Commit graph

513 commits

Author SHA1 Message Date
Mazo 447f6de2d6 Add definitions/objects for cargo holds and cargo 2018-06-02 14:11:19 +01:00
Mazo 27d8f91cec Update documentation 2018-06-02 14:09:42 +01:00
Mazo 5347b78e7c Add CargoMountPointStatusMessage / DismountVehicleCargoMsg / MountVehicleCargomsg packets 2018-06-02 14:08:13 +01:00
FateJH e00202e8fb Tuned positioning on player spawned at an AMS; fixed 'AMS' label draw and clear issue by expanding deployment options; modifications to BattlePlanMessage packet 2018-05-21 10:58:18 -04:00
FateJH cd91080c9a Worked ams spawning rules into normal SpawnRequestMessage workflow using the (reliable) spawn group number of 2 2018-05-21 10:58:18 -04:00
FateJH cc3e1dde86 packets RespawnAMSInfoMessage and SquadWaypointEvent, the latter with tests; system of keeping track of deployed AMS vehicles and displaying their data to interested users added through the VehicleService path 2018-05-21 10:54:32 -04:00
FateJH 848929fd01 test fix 2018-05-21 10:48:32 -04:00
FateJH a3f50cc8a4 fixing Infiltration Suit issues as well as streamlining the process of exo-suit switching 2018-05-21 10:16:20 -04:00
FateJH cf3bf19d4d tests for prior MAX changes; correcting a 13mm problem with the Lightning's chaingun ammunition type 2018-05-21 10:16:20 -04:00
FateJH e14f2817d7 TR MAX mode switch and Anchor mode switch fix; MAX will anchor, display to others as anchored, and properly switch between fire modes in both anchored and normal stances 2018-05-21 10:16:20 -04:00
FateJH e2dcf998e0 in an attempt to decipher the pickup sound, it seems every item pickup comes with a 'congratulations' packet 2018-05-21 10:15:05 -04:00
FateJH c838ff3168 splitting too big ammo boxes upon changing ammo; also, properly dropping too much ammo after same action 2018-05-21 10:15:05 -04:00
Fate-JH 1d732196f0
Update DismountVehicleMsgTest.scala
0 -> BailType.Normal
Should have caught this in the prior merge.
2018-05-21 08:48:14 -04:00
Fate-JH 12443c6aa5
Merge branch 'master' into feature/VehicleDismountImprovements 2018-05-21 08:34:29 -04:00
FateJH 26d42e9f37 fixing incorrect documentation 2018-05-21 07:29:09 -04:00
Mazo 6f65603942 Add BailType enumeration and update parameters for vehicle dismounting with correct naming and type 2018-05-21 06:47:21 +01:00
FateJH e368c8b5be added silos and air pads on z6 and on home3; undid temp lattice benefits and temp vehicle damage 2018-05-16 20:35:33 -04:00
FateJH e9aac5514a more tests for the proximity amenities; added the other silo in Anguta, Ceryshen and the terminal-facing silo in home3; initial work on FacilityBenefitShieldCharge packet and tests 2018-05-16 19:24:50 -04:00
FateJH a513f4996e working vehicle loadouts from repair/rearm silos; code documentation and expanded tests 2018-05-16 00:27:25 -04:00
FateJH 2a4fe4865e partially-working vehicle favorites system; modifications to existing favorites system, identification of packet parameters 2018-05-15 08:05:33 -04:00
FateJH 9d7d1b0456 split previous Loadout into separate InfantryLoadout and VehicleLoadout classes; moved new Loadout code into its own package and corrected import statements; corrected Terminal code and tests 2018-05-13 23:06:01 -04:00
FateJH 7673c8941b begun work on repair and rearm silos by dividing up proximity terminal behavior; terminals at Anguta wired 2018-05-13 21:57:14 -04:00
FateJH 34210fe581 LootItwemMessage documentation 2018-05-10 23:11:52 -04:00
FateJH 1d956c834c improved object name exposure for log messages; removed 'init with GUID' constructors that were no longer necessary 2018-05-10 23:03:34 -04:00
FateJH 65c8de0790 expanding Container functionality to include Fit tests; handling LootItemMessage packets 2018-05-10 19:46:19 -04:00
Fate-JH 0590b575d0
Merge pull request #204 from Fate-JH/destroy-v-term
Destroy the Vehicle Terminal
2018-05-10 19:42:27 -04:00
FateJH 4f1e4381a4 added feature to reset the vehicle terminal if it should get stuck while fulfilling an order 2018-05-09 21:28:16 -04:00
FateJH 526ab7d5ec Removed duplicate code by moving the logic of Container around; removed duplicate code by producing a functional inventory search algorithm that handles both ammunition and weapon magazine options; corrected tests 2018-05-09 16:26:33 -04:00
FateJH ba49b5859e replenishing supply of thrown grenades from player inventory; pulled in locker search for Player.Find to avoid wrongful indexing 2018-05-08 23:55:01 -04:00
FateJH e61f1dbdfc changes to how MoveItemMessage is handled; AvatarService messages for MoveItem purposes; stop shooting and put away weapon when sitting down 2018-05-08 00:07:11 -04:00
FateJH deb0e670ba moving management of ServerVehicleOverride state to WSA from Vehicle 2018-05-05 21:36:45 -04:00
FateJH f4343bbf0d fixing import duplicity and order; accommodations for air vehicles and their spawn pads 2018-04-29 01:03:54 -04:00
FateJH 6047b9e054 adjust to vehicle spawn timing, placement of spawn pad, and a quick override packet 2018-04-29 00:18:14 -04:00
FateJH 68422401e5 Another revamp to vehicle spawn process. Wrote tests. 2018-04-29 00:16:55 -04:00
FateJH 5d5c609a2f Reorganized vehicle spawning process and wrote tests for process. 2018-04-29 00:13:15 -04:00
FateJH c87273c351 originally just implemented drive-away speeds and timings for boarding vehicles manually; then attempted a trick where vehicles would be moved up out of the trench manually; finally, discovered how spawn platform rails work and how to find their guids easily and incorporated a nearly fully-functional vehicle spawn system(!); added examples of the 'railless' spawn pads to the East and Southeast of home3 HART C 2018-04-29 00:13:15 -04:00
FateJH fde49773cd Splitting single vehicle spawn control process into several subtasks. Vehicle event bus attached to zone objects, especially for interacting with VehicleSpawnControl. Importing SouNourS copy of ServerVehicleOverrideMessage packet and tests. 2018-04-29 00:13:15 -04:00
FateJH a31207322b accomodations for tests; adjusting conditions for proximity terminal operations; adding the medical terminals in Anguta 2018-04-19 19:51:04 -04:00
FateJH 35ed000ccc code documentation and tests 2018-04-19 08:03:06 -04:00
FateJH 29cf59775a working medical terminal and stubs for other proximity-based terminal operations 2018-04-19 08:01:13 -04:00
Fate-JH d8fe6bab28
Merge pull request #196 from Fate-JH/spawn-tube
The Real Resurrection Update
2018-04-19 07:45:47 -04:00
FateJH 82c68ebedb Modifying AvatarDeadStateMessage to manipulate visible respawn points on deployment mpa; improving postStop conditions on WSA to consider player in different situations; added basic Zone.Population.(message) case statements 2018-04-09 19:12:23 -04:00
Fate-JH fc3837268c
Merge pull request #194 from Fate-JH/pca
Packet Splitting, Bundling
2018-04-02 09:39:55 -04:00
FateJH f444a35785 Changes to AvatarService packets and support actors in regards to corpse management and tests regarding corpse management. Seriously, those tests. 2018-03-31 20:03:40 -04:00
FateJH 7f40b31a34 Akna Air Tower, Ceryshen, has its amenities wired. The default spawn point has been moved to allow for the tower at Akna to interfere with the tower at Anguta. 2018-03-31 20:02:40 -04:00
FateJH ddc2450541 Buildings now have simple type distinctions to work using the known output of a SpawnRequestMessage packet. Support for cross-continental respawning (actually a failure case for being unable to spawn). Corpse tuning and testing. 2018-03-31 19:59:11 -04:00
FateJH 20b7726653 Stripped down LivePlayerList functionality, moving player lists onto the appropriate corresponding zones. Corpses are now created, stored, and deleted. 2018-03-31 19:55:44 -04:00
FateJH 8a21df429b The former Player class (former-former PlaterAvatar class) has been split into a persisting Avatar class and a transitory Player class. 2018-03-31 19:54:37 -04:00
FateJH 3e9e3df0fa Simple player spawning proof of concept using buildings mapped to their spawn tube amenities in a "spawn group." 2018-03-31 19:53:45 -04:00
FateJH 001f9a40e9 Anguta, Ceryshen, the Anguta Watchower, and Anguta's two bunkers have had their amenities wired together, excluding the door locks being connected to doors. Modified how things like spectator status, fly status and speed persist. 2018-03-31 19:51:01 -04:00