Commit graph

676 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
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
Fate-JH e4d607533f
moving ActorTest-style tests from common to pslogin (#300) 2019-12-13 03:00:55 -05:00
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
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
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
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
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
Mazo 3e40a2f319 Initial merge of some PTS v3 changes (#281) 2019-10-22 12:15:46 -04:00
Chord 02ab92e537 Fix SquadDetailDefinitionUpdateMessageTest 2019-10-21 23:29:57 -04:00
pschord ce99ea6ffc
Merge pull request #276 from Fate-JH/squad-work
Teamwork
2019-10-21 21:58:20 -04:00
FateJH 5916fa68be SquadAction and SquadResponse were worked into SquadServiceMessage and SquadServiceResponse, respectively, so that traits could be sealed; the continuous join request prompt has been exorcised from squad operations; switching to auto-approve for squads will now resolve all pending join requests; enumerated shared cases in SDAM 2019-10-21 19:41:29 -04:00
pschord c3d19b5377
Create PSForever config framework (#283)
We can now parse arbitrary INI configuration entries. This will allow
server customization and testing without recompiling the server.
2019-10-21 14:12:26 -04:00
FateJH 93f2264f61 added enumeration for squad waypoints and changed field datatypes where appriopriate; added assertions to squad detail packet; removed old logic from squad request and squad response enumerations; WSA lfs -> lfsm 2019-10-20 15:34:01 -04:00
FateJH aa2e0089a4 stop player from inviting himself to own squad; periodic squad updates; fixed squad listing hangup; fixed damage calculation tests 2019-10-19 17:24:12 -04:00
FateJH 0c105f3826 repaired some broken tests; LoadoutManager respects length; squad ids attempt to reset only when no players are logged in 2019-10-17 16:27:19 -04:00
FateJH 35a8d87941 /kick support; fixing a bug with the supplemental squad id 2019-10-16 15:26:55 -04:00
FateJH 16afb63b34 removed redundant subscription; made sure to publish waypoint events properly 2019-10-14 16:20:51 -04:00
FateJH 7d9d5105f6 was going to try blocking characters who have been refused from squad from getting squad updates but forgot it wouldn't be safe to do this here 2019-10-08 20:01:52 -04:00
FateJH 5a1527ae10 small touch-up 2019-10-08 18:47:03 -04:00
FateJH f7098618d7 Members and Squads now deal with their own inherent availabilities; code to transfer knowledge of character squad association by color; old code 2019-10-08 09:12:22 -04:00
FateJH 2a93e6a8be too much to itemize; still getting squads working, more or less 2019-10-08 09:11:44 -04:00
FateJH 3e631657b8 significant refactoring in SquadService operations; properly force the player to leave any participating squad when WSA stops 2019-10-08 09:10:56 -04:00