Commit graph

243 commits

Author SHA1 Message Date
Fate-JH d68ccdfd8d
no longer foul up the first attempt to exchange weapons after a quick grenade (#1011) 2022-10-25 01:47:27 -04:00
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 8747320307
the router is an exception (#1007) 2022-09-11 23:06:19 -04:00
Fate-JH 043e2534bb
Home Continent Access (#1006)
* no longer get locked out of home continent when adjacent facility is not aligned with faction

* better parameter names
2022-09-11 22:11:29 -04:00
Fate-JH ed705d2cb0
Locker Fix (#1005)
* movement of items between locker and player repaired

* fixed saving and loading of lockers contents
2022-07-24 23:53:17 -04:00
Fate-JH 9d2be17c1c
Gate Spawn Positions (#1004)
* changes to warp gate spawn positioning

* added !suicide command; tried to add recovery from NoGUIDException

* unnecessary imports

* stop some times

* integrated supervisory directives
2022-07-17 01:04:29 -04:00
Fate-JH 229777559f
Spawn Update (#1002)
* changes to spawn point selection for warp gates; updating coordinates for a few /warp destinations; just block map things

* additional securities against wrong blockmap domain
2022-06-24 22:07:44 -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 546a4e4f0d
Merge pull request #1000 from Fate-JH/no-drown-bfr
Drown Better
2022-06-14 02:17:11 -04:00
Jason_DiDonato@yahoo.com 8848adb5e3 CanFly -> isFLightVehicle; also, fixing drown/recover times 2022-06-03 23:30:02 -04:00
Jason_DiDonato@yahoo.com 8adb012a92 reestablished connection between western Seth spawn door and its iff lock; restablished connection between doors and iff locks for all doors on the south side of South Amun Tower 2022-06-02 00:58:33 -04:00
Jakob Gillich 60caf2c76b fix handling of empty and invalid item clobs 2022-05-17 21:00:40 +02:00
Jakob Gillich 0d4a5ad40e basic client
it's able to join the world and perform basic state updates. packet parsing is very primitive.
2022-05-17 19:20:57 +02:00
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 1e5e11be6b
Merge pull request #947 from Mazo/relative-object-coordinate-fix
Fix pse_relativeobject positioning
2021-10-05 15:21:54 -04:00
Mazo b06bdff98f Fix erroneous data 2021-10-05 19:53:01 +01:00
Mazo 2da4d1d3a7 Fix pse_relativeobject positioning in zonemap json, and for some reason llm_socket data was also missing 2021-10-05 19:30:31 +01:00
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