Commit graph

6 commits

Author SHA1 Message Date
Fate-JH
c2f6baf551
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept

* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint

* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code

* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic

* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits

* player bank repair and medapp heal has been moved out from WSA into PlayerControl

* overhaul of Progress callback system and the inclusion of player revival as a Progress activity

* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate

* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization

* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)

* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting

* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players

* destroy and repair pass on deployables, except for explosive types

* Damageable pass; client synchronization pass

* helpful comments

* some tests for damageable and repairable; refined output and repaired existing tests

* enabled friendly fire check and recovery

* handled friendly fire against allied mines; moved jammer code to common damageable behavior

* tweaks to damageability, infantry heal and repair, and sensor and explosive animations

* animations; framework for future vitals events; closing database connections

* adding some deployable tests; fixing a bunch of other tests; History is back

* testing for basic Damageable functions; removing a log message

* finicky animation stuff

* event messages to the Generator to represent health changes

* damage against BFR's is now only used against mythical creatures

* test fix
2020-04-14 15:17:32 -04:00
FateJH
686676f9b9 jammering criteria selection and determination added; applying calculations to damage target (for projectiles) exposes the underlying cause of the damage 2020-01-01 09:19:05 -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
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
Fate-JH
4eca226b5b
Damage Fix, and Stuff (#235)
* redid splash damage radial degrade calculations; lasher damage fixed to 6/0 or 2/4 depending on armor; fixed direct hit distance for weapons that act like slash weapons; gave Falcon a valid projectile

* delayed resource silo startup to avoid crash; discovered issue with MAX armor resulting from incorrect manipulation of inventory items during suit transfer

* modifications to consider a specific modifier that exists on some vehicles and armored equipment called Subtract, a DamageProfile that reduces damage due to a set flag; manually controlling damage tick marks rather than relying only on HitHint (from client)

* Tools now have default firemodes (temporary?); ammo gotten from loadouts is always full; loadouts and exo-suits juggle armor values differently on being changed; log messages for damage to players and vehicles

* weapons with one (last) shot need support communicating that one (last) shot

* fixing tests

* correcting the codec for BindPlayerMessage

* changed wording that identifies the damage log entries

* switching exosuit no longer causes butterfingers

* extending exosuit swap armor value changes to infantry loadout changes

* ranges removed from non-vehicle containers

* enabled partial damage functionality to facility turrets

* BindPlayerMessage replacing BattleplanMessage for purposes of depicting the closest AMS spawn point; specific enums in relation to spawning in BPM and SpawnRequestMessage

* rewrote exo-suit switching and loadout switching code, paying extra-special attention for the needs of MAX's

* quick amendment for previous commit

* switching from mount point check to seat checks in VehicleRemover; started refactoring of Cargo functions before realizing how complicated the full effort would be, so these changes are merely wrapping object identification by GUID

* adding a minor server delay to terminal operations
2018-11-21 20:31:51 -05:00
Fate-JH
7901f66324
Damages (#225)
* refactored WSA code handling HitMessage, handling SplashMessage, and handling LashMessage; modified projectiles for future functionality

* players can die from being shot now; the damage model is simplistic since main goal was to write around the potential for negative damage ('healed from getting shot'); HitHint works correctly; dedicated AvatarService channel for each avatar helps reduce message spam

* vehicle destruction, and replacement with lightweight wreckage objects upon continent join; made flushing vehicle terminal more accessible

* simple work on vehicle shield charging (amp station benefit) (that's my commit story and I'm sticking with it)

* a flexible calculation workflow that can be applied, grabbing damage information, resistance information, and then combining it with a resolution function; players and vehicles have resistance values; removed redundant damage calculations from WSA

* broke up DamageCalculations, ResistanceCalculations, and ResolutionCalculations into packages under vital; fixed an error with exo-suit calculation resistances; events for dealing with synchronized player and vehicle damage calculations and building the papertrail of those damages; updating codecov.yml file for ignore classes

* added tests for various components (damage model, destroyed vehicle converter, vitality, etc..) and some functionality improvements

* added a field to keep track of how projectiles will be attributed at the time of target death
2018-07-30 09:28:45 -04:00