Commit graph

520 commits

Author SHA1 Message Date
Resaec f7f734296b OutfitMembershipRequest packet codec finished 2023-12-28 23:02:48 +01:00
ScrawnyRonnie 11e5834c02 e 2023-12-27 21:39:07 -05:00
ScrawnyRonnie e62e46e3c3 switch order 2023-12-27 14:52:45 -05:00
Resaec 9703ac402d OutfitMembershipRequest packet start 2023-12-27 06:25:40 +01:00
Resaec 88ac2f35f7 Append opportunistic overhang data consumer 2023-12-27 01:47:25 +01:00
ScrawnyRonnie 8d483ea63a reject and remove 2023-12-25 21:01:24 -05:00
Resaec e68c912ecb Implement the VoiceHostRequest message 2023-12-24 05:14:27 +01:00
ScrawnyRonnie 350f78f46a chat msg undo 2023-12-22 07:57:38 -05:00
ScrawnyRonnie bf5eb191dd a few tweaks 2023-12-21 06:57:16 -05:00
Fate-JH b17d699b5f
Decode Packets, Again (#1156)
* fixing issue where the iterator of a closed stream produces no output; added option to include an entire directory of input files; streamlined workflow between gcapy and preprocessed files

* added documentation; restored functionality of the source's iterator; tidied code

* restored functionlaity/reliability of skip-existing and management of duplicate files and file cleanup; added exclusive log for decode error messages

* collects all literal decode errors falling through the logging cracks

* finally eliminating log spam; tidying up the decoded log files's format

* better subclassing and management of the decoy OutStream

* tightening of the noose

* fixing the readme to account for the -f flag
2023-12-19 14:52:12 -05:00
ScrawnyRonnie a59b8244fe test squads 2023-12-18 18:58:30 -05:00
Fate-JH 93c3463985
Merge pull request #1147 from Resaec/gm_capturebase_turret_kick
GM command capturebase kicks players from turrets
2023-12-18 16:48:03 -05:00
ScrawnyRonnie e757d8e795 remove old timers 2023-12-15 08:35:09 -05:00
ScrawnyRonnie 9a8bcf9bc1 implants stay initialized 2023-12-14 20:15:38 -05:00
ScrawnyRonnie f415b028a8 last llu change? 2023-12-12 22:07:16 -05:00
ScrawnyRonnie 213943dc1d cancel zoning, driver rejoin, implant 2023-12-12 12:21:33 -05:00
ScrawnyRonnie 46b446048d don't need vals 2023-12-10 18:55:18 -05:00
Resaec d03a73ae4e Fix doors on Byblos C4 (fixes #1151) 2023-12-09 23:02:27 +01:00
ScrawnyRonnie 35bfab5768 passenger llu 2023-12-09 14:49:06 -05:00
ScrawnyRonnie 689f67ec39 drop the llu 2023-12-09 07:08:04 -05:00
Resaec b69da7ae54 Fix even more doors 2023-12-08 23:58:13 +01:00
ScrawnyRonnie 0d09d9d6fc adjust 2023-12-07 12:44:45 -05:00
ScrawnyRonnie c24e46f735 let me explore 2023-12-07 08:25:21 -05:00
Resaec 60a1771d1d Fix currently hacked base not clearing hack 2023-12-04 20:40:05 +01:00
ScrawnyRonnie ebf821865a no wrong health 2023-12-02 20:58:50 -05:00
Resaec e29f4e310b Fix Players getting unmounted but still appearing to be inside a Mountable 2023-12-01 03:23:53 +01:00
Resaec b5f15cd3d4 GM command capturebase kicks players from turrets 2023-12-01 00:51:38 +01:00
ScrawnyRonnie 1b0b15e4da slower recharge 2023-11-29 20:05:45 -05:00
ScrawnyRonnie e12cb38f22 more jam 2023-11-29 19:27:09 -05:00
ScrawnyRonnie da16c10dcc keep jamming 2023-11-29 14:47:03 -05:00
Fate-JH 5552d3469c
Merge pull request #1142 from ScrawnyRonnie/item_swap
Item Swapping
2023-11-28 20:05:38 -05:00
Fate-JH a71e699fa0 progress changes: revert to br normally after basic fte's, and support experience multiplier against debt to 3x 2023-11-28 11:24:07 -05:00
Fate-JH b336ddd25d player needs to be carried over from message 2023-11-25 10:13:29 -05:00
Fate-JH f7d8e79dd8
Merge branch 'master' into exp-for-kda-3 2023-11-25 10:06:37 -05:00
Fate-JH 30627ae59f break up initial hack statement; fix the !list command; fixed resource silo math (failed simplification of dividing over division) 2023-11-25 09:57:41 -05:00
ScrawnyRonnie 83ccdc8d73 cya llu 2023-11-24 21:23:17 -05:00
ScrawnyRonnie aa0ae5f731 fix item swap 2023-11-24 06:42:28 -05:00
Fate-JH 60989f488a
Merge pull request #1141 from ScrawnyRonnie/no_charge_cargo
A few more fix attempts
2023-11-21 03:22:26 -05:00
Fate-JH 42d1422fc7 corrected issue with multiplier for experience earned while in debt; poor separation between special case players in facility capture situation; missing database calls during facility capture situations 2023-11-21 02:38:44 -05:00
ScrawnyRonnie 26046580b2
split air and reduce time 2023-11-16 22:43:44 -05:00
ScrawnyRonnie 03ed518f07
Merge branch 'psforever:master' into Terminals_and_vehicles 2023-11-16 22:34:40 -05:00
ScrawnyRonnie 2aa2ffc275 Turret upgrading 2023-11-16 13:54:05 -05:00
ScrawnyRonnie 25804ca55f
Comment 2023-11-16 12:52:49 -05:00
ScrawnyRonnie 0cb9746cbb If I only knew the codebase and that MountedIn was already a thing -.- 2023-11-14 19:21:49 -05:00
ScrawnyRonnie 962904b3d9 don't charge cargo 2023-11-14 11:05:58 -05:00
Fate-JH cc2089b513 make a better guess on the wonership of a facility during a capture/resecure; during a neutral capture, an 'owning side' will be decalred based on effort; changed the calculation of kill experience to simplify the modifiers and reduce the potential to have 0 bep 2023-11-13 02:24:36 -05:00
ScrawnyRonnie 0c3d5f3601 Fixafewthings 2023-11-12 07:48:50 -05:00
ScrawnyRonnie 9e76fcc42a
Update EffectTarget.scala
Set back to findLast after review
2023-11-07 21:38:28 -05:00
ScrawnyRonnie 537417f880
Merge branch 'psforever:master' into master 2023-11-07 18:59:06 -05:00
Fate-JH 7f61206ddd exp for ntu and ntu silo operation restored; message about progress system given more limited scope; adjusted cep for llu carrier kill; kd accumulates by kills and maintains between lives; ifflock does not discriminate rehack faction; no rewards for killing allies, or self 2023-11-07 16:07:08 -05:00
ScrawnyRonnie 5930e7fb76 Merge remote-tracking branch 'origin/master' 2023-11-04 07:56:33 -04:00
ScrawnyRonnie 78552f6691 Recharge only AT weapons 2023-11-04 07:56:09 -04:00
ScrawnyRonnie fdccba40b5 Energy crystals weren't working. Seemed to be caused by GUIDs. 2023-11-01 13:21:14 -04:00
Fate-JH 52deb2b212 appeasing the testing gods 2023-10-31 01:25:02 -04:00
Fate-JH d3392ecab2 QoL changes; event chat messages for exp when in debt; different calculations for sep; timestamps for progress system start and clear; hopefully proper cleanup for progress system 2023-10-30 23:53:43 -04:00
ScrawnyRonnie 26824da624 Lodestar repairs vehicles now and damage interrupts repairing 2023-10-30 20:28:35 -04:00
ScrawnyRonnie d228784e1c Cavern crystals (except damage - that needs help) 2023-10-29 21:55:19 -04:00
ScrawnyRonnie 5f3c9d4cc9 Fix cave facility terms 2023-10-27 21:07:30 -04:00
ScrawnyRonnie 326ae1e674 Fall damage reduced 2023-10-27 12:20:35 -04:00
ScrawnyRonnie e7850fb612
Supai Terms - Fall Damage - Cavern IA (#1)
Tweaks
2023-10-26 20:52:22 -04:00
Resaec a63aa95d24 Fixed 7 door GUIDs 2023-10-24 00:30:59 +02:00
Fate-JH e9dbd5f259 importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded
importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods

kill contributions should work; even if they don't, need to put this away for now

extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing

events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace

support experience accumulates and is given to the user in gradual provisions

rewarding facility capture through cep; not fully tested yet; math sucks

sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity

early reivision for v010; recording ongoing shots fired and landed

restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes

all rewarded support events are accounted for

command experience calculations upon facility capture or resecure

corrected database migrations

most of the code for the play or progress system

statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
2023-10-17 14:06:21 -04:00
Fate-JH b866aa8a30 importing controlled implementation changes from original exp-for-kda branch; primary kill experience rewarded 2023-10-17 14:06:20 -04:00
Fate-JH 2446a844e5 quit back to the server select screen and rejoin the server without having to close the client 2023-08-07 20:36:43 -04:00
Resaec 7f792d63d4 Add support for launcher login via tokens and file verification
Added code to LoginActor to handle client authentication via login token
Added code to LoginActor to generate the password used by the launcher to authenticate with the API
Changed code in LoginActor to replace deprecated bcrypt functions
Changed code in Account to add the field password, token and tokenCreated
Added database migration V009 containing table changes on account, new tables launcher and filehash and a trigger/function combo to update the tokenCreated column.
2023-08-01 00:33:14 +02:00
Fate-JH 663cfdc90a
moved polling of blockmap from psm callback to upstream handling (#1121) 2023-07-26 23:08:40 -04:00
Fate-JH 2b6edc25fb
No Work (#1116)
* make the timer for outbound packet bundling a fallback option rather than a primary control for outbound timing

* better emergency timer determination

* eh

* master merge and light changes
2023-07-26 23:07:24 -04:00
Fate-JH 735f5f95cd missing subslots is now a self message rather than an anonymous callback 2023-07-10 20:01:37 -04:00
Fate-JH 490b04380f reuse crypotgraphic informtion for the md5-mac algorithm in packet coding; deprecated toFoo calls 2023-07-10 14:29:16 -04:00
Resaec c7a697213b Optimisations on MD5MAC and updated Scala version to 2.13.10
Adopted ListBuffer to ArrayBuffer switch that also fixes the problem with the new Scala version
2023-07-10 02:35:07 +02:00
Fate-JH b0d7ae12d1
Merge pull request #1115 from Resaec/fix_ams_ant_router_undeploy_on_owner_zone_change
Fix AMS, ANT, Router and BFR siphon undeploying when owner leaves zone
2023-07-07 10:02:17 -04:00
Fate-JH db020e0dfc
Merge pull request #1112 from Resaec/fix_some_doors_searhus
Fixed doors in Searhus
2023-07-07 10:02:00 -04:00
Resaec b67b71bd70 BFR siphon is not a deployment or a continuous action, but a fire action. Removed from check.
AMS, ANT and Router will be placed under ConditionalDriverVehicleControl instead.
2023-07-07 13:28:25 +02:00
Resaec 5d2c321efb Fix AMS, ANT, Router and BFR siphon undeploying when owner leaves zone 2023-07-07 03:26:05 +02:00
Resaec f5bb202802 Fixed doors on Forseral 2023-07-03 03:20:15 +02:00
Resaec d3a7686108 Fixed all other broken doors on Searhus 2023-07-03 02:45:33 +02:00
Resaec c9c14fffc7 Fixed some doors in Searhus - Drakulu and Rehua 2023-07-02 20:27:51 +02:00
Fate-JH 0628b988fe using force psm occlusion to eliminate certain other packets that would be fine if hidden 2023-06-01 23:13:05 -04:00
Fate-JH 6f4ceaee29
Utility Vehicle Drivers (#1102)
* recalcalating name offsets for later; primary test is this player-driven AMS (see PSMU for details)

* found fields in the ConnectToWorldRequest packet; clarifying field names in a variety of places; enough modifications to make an old packet transcode properly

* it works?

* giving VehicleFormat its own file; fixing imports
2023-05-30 13:05:38 -04:00
Fate-JH 6b77281260
Merge pull request #1099 from Fate-JH/tread-water
Vehicles that Should Travel over Water
2023-05-30 13:04:08 -04:00
Fate-JH 24a44eff1f
Floor Is Lava (#1098)
* adding another meter to the byblos lava level

* turning the sealevel into a deepsurface
2023-05-30 13:03:40 -04:00
Fate-JH a6d88bdd1d the medium transport vehicles and thresher should no longer disable over water 2023-05-29 16:53:21 -04:00
Fate-JH 48d320c7b1 initial packet and tests for OutfitRequest 2023-05-22 16:27:06 -04:00
Jakob Gillich c22d86acef
Merge pull request #1091 from Fate-JH/event-fixes
May 20th Event Fixes (maybe)
2023-05-21 13:36:29 +02:00
Jakob Gillich 93ebb60c43
Increase default packet bundling delay 2023-05-21 08:49:22 +02:00
Fate-JH 626366996b restored kamon; fixed deployment state MatchError due to unexpected states; attempt to resolve broken model state of vehicle 2023-05-21 00:45:35 -04:00
Fate-JH 9ca17e3600 spawn vehicles with equipment in hand 2023-05-20 00:02:10 -04:00
Fate-JH 7e69181d4a
respawn from death in vehicle no longer sends player to spawn closest to 0,0; BFR control restored to driver after spawn (#1088) 2023-05-19 09:30:51 -04:00
Fate-JH 70c4393e9b
Misc Fixes (#1076)
* new paradigm for character creation detection of old characters by name; vehicle channel when seated in vehicle (ant); second wind activates as long as non-fatal damage n>=25; coordinated sequence of deployables whose UI is being updated

* the max timer will assert itself through death and respawn

* in theory, the tests are fixed; that may change from execution to execution, as is usual

* adjusted how the mechanized exo-suit timer asserts itself when in conjunction with prior exo-suit purchase orders

* players in seats have their mounted information shortened in a more straightforward, less fault-prone way; stamina recharge command shortened

* fixed vehicles not loading when player has no GUID; deactivated squad features (may cause trouble for the Router, but we'll manage); removed lingering, unnecessary radiation tick

* even if the player seems to be standing completely still, send an update packet once in a while (1500ms)

* removing an active router will always clean up an active router telepad with which it is paired

* better timing for refresh of the character select screen; potential to stop moving vehicles from anothers's perspectives

* block mounting while vehicle in motion, or in control; if ejected early, end control early

* block mounting while vehicle in motion, or in control (2)
2023-05-15 22:24:35 -04:00
Fate-JH 66f45edcd3
Vehicle Gating with Passengers (#1072)
* guarding against match errors in various places; increased frequency of psm array purge; fixed issues with seated passengers after vehicle gating

* due to increased frequency of clearing psm data, changed from Array to LongMap
2023-05-02 15:09:17 -04:00
Fate-JH a5a232ffdc
corpses on the blockmap list of corpse entities will not displace revived players from the blockmap list of living player entities (#1071) 2023-04-27 12:12:10 -04:00
Fate-JH 72572ad125
Deconstruct in Privacy (#1069)
* when deconstructing at a spawn tube, eliminate damage by hiding the player character from rendering through psm manipulation; adjusts the psm load balancing algorithm; add conditions for checking for cancelling the deconstruction flag when certain actions are taken

* condition for avoiding server-size (all) damage during deconstruction period

* mutually assured discetion
2023-04-26 12:25:08 -04:00
Fate-JH 90b7d2591d
checking for contribution during a base capture does not result in the generation of heat (#1070) 2023-04-26 12:24:35 -04:00
Fate-JH a1cf6c2701
Reduced Upstream/Downstream Load (#1052)
* an attempt to space out the player upstream

* some data sterilizing

* when a player is respawning, other players do not send their own update PSM's

* always display players in their proper locations when nearing their view, even if they have been stationary this whole time

* fixing configuration file and warnings
2023-04-22 00:03:13 -04:00
Fate-JH 24ee12294a
Instant Action, Just Add ... (#1065)
* modified the instant action algorithm; added configuration flags for ams instant actioning and crashing third party activity

* experimental droppod feature that was abandoned as too complicated
2023-04-21 01:12:25 -04:00
Fate-JH 5b0203850d
Not Really a Door Opener (#1063)
* the medical applicator will not long open doors from a distance unless we want it to do that

* fixing tests
2023-04-18 20:43:02 -04:00
Fate-JH f448cad13f
Working BANK (#1061)
* making the bank ammunition actual bank ammunition

* this MatchError never happened before now; don't get it
2023-04-17 11:26:14 -04:00
Fate-JH 1bb21ba79c
Vehicle Gating with Cargo (#1060)
* restore vehicle cargoing after vehicle cargo gate transfers

* fixed this test, maybe?
2023-04-17 01:16:06 -04:00
Jakob Gillich 6c3fd970c4
Merge pull request #1054 from jgillich/dc50
50 minute disconnect fix/workaround
2023-04-15 21:08:48 +02:00
Jakob Gillich 1b367c455f
formatting 2023-04-15 19:02:46 +00:00
Jakob Gillich 87df36946a
log ResetSequence as hex 2023-04-14 14:15:43 +00:00
Jakob Gillich 743afd1b5f
disable logging dead letters during shutdown 2023-04-14 14:12:52 +00:00
Jakob Gillich 65973fee8b
disable resetting of sequence num to 0 2023-04-14 14:12:52 +00:00
Jakob Gillich 5c15a8a3cf
add ResetSequence encoder 2023-04-14 14:12:52 +00:00
Jakob Gillich b69e13c3ee
fix enum keyword warnings 2023-04-14 14:12:51 +00:00
Jakob Gillich bd073d736d
fix unused import warnings 2023-04-14 14:12:51 +00:00
Jakob Gillich e221c85bf2
fix "override should not be private" error
new in 2.13.10:

[error] /home/runner/work/PSF-LoginServer/PSF-LoginServer/src/main/scala/net/psforever/actors/net/LoginActor.scala:48:21: weaker access privileges in overriding
[error] def log: akka.event.LoggingAdapter (defined in trait ActorLogging)
[error]   override should not be private
[error]   private[this] val log = org.log4s.getLogger
[error]                     ^
2023-04-14 14:12:50 +00:00
Jakob Gillich ea91251002
update sbt & dependencies
removed kamon because it is not being used
2023-04-14 14:12:50 +00:00
Fate-JH 41cc410fca
Last Ditch Bail (#1055)
* restored emergency drop/passenger dump from galaxy when pilot bails

* extend bail protection during emergency drop

* another bail protect case covered
2023-03-29 10:12:01 -04:00
Fate-JH 53e3f9a08d
Code Style Improvements 2 (#1050)
* changes to the session actor handler classes

* further changes to session actor handler classes

* extending the range of voice emote penetration

* rollback of changes to SessionGalaxyHandlers to preserve passenger zoning behavior
2023-03-16 14:05:21 -04:00
Fate-JH 7e899e9ef3
No Uniform, No Helmet, No Service (#1040)
* added extra checks to eliminate cosmetics from the packet transcoder where having them defined would be considered harmful to the data

* new uniform options; moved cosmetics class file

* assurance that the cosmetics settings are accurate during transitory points
2023-03-16 13:12:54 -04:00
Fate-JH fdcce870d9
we both got in each others's ways; still respect the ignored players list (#1051) 2023-03-14 14:22:09 -04:00
Fate-JH 082d58108f
Login Inconsistencies (#1048)
* weaponry on login has accurate ammuniton counts

* armor value on login has accurate damage value

* capacity value on login has accurate ammunition count

* capacity for items in lockers on login have accurate ammunition count

* fixing locker inventories

* forgot change to initialize new locker database entry; and why did I write this subclass?
2023-03-09 22:37:03 -05:00
Fate-JH ae66f86f63
Scorpion Death Message (#1044)
* correction to scorpion sub-projectile death message

* redirected the definition fields

* output method of demise to chat; chat will answer us the mystery

* finally attributes the scorpion as the method of demise
2023-03-06 14:16:56 -05:00
Fate-JH 36c7a1e520
the cookie-cutter solution (#1047) 2023-03-06 14:16:13 -05:00
Fate-JH abdbb19af1
hotspots can also be for neutral flair (#1033) 2023-02-23 00:27:31 -05:00
Fate-JH 0b8ff5a4ce
You Can (Not) Hold (#1034)
* dropping the medical applicator on rejoin logins; not actually a bug fix, but a bug mitigation

* narrowing the scope of the guard boolean; correcting an issue with purchase timers
2023-02-23 00:26:40 -05:00
Fate-JH 690d7ec948
Players Properly Assigned Blame for Killing Vehicle Occupants (#1027)
* players will properly be blamed for being killed in vehicles

* vehicle occupants should stay in their seats until told to die

* wall turrets are now recognized as something else
2023-02-18 08:59:17 -05:00
Fate-JH 3f07dbe8ea
fixed repair silos (for ground vehicles) with logic (#1031) 2023-02-18 08:58:06 -05:00
Fate-JH 09172edcd9
subtracting ammo when should not (#1028) 2023-02-17 21:34:08 -05:00
Fate-JH 779054fef9
Experience for KDA [Prep-work] (#1024)
* extensive modifications to source entry shorthand

* moving 11 files changes 55 other files

* added score card classes; upgraded packet classes

* I decided to import over everything

* proliferation of in-game activity messages, especially for spawning activity; removed defaults for activities; fixed (most?) building tests

* upkeep on the LLU's managing service, as well as the facility hack management service, in response to a potential bug

* a facility that changes faction affiliation while it is the destination of an LLU delivery will cancel that LLU delivery

* fixed crash due to boomer trigger overriding position of ace, without the ace being properly cleaned up on the client of the bomber; fixed issue with the boomer trigger going missing

* flipped the first two FDU deployable settings so they match the correct fire modes; corrected a stack overflow situation with the sourcing entities

* action, but no response

* condensed parameters on avatar class

* as always, fixing tests

* quickly, loose ends tied
2023-02-14 00:09:28 -05:00
Fate-JH 40cf783f18
Code Style Improvements (#1016)
* code style improvements for SessionData file

* refactored and simplified methods; added GenericAction case enum for smoother GenericActionMessage behavior; fixed timers for MAX unit

* 10 -> 11; suffixes for actions that are 'received' from the client
2023-02-10 23:40:16 -05:00
Fate-JH 335c4b2099
I FINALLY REFACTORED SESSION ACTOR (#1015)
* chat trying to consume a bang-command when it should not have; hack clear is executed properly again

* finally managed to break down SessionActor into something that can be considered 'small files'

* the server will start and can be connected to; further testing required

* the refactor works correctly; spawn ops moved inot a nested class in zone ops due to sharing; all vaiables should be assigned a scope

* removed a layer of pattern matching obfuscating all packet handling methods

* moved ownership assignment hopefully corrects issue of player avatar randomly un-owning vehicle

* one line changes everything, or nothing, I dunno

* if...else to guard booleans during setup

* forgot line to avoid MatchError

* nesting cases and placing accessors onto a trait's methods
2023-01-26 00:01:17 -05:00
Fate-JH ebfc028f5c
Team Building Exercise [Incomplete] (#1013)
* Squad -> SquadFeatures from a common lookup

* refactor to SquadService, etc.; clarification of fields related to outfit ids

* thorough pass over squad functionality in regards to joining a squad or rejecting a squad invitation

* decorating squads in the squad list to indicate availability based on size/capacity or role requirements

* squad list decoration; rudimentary squad list searching

* renovations to squad joining, promotion, and certain invitation/cleanup procedures

* further renovations to squad joining, promotion, and certain invitation/cleanup procedures

* overhaul of squad joining and squad promotion

* separated the invitation system from the squad publishing and manipulating system
2023-01-16 10:42:05 -05:00
Fate-JH 3bd50dc89c
Relog Fix (#1012)
* separating stages of client interaction with the session's avatar; connection closing is caught to avoid unnecessary log messages; changed how ActionResultMessage views its parsing format

* fixed issue with relogging while persisting as dead (thanks Scrawny)

* almost forgot to turn this back on after I finished testing
2023-01-07 23:13:49 -05:00
Fate-JH d68ccdfd8d
no longer foul up the first attempt to exchange weapons after a quick grenade (#1011) 2022-10-25 01:47:27 -04:00
Fate-JH 630c2809cb
Shortcut to Grenade (#1010)
* routine that finds, equips, and draws a grenade if the user has it; moved handling of ObjectHeldMessage from SessionActor to PlayerControl; placed a arm movement restriction condition

* loading of, and adding and removing of shortcuts to/from both the database and the client hotbar

* player-driven sanity tests to reload otherwise unavailable hotbar shortcuts; revamp to CreateShortcutMessage
2022-10-24 18:16:08 -04:00
Fate-JH 1369da22f0
Login Location Persistence (#1009)
* database tables and persistence entities; attempt to retrieve values from database and apply them to the player avatar character; resolve spawn options in sanctuary in different manner

* minor database table field adjustments; saving to database when account persistence ends; properly loading from and initializing with data queried from the database; suicide better supported

* converting the zoning method/status tokens; better support of zoning handling of persistent locations; messages that explain the consequences of login-spawning into an invalid location

* adding triggers for the 'saved char' message, both those prompted by game activity and a 'reassurance' message; also, actually save the char data sometimes

* intervals for timing charsaved message set by configuration file now

* corrections to spawn tests and tables

* random sanctuary spawn in more places than one
2022-10-11 11:16:12 -04:00
Fate-JH 190a897dd5
Enemies (No Friends) (#1008)
* database, transfer objects and storage objects for lists of good friends, and of friends that you want to ignore

* friends and ignored players get added to lists, to the database, load in appropriate states, and update at basic appropriate times

* ignoring players and being ignored by players cuases loss of communication avenues, especially tells, and visibility

* modified the [friend list, ignored player list] x avatar query for better performance as the sizes of the results increases using joins and using targeted column selection

* obligatory fixes to tests that come with every update
2022-09-20 13:05:05 -04:00
Fate-JH 8747320307
the router is an exception (#1007) 2022-09-11 23:06:19 -04:00
Fate-JH 043e2534bb
Home Continent Access (#1006)
* no longer get locked out of home continent when adjacent facility is not aligned with faction

* better parameter names
2022-09-11 22:11:29 -04:00
Fate-JH ed705d2cb0
Locker Fix (#1005)
* movement of items between locker and player repaired

* fixed saving and loading of lockers contents
2022-07-24 23:53:17 -04:00
Fate-JH 9d2be17c1c
Gate Spawn Positions (#1004)
* changes to warp gate spawn positioning

* added !suicide command; tried to add recovery from NoGUIDException

* unnecessary imports

* stop some times

* integrated supervisory directives
2022-07-17 01:04:29 -04:00
Fate-JH 229777559f
Spawn Update (#1002)
* changes to spawn point selection for warp gates; updating coordinates for a few /warp destinations; just block map things

* additional securities against wrong blockmap domain
2022-06-24 22:07:44 -04:00
Fate-JH ced228509c
Intercontinental Gaslighting (#998)
* diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations

* allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating

* game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup

* initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness

* cavern closing warning messages queued

* starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening

* expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself

* populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes

* adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic

* bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate

* cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested)

* broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted

* code comments, everywhere; correcting issues with cavern rotation timing reports

* but is it flying?
2022-06-14 02:21:24 -04:00
Fate-JH 546a4e4f0d
Merge pull request #1000 from Fate-JH/no-drown-bfr
Drown Better
2022-06-14 02:17:11 -04:00
Jason_DiDonato@yahoo.com 8848adb5e3 CanFly -> isFLightVehicle; also, fixing drown/recover times 2022-06-03 23:30:02 -04:00
Jason_DiDonato@yahoo.com 8adb012a92 reestablished connection between western Seth spawn door and its iff lock; restablished connection between doors and iff locks for all doors on the south side of South Amun Tower 2022-06-02 00:58:33 -04:00
Jakob Gillich 60caf2c76b fix handling of empty and invalid item clobs 2022-05-17 21:00:40 +02:00
Jakob Gillich 0d4a5ad40e basic client
it's able to join the world and perform basic state updates. packet parsing is very primitive.
2022-05-17 19:20:57 +02:00
Fate-JH bfedba07d7
Merge pull request #994 from Fate-JH/awards-off
Turn off Awards
2022-05-08 22:35:07 -04:00
Jason_DiDonato@yahoo.com fd2604e6cc deactivate merit commendation population on the client 2022-05-08 22:02:13 -04:00
Fate-JH b83391a251
Merge pull request #993 from ivanwick/server-terminates-when-bind-fails
SocketActor terminates when bind fails (#434)
2022-05-07 00:40:32 -04:00
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
Ivan Wick 766afd38f9 SocketActor terminates when bind fails (#434) 2022-05-01 12:43:52 -07:00
Fate-JH 71b8c011c9
Auto Repair 0.05 (#991)
* all 0.5 drains are changed to 0.05 drains

* once again, removing the x2 drain multiplier
2022-04-06 13:49:17 -04:00
Fate-JH ffa1733747
Return to the Battlefield (#990)
* added death fields to the edges of zones and added warnings not to travel into those death fields

* documentation
2022-04-02 17:20:22 -04:00
Fate-JH e5fe6cf89a
Wearing Your Accomplishments on Your Sleeve (#988)
* ability to swap merit commendation ribbons on shoulder and have other players see it

* ability to swap merit commendation ribbons on shoulder and have other players see it

* VehicleControlTest from elsewhere

* giver all non-Exclusive ribbons that would become available to faction/sex and allow modification of the ribbon bars

* awards only need to load during login activities; fixing a few awards that were not being allocated correctly

* wrong conditional for sex check
2022-04-02 17:19:52 -04:00
Fate-JH 0d8c717b73
Last Infantry Weapons (#987)
* preparations for deploying oicw little buddy projectiles

* oicw little buddy projectiles spawn and animate properly, but damage dealing is inconclusive

* radiator clouds cause damage to infantry health

* oicw little buddy projectiles do damage upon detonation; different descent pattern; projectile types given own Enumeration

* proximity terminals for vehicle actions no longer need to use the vehicle event system as a middleman for making changes

* redid the workflow of the proximity terminal resolution so that it avoids SessionActor as much as is possible; this may be a mistake, but my future self will pay the price instead

* changed the timing and the angles of the little buddy explosions; fixed proximity terminal tests
2022-03-27 19:57:32 -04:00
Jason_DiDonato@yahoo.com 5e3b5e4f91 ants can now depicot into neutral facilities again 2022-02-08 00:46:08 -05:00
Fate-JH f1a9809c54
Battleframe Branch Bugfixes (#985)
* restored control of bfr gunner weapon; attempted to restore shield functionality given unspecified problem statement; bfr's can drown like ground vehicles, not aircraft; siphons can not drain a facility when equal to or less than 40% ntu; corrected oversight with implant timers; accidentally got assertion for TradeMessage backwards

* fixed bfr shield charge display; phantasm driver seat is now bailable

* this test never passes, but the test based on this test passing passes

* correction to support bfr flight variant waterlog recovery
2022-02-03 23:23:22 -05:00
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
Fate-JH 46763b7877
Stamkit Fixed, Maybe, Sorta, Not Really, Take Two (#966)
* fixed stamina kit, maybe

* ui field updates for stamina on kit use
2021-11-11 09:03:08 -05:00
Jason_DiDonato@yahoo.com 6d61ff034a streamlined messaging; no longer query database if no need to query database exists 2021-11-01 10:44:18 -04:00
Jason_DiDonato@yahoo.com 92ada951e5 re-use old locker entity during cases of player relog to fix registration issues 2021-10-31 19:24:21 -04:00
Fate-JH 1e5e11be6b
Merge pull request #947 from Mazo/relative-object-coordinate-fix
Fix pse_relativeobject positioning
2021-10-05 15:21:54 -04:00
Mazo b06bdff98f Fix erroneous data 2021-10-05 19:53:01 +01:00
Mazo 2da4d1d3a7 Fix pse_relativeobject positioning in zonemap json, and for some reason llm_socket data was also missing 2021-10-05 19:30:31 +01:00
Fate-JH 93a544c07c
Collisions (#932)
* pattern for applying damage to player avatar and player-controlled vehicle collisions

* pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided

* modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets

* fall damage calculations moved to function

* basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time

* bailing mechanics

* vssm for non-driven vehicles

* comment about vehicle state message field

* comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue

* fixed cargo/carrier vehicle ops

* corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage

* modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor

* appeasing the automated tests

* hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better

* adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt

* kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation

* correction to the local reference map functions

* fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
Jason_DiDonato@yahoo.com f0d11ad1f5 added ability to hint invalid objects, maybe 2021-08-28 00:40:51 -04:00
Fate-JH 0bbe7e3959
Vehicle Loadout Weapon Ammunition (#914)
* correcting vehicle loadout change to account for capacity of weapon magazine, not default ammunition box capacity

* inventory items in vehicle trunks express proper ammunition capacity
2021-08-25 10:36:33 -04:00
Fate-JH 9841b7e97d
Unique Number System Operations (#906)
* propagation of the ask pattern into the unique number actor

* TaskWorkflow as a replacement for TaskResolver; includes working tests

* AvailabilityPolicy has been changed slightly; number source restriction mechanic has been completely removed

* TaskResolver is gone and done and TaskWorkflow replaces it

* number pool variety

* every zone gets a custom tailored 'environment' number pool, as well as all other number pools; uns involves many more static functions and hard-defined variables

* repairs to uns and guidtask tests; worked uns into unops, an actorless version, but did not integrate into server

* shuffled around files in the guid package, causing import threshing; wrote extensive comments; repaired tests; classes related to the old unique number system have been removed

* created straightforward tasks; simplified number pool actor calls; repaired tests due to modifications to generic pool

* bad merge recovery
2021-08-15 21:27:45 -04:00
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
Mazo c6347a7845
Merge pull request #897 from Fate-JH/raw-resp
Raw Hex
2021-07-21 18:00:47 +01:00
Jason_DiDonato@yahoo.com aa7bc8d789 method to send raw hexadecimal packet code, whether or not that packet code is valid 2021-07-21 09:36:36 -04:00
Fate-JH aade69505b
No Kit Spam (#892)
* added an extra task to be performed before the kit use blocker is lifted

* type
2021-07-20 22:23:02 -04:00
Fate-JH 6d13ae972e
Merge branch 'master' into adv-regen 2021-07-01 22:11:47 -04:00
Fate-JH 82579111e2
Implant: Second Wind (#880)
* support for the second wind implant; minor enum modifications to damage reasons that were executed for alternate implementation where second wind stopped player from dying once

* vital history entry to note from where the 25hp came
2021-06-30 20:48:09 -04:00
Jason_DiDonato@yahoo.com 540eec5bdd support for advanced regen implant; not pretty, but it works 2021-06-30 19:43:37 -04:00
Jason_DiDonato@yahoo.com 7f731f37d5 support for melee booster implant 2021-06-29 03:02:21 -04:00
Fate-JH 76f283c617
Merge pull request #877 from Fate-JH/angles2
What's Left of Angles
2021-06-29 00:33:41 -04:00
Jason_DiDonato@yahoo.com 42db02f576 recovery from original angles branch, mostly concerning changes with ChangeFireStateMessage_Stop and WeaponFireMessage field info 2021-06-25 22:57:55 -04:00
Fate-JH c7ebe6a34f
Separate Vehicle Controls (#871)
* broke vehicle control agency down into specific agencies for different types of vehicles

* moved shared cargo vehicle pain onto the carrier control agency; apc-type vehicles have charging capacitors and emit emp's

* comments and documentation; cargo learning about damage to carrier corrected; fixed tests and added tests

* adjustment to explosive deployable distance filtering; apc now uses this filter when determining valid emp targets by distance
2021-06-21 23:40:44 -04:00
Fate-JH 7b840719be
Merge pull request #865 from Mazo/env-config
Load config with ConfigSource.default to allow environment variables or java opts to override config values
2021-06-15 18:58:38 -04:00
Fate-JH 7c64b23e1f
Persistent Vehicle Loadouts (#863)
* persisting vehicle loadouts in between sessions, saving to db and loading from db

* reusing refactored code for clob; initial loadout without empty entries; reverting method of stopping session child actors
2021-06-15 18:32:12 -04:00
Mazo e093925bf5 Remove unused import 2021-06-13 21:12:04 +01:00
Mazo 0bb681babc Load config with ConfigSource.default to allow environment variables or java opts to override config values 2021-06-13 15:36:02 +01:00
Fate-JH 79f452259f
Merge pull request #857 from Fate-JH/plockers
lockers interact with the database by loading and storing contents
2021-06-11 23:15:18 -04:00
Fate-JH 3966b0264d
The Blockmap (#852)
* separating geometry classes

* 2d geometry; retirement of the *3D suffix

* makings of an early block map datastructure

* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now

* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed

* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)

* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing

* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine

* conversion of interactions with zone into a queued, periodic set of tasks

* explosive deployable control -> mine deployable control

* tests repaired and all tests working

* mostly comments and documentation

* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
Jason_DiDonato@yahoo.com 16d7778d78 lockers interact with the database by loading and storing contents 2021-06-09 20:16:05 -04:00
Jason_DiDonato@yahoo.com d9c0d2fa3c drained the water from Akna South 2021-06-08 21:01:11 -04:00
Fate-JH 2f9c4a7cf2
Deployable Behaviors (#840)
* unifying the split code pathways that separated telepads from other deloyables; in other words, no more SimpleDeployables and ComplexDeployables, just Deployables

* moved some aspects of the build logic into a deployable control mixin; aspects governing the deplpoyable toolbox have been transferred into the player control agency

* moving aspects of teleportation system establishment and decomposition into specialized Telepad control agencies

* retiring deployable disposal code path that required a dedicated remover; each deployable now handles its own removal, and some do special things when being removed; process still has some rough edges and tests are probably thoroughly broken

* additional modifications to support boomers and telepads; consolidation of code for deployable acknowledgement by owner and during failure conditions; tests for behavior

* retooled a significant portion of the build sequence and deconstruct sequence to: eliminate duplicate messages, give the player more input to and control over the process, remove undue responsibility thrust on SessionActor

* messaging issue where player did not re-raise hand after exchanging a used construction tool for a new construction tool

* modification to deconstruct path to make certain deplayble is unregistered last; ridding requirement of AlertDestroyDeployable; fixing test

* create paths for unowned deployable building and (standard) owned deployable building; corrected activation and connection between telepad deployable and internal roouter telepad; wrote tests for connection between telepad deployable and internal telepad

* modifiying the conditions of a deployable construction item being moved into a visible player slot such that the construction item's initial output is valid given the player's current certifications

* by forcing the fire mode to revert briefly before the ammo type updates, the construction item can be made to remain consistent between fire mode shifts

* construction tools now keep track of fire mode ammo types for a period of time, allowing one mode's last setting to be retained

* greatly delayed rebase with master

* minor changes; test correction (?)

* router is go?
2021-06-02 11:51:38 -04:00
Fate-JH 29d583fd90
Merge pull request #835 from Fate-JH/medkit-use
Personal Medkits
2021-05-27 22:59:51 -04:00
Fate-JH 195b2aaf3f
Merge pull request #832 from Fate-JH/invalid-terrain
Packet: InvalidTerrainMessage
2021-05-26 11:32:17 -04:00
Jason_DiDonato@yahoo.com 23ff0f532b packet work for InvalidTerrainMessage packet and tests 2021-05-25 17:08:03 -04:00
Jason_DiDonato@yahoo.com c4f5dc4dbf moved medkit resolution into the player control agency and callbacks/blockers added to the session 2021-05-23 08:08:04 -04:00
Jason_DiDonato@yahoo.com 2ce48cc356 facilities that do not have llu sockets should not complain that they are not facilities 2021-05-22 08:06:06 -04:00
Jakob Gillich 91e76d2397 Add base certifications config option 2021-05-22 07:43:28 +02:00
Jason_DiDonato@yahoo.com afb1f4b279 ward against spawning multiple LLU's during normal/wrested base capture 2021-05-18 13:59:50 -04:00
Fate-JH 928e7fdf9e
Driverless Vehicles (#814)
* zone load accommodation for vehicles without 'drivers' expressed in the OCM packet

* assurance
2021-05-10 23:48:50 -04:00
Fate-JH 010b1c5845
Better Respawn (#810)
* biolab spawn benefit should now be active; spawn point integrity at point of player avatar creation, or else try again

* streamlined the process of determining whether a facility possesses individual benefits; warp gates do not have benefits

* fix for mounted turret persistance
2021-05-09 07:17:49 -04:00
Fate-JH 262b7d2ec6
Forget How to Wear Clothes (#806)
* in forgetting an exo-suit certification, one must not be wearing that type of exo-suit afterwards

* making the conditional more straightforward

* fixed issue with purchase times; can now share max purchase cooldowns
2021-05-06 07:31:40 -04:00
Fate-JH cbb48d1442
Repair Value Arpeggio (#807)
* repair capability is now reflected based on progression in the engineering certification tree; uses correct values and modifiers

* 12 works better than 12.5

* fixed tests
2021-05-06 07:31:05 -04:00
Fate-JH 7fca0a5582
Vehicle Spawn Pad QoL (#802)
* preparation for redefining the checks involved in spawning a vehicle from a spawn pad

* pass the terminal from which a vehicle order was issued to be used in validation tests; implemented validation tests to ensure delayed orders remain valid until being executed; various messages about orders that have failed validation, as well as order changes and queue changes

* local zoning field on player for use in statusing and message composition

* expiration of a vehicle order for a given reason; linking of messages for expiration of vehicle order queue; death on an active vehicle pad (during rail operation)

* players that die to spawning vehicles can blame that vehicle's future driver; the calculations for server-side damage are heavily modified

* definitions for vehicle spawn pad kill box, used during vehicle generation to eliminate targets on the spawn pad, per kind of vehicle spawn pad

* reusing common order validation test for some stages of the vehicle order fulfillment process

* adjusts when the vehicle thinks it is mounted to the spawn pad; vehicle wreckage should be cleaned up quicker

* cancelling the active order
2021-05-05 10:13:57 -04:00
Fate-JH 9c0a3754d4
Load Vehicle (#797)
* vehicle will not try to introduce itself to zone if already in zone; vehicle spawn pad construction uses generic messages rather than class-specific ones

* better seat locking while server controlled

* copious amounts of ant deployment check-ery
2021-04-29 09:38:51 -04:00
Jason_DiDonato@yahoo.com 6e2a4ac97d spawn tubes are now susceptible to damage attempted upon their spawn tube doors 2021-04-27 18:08:28 -04:00
Fate-JH 4d19ddc24a
Inside the Generator Room #2 (#798)
* custom function to calculate explosion-susceptibility due to being in the generator room at the wrong time; updated the log message for laze pointer

* ensuring that all targets are within the damage radius

* due to floating point error, checking the dot product instead of equivalence of the vector projection
2021-04-26 20:31:22 -04:00
NickPSF b4cfeb3322
Update GlobalDefinitions.scala 2021-04-25 18:57:04 -05:00
NickPSF d1e9361687
Corrected/Removed some temporary values 2021-04-25 16:02:47 -05:00