Commit graph

375 commits

Author SHA1 Message Date
Mazo
abdebf09ba Timed capture consoles & towers / hacking improvements (#228)
* Add capture terminal definitions

* Logging / documentation

* Functionality for timed base hacks

* Disable IFF locks while base is hacked

* Hacking speed based on player's hacking certification level (and hack effect duration data - currently not functional)

* Hack effect duration functionality

* Sync hack states with clients joining the zone

* Whitespace / comments

* Allow IFF locks to be resecured by the owning faction if it has been hacked

* Fix bases with no NTU silo failing to capture

* Reset CC properly on hack that expires with no NTU in silo

* Capture towers instantly and improve handling of hacked objects queue

* Fix handling of neutral IFF Locks and remove unnecessary casting

* Move HackCaptureActor to correct location

* Re-enable Anguta door locks for air pad now hacking/resecuring IFF locks work
Add capture terminals (timed CC only for now) for a few bases & a tower
Add a few missed locks/doors
Add a resource silo to Girru

* Fix merge issues & missing documentation
2018-08-10 18:21:15 -04:00
Fate-JH
8b5073dcbc
accounted for collapsing cert trees, exclusive certifications, and a method of keeping track of certification costs (#227) 2018-07-30 10:20:23 -04:00
Fate-JH
7901f66324
Damages (#225)
* refactored WSA code handling HitMessage, handling SplashMessage, and handling LashMessage; modified projectiles for future functionality

* players can die from being shot now; the damage model is simplistic since main goal was to write around the potential for negative damage ('healed from getting shot'); HitHint works correctly; dedicated AvatarService channel for each avatar helps reduce message spam

* vehicle destruction, and replacement with lightweight wreckage objects upon continent join; made flushing vehicle terminal more accessible

* simple work on vehicle shield charging (amp station benefit) (that's my commit story and I'm sticking with it)

* a flexible calculation workflow that can be applied, grabbing damage information, resistance information, and then combining it with a resolution function; players and vehicles have resistance values; removed redundant damage calculations from WSA

* broke up DamageCalculations, ResistanceCalculations, and ResolutionCalculations into packages under vital; fixed an error with exo-suit calculation resistances; events for dealing with synchronized player and vehicle damage calculations and building the papertrail of those damages; updating codecov.yml file for ignore classes

* added tests for various components (damage model, destroyed vehicle converter, vitality, etc..) and some functionality improvements

* added a field to keep track of how projectiles will be attributed at the time of target death
2018-07-30 09:28:45 -04:00
Mazo
fc78d53ecb Fix NTU warning flag having the wrong data type (#224)
Fix LowNtuWarning having the wrong data type
2018-07-18 08:41:28 -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
41f0cdc0a0 repairing tests 2018-06-16 20:09:25 -04:00
FateJH
20a4fdfe45 documentation for projectiles; moved LocalProjectile construction intoMaps.scala; extensive test corrections 2018-06-16 17:31:49 -04:00
FateJH
000652c969 documentation and tests; added projectile names; changed logging level for ActorTests to OFF to remove the majority of log clutter; issue with number pool hub re-assignment and the existence of fixed objects (LocalProjectile) that requires unrelated tests be modified 2018-06-16 17:31:49 -04:00
FateJH
1bceb35226 importing the basics of the projectile/damage system from the Sounours Play-Live branch (51200); only modified how damage numbers and modifiers are interacted with and how a projectile's characteristics is accessed from the Tool that emits it; GlobalDefinitions could be imported over almost entirely, fortunately 2018-06-16 17:29:03 -04:00
Fate-JH
3eb49e6b55
Merge pull request #220 from Fate-JH/inventory-items
Minor Inventory Modifications
2018-06-11 19:28:09 -04:00
FateJH
44741b2898 modification to GridInventory to avoid unnecessary leaking of internal support value and unnecessary complication of item access 2018-06-10 00:23:59 -04:00
FateJH
ffd8c02de9 some code clean-up; tests for VehicleControl mount behavior override 2018-06-09 01:09:34 -04:00
FateJH
a20e75d07c added an enumeration for character voices, which prompoted a massive file update; separated BasicCharacterData from CharacterAppearanceData; added some yet unimplemented support to WSA and VehicleData; completely commented out RemoveActorTests for later repairs so they do not break in Travis CI 2018-06-08 21:07:47 -04:00
FateJH
c664f96bd4 a little bit of vehicles everything; work on the endocder/decoder for vehicles and seated players and bitstream size; vehicle ownership is extremely passable right now; seat restrictionsfor getting into vehicles is now in place; tests repaired; adjustment to vehicle spawn pad (again) to hopefully increase tolerance and recovery 2018-06-06 19:13:39 -04:00
FateJH
b2e0fd1276 resolved issue with failing tests; padding value of outfit name must always be observed 2018-06-04 08:03:03 -04:00
FateJH
f730be261a in the middle of testing 2018-06-04 08:03:03 -04:00
FateJH
292a9bad23 attached version of the OCM for avatars works; known encoding issues with OCDM encoding for avatars, specifically the calculated bit length 2018-06-04 08:03:03 -04:00
FateJH
caf56c4e72 added a door in home3 HART C that I missed; modified AvatarConverter and VehicleConverter to correctly handle multiple players in vehicles at world join time; began implementation of this procedure in WSA, but independent creation of players in implant terminals is giving trouble; fixed a ludicrous oversight with the bitsize of players without outfits 2018-06-04 08:03:03 -04:00
FateJH
389d0b4d82 added documentation and refined comments; corrected stream length calculation issues where padding lengths were not being properly retained or updated; working tests 2018-06-04 08:03:03 -04:00
FateJH
4e41468cd0 meta-stability in terms of the underlying structure that will eventually read off seated passengers in vehicles; the padding offsets just need tuning 2018-06-04 08:03:03 -04:00
FateJH
052a318285 Refactored CharacterData and DetailedCharacterData to be a component of PlayerData and DetailedPlayerData, respectively. Position information is now optional; inventory data and exposed hand data are also removed into PlayerData and DetailedPlayerData. String padding management has been preserved. Tests and packet converters have been repaired. 2018-06-04 08:03:03 -04:00
FateJH
9e75fd1191 even more generosity with the tests 2018-05-28 09:04:09 -04:00
FateJH
d26e8834c6 hopefully more generous timing for the tests 2018-05-28 08:24:57 -04:00
FateJH
c7641fc117 modified zone ground actor operation to include no-callback item removal message; adjusted tests for Zone and wrote tests for RemoverActor 2018-05-27 02:24:20 -04:00
FateJH
f6f7ad5617 unified code paths for dropping an item, and reinforced code path for picking an item back up; LocalService will handle some of the work now; ActionResultMessage embraces its simplistic nature (we don't have enough error messages) 2018-05-22 19:13:59 -04:00
FateJH
e00202e8fb Tuned positioning on player spawned at an AMS; fixed 'AMS' label draw and clear issue by expanding deployment options; modifications to BattlePlanMessage packet 2018-05-21 10:58:18 -04:00
FateJH
cd91080c9a Worked ams spawning rules into normal SpawnRequestMessage workflow using the (reliable) spawn group number of 2 2018-05-21 10:58:18 -04:00
FateJH
cc3e1dde86 packets RespawnAMSInfoMessage and SquadWaypointEvent, the latter with tests; system of keeping track of deployed AMS vehicles and displaying their data to interested users added through the VehicleService path 2018-05-21 10:54:32 -04:00
FateJH
848929fd01 test fix 2018-05-21 10:48:32 -04:00
FateJH
a3f50cc8a4 fixing Infiltration Suit issues as well as streamlining the process of exo-suit switching 2018-05-21 10:16:20 -04:00
FateJH
cf3bf19d4d tests for prior MAX changes; correcting a 13mm problem with the Lightning's chaingun ammunition type 2018-05-21 10:16:20 -04:00
FateJH
e2dcf998e0 in an attempt to decipher the pickup sound, it seems every item pickup comes with a 'congratulations' packet 2018-05-21 10:15:05 -04:00
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
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
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
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
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
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
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