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2 commits

Author SHA1 Message Date
Fate-JH
3f2240947b
Let's Move Item, Together (#429)
* mix-in code for akka messaging move item, currently testing on infantry only

* adjusted structure of COntainable so callbacks are separate from message-producing functions, are separate from message-sending functionality; massaged LockerContainer until it could support control agency and created a wrapper for its Equipment interfacing; the control structure starts and stops when PlayerControl starts and stops, and it converts whenever necessary

* added failsafe conditions to Containable, such as blocking certain messages while completing a MoveItem call, or blocking all messages to reset disruptive MoveItem calls; depiction message callbacks for Player, Locker, and Vehicle, to properly depict the manipulation of items; eliminated the old code from WSA

* added useful comments to Containable; moved functionality for deployables, and for container'ing, and dropping logic out from WSA and distributed it appropriately

* handling terminal operations - buying an exosuit and selecting an infantry loadout; starting work on support for more persistent equipment timers local to the avatar (that were removed in this update; see wsa changes)

* linked terminal page/message with routing policy

* tuning vehicle loadout management and display

* separated use time from purchase time and applied a system that limits either if that same event would recur too soon; tuning exosuit and loadout changes

* some ask timeout handling and comments

* normalizing item on ground interactions

* rearranging the project structure

* merged with master; commas removed

* fixing tests

* added description strings to Tasks; adjusted the completion conditions for some Tasks

* a failed purchase will not block future purchases; increased timeout on move-item tasks

* corpses, even one's own, should have properly moveable inventories

* for better persistence, until GlobalDefinitions is renovated, moved the object id->name map onto the avatar object, for the purpose of timers; replaced a use of values in GridInventory for a map conversion

* max loadouts and max exosuit switch use same cooldown now; hopefully better clarifcation regarding held arm position
2020-05-16 12:18:08 -04:00
Fate-JH
5f3e7e5df8
Deployables (#230)
* functions for certifcation ui updates (that don't work)

* initialization of combat engineering deployables ui on load and certification change

* representation classes for ACE and FDU; ability to pull ACE and FDU from equipment terminals

* ammo change functionality and fire mode change functionality for ConstructionItems refactored from Tool operations and supported properly (switch between deployable options)

* zone-specific structure for keeping track of deployables; abaility to dismiss deployables from the map screen (previous functionality); local client creation of explosive-type deployables

* refactored MannedTurret into FacilityTurret and lesser traits to be used in the deployable spitfires and the OMFT's; all ACE deployables are available for placement; partial management of the construction items after the deployable is placed; boomers create boomer triggers

* Avatar-specific storage for deployables and for updating UI elements

* refactored quite a bit of code in WSA for the benefit of deployable management; refinements to deployable creation; server messages about deployable quantities; corrected the FDU encoding pattern; lots of work dedicated just to synchronizing BoomerTrigger objects

* added RemoverActor for deployables and redistributed deconstruction functionality away from WSA to new DeployableRemover; added events to facilitate activities not inheritable with this model

* refactored and distributed Deployables classes; copious amounts of testing and document-writing

* boomers now explode from trigger; support for deployables being destroyed by weapon discharge, including individual health, soure identification, and damage model; shuffled deployable classes to build different hierarchy

* sensor_shield was skipped by accident

* identified stray object in Hanish, Ishundar, and added Irkalla, Ishundar's capture console; fixed issue with Warp command and 'Irkalla'; modified building amenity setup and setup testing in Zone; players load and die properly when seated in an omft; reserve ammunition in omft properly registered

* added local service channel, capture consoles, fixed tests as much as posible

* fixed LocalService tests by booting the ServiceManager; added avatar and local tests

* a simple attempt to refactor Actor messages in a way that is acceptable to Travis CI

* making the explosive deployables vanish upon explosion; sensor health bars are now supported
2018-09-23 08:00:58 -04:00
Renamed from common/src/test/scala/objects/guidtask/GUIDTaskUnregister5Test.scala (Browse further)