work on starfire damage profile; moved aura behavior into own folder and creates an aura container object; extended aura behavior to vehicles; applied target-control to aggravation effect

* woring Starfire damage calculations; projectiles have open-ended quality modifier

* working comet calculations

* separated aggravation behavior and uara management behavior; moved files into packages and deleted old files

* moved aggravation damage into damage implementations of turrets and vehicles, rather than directly into ther immediate control agencies; revamp projectile quality modifiers; comet now does initial damage and one less tick of aggravation; the implementation progression of damageable entities is different now

* eliminated multiple timers for a single aura effect; added comments; added tests; fixed tests

* aura effects that will run for longer will not get replaced by aura effects that would end sooner

* merge rebase; accommodation for suppressing aura where no aura should be displayed; new radial degrade calculations

* test repairs

* merge rebase hell

* dragon fireball burn damage modification

* fireball burn effect should always be 1 as long as it does damage, despite radial degrade
2020-08-28 00:32:45 -04:00
Jakob Gillich
e34f96ce18 Fixes
* RefreshLoadouts no longer queries loadoads from the database
* /gmtell no longer sends to self
* Set AMS spawn timer to 10 seconds
* Fix medkit cooldown display
* Fix wrong max type being purchased
* Fix implants not being locked when fatigued
* Fix implants progress bar
* Make tells case insensitive
2020-08-27 07:58:05 +02:00
FateJH
37af460a89 fireball burn effect should always be 1 as long as it does damage, despite radial degrade 2020-08-26 22:42:07 -04:00
FateJH
285d5c94ae dragon fireball burn damage modification 2020-08-26 19:10:43 -04:00
FateJH
e27e827552 merge rebase; accommodation for suppressing aura where no aura should be displayed; new radial degrade calculations 2020-08-26 11:59:37 -04:00
FateJH
fc89355acf moved aggravation damage into damage implementations of turrets and vehicles, rather than directly into ther immediate control agencies; revamp projectile quality modifiers; comet now does initial damage and one less tick of aggravation; the implementation progression of damageable entities is different now 2020-08-26 11:48:41 -04:00
FateJH
89d7aea633 separated aggravation behavior and uara management behavior; moved files into packages and deleted old files 2020-08-26 11:45:07 -04:00
FateJH
a79fc6bd2f working comet calculations 2020-08-26 11:45:05 -04:00
FateJH
80c1a34fb0 woring Starfire damage calculations; projectiles have open-ended quality modifier 2020-08-26 11:45:05 -04:00
FateJH
66eb3b5b95 work on starfire damage profile; moved aura behavior into own folder and creates an aura container object; extended aura behavior to vehicles; applied target-control to aggravation effect 2020-08-26 11:45:03 -04:00
FateJH
97e64d5edc timing and damage tuning around: standard, reinforced, max; plasma grenades, dragon 2020-08-26 11:45:02 -04:00
FateJH
d149e07e89 grenade projectile flag on projectile definition; better timing control on aura behavior and integration with player control 2020-08-26 11:45:00 -04:00
FateJH
811c7b09b5 wrote aggravated damage properties into the definitions of projectiles that convey them; basic workflow for aggravation from projectile damage is in place, but not tested 2020-08-26 11:44:58 -04:00
FateJH
e5d0690c42 introduction of aggravated damage properties and modification of damage pathways such that 'aggravated' is treated as a unique damage type 2020-08-26 11:44:57 -04:00
Jakob Gillich
cf9e4ea194 Fix MAX subtype numbers 2020-08-26 06:19:00 +02:00
Jakob Gillich
51d71ed732 Weapon-based MAX cooldowns 2020-08-26 06:19:00 +02:00
Jakob Gillich
f4fd78fc5d Restructure repository
* Move /common/src to /src
* Move services to net.psforever package
* Move /pslogin to /server
2020-08-26 06:19:00 +02:00
Renamed from common/src/main/scala/net/psforever/objects/GlobalDefinitions.scala (Browse further)