Commit graph

223 commits

Author SHA1 Message Date
Fate-JH
bfedba07d7
Merge pull request #994 from Fate-JH/awards-off
Turn off Awards
2022-05-08 22:35:07 -04:00
Jason_DiDonato@yahoo.com
fd2604e6cc deactivate merit commendation population on the client 2022-05-08 22:02:13 -04:00
Fate-JH
b83391a251
Merge pull request #993 from ivanwick/server-terminates-when-bind-fails
SocketActor terminates when bind fails (#434)
2022-05-07 00:40:32 -04:00
Fate-JH
5787c14a29
warning fields and kill fields added to the perimeter surrounding most zone continents (#992) 2022-05-07 00:39:28 -04:00
Ivan Wick
766afd38f9 SocketActor terminates when bind fails (#434) 2022-05-01 12:43:52 -07:00
Fate-JH
71b8c011c9
Auto Repair 0.05 (#991)
* all 0.5 drains are changed to 0.05 drains

* once again, removing the x2 drain multiplier
2022-04-06 13:49:17 -04:00
Fate-JH
ffa1733747
Return to the Battlefield (#990)
* added death fields to the edges of zones and added warnings not to travel into those death fields

* documentation
2022-04-02 17:20:22 -04:00
Fate-JH
e5fe6cf89a
Wearing Your Accomplishments on Your Sleeve (#988)
* ability to swap merit commendation ribbons on shoulder and have other players see it

* ability to swap merit commendation ribbons on shoulder and have other players see it

* VehicleControlTest from elsewhere

* giver all non-Exclusive ribbons that would become available to faction/sex and allow modification of the ribbon bars

* awards only need to load during login activities; fixing a few awards that were not being allocated correctly

* wrong conditional for sex check
2022-04-02 17:19:52 -04:00
Fate-JH
0d8c717b73
Last Infantry Weapons (#987)
* preparations for deploying oicw little buddy projectiles

* oicw little buddy projectiles spawn and animate properly, but damage dealing is inconclusive

* radiator clouds cause damage to infantry health

* oicw little buddy projectiles do damage upon detonation; different descent pattern; projectile types given own Enumeration

* proximity terminals for vehicle actions no longer need to use the vehicle event system as a middleman for making changes

* redid the workflow of the proximity terminal resolution so that it avoids SessionActor as much as is possible; this may be a mistake, but my future self will pay the price instead

* changed the timing and the angles of the little buddy explosions; fixed proximity terminal tests
2022-03-27 19:57:32 -04:00
Jason_DiDonato@yahoo.com
5e3b5e4f91 ants can now depicot into neutral facilities again 2022-02-08 00:46:08 -05:00
Fate-JH
f1a9809c54
Battleframe Branch Bugfixes (#985)
* restored control of bfr gunner weapon; attempted to restore shield functionality given unspecified problem statement; bfr's can drown like ground vehicles, not aircraft; siphons can not drain a facility when equal to or less than 40% ntu; corrected oversight with implant timers; accidentally got assertion for TradeMessage backwards

* fixed bfr shield charge display; phantasm driver seat is now bailable

* this test never passes, but the test based on this test passing passes

* correction to support bfr flight variant waterlog recovery
2022-02-03 23:23:22 -05:00
Fate-JH
6ae0b44848
Lump of Coal (#982)
* preliminary elements needed to battle frame robotics; mostly from previous branch

* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm

* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types

* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form

* crouching improves shield regeneration

* some projectiles damage the bfr regardless of its shield

* delay the final vehicle explosion; start of vehicle subsystems

* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's

* control agency support for vehicle subsystems for arm weapon fire control

* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain

* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default

* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent

* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase

* the bfr armor siphon works

* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles

* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support

* battleframe loadouts available upon vehicle spawn (vs and tr only)

* adb values for siphons; subsystem update message; some repairs

* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary

* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs

* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions

* changed the triggers for the stamina regeneration timer

* potential fix for issue related to finding arm weapon mounts

* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later

* commit while working on subsystems mk2

* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too

* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied

* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
Fate-JH
46763b7877
Stamkit Fixed, Maybe, Sorta, Not Really, Take Two (#966)
* fixed stamina kit, maybe

* ui field updates for stamina on kit use
2021-11-11 09:03:08 -05:00
Jason_DiDonato@yahoo.com
6d61ff034a streamlined messaging; no longer query database if no need to query database exists 2021-11-01 10:44:18 -04:00
Jason_DiDonato@yahoo.com
92ada951e5 re-use old locker entity during cases of player relog to fix registration issues 2021-10-31 19:24:21 -04:00
Fate-JH
93a544c07c
Collisions (#932)
* pattern for applying damage to player avatar and player-controlled vehicle collisions

* pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided

* modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets

* fall damage calculations moved to function

* basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time

* bailing mechanics

* vssm for non-driven vehicles

* comment about vehicle state message field

* comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue

* fixed cargo/carrier vehicle ops

* corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage

* modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor

* appeasing the automated tests

* hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better

* adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt

* kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation

* correction to the local reference map functions

* fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
Jason_DiDonato@yahoo.com
f0d11ad1f5 added ability to hint invalid objects, maybe 2021-08-28 00:40:51 -04:00
Fate-JH
0bbe7e3959
Vehicle Loadout Weapon Ammunition (#914)
* correcting vehicle loadout change to account for capacity of weapon magazine, not default ammunition box capacity

* inventory items in vehicle trunks express proper ammunition capacity
2021-08-25 10:36:33 -04:00
Fate-JH
9841b7e97d
Unique Number System Operations (#906)
* propagation of the ask pattern into the unique number actor

* TaskWorkflow as a replacement for TaskResolver; includes working tests

* AvailabilityPolicy has been changed slightly; number source restriction mechanic has been completely removed

* TaskResolver is gone and done and TaskWorkflow replaces it

* number pool variety

* every zone gets a custom tailored 'environment' number pool, as well as all other number pools; uns involves many more static functions and hard-defined variables

* repairs to uns and guidtask tests; worked uns into unops, an actorless version, but did not integrate into server

* shuffled around files in the guid package, causing import threshing; wrote extensive comments; repaired tests; classes related to the old unique number system have been removed

* created straightforward tasks; simplified number pool actor calls; repaired tests due to modifications to generic pool

* bad merge recovery
2021-08-15 21:27:45 -04:00
Jason_DiDonato@yahoo.com
49d797e4ba various fixes related to sentry alerts 2021-08-03 20:03:08 -04:00
Fate-JH
912d9a6599
The Flail (#896)
* corrected flail deploy animation timing; added a working laze pointer terminal utility to the flail

* initial LongRangeProjectileInfoMessage packet and tests

* flail damages targets over a distance and damage dealt will increase with distance traveled

* flail laze pointer broadcasts a special waypoint to squad members and blanks position marker after a short time

* recharge terminal will remotely restore ammunition to ancient vehicle weaponry (like the flail) as weaponfire expends it

* laze waypoints do not double and are visible to all squad members; excessive squads do not form and stick around by accident
2021-07-29 09:06:29 -04:00
Mazo
c6347a7845
Merge pull request #897 from Fate-JH/raw-resp
Raw Hex
2021-07-21 18:00:47 +01:00
Jason_DiDonato@yahoo.com
aa7bc8d789 method to send raw hexadecimal packet code, whether or not that packet code is valid 2021-07-21 09:36:36 -04:00
Fate-JH
aade69505b
No Kit Spam (#892)
* added an extra task to be performed before the kit use blocker is lifted

* type
2021-07-20 22:23:02 -04:00
Fate-JH
6d13ae972e
Merge branch 'master' into adv-regen 2021-07-01 22:11:47 -04:00
Fate-JH
82579111e2
Implant: Second Wind (#880)
* support for the second wind implant; minor enum modifications to damage reasons that were executed for alternate implementation where second wind stopped player from dying once

* vital history entry to note from where the 25hp came
2021-06-30 20:48:09 -04:00
Jason_DiDonato@yahoo.com
540eec5bdd support for advanced regen implant; not pretty, but it works 2021-06-30 19:43:37 -04:00
Jason_DiDonato@yahoo.com
7f731f37d5 support for melee booster implant 2021-06-29 03:02:21 -04:00
Fate-JH
76f283c617
Merge pull request #877 from Fate-JH/angles2
What's Left of Angles
2021-06-29 00:33:41 -04:00
Jason_DiDonato@yahoo.com
42db02f576 recovery from original angles branch, mostly concerning changes with ChangeFireStateMessage_Stop and WeaponFireMessage field info 2021-06-25 22:57:55 -04:00
Fate-JH
c7ebe6a34f
Separate Vehicle Controls (#871)
* broke vehicle control agency down into specific agencies for different types of vehicles

* moved shared cargo vehicle pain onto the carrier control agency; apc-type vehicles have charging capacitors and emit emp's

* comments and documentation; cargo learning about damage to carrier corrected; fixed tests and added tests

* adjustment to explosive deployable distance filtering; apc now uses this filter when determining valid emp targets by distance
2021-06-21 23:40:44 -04:00
Fate-JH
7b840719be
Merge pull request #865 from Mazo/env-config
Load config with ConfigSource.default to allow environment variables or java opts to override config values
2021-06-15 18:58:38 -04:00
Fate-JH
7c64b23e1f
Persistent Vehicle Loadouts (#863)
* persisting vehicle loadouts in between sessions, saving to db and loading from db

* reusing refactored code for clob; initial loadout without empty entries; reverting method of stopping session child actors
2021-06-15 18:32:12 -04:00
Mazo
e093925bf5 Remove unused import 2021-06-13 21:12:04 +01:00
Mazo
0bb681babc Load config with ConfigSource.default to allow environment variables or java opts to override config values 2021-06-13 15:36:02 +01:00
Fate-JH
79f452259f
Merge pull request #857 from Fate-JH/plockers
lockers interact with the database by loading and storing contents
2021-06-11 23:15:18 -04:00
Fate-JH
3966b0264d
The Blockmap (#852)
* separating geometry classes

* 2d geometry; retirement of the *3D suffix

* makings of an early block map datastructure

* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now

* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed

* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)

* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing

* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine

* conversion of interactions with zone into a queued, periodic set of tasks

* explosive deployable control -> mine deployable control

* tests repaired and all tests working

* mostly comments and documentation

* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
Jason_DiDonato@yahoo.com
16d7778d78 lockers interact with the database by loading and storing contents 2021-06-09 20:16:05 -04:00
Jason_DiDonato@yahoo.com
d9c0d2fa3c drained the water from Akna South 2021-06-08 21:01:11 -04:00
Fate-JH
2f9c4a7cf2
Deployable Behaviors (#840)
* unifying the split code pathways that separated telepads from other deloyables; in other words, no more SimpleDeployables and ComplexDeployables, just Deployables

* moved some aspects of the build logic into a deployable control mixin; aspects governing the deplpoyable toolbox have been transferred into the player control agency

* moving aspects of teleportation system establishment and decomposition into specialized Telepad control agencies

* retiring deployable disposal code path that required a dedicated remover; each deployable now handles its own removal, and some do special things when being removed; process still has some rough edges and tests are probably thoroughly broken

* additional modifications to support boomers and telepads; consolidation of code for deployable acknowledgement by owner and during failure conditions; tests for behavior

* retooled a significant portion of the build sequence and deconstruct sequence to: eliminate duplicate messages, give the player more input to and control over the process, remove undue responsibility thrust on SessionActor

* messaging issue where player did not re-raise hand after exchanging a used construction tool for a new construction tool

* modification to deconstruct path to make certain deplayble is unregistered last; ridding requirement of AlertDestroyDeployable; fixing test

* create paths for unowned deployable building and (standard) owned deployable building; corrected activation and connection between telepad deployable and internal roouter telepad; wrote tests for connection between telepad deployable and internal telepad

* modifiying the conditions of a deployable construction item being moved into a visible player slot such that the construction item's initial output is valid given the player's current certifications

* by forcing the fire mode to revert briefly before the ammo type updates, the construction item can be made to remain consistent between fire mode shifts

* construction tools now keep track of fire mode ammo types for a period of time, allowing one mode's last setting to be retained

* greatly delayed rebase with master

* minor changes; test correction (?)

* router is go?
2021-06-02 11:51:38 -04:00
Fate-JH
29d583fd90
Merge pull request #835 from Fate-JH/medkit-use
Personal Medkits
2021-05-27 22:59:51 -04:00
Fate-JH
195b2aaf3f
Merge pull request #832 from Fate-JH/invalid-terrain
Packet: InvalidTerrainMessage
2021-05-26 11:32:17 -04:00
Jason_DiDonato@yahoo.com
23ff0f532b packet work for InvalidTerrainMessage packet and tests 2021-05-25 17:08:03 -04:00
Jason_DiDonato@yahoo.com
c4f5dc4dbf moved medkit resolution into the player control agency and callbacks/blockers added to the session 2021-05-23 08:08:04 -04:00
Jason_DiDonato@yahoo.com
2ce48cc356 facilities that do not have llu sockets should not complain that they are not facilities 2021-05-22 08:06:06 -04:00
Jakob Gillich
91e76d2397 Add base certifications config option 2021-05-22 07:43:28 +02:00
Jason_DiDonato@yahoo.com
afb1f4b279 ward against spawning multiple LLU's during normal/wrested base capture 2021-05-18 13:59:50 -04:00
Fate-JH
928e7fdf9e
Driverless Vehicles (#814)
* zone load accommodation for vehicles without 'drivers' expressed in the OCM packet

* assurance
2021-05-10 23:48:50 -04:00
Fate-JH
010b1c5845
Better Respawn (#810)
* biolab spawn benefit should now be active; spawn point integrity at point of player avatar creation, or else try again

* streamlined the process of determining whether a facility possesses individual benefits; warp gates do not have benefits

* fix for mounted turret persistance
2021-05-09 07:17:49 -04:00
Fate-JH
262b7d2ec6
Forget How to Wear Clothes (#806)
* in forgetting an exo-suit certification, one must not be wearing that type of exo-suit afterwards

* making the conditional more straightforward

* fixed issue with purchase times; can now share max purchase cooldowns
2021-05-06 07:31:40 -04:00