Commit graph

9 commits

Author SHA1 Message Date
Fate-JH
610f0b092f
Test Fixes (#344)
* building guid fixes for zone tests; spawn pad control allocates messaging targets more carefully; additional check for building registration in ZoneActor

* the nature of the amenity/zone interaction changed
2020-02-14 21:11:40 -05:00
Fate-JH
3869785591
Destruction (#330)
* perform no damage if the target is already destroyed; correct destruction timer override on sensor-type deployables

* framing vehicle remover tasks differently; screening for valid objects at some places in WSA; fixed router's internal telepad utility

* corrected issue with unique control agent Actor names for Players; propagated change to all dynamic objects (not those instantiated at server time)

* test fix

* another test fix; this time, Travis is having trouble with it
2020-01-17 13:25:35 -05:00
FateJH
03bc52f52d moved PlanetSideGUID from .packet.game to .types; project threw a hissy fit 2020-01-09 15:32:19 -05:00
Fate-JH
337cfbe5d2
ObjectCreateMessage Alterations, Class Object Adjustments (#243)
* power outage failure resulting in the destruction of the original ocm-fixes branch; the git branch refs were corrupted during commit, but the up-to-date changed files remained intact

* eliminating the need for CommonFieldData2 and CommonFieldData2WithPlacement

* in the middle of integrating CommonFieldData into DetailedLockerContainerData (but not standard LockerContainerData); added field for final boolean in WeaponData

* adding faction affinity to Equipment (to match functionality; not becuase I know what ends ...)

* in the middle of integrating CommonFieldData into DetailedCommandDetonaterData

* applying faction affinity to objects at time of terminal production (but to what ends?); required BoomerTrigger and AmmoBox to always report as NEUTRAL internally

* completed the transition from using the old class-based order terminal system to the page-based order terminal system; unused terminal classes have been eliminated

* more closely aligned TelepadDeployableData and InternalTelepadDeployableData

* modifying TelepadDeployableData make it generic and eliminate the need for InternalTelepadDeployableData after fixing a packet converter to utilize DroppedItemData

* modified Terminal operation to branch further outwards from Terminal.Request to the TerminalDefinition's Request method; modified tests to reflect update

* loosening up matrix terminal definition limitations

* modified ProximityTerminal to support a custom defintition class

* rendered the message passing system for Terminals general (Any) in the full scale so it can be specific in instance cases

* refactored and moved both EquipmentSlot and ExoSuitDefinition

* (re)load Favorites each time player (re)spawns
2019-03-03 08:23:30 -05:00
Fate-JH
9340777c00
Router and Telepad (#232)
* added short and detailed codecs for Telepad, and converter for switching between Telepad and packets; modified Utility to construct a formal TeleportPadTerminal that associates the Telepad with a Router; can now pull telepad Equipment from Router terminal utilities

* this code supports operation of the deployable-side telepad

* basic teleportation between the Router and the remote telepad is functional; an ever-present internal telepad utility was added to the Router to facilitate this teleportation

* breakdown of Router teleportation code for the purposes of client synchronization; supports Router being set up first or Telepad being set up first, either order; background timer for eventual activation of Router

* refactored the router telepad system to remove unecessary function diversions; telepads now are properly linked where appropriate and links are properly broken in appropriate situations; message passing has been simplified

* fixed inventory size of the telepad; transferred router telepad activation systems from VehicleService to LocalService, and from the Ruoter to the TelepadDeployable; cleaned up code that handled the TelepadDeployable the Router relationship in WSA

* tests, mostly; no-router conditions for certain telepad-related converters

* adjusted (made constant) quantities for owned telepads

* resolved issue with router and telepad crashes; properly handles deployment states of AMS and Router upon zone entry; changed ownership/decon requirements to ownerless only
2018-10-17 12:36:43 -04:00
Fate-JH
b81ff2bbf4
Facility Turrets (#223)
* object class, actor class, and definitions for base turrets; untested

* wired base turrets into existence, with hoop jumping; created interface for objects with mounted weapons (vehicles and turrets); working example phalanx_sgl_hevgatcan in Anguta, Ceryshen

* re-wiring manned turrets so that the turreted weapon itself never changes externally but merely identifies different and changes internally; workflow for upgrading wall turrets in place (30s); clarifications and documentation for HackMessage and UseItemMessage; getting rid of orphaned packages from previous location of services

* added a simple task that reverts upgraded manned turrets to their None state after a certain amount of time has passed; it works but need improvement

* turret weapon upgrades now last for a duration of 30 minutes before reverting; created a service support actor base actor that underlies all current support actors; nano-dispenser now properly loads 1 unit of upgrade canister, rather than 100 units; all canister types have appropriate 2x3 inventory size

* forgot to hurry; moved over the Services tests from main/test folder into the common/test folder and needed to change the location of ActorTest to accommodate it; test and documentation for MannedTurret; codecov ignore update

* wired facility turrets in Anguta, Ceryshen; Akna tower, Ceryshen; and S.Villa tower, home3 (Anguta tower is a watchtower); attempted workaround for Travis CI issues with receiveN; re-introduced RemoveActorTest, at least the first test; expanded how ZoneActor performs tests on MannedTurret setup

* getting rid of useless commented-out code; making common operations for mounting and dismounting

* removed outdated comment; added ResourceSilo tests; added extra test for Zone
2018-07-14 21:25:44 -04:00
FateJH
74863858f7 adding tests for utilities and fixing tests for AMS; adding information to PAMessage; scaling back modifications to WSA 2018-03-01 10:24:56 -05:00
FateJH
62b2c54b67 added utility filtering so that only valid indexed utilities are assigned GUIDs and are translated into OCM 2018-02-12 09:59:07 -05:00
FateJH
860edf9a97 Utility:
A container class for vehicle-installed Amenity objects that are owned by the vehicle.  It not only constructs the internalized Amenity but harbors logic that is required to setup the object at a more appropriate time (at start of VehicleControl).

OrderTerminalABDefinition:
Terminals built into the sides of the advanced mobile spawn, accessible when it deploys.

OCM packet converters, GUID registrtaion, and setup code allows the code to wire into the vehicle.
2018-02-12 00:22:57 -05:00