* initial workings for a csr/gm player mode
* weird line removal after merge
* too many changes and refactors, but the code compiles properly; need to push these to the repo and sort out issues with it all later; hopefully, nothing has changed except for the csr stuff
* extensive changes to mode logic for refactoring and functionality improvements, especially for accommodating csr spectator mode
* csr's may now see players who are spectating, including csr's who are spectating, including a wide variety of their behavior such as location, weapon management, etc.; removes zoning cancel messages as a required log from certain use item actions
* corrected various issues identified in the comments of PR#1247
* restored killed->autorevive functionality; removed last traces of old door code from general operations
* knife stab corrected; spitfire turret corrected; blockmap interactivity using zone interaction allowance flag; visibility during resurgence code for csr; removing messages and experience gain for interactions with csr
* pruning imports and correcting the default spectator setting
* separated router/telepad activity from other vehicular activity, previously all considered a form of mounting/dismounting, and restored support experience rewards
* can not activate or deactive spectator of gm when dead; zoning while spectator removes spectator and defaults to sanctuary
* field turrets are neutral-neutral when constructed by a csr; custom bang command 'setempire' will adjust the faction affiliation of a variety of game objects
* fixed facility occupation recognition
* when transitioning between player modes, do not parse new messages about transitioning between player modes, until fully transitioned between player modes
* adding chat and event messages that have been neglected since; these are easy additions
* completely retooled water interactions for players and vehicles to handle a wading status, before drowning; when player with llu or vehicle with player with llu come into contact with water in this wading state, the llu is lost and the facility hack ends; adding messages to support this and differentiate from an llu facility capture timeout
* periodic message while the llu is active, whether or not there is a carrier, until the hack is finished
* message when inventory is full (assumes player inventory destination, but item winds up in hand due to lack of space, but it works)
* when changing exo-suits, complain if equipment has to be deleted; dropped equipment is limited to special equipment; report a player pointlessly
* announce ams decay to players who have just spawned on an ams, when they spawn on that ams, and for the last round of spawnees when the vehicle finally deconstructs; due to use of the word 'bound' this may be an incorrect application, but matrixing doesn't work anyway
* deconstruction message for would-be driver when vehicle is abandoned on spawn pad; tempo on message delivery is different than usual
* message when player is kicked from orbital shuttle gantry; message when player attempts to bail in a warp gate; message when player attempts to bail from a droppod; stop player from succeeding in bailing from a droppod
* vehicle pad deconstruction complete message; message when nc max shield deactivates when out of capacitor power or when max opens fire; message when ams can not deploy because it is blocked by other entities; message when facility capture requires ntu
* message for deployables being blocked; cleaning up dev test section
* Yellow Ownership (#1226)
* just some tinkering and clean-up
* converted DeployItem from AvatarService to LocalService; attempt at resolving missing overwhip yellow ring is complicated; vehicle ownership packet wqorks on deployables that are mountable, but is less successful on normal simple deployables
* restoration of yellow ring of ownership around deployables; changes to variant of CommonFieldData transcorder used on certain deployable transcoders; static values are assigned parameter names and public variables are given types for completion
* initial packet for GenericObjectAction2Message and tests; repaired transcoders and tests for TRAP and small turrets
* force redraw of the whole boomer to assert reassignment of ownership; it's heavy-handed but it works
* deployable ownership should be asserted during both re-zoning and revival; refactoring of code in ZoningOperations
* message when inventory is full (assumes player inventory destination, but item winds up in hand due to lack of space, but it works)
* vehicle deployment messages added in, then deployment was fixed to accommodate an explicit caller, and that changed a whole lot of the deployment loop for messages; environmental activity was modified to maointain a more responsible start/stop transition; many many test changes (still an issue with a lot of them)
* moving around conditions for losing the llu
* the question of one extra bit for small deployables; also, all tests pass successfully, tho resource silo use remains coin flip; what sorcery is this
* duplicate capture lost message eliminated; flag lost violently due to environment in general rather than just water interaction; flag lost violently due to warp gate envelope interaction; flag lost due to be dropped in an unsafe position
* vary the testing depth for water interaction
* darn tests
* fixed vehicle interference; added missing ArmorShieldOff message; clearing countdown after vehicle spawn should stop countdown from appearing in subsequent vehicle spawns
* the router needs 20m of clearance
* removing the shared group interference information from routers
* just some tinkering and clean-up
* converted DeployItem from AvatarService to LocalService; attempt at resolving missing overwhip yellow ring is complicated; vehicle ownership packet wqorks on deployables that are mountable, but is less successful on normal simple deployables
* restoration of yellow ring of ownership around deployables; changes to variant of CommonFieldData transcorder used on certain deployable transcoders; static values are assigned parameter names and public variables are given types for completion
* initial packet for GenericObjectAction2Message and tests; repaired transcoders and tests for TRAP and small turrets
* force redraw of the whole boomer to assert reassignment of ownership; it's heavy-handed but it works
* deployable ownership should be asserted during both re-zoning and revival; refactoring of code in ZoningOperations
* preliminary functional implant hacking; am going to explore better hacking policies
* HackMessage now uses custom fields and a float value rather than integers (2, 32, 32); separate hack state and hack clear states; everything changes
* make character select screen characters look like the player that logged out last
* velocity does not matter
* adjusting comments; filling out param names
* correctly clear the hack state of terminals when unpowered; turrets will no longer act like they have AI control if jammed when mounted; restore passive implants
* reload opened and closed doors upon zoning changes; rework ntu silo and ant interaction start; clear hack on proximity terminals; facility turrets stop indicating towards jamming cause when mounted
* radiator is turned off due to potential for server crashes; cerebus -> cerberus; turret kills name owner only when they are in the same zone; fewer chances for turrets to fire when they should not
* incorporating structural changes to hacking for future expansion
* an attempt at fixing tests was made
* zone entity setup code has been moved from an instance method to a class function
* port address bind to socket and request to join game world address are different
* configuration for the game world server to connect to clients across a number of socket-port connections following a simple numerical load balancing policy
* combining port management into the sector pane
* mostly spelling issues
* fixed about half of the unworking tests, and commented out one
* stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird
* reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern
* while it's still a dice roll, all tests currently implemented are capable of passing
* deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy
* boomers are no longer owned if the trigger is dropped (how long has this been not working?)
* redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy
* redid combat engineering explosive logic
* redid (cleaned-up) implant logic
* implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate
* renaming methods; progress bar calculations change
* accounting for implants that are in the act of being initialized
* restored experience awarded from mine kills; removed situations where mine damage no longer works
* Update ZoningOperations.scala
Rearranging order and priority of conditions
* cep from towers set to 10; reorganized an if...else
* replacing maxBy with maxByOption and then resolving maxBy the long way with appropriate fallback value
* basic interference fields; setting up operations for ce deployables
* applying corrected properties to object definitions and applying them to interference tests for deployable ce and for deploying vehicles; made two otherwise useles object definitions to store property data (if we ever need ziplines or teleport pads ...)
* sent deployment requests to a centralized pipeline for interference testing; swapped out math.pow(a,2) for a * a
* temporary interference for vehicles that are going to transition to deployed eventually and block other deploying vehicles
* reversed the origin of the interference tests
* exception for non-interference resolves to wrong conclusion
* ramshackle merge conflict resolution; fixing interference for non-interference deploying vehicles
* reorganized files and methods for session actor in preparation for custom spectator implementation
* split existing code between data and functions, and entry points; parsing and logic management is now handled within the current game mode, which should reduce the need to ask explicits
* should fix players not performing damage after being broken for an unknown amount of time, maybe never working correctly
* functioning spectator mode logic swap; initial packets for UplinkRequest, UplinkResponse, and UplinkPositionEvent
* available chat prompts can now be different based on player mode without testing flags
* modified ChatActor to be replaced by a function-data logic pair, and modified ChatService to be able to accommodate the new chat channel; chat packet handling moved from general operations to the new chat operations
* resolved issues with spectator implants, at least enough that implants should be stable; created an exclusive permission for spectator mode; database changes to persist permissions for different modes
* command detonater is no longer allowed; spectators now hold a laze pointer
* for the purposes of testing, anyone can be a spectator
* spectator mode is important to confirm; removed deprecated chat actor; dismount quietly
* oops; allowed again
* restored commands setbr and setcr; deployables are erased from spectator map; projectiles destruction only just in case
* role only for those who are permitted
* defining all doors; moving around classes related to environment fields; separating global definitions into a main file and implementation files
* logic for declaring door occupants/users as inside or outside or within an open door using door declarations, geometry and environment fields, and math; divided the remaining object type definitions into their own files and removed those from the main global definitions file
* integrating inside/outside considerations into server-calculated damage; clarifying the sidedness comparison rules; extending inside outside considerations for deployables and vehicles
* projectiles that, by definition, are allowed to damage targets through walls (radiation_cloud, with DamageThroughWalls) regardless of sidedness; any unflagged radiation_cloud must be on the side as its target; fixed chat bang-commands not being executed
* added sidedness to different entities, both in general and depending on the zone where it matters
* removed three too-specific fields on the door's definition, resulting in nontrivial rewrites that resulted in all amenities being able to project an environment field onto the block map, to do with whatever it needs
* wrote WithEntrance interaction to be able to switch between normal / debug modes; telepad and router sidedness support; fixed bang-commands; fixed issue with proessing player mounted state; added zone entity discovery feature (unused)
* empty character literal is a digit somehow
* adding way to allow bang-commands that only a gm would have access to for everyone
* switched environment handling from the control agency side to the entity side to match other zone interactions
* reusing the existing sector data; better resets, negating an issue during mounting where the player does not switch back to recovery; disabling was bugged due to missed timer upgrade
* making lava no longer deadly; wait ...
* only one method of cancelling a lava interaction at a time
* zone interaction for turret discovery, players only so far; minor field value change for small turret data; automated turret target recognition; grammatical and linter fixes
* initial AIDamage packet and tests; wrote handling code for the AIDamage packet that transforms it into actionable projectile damage
* thoroughly reorganized code in behavior; added code for turret-specific interactions for deployable construction, deployable destruction, jamming, and for weaponfire retribution; killing is currently disable for testing turnaround
* introduced definition properties to configure auto fire; interspersed properties into relevant files; non-squared velocity check for isMoving
* separated overworld facility turrets from cavern facility turrets, called vanu sentry turrets; tightened functionality inheritance between turret deployables and facility turrets; corrected issue where recharging vehicle weapons didn't work
* adjust mounting code to betterhandle automation with the facility turrets; basic operation of automation has also been changed, adding a variety of ranges to test against, and cylindrical distance checks
* attempted cleanup of previous test fire condition; division of turret callbacks between generic targets and vehicle targets; facility turret stops automatic fire when being mounted and resumes automatic mode when being dismounted
* self-reported firing mode for targets that go stationary and then use a 'clever trick' to avoid taking damage while in full exposure to the automated turret; documentation on the automated turret operations (it needs it!)
* making specific target validation conditions for different auto turrets, also target blanking, and clarification of how the self-reporting mode cleansup after itself; wrote function documentation to make it all make sense (it doesn't)
* secondary queue that keeps track of the previous test shot subjects when none have been tested, allowing for a packet to be skipped during subsequent test shots
* reactivating turret deployable destruction; clarifying the validation and clearing conditions for different kinds of auto turrets; extending self-reporting auto turret behavior to other auto-turrets
* overhaul of the auto turret target selection process; conditions for MAX detection; rewired self-reporting to address the its issue a bit more specifically; ATDispatch is no longer useless as differences between facility turrets and deployable turrets have been identified, shifting the method to implementing and overriding in subclass control agencies
* turret detection methods accounting for specific targets and considerations such as silent running; various turret interactions with other turrets and radiation clouds; proper management of retaliation and jamming; facility turrets have play in the lifecycle in the power structure and capture mechanics of the facility
* uniqueness can be generated without having to having to go through source entries; made certain turret upgrading cooperates with turret automation; other targets for turret misaimed aggression; turrets sychronize better on zone load; target validation and blankinghas changed again
* starting the target validation timer when dealing with retaliation if it should come from beyond the maximum detection range
* stop assuming mountable turrets have places to mount; AMS and AEGIS blocking detection of vehicles; deployable sensors and small robotics turrets are allergic to vehicles
* AEGIS and AMS cloak bubbles more proactive
* alias the internal facility names to their continental map names (battle islands)
* capturebase, but easier to follow
* sraosha(whitespace) is no longer with (whitespace)
* issue where contents of inventory did not match loadout specifications of the exo-suit to which the player was switching
* accidentally using the loadout change set armor in exo-suit change set armor; reverted
* revenge experience now rate down and capped; fixed issue with the tail of an empty list
* fixed column name difference between database and persistence objects
* tighened up the iterative processing aspects of kill assist calculations; wrong database query for assists; assumption of flag being acquired when it really wasn't; assumption of facility capture start when no longer represented
* mainly, the spacing
* augmented the calculations for bep
* adjustment to calculations for the long life bonus experience and to the lifespan experience limits
* 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
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
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.
* 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