Commit graph

501 commits

Author SHA1 Message Date
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
FateJH
19224e471b wrote tests for MultiPacketCollector, MultiPacketBundle, and the new functionality in PCA 2018-03-14 18:53:19 -04:00
FateJH
87d314942a added utility classes and functionality to compose SlottedMetaPacket0/MultiPacketEx combos 2018-03-13 23:00:47 -04:00
FateJH
68e3377d2e RelatedA0 and RelatedB0 have been superceded by RelatedA and RelatedB, respectively, with slots 0-3 for each; SlottedMetaAck has been removed and tests have been changed 2018-03-12 23:16:49 -04:00
FateJH
e76b4de2ea repairs to ZFCCM test 2018-03-08 21:27:19 -05:00
FateJH
d965b5b3c8 added initial AvatarStatisticsMessage packet and tests; gave an Enumeration type to AvtarImplant action field 2018-03-08 15:48:19 -05:00
FateJH
2475b468b8 added initial AvatarSearchCriteriaMessage packet and tests; worked ASCM into WSA login workflow 2018-03-07 22:58:42 -05:00
FateJH
0578d291a5 add initial SetChatFilterMessage packet and tests; gave FriendsResponse a valid action enumeration; changed continent id and building id in DensityUpdateLevel to use simple data type rather than PlanetSideGUID; worked these packet changes into WSA initialization workflow 2018-03-07 22:32:27 -05:00
FateJH
2526f15406 changing continent id to normal data type in HotSpotUpdate; implementing token logic for HotSpotUpdate in WSA; updating tests 2018-03-06 15:27:17 -05:00
FateJH
4973e8df29 implemented initial HackMessage during WSA login phase on building id 2018-03-05 23:49:34 -05:00
FateJH
33a7636f5e changing continent id and building id to normal data types in BroadcastWarpgateUpdate and BuildingInfoUpdate; implementing warp gates and branched logic for warp gate initialization in WSA; updating tests 2018-03-05 23:26:38 -05:00
FateJH
f0bec9cf3a changing continent id to normal data types and away from PlanetSideGUID in ZoneForcedCavernConnections and ContinentalLockUpdate; implementing ForcedZoneCavernConnections and ContinentalLockUpdate in WSA 2018-03-05 20:21:13 -05:00
FateJH
b61097a22d changing continent id to normal data types and away from PlanetSideGUID in DensityLevelUpdate, ZoneInfo, and ZoneLockInfo; implementing better init ZoneInfo, ZoneLockInfo, and ZonePopulationUpdate packets in WSA 2018-03-05 20:21:13 -05:00