Mazo
d168c40093
Kick players from mountable amenties when owner is hacked ( #293 )
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* Re-enable base power loss when silo capacity hits 0
* PSAM documentation
* Kick players from mountable amenities (turrets, implant terminals) when owner is hacked
2019-12-10 08:44:16 -05:00
Fate-JH
9ec97f279a
Zone-local Event Systems ( #295 )
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* all matters related to vehicle events, including tests, adjusted so that the service actor internalizes a specific zone; major adjustments to the order fulfillment logic of vehicle spawn pads; removed a bunch of unnecessary things such as auto-drive guidance
* all matters related to local events, including tests, adjusted so that the service actor internalizes a specific zone; special consideration for proximity units and tests; muted some excessive logging
* all matters related to avatar events, including tests, adjusted so that the service actor internalizes a specific zone; special considerations for resource silos and painbox elements
* explicit trait that acts as an owner of Amenity objects (Building and Vehicle); generalization of <obj>.Owner.Zone statement
* reduced log spam from proximity terminal activity
* tightened vehicle spawn pad control protocol; finally made the player re-appear if the vehicle doesn't spawn/mount correctly; pad operates independent of the person who submitted the current order so less chances for crash
* adjusted workflow for vehicle spawn pad task management
2019-12-10 08:37:57 -05:00
Mazo
885387b734
Merge pull request #291 from Fate-JH/projectiles
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Remote Projectiles
2019-12-09 11:21:37 +00:00
Mazo
2662be8778
Standardize constructors to have position as the first param and add positions to terminals ( #294 )
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* Standardize constructors to have position as the first param and add positions to terminals
* Actually assign the position to the terminal object
2019-12-05 09:44:42 -05:00
FateJH
d8c9e01d36
my mistake - a merge made a mess of the code for implants; I tinkered with it
2019-11-29 16:43:22 -05:00
Fate-JH
b2ec9d2cb6
Merge branch 'master' into projectiles
2019-11-29 11:19:17 -05:00
Fate-JH
a5a85e6cc3
Upper Body Angle ( #292 )
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* constrain angles on specialized yaw and pitch fields
* integrated new Angular Codec into OCM and OCDM of avatar; corrected tests; wrote shortcut for whether a unit is moving (under its own power)
* apply clamp
* Accessed containers while moving
Removed unintentional code duplication outside of conditional.
2019-11-29 11:14:25 -05:00
Mazo
9e99dc75e3
Cancel jacking if a vehicle is moving ( #290 )
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* Add Medical / Adv Medical / Expert Electronics to default certs
* Cancel jacking when object is moving more than a small amount
2019-11-29 11:00:30 -05:00
Mazo
31bdf58ea4
Additional checks to ensure players don't heal themselves immediately after dying ( #289 )
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* Additional checks to ensure players don't heal themselves immediately after dying
* Move alive check to cover other kit use
* Don't use ammo on full health/armour players and change adv medical revive to take 5 seconds + 25 ammo
* Fix merge conflict oopsie
* Fix merge conflict oopsie. Properly this time.
* Allow PlayerStateMessageUpstream to be processed even when the player is dead, to prevent corpses sliding from interpolated client side movement
2019-11-29 10:54:25 -05:00
FateJH
63d7fbefa0
accommodating short-lived projectiles, as well as out-of-order and late-to-register projectiles
2019-11-27 08:38:30 -05:00
FateJH
111facc070
added projectile index overrides for gluegun
2019-11-18 08:22:32 -05:00
FateJH
f8836f1cc4
no_projectile for Tools that have no projectile; condensing cases in WSA
2019-11-15 16:21:35 -05:00
FateJH
ed7406f25f
last minute minor corrections
2019-11-14 13:51:08 -05:00
FateJH
693a3a5d78
proper remote projectile handling; allowances for the Decimator alt-fire mode; initial DamageMessage packet and tests; initial DamageFeedbackMessage packet and tests
2019-11-14 13:06:58 -05:00
FateJH
043512d6a3
proper PSM encoding/decoding; normal and alternate projectile flight handling; auto lock field on projectiles, to indicate whether that projectile should produce a warning message on the target's side when weapon is pointed at the target; business logic in WSA
2019-11-04 09:21:36 -05:00
FateJH
d1ba353cad
'don't knock it if it works' controlled projectiles
2019-11-01 11:11:47 -04:00
FateJH
8952ab86f6
events for future expansion; added custom projectile remote client data for OCM packet creation; initial projectile velocity calculation; (too many) details when it comes to Enumerations for projectiles; hooked up theoretical projectile creatiuon, management, and deletion
2019-10-30 22:54:45 -04:00
FateJH
f1c73688f7
removed fire mode override for the Phoenix; added events for loading and manipulation of remote projectiles to AvatarService; ProjectileStateMessage handles projectile data in a simple way; remote projectiles can now be registered and unregistered
2019-10-30 22:53:16 -04:00
FateJH
fa7365e8af
modified TrackedProjectileData codec and tests; changed Projectile into a game object; added comments and entries missing from the basic ObjectClass lists; projectile packet converter added but untested
2019-10-30 22:51:26 -04:00
FateJH
56c7c4544e
added flags to indicate the projectile must be handled using the server as an intermediary; eliminated obsolete enumeration data; added analysis for the oicw_little_buddy
2019-10-30 22:51:26 -04:00
Fate-JH
cea105042c
attempt at mitigating geowarp immortality ( #288 )
2019-10-30 22:47:04 -04:00
Mazo
aec9c15bdd
Advanced medical + other bits ( #287 )
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* Allow medical applicator to revive players
* Allow dead players to be repaired
* Refactoring medapp + bank usage
* Make bank + medapp use charges from magazine
* Don't try to heal/repair other players with MaxHealth/MaxArmor <= 0
* Ignore tool use on SpawnTube objects (for example; don't deconstruct from using a medical applicator on a spawn tube)
2019-10-30 22:43:40 -04:00
pschord
53d677dc5d
Config: add developer.Netsim.* ( #285 )
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Break out configuration of the UDPNetworkSimulator to worldserver.ini
2019-10-30 22:40:00 -04:00
Fate-JH
ad29bfe16a
Select Changes from My Original Securities Branch ( #286 )
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* select changes from my original securities branch
* nanoTime -> currentTimeMillis
2019-10-23 17:21:16 -04:00
Chord
21b17b7649
Config: print the right path when loading
2019-10-22 20:32:19 -04:00
Chord
cf8d30b5be
TravisCI: Just disable coverage
2019-10-22 20:17:37 -04:00
Chord
638c3f975e
TravisCI: Once again, try to ignore the coverage job
2019-10-22 14:58:30 -04:00
Chord
9836e48ac7
Fix flaky actor tests by de-parallelizing
2019-10-22 14:35:17 -04:00
Mazo
3e40a2f319
Initial merge of some PTS v3 changes ( #281 )
2019-10-22 12:15:46 -04:00
Chord
02ab92e537
Fix SquadDetailDefinitionUpdateMessageTest
2019-10-21 23:29:57 -04:00
pschord
ce99ea6ffc
Merge pull request #276 from Fate-JH/squad-work
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Teamwork
2019-10-21 21:58:20 -04:00
FateJH
5916fa68be
SquadAction and SquadResponse were worked into SquadServiceMessage and SquadServiceResponse, respectively, so that traits could be sealed; the continuous join request prompt has been exorcised from squad operations; switching to auto-approve for squads will now resolve all pending join requests; enumerated shared cases in SDAM
2019-10-21 19:41:29 -04:00
pschord
33e4f2b35e
SBT: add support for unified docs ( #284 )
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Unified documentation can be generated with the sbt unidoc command.
2019-10-21 16:29:36 -04:00
pschord
88f4ef293b
Add additional debugging info to server start ( #282 )
2019-10-21 14:12:57 -04:00
pschord
c3d19b5377
Create PSForever config framework ( #283 )
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We can now parse arbitrary INI configuration entries. This will allow
server customization and testing without recompiling the server.
2019-10-21 14:12:26 -04:00
FateJH
93f2264f61
added enumeration for squad waypoints and changed field datatypes where appriopriate; added assertions to squad detail packet; removed old logic from squad request and squad response enumerations; WSA lfs -> lfsm
2019-10-20 15:34:01 -04:00
FateJH
aa2e0089a4
stop player from inviting himself to own squad; periodic squad updates; fixed squad listing hangup; fixed damage calculation tests
2019-10-19 17:24:12 -04:00
FateJH
0c105f3826
repaired some broken tests; LoadoutManager respects length; squad ids attempt to reset only when no players are logged in
2019-10-17 16:27:19 -04:00
FateJH
35a8d87941
/kick support; fixing a bug with the supplemental squad id
2019-10-16 15:26:55 -04:00
FateJH
1f578c9e5d
removed squad testing crouches
2019-10-14 18:54:03 -04:00
FateJH
16afb63b34
removed redundant subscription; made sure to publish waypoint events properly
2019-10-14 16:20:51 -04:00
pschord
4b71d76cb2
TravisCI: temporary build matrix fix to avoid #279
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Reference: https://docs.travis-ci.com/user/customizing-the-build/#build-matrix
2019-10-11 12:14:28 -04:00
Chord
6a876d5b57
Add feature flag to SBT scalac options
2019-10-11 11:50:00 -04:00
Chord
f6939098ec
Unbreak build
2019-10-11 11:10:06 -04:00
pschord
3c4d1ff2d7
TravisCI: add SBT dependency caching
2019-10-11 10:34:18 -04:00
pschord
1f744f5a5f
TravisCI: Compile everything before testing
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This should allow TravisCI builds to fail-fast on any compilation errors instead of wasting time testing on an already failed build (see https://travis-ci.org/psforever/PSF-LoginServer/builds/596611848 )
2019-10-11 10:00:37 -04:00
pschord
833b7b1f0a
Pin TravisCI dist to Trusty for Java 8 support
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We should migrate to a modern JDK for a supported release of Ubuntu, but for now this should unbreak the initial steps of the build.
2019-10-11 09:47:14 -04:00
FateJH
7d9d5105f6
was going to try blocking characters who have been refused from squad from getting squad updates but forgot it wouldn't be safe to do this here
2019-10-08 20:01:52 -04:00
FateJH
5a1527ae10
small touch-up
2019-10-08 18:47:03 -04:00
FateJH
f7098618d7
Members and Squads now deal with their own inherent availabilities; code to transfer knowledge of character squad association by color; old code
2019-10-08 09:12:22 -04:00