Commit graph

203 commits

Author SHA1 Message Date
Fate-JH 6d13ae972e
Merge branch 'master' into adv-regen 2021-07-01 22:11:47 -04:00
Fate-JH 82579111e2
Implant: Second Wind (#880)
* support for the second wind implant; minor enum modifications to damage reasons that were executed for alternate implementation where second wind stopped player from dying once

* vital history entry to note from where the 25hp came
2021-06-30 20:48:09 -04:00
Jason_DiDonato@yahoo.com 540eec5bdd support for advanced regen implant; not pretty, but it works 2021-06-30 19:43:37 -04:00
Jason_DiDonato@yahoo.com 7f731f37d5 support for melee booster implant 2021-06-29 03:02:21 -04:00
Fate-JH 76f283c617
Merge pull request #877 from Fate-JH/angles2
What's Left of Angles
2021-06-29 00:33:41 -04:00
Jason_DiDonato@yahoo.com 42db02f576 recovery from original angles branch, mostly concerning changes with ChangeFireStateMessage_Stop and WeaponFireMessage field info 2021-06-25 22:57:55 -04:00
Fate-JH c7ebe6a34f
Separate Vehicle Controls (#871)
* broke vehicle control agency down into specific agencies for different types of vehicles

* moved shared cargo vehicle pain onto the carrier control agency; apc-type vehicles have charging capacitors and emit emp's

* comments and documentation; cargo learning about damage to carrier corrected; fixed tests and added tests

* adjustment to explosive deployable distance filtering; apc now uses this filter when determining valid emp targets by distance
2021-06-21 23:40:44 -04:00
Fate-JH 7b840719be
Merge pull request #865 from Mazo/env-config
Load config with ConfigSource.default to allow environment variables or java opts to override config values
2021-06-15 18:58:38 -04:00
Fate-JH 7c64b23e1f
Persistent Vehicle Loadouts (#863)
* persisting vehicle loadouts in between sessions, saving to db and loading from db

* reusing refactored code for clob; initial loadout without empty entries; reverting method of stopping session child actors
2021-06-15 18:32:12 -04:00
Mazo e093925bf5 Remove unused import 2021-06-13 21:12:04 +01:00
Mazo 0bb681babc Load config with ConfigSource.default to allow environment variables or java opts to override config values 2021-06-13 15:36:02 +01:00
Fate-JH 79f452259f
Merge pull request #857 from Fate-JH/plockers
lockers interact with the database by loading and storing contents
2021-06-11 23:15:18 -04:00
Fate-JH 3966b0264d
The Blockmap (#852)
* separating geometry classes

* 2d geometry; retirement of the *3D suffix

* makings of an early block map datastructure

* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now

* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed

* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)

* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing

* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine

* conversion of interactions with zone into a queued, periodic set of tasks

* explosive deployable control -> mine deployable control

* tests repaired and all tests working

* mostly comments and documentation

* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
Jason_DiDonato@yahoo.com 16d7778d78 lockers interact with the database by loading and storing contents 2021-06-09 20:16:05 -04:00
Jason_DiDonato@yahoo.com d9c0d2fa3c drained the water from Akna South 2021-06-08 21:01:11 -04:00
Fate-JH 2f9c4a7cf2
Deployable Behaviors (#840)
* unifying the split code pathways that separated telepads from other deloyables; in other words, no more SimpleDeployables and ComplexDeployables, just Deployables

* moved some aspects of the build logic into a deployable control mixin; aspects governing the deplpoyable toolbox have been transferred into the player control agency

* moving aspects of teleportation system establishment and decomposition into specialized Telepad control agencies

* retiring deployable disposal code path that required a dedicated remover; each deployable now handles its own removal, and some do special things when being removed; process still has some rough edges and tests are probably thoroughly broken

* additional modifications to support boomers and telepads; consolidation of code for deployable acknowledgement by owner and during failure conditions; tests for behavior

* retooled a significant portion of the build sequence and deconstruct sequence to: eliminate duplicate messages, give the player more input to and control over the process, remove undue responsibility thrust on SessionActor

* messaging issue where player did not re-raise hand after exchanging a used construction tool for a new construction tool

* modification to deconstruct path to make certain deplayble is unregistered last; ridding requirement of AlertDestroyDeployable; fixing test

* create paths for unowned deployable building and (standard) owned deployable building; corrected activation and connection between telepad deployable and internal roouter telepad; wrote tests for connection between telepad deployable and internal telepad

* modifiying the conditions of a deployable construction item being moved into a visible player slot such that the construction item's initial output is valid given the player's current certifications

* by forcing the fire mode to revert briefly before the ammo type updates, the construction item can be made to remain consistent between fire mode shifts

* construction tools now keep track of fire mode ammo types for a period of time, allowing one mode's last setting to be retained

* greatly delayed rebase with master

* minor changes; test correction (?)

* router is go?
2021-06-02 11:51:38 -04:00
Fate-JH 29d583fd90
Merge pull request #835 from Fate-JH/medkit-use
Personal Medkits
2021-05-27 22:59:51 -04:00
Fate-JH 195b2aaf3f
Merge pull request #832 from Fate-JH/invalid-terrain
Packet: InvalidTerrainMessage
2021-05-26 11:32:17 -04:00
Jason_DiDonato@yahoo.com 23ff0f532b packet work for InvalidTerrainMessage packet and tests 2021-05-25 17:08:03 -04:00
Jason_DiDonato@yahoo.com c4f5dc4dbf moved medkit resolution into the player control agency and callbacks/blockers added to the session 2021-05-23 08:08:04 -04:00
Jason_DiDonato@yahoo.com 2ce48cc356 facilities that do not have llu sockets should not complain that they are not facilities 2021-05-22 08:06:06 -04:00
Jakob Gillich 91e76d2397 Add base certifications config option 2021-05-22 07:43:28 +02:00
Jason_DiDonato@yahoo.com afb1f4b279 ward against spawning multiple LLU's during normal/wrested base capture 2021-05-18 13:59:50 -04:00
Fate-JH 928e7fdf9e
Driverless Vehicles (#814)
* zone load accommodation for vehicles without 'drivers' expressed in the OCM packet

* assurance
2021-05-10 23:48:50 -04:00
Fate-JH 010b1c5845
Better Respawn (#810)
* biolab spawn benefit should now be active; spawn point integrity at point of player avatar creation, or else try again

* streamlined the process of determining whether a facility possesses individual benefits; warp gates do not have benefits

* fix for mounted turret persistance
2021-05-09 07:17:49 -04:00
Fate-JH 262b7d2ec6
Forget How to Wear Clothes (#806)
* in forgetting an exo-suit certification, one must not be wearing that type of exo-suit afterwards

* making the conditional more straightforward

* fixed issue with purchase times; can now share max purchase cooldowns
2021-05-06 07:31:40 -04:00
Fate-JH cbb48d1442
Repair Value Arpeggio (#807)
* repair capability is now reflected based on progression in the engineering certification tree; uses correct values and modifiers

* 12 works better than 12.5

* fixed tests
2021-05-06 07:31:05 -04:00
Fate-JH 7fca0a5582
Vehicle Spawn Pad QoL (#802)
* preparation for redefining the checks involved in spawning a vehicle from a spawn pad

* pass the terminal from which a vehicle order was issued to be used in validation tests; implemented validation tests to ensure delayed orders remain valid until being executed; various messages about orders that have failed validation, as well as order changes and queue changes

* local zoning field on player for use in statusing and message composition

* expiration of a vehicle order for a given reason; linking of messages for expiration of vehicle order queue; death on an active vehicle pad (during rail operation)

* players that die to spawning vehicles can blame that vehicle's future driver; the calculations for server-side damage are heavily modified

* definitions for vehicle spawn pad kill box, used during vehicle generation to eliminate targets on the spawn pad, per kind of vehicle spawn pad

* reusing common order validation test for some stages of the vehicle order fulfillment process

* adjusts when the vehicle thinks it is mounted to the spawn pad; vehicle wreckage should be cleaned up quicker

* cancelling the active order
2021-05-05 10:13:57 -04:00
Fate-JH 9c0a3754d4
Load Vehicle (#797)
* vehicle will not try to introduce itself to zone if already in zone; vehicle spawn pad construction uses generic messages rather than class-specific ones

* better seat locking while server controlled

* copious amounts of ant deployment check-ery
2021-04-29 09:38:51 -04:00
Jason_DiDonato@yahoo.com 6e2a4ac97d spawn tubes are now susceptible to damage attempted upon their spawn tube doors 2021-04-27 18:08:28 -04:00
Fate-JH 4d19ddc24a
Inside the Generator Room #2 (#798)
* custom function to calculate explosion-susceptibility due to being in the generator room at the wrong time; updated the log message for laze pointer

* ensuring that all targets are within the damage radius

* due to floating point error, checking the dot product instead of equivalence of the vector projection
2021-04-26 20:31:22 -04:00
NickPSF b4cfeb3322
Update GlobalDefinitions.scala 2021-04-25 18:57:04 -05:00
NickPSF d1e9361687
Corrected/Removed some temporary values 2021-04-25 16:02:47 -05:00
Fate-JH 7222a37e50
Merge pull request #786 from Fate-JH/missing-ammo
Missing Ammunition Types
2021-04-24 00:53:31 -04:00
Jason_DiDonato@yahoo.com f0726f88d1 firebird_missile ammo 2021-04-21 20:58:32 -04:00
NickPSF 5361005a08
Merge pull request #785 from NickPSF/Nick-Changes/Overrides
Nick Changes/Overrides
2021-04-21 18:33:58 -05:00
NickPSF 5d84c85687
Update Avatar.scala 2021-04-21 18:07:19 -05:00
NickPSF 1f711feda4
Update GlobalDefinitions.scala 2021-04-21 17:30:34 -05:00
Fate-JH c515c727ff
Merge pull request #782 from Fate-JH/locker-swap
Right Click Locker Swap
2021-04-21 17:32:13 -04:00
Fate-JH 00c8b92b44
Fixes From 20210421 Logs (#784)
* test before casting to int; unsupported equipment in loadouts

* replacing null with Default.Actor

* in/out times but no actor

* empty password; squad ui elements out of order
2021-04-21 17:31:02 -04:00
NickPSF 499bd0392d
Update GlobalDefinitions.scala 2021-04-21 15:22:59 -05:00
NickPSF c27cace813
Update GlobalDefinitions.scala 2021-04-21 15:21:44 -05:00
NickPSF 0a3cf2c6d7
Update GlobalDefinitions.scala 2021-04-21 15:08:31 -05:00
Jason_DiDonato@yahoo.com b78e068c88 changing agile -> infiltration 2021-04-20 20:41:49 -04:00
Jason_DiDonato@yahoo.com 571562b929 right-click swap should work when the locker interface is open 2021-04-20 20:38:15 -04:00
Fate-JH e94744a0be
Merge pull request #771 from Fate-JH/cooldown-reset
Vehicle Cooldown
2021-04-19 07:39:14 -04:00
Jason_DiDonato@yahoo.com 69b8237d42 location of resolution is different 2021-04-18 23:06:29 -04:00
Jason_DiDonato@yahoo.com e41c76ebbc avatar = ... 2021-04-18 23:04:09 -04:00
Jason_DiDonato@yahoo.com 7e2d7a2089 even more concise 2021-04-18 10:17:08 -04:00
Fate-JH f11bf70af7
Merge branch 'master' into cooldown-reset 2021-04-18 09:14:58 -04:00