* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept
* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint
* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code
* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic
* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits
* player bank repair and medapp heal has been moved out from WSA into PlayerControl
* overhaul of Progress callback system and the inclusion of player revival as a Progress activity
* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate
* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization
* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)
* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting
* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players
* destroy and repair pass on deployables, except for explosive types
* Damageable pass; client synchronization pass
* helpful comments
* some tests for damageable and repairable; refined output and repaired existing tests
* enabled friendly fire check and recovery
* handled friendly fire against allied mines; moved jammer code to common damageable behavior
* tweaks to damageability, infantry heal and repair, and sensor and explosive animations
* animations; framework for future vitals events; closing database connections
* adding some deployable tests; fixing a bunch of other tests; History is back
* testing for basic Damageable functions; removing a log message
* finicky animation stuff
* event messages to the Generator to represent health changes
* damage against BFR's is now only used against mythical creatures
* test fix
* 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
* constructed service actor to handle persistence of player on server beyond the reaches of WSA from one login to the next; created in PSLogin, interfaced with and updated in WSA
* for what it's worth, players can be completely logged out of the world after 60s of inactivity, alive Infantry only right now; some code was removed from WSA to make it accessible to other classes but it's incomparable to the new code; broke, fixed, compromised on the code that handles loadouts, server login time, etc.
* moved another common vehicle function into global space; persistence object for players in vehicles during log-out or relogging in a vehicle
* support for relogging when dead/released/unfound; silenced implant slot setup during character select screen
* tested and commented code for managing player avatar persistence
* clarificaion of WSA postStop
* test fixed
* postStop change to account for WSA being cut short during initialization
* clarification of SquadService logout
* player died during setup; probably a relog
* kill the doppelganger WSA; die when you are actually dead
* created manifest to assist with vehicle gating; vehicle gating now accomodates the persistence model much better
* fixed the test
* fixed initial vehicle seat access permissions; moved a subscription to AvatarService to support persistence
* bug fixes: safer GridInventory collision checks, plus specific exceptions; SessionRouter waits for the account intermediary before allowing itself to be started; WSA - match error colution, and MAX without arm now creates the arm it expects
* adjusted insertion and removal code to make inventory management less prone to partoial insertions of removals; inventory integrity checking code writen, but no plans on implementing it yet
* Add functionality for cavern sentry turrets
* Add missing LastDischarge on Tool
* Fix BuildingControl GUID errors on server startup
* Fix instant REK access to terminals in a cavern facility with a hacked CC
* Simplify CC Amenity matching
* Modify warning to match disabled functionality
* Typo fix
* Expand building hack info match to include vanu_control_console
* Fix cavern crystal animations by allowing Amenities without an Owner to be ZoneAware, allowing them to direct to the correct Zone's LocalEvents
* Add logging for when an invalid object reference gets deleted from a client
* Show zipline teleporter animation (locally, at least)
Co-authored-by: Fate-JH <Jason_DiDonato@yahoo.com>
* fix AvatarService tests
* updated README section in regards to PSCrypto
* better wording, imho
* modifying the construction of Building entities so to properly register them with the zone GUID system
* fixed tests
* GlobalDefinitions for cave objects and a few fixes for cave functionality
* Fixes for Ziplines, and by extension new functionality to allow for zipline teleporters
* Generated map files for caves
* Add SOI radius for cavern facilities
* Make ziplines bi-directional
* Fix useradius on crystals_health_b
* Reduce cavern CC hack time from 15m to 10m
* Fix /fly /speed and /spectator for GM accounts
* GOSM / PSAM Documentation
* Allow players to be in multiple overlapping SOIs
* Add some extra logging to startup procedure
* Fix orders from zone-owned terminals (non-facility buildings in caverns)
* Fix Extinction map checksum
* Add checksums for cave maps (Special thanks to Chord)
* Initialize ZoneMaps in parallel to reduce server startup delay
* Update SphereOfInfluenceActor.scala
Just line breaks spacing the update `foreach`. That mistake was on me.
Co-authored-by: Fate-JH <Jason_DiDonato@yahoo.com>
* 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
* basic non-mounted avatar damage and death on the control actor
* deferred passenger death to hand off control from mountable control to player control; removed event-focused messaging path from vehicle control to avatar-appropraiet WSA
* extending manipulation of jammering secondary effects, such as stamina and implants
* Revert back to using vehicle GUID for target gone check when jacking, as GUIDs are now retained when an object is removed from the world
* Don't allow dead vehicles to be repaired
* Don't show repair bar on dead vehicles
* Add IsDead flag to Vehicle
* Create Account/DB abstraction
* Fix crash when removing boomers from deconstructed player
* Extend config to include database and worldserver info
* Improve ConfigParser tests
* Add database setup documentation
* Add xTriad to THANKS file
**
* Increase bcrypt rounds and fix readme link
* Send shield + capacitor state to players mounting a vehicle
* Allow players to dismount vehicles that are slightly moving (e.g. rotating magrider, deployed vehicle with phantom velocity from pre-deployment), or vehicles in a deployed state
* Add vehicle ntu capacitor, keeping old capacitor for EMP functionality when implemented, send capacitor / ntu values on vehicle mount if definition has a maximum set
* Send map updates when NTU bar changes
* Make bases turn neutral when NTU hits 0
* Fix sync of low NTU warning light to players joining zone
* Swap IFF Lock logic around to allow for more efficient short circuiting of checks
* Small fix to stop player disconnect when hacking an object that no longer has a GUID