Commit graph

13 commits

Author SHA1 Message Date
Fate-JH
5787c14a29
warning fields and kill fields added to the perimeter surrounding most zone continents (#992) 2022-05-07 00:39:28 -04:00
Fate-JH
6ae0b44848
Lump of Coal (#982)
* preliminary elements needed to battle frame robotics; mostly from previous branch

* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm

* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types

* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form

* crouching improves shield regeneration

* some projectiles damage the bfr regardless of its shield

* delay the final vehicle explosion; start of vehicle subsystems

* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's

* control agency support for vehicle subsystems for arm weapon fire control

* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain

* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default

* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent

* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase

* the bfr armor siphon works

* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles

* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support

* battleframe loadouts available upon vehicle spawn (vs and tr only)

* adb values for siphons; subsystem update message; some repairs

* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary

* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs

* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions

* changed the triggers for the stamina regeneration timer

* potential fix for issue related to finding arm weapon mounts

* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later

* commit while working on subsystems mk2

* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too

* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied

* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
Jason_DiDonato@yahoo.com
49d797e4ba various fixes related to sentry alerts 2021-08-03 20:03:08 -04:00
Fate-JH
912d9a6599
The Flail (#896)
* corrected flail deploy animation timing; added a working laze pointer terminal utility to the flail

* initial LongRangeProjectileInfoMessage packet and tests

* flail damages targets over a distance and damage dealt will increase with distance traveled

* flail laze pointer broadcasts a special waypoint to squad members and blanks position marker after a short time

* recharge terminal will remotely restore ammunition to ancient vehicle weaponry (like the flail) as weaponfire expends it

* laze waypoints do not double and are visible to all squad members; excessive squads do not form and stick around by accident
2021-07-29 09:06:29 -04:00
Jason_DiDonato@yahoo.com
23ff0f532b packet work for InvalidTerrainMessage packet and tests 2021-05-25 17:08:03 -04:00
Jakob Gillich
91e76d2397 Add base certifications config option 2021-05-22 07:43:28 +02:00
Jakob Gillich
f2953890be Log packet contents when no decoder is found 2021-04-17 02:33:14 +02:00
Mazo
7e1466c898 Merge branch 'master-upstream' into llu-2021
# Conflicts:
#	src/main/scala/net/psforever/objects/avatar/PlayerControl.scala
#	src/main/scala/net/psforever/services/galaxy/GalaxyService.scala
#	src/main/scala/net/psforever/services/local/LocalService.scala
#	src/main/scala/net/psforever/services/local/LocalServiceMessage.scala
2021-03-31 23:12:59 +01:00
Fate-JH
71ab35ecab
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system

* master was stale

* grouped scheduling for timing orbital shuttle activity

* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway

* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door

* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle

* modification of seat mounting and cargo mounting support entities to expand functionality

* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly

* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone

* swap of shutle from pad to pad control; tests and comments

* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler

* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states

* rebase with master; looks like rebase with merged_master, which is also a commit

* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat

* fixing explosions

* fixed the persistence monitor service potentially using non-printable unicode in actor names

* can not use a droppod to gain access to one's own sanctuary

* removed hart facility update that causing open bay doors and beeping

* PR review changes

* fix for aggravation issues
2021-03-23 09:44:10 -04:00
Mazo
2c07ef4a05 Add CaptureFlagUpdateMessage decoder to GamePacketOpcode 2021-01-26 22:59:56 +00:00
Fate-JH
78f970a4ac
Spud Gun (#572)
* initial spiker logic for charging mechanic; it's functional but doesn't work exactly by the numbers say it should

* no damage degrade for radial damage; charge mode features, including damage on the projectile and fire mode on the weapon; the Spiker's damage output is pretty close to accurate

* ammunition drain timer works correctly; no need for the progress completion function; new formatting sucks

* dial back on fire mode changes; stop excessive weapon discharge case; comments

* master merge; test fix (when did it change?)

* test repair; fixed unintentional side-effect of instantiation of StanDamProf
2020-09-05 09:08:18 -04:00
FateJH
89d7aea633 separated aggravation behavior and uara management behavior; moved files into packages and deleted old files 2020-08-26 11:45:07 -04:00
Jakob Gillich
f4fd78fc5d Restructure repository
* Move /common/src to /src
* Move services to net.psforever package
* Move /pslogin to /server
2020-08-26 06:19:00 +02:00
Renamed from common/src/main/scala/net/psforever/packet/GamePacketOpcode.scala (Browse further)