Commit graph

891 commits

Author SHA1 Message Date
FateJH 375edbbf94 adding EMP-related fields to projectile definitions; adjusting target validation funcs for generic application 2020-01-01 09:19:05 -05:00
Mazo b48f173a98
Merge pull request #310 from Fate-JH/goam6
GenericObjectActionMessage Field Change
2020-01-01 09:16:49 +00:00
FateJH 515de6c507 transforming an 8u field into a 6u field; modifying all other values in code 2019-12-31 23:38:20 -05:00
Mazo 4d742e9fee Transfer base benefits via lattice (#307)
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set

* Fix damage logic for pain fields that don't rely on the nearest door

* Transfer base benefits via lattice

* Missed two Building.SendMapUpdate -> Building.TriggerZoneMapUpdate

* Fix Building tests
2019-12-27 11:50:34 -05:00
Mazo 73298a2e06 Painfield fix (#305)
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set

* Fix damage logic for pain fields that don't rely on the nearest door
2019-12-27 11:48:55 -05:00
Chord 83ac66a3bf Increase SessionReaper timeouts and add to config file
This should fix issues disconnecting at loading screens/zone changes as
no packets are being transmitted during this window. If the
WorldSessionsActor is also slightly overloaded, the session reaper can
drop the session mistakenly due to no outbound traffic.

Also fix-up WorldConfig.Get with better error messages along with more
tests.
2019-12-21 15:20:07 -05:00
Chord d2732550e8 Add additional VNL worlds to test 2019-12-18 13:39:02 -05:00
Chord a54ee2f0b7 Refine VNL multi-world with new vector codec 2019-12-18 13:39:02 -05:00
Chord 37ad423820 Packet: Fix VNL packet to support multiple servers 2019-12-18 13:39:02 -05:00
Chord 6d0649c25b TravisCI: fix artifacts config and enable validation 2019-12-13 13:59:22 -05:00
Chord bf21491859 TravisCI: re-enable coverage, exclude WorldSessionActor
* Update badge to travis-ci.com
* Add artifact upload to S3 testing for future CI based server deploys
2019-12-13 13:48:15 -05:00
Chord 6a0c2a6955 Pass flaky VehicleSpawnControl*Test using delay 2019-12-13 13:46:21 -05:00
Fate-JH e4d607533f
moving ActorTest-style tests from common to pslogin (#300) 2019-12-13 03:00:55 -05:00
Fate-JH 1b26396bb3
resolutions 5; timeSurge -> timeDL (#299) 2019-12-12 13:10:46 -05:00
Mazo 0ece5cda61
Merge pull request #298 from Fate-JH/merge-resolutions
Merge Resolutions
2019-12-12 09:14:18 +00:00
FateJH 38a077744a resolutions 4; unmerged local branch changes of inheritance to ZoneAware, AmenityOwner, etc. 2019-12-12 00:52:33 -05:00
FateJH a782e7bc46 resolutions 3; exo-suit conventions 2019-12-11 10:18:25 -05:00
FateJH c4bb0a77f6 resolutions 2; tests 2019-12-11 08:34:29 -05:00
FateJH 3402ea2155 resolutions 1 2019-12-10 10:11:23 -05:00
Mazo 7b6063055a Basic lattice functionality (#296)
* Move isMoving check to outer block to fix scoping issues

* Initial basic lattice functionality

* Small tweaks to tests
2019-12-10 09:17:54 -05:00
Mazo 28beea4e30 MAX Capacitors (#297)
* fix isAnchored / isOverdrived faction check

* Faction specific MAX definitions

* GenericActionMessage documentation

* MAX Capacitor functionality and changes to damage resolution for NC MAX shield
2019-12-10 08:53:11 -05:00
Mazo d168c40093 Kick players from mountable amenties when owner is hacked (#293)
* Re-enable base power loss when silo capacity hits 0

* PSAM documentation

* Kick players from mountable amenities (turrets, implant terminals) when owner is hacked
2019-12-10 08:44:16 -05:00
Fate-JH 9ec97f279a
Zone-local Event Systems (#295)
* all matters related to vehicle events, including tests, adjusted so that the service actor internalizes a specific zone; major adjustments to the order fulfillment logic of vehicle spawn pads; removed a bunch of unnecessary things such as auto-drive guidance

* all matters related to local events, including tests, adjusted so that the service actor internalizes a specific zone; special consideration for proximity units and tests; muted some excessive logging

* all matters related to avatar events, including tests, adjusted so that the service actor internalizes a specific zone; special considerations for resource silos and painbox elements

* explicit trait that acts as an owner of Amenity objects (Building and Vehicle); generalization of <obj>.Owner.Zone statement

* reduced log spam from proximity terminal activity

* tightened vehicle spawn pad control protocol; finally made the player re-appear if the vehicle doesn't spawn/mount correctly; pad operates independent of the person who submitted the current order so less chances for crash

* adjusted workflow for vehicle spawn pad task management
2019-12-10 08:37:57 -05:00
Mazo 885387b734
Merge pull request #291 from Fate-JH/projectiles
Remote Projectiles
2019-12-09 11:21:37 +00:00
Mazo 2662be8778 Standardize constructors to have position as the first param and add positions to terminals (#294)
* Standardize constructors to have position as the first param and add positions to terminals

* Actually assign the position to the terminal object
2019-12-05 09:44:42 -05:00
FateJH d8c9e01d36 my mistake - a merge made a mess of the code for implants; I tinkered with it 2019-11-29 16:43:22 -05:00
Fate-JH b2ec9d2cb6
Merge branch 'master' into projectiles 2019-11-29 11:19:17 -05:00
Fate-JH a5a85e6cc3
Upper Body Angle (#292)
* constrain angles on specialized yaw and pitch fields

* integrated new Angular Codec into OCM and OCDM of avatar; corrected tests; wrote shortcut for whether a unit is moving (under its own power)

* apply clamp

* Accessed containers while moving

Removed unintentional code duplication outside of conditional.
2019-11-29 11:14:25 -05:00
Mazo 9e99dc75e3 Cancel jacking if a vehicle is moving (#290)
* Add Medical / Adv Medical / Expert Electronics to default certs

* Cancel jacking when object is moving more than a small amount
2019-11-29 11:00:30 -05:00
Mazo 31bdf58ea4 Additional checks to ensure players don't heal themselves immediately after dying (#289)
* Additional checks to ensure players don't heal themselves immediately after dying

* Move alive check to cover other kit use

* Don't use ammo on full health/armour players and change adv medical revive to take 5 seconds + 25 ammo

* Fix merge conflict oopsie

* Fix merge conflict oopsie. Properly this time.

* Allow PlayerStateMessageUpstream to be processed even when the player is dead, to prevent corpses sliding from interpolated client side movement
2019-11-29 10:54:25 -05:00
FateJH 63d7fbefa0 accommodating short-lived projectiles, as well as out-of-order and late-to-register projectiles 2019-11-27 08:38:30 -05:00
FateJH 111facc070 added projectile index overrides for gluegun 2019-11-18 08:22:32 -05:00
FateJH f8836f1cc4 no_projectile for Tools that have no projectile; condensing cases in WSA 2019-11-15 16:21:35 -05:00
FateJH ed7406f25f last minute minor corrections 2019-11-14 13:51:08 -05:00
FateJH 693a3a5d78 proper remote projectile handling; allowances for the Decimator alt-fire mode; initial DamageMessage packet and tests; initial DamageFeedbackMessage packet and tests 2019-11-14 13:06:58 -05:00
FateJH 043512d6a3 proper PSM encoding/decoding; normal and alternate projectile flight handling; auto lock field on projectiles, to indicate whether that projectile should produce a warning message on the target's side when weapon is pointed at the target; business logic in WSA 2019-11-04 09:21:36 -05:00
FateJH d1ba353cad 'don't knock it if it works' controlled projectiles 2019-11-01 11:11:47 -04:00
FateJH 8952ab86f6 events for future expansion; added custom projectile remote client data for OCM packet creation; initial projectile velocity calculation; (too many) details when it comes to Enumerations for projectiles; hooked up theoretical projectile creatiuon, management, and deletion 2019-10-30 22:54:45 -04:00
FateJH f1c73688f7 removed fire mode override for the Phoenix; added events for loading and manipulation of remote projectiles to AvatarService; ProjectileStateMessage handles projectile data in a simple way; remote projectiles can now be registered and unregistered 2019-10-30 22:53:16 -04:00
FateJH fa7365e8af modified TrackedProjectileData codec and tests; changed Projectile into a game object; added comments and entries missing from the basic ObjectClass lists; projectile packet converter added but untested 2019-10-30 22:51:26 -04:00
FateJH 56c7c4544e added flags to indicate the projectile must be handled using the server as an intermediary; eliminated obsolete enumeration data; added analysis for the oicw_little_buddy 2019-10-30 22:51:26 -04:00
Fate-JH cea105042c
attempt at mitigating geowarp immortality (#288) 2019-10-30 22:47:04 -04:00
Mazo aec9c15bdd Advanced medical + other bits (#287)
* Allow medical applicator to revive players

* Allow dead players to be repaired

* Refactoring medapp + bank usage

* Make bank + medapp use charges from magazine

* Don't try to heal/repair other players with MaxHealth/MaxArmor <= 0

* Ignore tool use on SpawnTube objects (for example; don't deconstruct from using a medical applicator on a spawn tube)
2019-10-30 22:43:40 -04:00
pschord 53d677dc5d Config: add developer.Netsim.* (#285)
Break out configuration of the UDPNetworkSimulator to worldserver.ini
2019-10-30 22:40:00 -04:00
Fate-JH ad29bfe16a Select Changes from My Original Securities Branch (#286)
* select changes from my original securities branch

* nanoTime -> currentTimeMillis
2019-10-23 17:21:16 -04:00
Chord 21b17b7649 Config: print the right path when loading 2019-10-22 20:32:19 -04:00
Chord cf8d30b5be TravisCI: Just disable coverage 2019-10-22 20:17:37 -04:00
Chord 638c3f975e TravisCI: Once again, try to ignore the coverage job 2019-10-22 14:58:30 -04:00
Chord 9836e48ac7 Fix flaky actor tests by de-parallelizing 2019-10-22 14:35:17 -04:00
Mazo 3e40a2f319 Initial merge of some PTS v3 changes (#281) 2019-10-22 12:15:46 -04:00