Commit graph

1043 commits

Author SHA1 Message Date
FateJH bcf1d28f0c grouped first time event strings; gave Avatar and Player data structure supporting fte's; loaded basic fte's to suppress bangs 2020-05-09 17:41:57 -04:00
Chord 52de77a735 Validate usernames on account creation like PSFPortal 2020-05-09 20:13:26 +02:00
Mazo ceb58ed39a
No more pew pew in sanctuaries (#422) 2020-05-08 19:49:57 -04:00
Mazo 223236877f
Add some extra checks to ensure velocity is set to zero for deployed or undriven vehicles, to allow repairing/jacking when deployed on a slope as the client reports the last known velocity before deployment in VehicleStateMessage (#420) 2020-05-08 19:49:02 -04:00
Mazo de3188e5ef
Merge pull request #419 from Mazo/ptsv3-merge
Merge some parts of PTSv3
2020-05-07 22:06:22 +01:00
Mazo 58e64fd789 Merge some parts of PTSv3 2020-05-05 22:25:37 +01:00
Mazo 01a8ecd39e Ensure tower pain fields start up correctly 2020-05-04 13:23:10 +01:00
Mazo 61360d97e0
Kamon tweaks (#401)
* Move application.conf to src/main/resources

* Change ClassLoaderLayeringStrategy for Kanela / Kamon to intiialize properly

* Attempt at reducing PTSv3 log spam

* Silence some more logspam

* Disable oshi logging entirely
2020-05-04 00:27:41 -04:00
Mazo a7cfcd3af7
Painbox v2 (#417)
* Add rotation to building constructor and map files

* Change non-radius based painfields to use a bounding box check based on nearby amenities (disabled in caves)

* Reduce pain field damage to 5
2020-05-04 00:26:26 -04:00
Mazo f9ba930007
Change aircraft deconstruction on bail to go through vehicle's actor instead of directly to VehicleEvents actor (#416) 2020-05-03 23:46:33 -04:00
Mazo 8046fbe0ba
Fix implant stamina draining permanently when the client tries to activate an already active implant (#415) 2020-05-03 23:45:45 -04:00
Mazo 70e59effec
Tweaks to !hack admin command to reduce the message storm it causes (#405) 2020-05-03 23:44:50 -04:00
Mazo 4c249bb358
Fix hacking speed returning an integer, not a float (#402) 2020-05-03 23:43:32 -04:00
Mazo 8301dbe855
Merge pull request #396 from Mazo/turret-spam-reduction
Vanu turret actor message spam reduction
2020-04-29 23:50:59 +01:00
Mazo 19fe779a4e Remove unneeded log spam when a splash weapon hits the world 2020-04-29 22:31:23 +01:00
Mazo 31440d341b Reduce the amount of actor message spam from vanu turrets recharging their ammo constantly 2020-04-29 22:31:07 +01:00
Mazo eabb952683
Add kamon.io metrics reporting (#395)
* Add kamon.io metrics reporting

* Line length + whitespace
2020-04-29 14:59:12 -04:00
Fate-JH 4e5bb3a252
Spawn Pad Fix (#394)
* reset pad order queueing system if the player forces a system fix; blocking dismounting of vehicle in certain situations, such as the vehicle just being spawned

* test fixes
2020-04-27 21:31:53 -04:00
Fate-JH 9f12cfa625
Vehicles Must Be Destroyed (#390)
* internalized the actions of the VehicleRemover into the vehicle control agency; this required modifications to vehicle deconstruction messaging, but also had implications for the vehicle spawn pad

* fixed tests; created a with-context ActorTest environment; hacked away the unnecessary aspects of VehicleRemover

* changes to tests; simplifications to terminated cargoing abilities

* removing unnecessary indirection from cargo handling at the end of a vehicle's life
2020-04-27 21:22:59 -04:00
Mazo 58134e02fa
Merge pull request #392 from pschord/jvmopts
Increase default SBT memory limit for build OOMs
2020-04-23 08:37:46 +01:00
Chord 16fcee84ed Increase default SBT memory limit for build OOMs 2020-04-23 01:31:51 +02:00
Mazo 103c779d83
Merge pull request #391 from Fate-JH/gen-msg-timing
The Facility's Generator Is Currently under Attack!
2020-04-22 18:54:00 +01:00
FateJH 03ecad38a6 the facility's generator is currently under attack 2020-04-22 13:22:50 -04:00
Mazo 140c2ccbc3
Milestone fixes (#376)
* Fix resource silos not showing the correct charge levels after server startup

* Make all continents have broadcast warpgates, disable geowarps, common initialization functions for zones

* Make instant action respect spawn point overrides e.g. z offset

* /warp and /zone restrictions from PTSv3

* Allow players hit by EMPs to disable implants correctly to prevent infinite stamina drain

* Quick fix to stop VehicleRemover from crashing if the target vehicle has no Actor assigned
2020-04-20 18:19:50 -04:00
Fate-JH 484fcbf56d
tying up some quirky cases where the the wrong tools elicited unexpected reactions from amenities (#385) 2020-04-19 20:19:39 -04:00
Fate-JH 2f6af23207
It sucks. (#373)
* a short-term solutiojn to ensure new Player entities have control agencies, that also sucks

* it still sucks, but just a little less
2020-04-18 19:41:05 -04:00
Fate-JH 16fcb2b927
resume hacking and reviving and upgrading after interruption (#375) 2020-04-18 19:40:50 -04:00
Mazo 2800d4da0d
Swap surge into first implant slot and change darklight for audio amp (#374) 2020-04-18 19:40:35 -04:00
Fate-JH 39ae77d6f4
medkits, and med apps, and respawn tubes, oh my (#368) 2020-04-17 18:57:09 -04:00
Fate-JH a23643b240
Instant Action / Recall to Sanctuary (#348)
* refactored ZoneActor for external calls; earliest code for calculating Instant Action placement

* created a building definition so that SOI is no longer indeterminate; gave hot spots projector a longer-lasting backup for purposes of activity retention; instant action ramp-up works

* filled out instant action messages; refactored main method

* packet and initial tests for DroppodFreefallingMessage; drop pod definition, packet converter, and consideration in WSA and InterstellarCluster instant action functionality; droppods now work

* duplicated soi information; modified priority of instant action; assigned cavern status; added reset for instant action failure; implant interrupt condition; wrote comments

* no instant action droppods; added messages for cancelling instant action when certain conditions occur; wilderness instant action request

* made generic the entire instant action process to shoehorn the whole of the sanctuary recall process into it; I hope you're happy

* test fix; vehicle hacking fix; no more artificial NTU drain

* escape case for zoning last chance; descriptive mesages condense similar calls

* something of a merge repair
2020-04-16 21:21:33 -04:00
Fate-JH c80bb2836f
created generic progress messages and moved their creation into the specific control agencies that would utilize them; this moves code out from WSA and restores the original purpose of CommonMessages.Hack (#349) 2020-04-16 18:52:31 -04:00
Mazo b1cc871467
Admin commands (#353)
* Remove !ams

* Admin commands from PTSv3
2020-04-16 18:36:02 -04:00
Mazo a479305e77
Allow EMPs to disable implants & force reinitialization, and fix a load of silly cases of packets going to the wrong clients. (#356) 2020-04-16 18:35:46 -04:00
Fate-JH 7f402ac171
Resource silo test fix (#354)
* isolated test fix from the inst-act branch

* getting rid of the hack for implant terminal mech coordinates
2020-04-16 17:46:00 -04:00
Mazo 9ac1047a9a
Merge pull request #345 from Mazo/feature/implants
First stage of implant work
2020-04-16 22:26:35 +01:00
Mazo 886f5b3787 Add missing match case 2020-04-16 22:25:38 +01:00
Mazo 09a21440f7 Merge branch 'master' into feature/implants 2020-04-16 22:06:19 +01:00
Mazo d2a04f57df
Generator + gen terminal positions, plus implant terminal mech positions (#352) 2020-04-16 17:05:42 -04:00
Mazo 632419dbc3 Revert "Retrigger CI pipeline"
This reverts commit a05cf09c2e.
2020-04-16 17:48:54 +01:00
Mazo a05cf09c2e Retrigger CI pipeline 2020-04-16 17:48:48 +01:00
Mazo d768b3d62c Restore stamina drain on taking health damage via ResolutionCalculations 2020-04-15 21:14:43 +01:00
Mazo a50612dd99 Merge master 2020-04-14 21:54:22 +01:00
Fate-JH c2f6baf551
Destroy and repair (#346)
* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept

* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint

* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code

* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic

* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits

* player bank repair and medapp heal has been moved out from WSA into PlayerControl

* overhaul of Progress callback system and the inclusion of player revival as a Progress activity

* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate

* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization

* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)

* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting

* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players

* destroy and repair pass on deployables, except for explosive types

* Damageable pass; client synchronization pass

* helpful comments

* some tests for damageable and repairable; refined output and repaired existing tests

* enabled friendly fire check and recovery

* handled friendly fire against allied mines; moved jammer code to common damageable behavior

* tweaks to damageability, infantry heal and repair, and sensor and explosive animations

* animations; framework for future vitals events; closing database connections

* adding some deployable tests; fixing a bunch of other tests; History is back

* testing for basic Damageable functions; removing a log message

* finicky animation stuff

* event messages to the Generator to represent health changes

* damage against BFR's is now only used against mythical creatures

* test fix
2020-04-14 15:17:32 -04:00
Fate-JH 840006dca8
Priority Fixes (20200405) (#347)
* no longer assuming non-empty equipment slot; restructured the equipment CLOB to remove Option.get assumptions

* bundling move item packets
2020-04-13 00:43:17 -04:00
Mazo 95bd865d67 Stop implant activation/deactivation from affecting other players. 2020-03-31 17:33:57 +01:00
Mazo 9d3a163545 Overwrite shortcut slots 2/3/4 with installed implants, and allow active implants to be reactivated 2020-03-29 23:14:16 +01:00
Mazo 4b25205c32 Fixes after rebasing on master - changed implant initialization from milliseconds to seconds and removed now unneeded implant initialization 2020-03-28 17:49:23 +00:00
Mazo e4902a317c Stamina drain on health damage 2020-03-22 15:38:54 +00:00
Mazo 404e2579ef Implant definitions, stamina audit and initialization 2020-03-22 15:38:54 +00:00
Mazo 28960ad24f Enhanced Targeting functionality 2020-03-22 15:30:26 +00:00