Commit graph

59 commits

Author SHA1 Message Date
Fate-JH d3392ecab2 QoL changes; event chat messages for exp when in debt; different calculations for sep; timestamps for progress system start and clear; hopefully proper cleanup for progress system 2023-10-30 23:53:43 -04:00
Fate-JH e9dbd5f259 importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded
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
2023-10-17 14:06:21 -04:00
Fate-JH 90c507eaca before this, changed table on trigger without fixing function called by trigger 2023-10-11 17:50:08 -04:00
Fate-JH 5b806f8912 i am blind sometimes maybe 2023-10-08 13:34:31 -04:00
Fate-JH 6582e90499 no WHERE clause in trigger; moved that into called function body 2023-10-08 12:52:19 -04:00
Fate-JH 8d0b8648a2 removing the OF statement in a trigger 2023-10-08 12:20:20 -04:00
Fate-JH 0b0b23d99c
PostgreSGL 10 Standards (#1127)
* attempting to resolve pg14->pg10 issues

* unidon't

* rev 1

* rev 2

* rev 3

* rev 4
2023-10-08 11:52:50 -04:00
Fate-JH c9a14527ea
Merge pull request #1123 from Resaec/add_launcher_and_token_functionality
Add support for launcher login via tokens and file verification
2023-08-01 01:37:13 -04:00
Resaec 7f792d63d4 Add support for launcher login via tokens and file verification
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.
2023-08-01 00:33:14 +02:00
Fate-JH dc89fa6b3f plsql tables for a future kda update 2023-07-31 16:21:15 -04:00
Fate-JH 626366996b restored kamon; fixed deployment state MatchError due to unexpected states; attempt to resolve broken model state of vehicle 2023-05-21 00:45:35 -04:00
Jakob Gillich 1b367c455f
formatting 2023-04-15 19:02:46 +00:00
Jakob Gillich ea91251002
update sbt & dependencies
removed kamon because it is not being used
2023-04-14 14:12:50 +00:00
Fate-JH 779054fef9
Experience for KDA [Prep-work] (#1024)
* extensive modifications to source entry shorthand

* moving 11 files changes 55 other files

* added score card classes; upgraded packet classes

* I decided to import over everything

* proliferation of in-game activity messages, especially for spawning activity; removed defaults for activities; fixed (most?) building tests

* upkeep on the LLU's managing service, as well as the facility hack management service, in response to a potential bug

* a facility that changes faction affiliation while it is the destination of an LLU delivery will cancel that LLU delivery

* fixed crash due to boomer trigger overriding position of ace, without the ace being properly cleaned up on the client of the bomber; fixed issue with the boomer trigger going missing

* flipped the first two FDU deployable settings so they match the correct fire modes; corrected a stack overflow situation with the sourcing entities

* action, but no response

* condensed parameters on avatar class

* as always, fixing tests

* quickly, loose ends tied
2023-02-14 00:09:28 -05:00
Fate-JH 630c2809cb
Shortcut to Grenade (#1010)
* routine that finds, equips, and draws a grenade if the user has it; moved handling of ObjectHeldMessage from SessionActor to PlayerControl; placed a arm movement restriction condition

* loading of, and adding and removing of shortcuts to/from both the database and the client hotbar

* player-driven sanity tests to reload otherwise unavailable hotbar shortcuts; revamp to CreateShortcutMessage
2022-10-24 18:16:08 -04:00
Fate-JH 1369da22f0
Login Location Persistence (#1009)
* database tables and persistence entities; attempt to retrieve values from database and apply them to the player avatar character; resolve spawn options in sanctuary in different manner

* minor database table field adjustments; saving to database when account persistence ends; properly loading from and initializing with data queried from the database; suicide better supported

* converting the zoning method/status tokens; better support of zoning handling of persistent locations; messages that explain the consequences of login-spawning into an invalid location

* adding triggers for the 'saved char' message, both those prompted by game activity and a 'reassurance' message; also, actually save the char data sometimes

* intervals for timing charsaved message set by configuration file now

* corrections to spawn tests and tables

* random sanctuary spawn in more places than one
2022-10-11 11:16:12 -04:00
Fate-JH 190a897dd5
Enemies (No Friends) (#1008)
* database, transfer objects and storage objects for lists of good friends, and of friends that you want to ignore

* friends and ignored players get added to lists, to the database, load in appropriate states, and update at basic appropriate times

* ignoring players and being ignored by players cuases loss of communication avenues, especially tells, and visibility

* modified the [friend list, ignored player list] x avatar query for better performance as the sizes of the results increases using joins and using targeted column selection

* obligatory fixes to tests that come with every update
2022-09-20 13:05:05 -04:00
Fate-JH ced228509c
Intercontinental Gaslighting (#998)
* diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations

* allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating

* game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup

* initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness

* cavern closing warning messages queued

* starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening

* expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself

* populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes

* adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic

* bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate

* cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested)

* broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted

* code comments, everywhere; correcting issues with cavern rotation timing reports

* but is it flying?
2022-06-14 02:21:24 -04:00
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 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 a6b09faa84 replaced EvaluatorFilter with custom regex-based filter and removed non-dependency 2021-07-02 07:30:29 -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 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
NickPSF 830ce27551
Update game_objects0.adb.lst 2021-05-31 09:56:51 -05:00
Fate-JH 7fca0a5582
Vehicle Spawn Pad QoL (#802)
* preparation for redefining the checks involved in spawning a vehicle from a spawn pad

* pass the terminal from which a vehicle order was issued to be used in validation tests; implemented validation tests to ensure delayed orders remain valid until being executed; various messages about orders that have failed validation, as well as order changes and queue changes

* local zoning field on player for use in statusing and message composition

* expiration of a vehicle order for a given reason; linking of messages for expiration of vehicle order queue; death on an active vehicle pad (during rail operation)

* players that die to spawning vehicles can blame that vehicle's future driver; the calculations for server-side damage are heavily modified

* definitions for vehicle spawn pad kill box, used during vehicle generation to eliminate targets on the spawn pad, per kind of vehicle spawn pad

* reusing common order validation test for some stages of the vehicle order fulfillment process

* adjusts when the vehicle thinks it is mounted to the spawn pad; vehicle wreckage should be cleaned up quicker

* cancelling the active order
2021-05-05 10:13:57 -04:00
Fate-JH 9c0a3754d4
Load Vehicle (#797)
* vehicle will not try to introduce itself to zone if already in zone; vehicle spawn pad construction uses generic messages rather than class-specific ones

* better seat locking while server controlled

* copious amounts of ant deployment check-ery
2021-04-29 09:38:51 -04:00
NickPSF 6e23f560bc
Update game_objects0.adb.lst 2021-04-25 18:54:20 -05:00
NickPSF 2c54e8013e
Update game_objects0.adb.lst 2021-04-25 15:41:33 -05:00
NickPSF 12c988912e
Update game_objects0.adb.lst 2021-04-22 21:17:19 -05:00
NickPSF a2231d70d3
Update game_objects0.adb.lst 2021-04-21 17:35:52 -05:00
NickPSF f66ed5015d
Update game_objects0.adb.lst 2021-04-21 14:46:41 -05:00
Jason_DiDonato@yahoo.com dfd8201683 fixed message duplicate cooldown filter 2021-04-17 07:43:41 -04:00
Fate-JH f5ef0a9674
A Bad Filter (#763)
* comment out most of apply-cooldown-to... filter to find out which part of it causes issues with the PR

* fixed resource silo tests

* everything but starting the scheduled task

* shutdown now

* cleaning schedule managed by simple time check
2021-04-15 08:38:31 -04:00
NickPSF ba1c4ce957
Update game_objects32.adb.lst 2021-04-12 01:54:07 -05:00
NickPSF edfdf0f7e6
Update game_objects32.adb.lst 2021-04-12 01:49:56 -05:00
NickPSF 546f6b75a0
Update game_objects31.adb.lst 2021-04-12 01:34:35 -05:00
NickPSF 1245e6ffc4
Update game_objects31.adb.lst 2021-04-12 01:19:23 -05:00
NickPSF 3321d630b7
Update game_objects30.adb.lst 2021-04-12 01:12:09 -05:00
NickPSF b05f9ae3f2
Update game_objects32.adb.lst 2021-04-12 00:20:25 -05:00
NickPSF 08d0d29886
Update game_objects31.adb.lst 2021-04-12 00:14:28 -05:00
NickPSF e7b1b17279
Update game_objects30.adb.lst 2021-04-12 00:00:38 -05:00
NickPSF bb6bc4b2a5
Update game_objects29.adb.lst 2021-04-11 23:51:41 -05:00
Jason_DiDonato@yahoo.com eea549707a added other logging filters, include a custom one for suppressing duplicate messages within a time period 2021-03-25 15:15:51 -04:00
Jason_DiDonato@yahoo.com 9798e27d29 gender was never the same thing as sex; for now, I just need easy pronouns for the log 2021-03-23 12:01:22 -04:00
Jason_DiDonato@yahoo.com 39d68b537d adjusted logback.xml to facilitate two populated logs for different purposes; brief pass over all instance of log calls 2021-03-23 11:45:28 -04:00
Fate-JH 71ab35ecab
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system

* master was stale

* grouped scheduling for timing orbital shuttle activity

* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway

* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door

* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle

* modification of seat mounting and cargo mounting support entities to expand functionality

* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly

* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone

* swap of shutle from pad to pad control; tests and comments

* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler

* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states

* rebase with master; looks like rebase with merged_master, which is also a commit

* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat

* fixing explosions

* fixed the persistence monitor service potentially using non-printable unicode in actor names

* can not use a droppod to gain access to one's own sanctuary

* removed hart facility update that causing open bay doors and beeping

* PR review changes

* fix for aggravation issues
2021-03-23 09:44:10 -04:00
Jason_DiDonato@yahoo.com f557ecc13d using the boomer trigger now causes boomers to explode and harm targets 2021-01-12 23:01:08 -05:00
Fate-JH 563afcdb19
Auto-Repair Tuning (#652)
* difficulty modifiers for repair rate and drain in config

* changed autorepair request-repair pattern to wait until a repair is fulfilled before issuing the next request; moved integration tests for efficiency

* auto-repair accounts for delay between request-reply when schduling next request; base ntu drain is halved; auto-repair mending values adjusted based on wiki times

* moving config call into auto-repair mixin

* deleting the old integration testing code

* obligatory test fixes

* more of the same

* correcting exceptions with calculating subsequent auto-repair time and transfer messaging behavior with WarpGate objects; transfer animation and transfer delivery now have slightly different timing; wrote  bunch of tests that don't work in the standard manner, but do pass
2021-01-12 14:27:33 -05:00