* Add AvatarActor: Responsible for managing the session's avatar object
* Convert Avatar object to case class
* Add persistence for BEP, CEP, implants, certs and cosmetics
* Add cosmetic chat commands and handle UI packet
* Add /setbr, /setcr, /certadd, /addbep, /addcep GM commands
* Convert zone maps to JSON
* Update to Scala 2.13.3 and fix warnings
* Fix MAX cooldowns not being applied when purchased manually
* Normalize database table names to singular
* Add docker image build
* Add .scalafmt.conf
* Adopt quill for database access
* Removed postgresql-async
* Refactored all instances of database access
* Creating duplicate characters of the same account is no longer possible
* Rewrote large parts of LoginSessionActor
* Implement migrations
* Move overrides into subdirectory
* Make usernames case insensitive
* Use LOWER(?) comparison instead of storing lowercased username
* import scala.util.{Success, Failure}
* Add config and joda-time dependencies
* Add sbt-scalafmt
* Use defaultWithAlign scalafmt preset
* Format all
* Add scalafix
* Remove unused imports
* Don't lowercase username when inserting
* Update readme
* Listen on worldserver.Hostname address
* Remove database test on startup
It could fail when the global thread pool is busy loading zone
maps. Migrations run on the main thread and also serve the
purpose of verifying the database configuration so it's fine to
remove the test altogether.
* Refactor chat message handlers, zones
What started as a small change to how zones are stored turned
into a pretty big effort of refactoring the chat message handler.
The !hack command was removed, the /capturebase commandwas added.
* Expose db ports in docker-compose.yml
* Silence property override log
* Rework configuration
* Unify configuration using the typesafe.config library
* Add configuration option for public address
* Configuration is now loaded from application.conf rather than worldserver.ini
* Refactor PsLogin and remove unnecessary logging
* Move pslogin into net.psforever.pslogin namespace
* Fix coverage
* resolved merge of multi-PR-merge master branch supporting gating branch
* making adjustments to the distinctions between building map id and building GUID, where necessary, to assist with the loading process
* custom spawn tube definitions for the sanctuary VT_building's
* Move door orientation logic from the door itself to the IFF lock, as the lock has the correct orientation in the UBR files, whereas the door does not.
* Remove ModelID from buildings (is now GUID) and change "ID" to be "MapId". A building can also be constructed with both a GUID and MapID.
* Update Maps.scala and Zones.scala to (for the moment) only have Ishundar configured with Sounours V3 playtest base ownership. Default starting zone is also moved to Ishundar for now.
* Fix oopsie with West Zaqar Tower
* Add proximity terminal positions to constructors
* Offset vehicle spawning by the correct amount from game_objects.adb.lst
* Orient players correctly when spawning at a respawn tube
* Apply a 90 degree offset to tech plant garage locks, as these are the only locks where the orientation does not match the orientation of the door
* Add missing spawn terminals, repair/rearm terminals for both ground and air.
* Additional documentation for GOAM / PAM packets
* power outage failure resulting in the destruction of the original ocm-fixes branch; the git branch refs were corrupted during commit, but the up-to-date changed files remained intact
* eliminating the need for CommonFieldData2 and CommonFieldData2WithPlacement
* in the middle of integrating CommonFieldData into DetailedLockerContainerData (but not standard LockerContainerData); added field for final boolean in WeaponData
* adding faction affinity to Equipment (to match functionality; not becuase I know what ends ...)
* in the middle of integrating CommonFieldData into DetailedCommandDetonaterData
* applying faction affinity to objects at time of terminal production (but to what ends?); required BoomerTrigger and AmmoBox to always report as NEUTRAL internally
* completed the transition from using the old class-based order terminal system to the page-based order terminal system; unused terminal classes have been eliminated
* more closely aligned TelepadDeployableData and InternalTelepadDeployableData
* modifying TelepadDeployableData make it generic and eliminate the need for InternalTelepadDeployableData after fixing a packet converter to utilize DroppedItemData
* modified Terminal operation to branch further outwards from Terminal.Request to the TerminalDefinition's Request method; modified tests to reflect update
* loosening up matrix terminal definition limitations
* modified ProximityTerminal to support a custom defintition class
* rendered the message passing system for Terminals general (Any) in the full scale so it can be specific in instance cases
* refactored and moved both EquipmentSlot and ExoSuitDefinition
* (re)load Favorites each time player (re)spawns
* object class, actor class, and definitions for base turrets; untested
* wired base turrets into existence, with hoop jumping; created interface for objects with mounted weapons (vehicles and turrets); working example phalanx_sgl_hevgatcan in Anguta, Ceryshen
* re-wiring manned turrets so that the turreted weapon itself never changes externally but merely identifies different and changes internally; workflow for upgrading wall turrets in place (30s); clarifications and documentation for HackMessage and UseItemMessage; getting rid of orphaned packages from previous location of services
* added a simple task that reverts upgraded manned turrets to their None state after a certain amount of time has passed; it works but need improvement
* turret weapon upgrades now last for a duration of 30 minutes before reverting; created a service support actor base actor that underlies all current support actors; nano-dispenser now properly loads 1 unit of upgrade canister, rather than 100 units; all canister types have appropriate 2x3 inventory size
* forgot to hurry; moved over the Services tests from main/test folder into the common/test folder and needed to change the location of ActorTest to accommodate it; test and documentation for MannedTurret; codecov ignore update
* wired facility turrets in Anguta, Ceryshen; Akna tower, Ceryshen; and S.Villa tower, home3 (Anguta tower is a watchtower); attempted workaround for Travis CI issues with receiveN; re-introduced RemoveActorTest, at least the first test; expanded how ZoneActor performs tests on MannedTurret setup
* getting rid of useless commented-out code; making common operations for mounting and dismounting
* removed outdated comment; added ResourceSilo tests; added extra test for Zone
Replaces class object/serverobject/door/Base.scala. It performs nearly the exact same purpose but now has a list of owned objects called Amenities. Buildings are now a PlanetSideServerObject (PSSO), which allows them to have accept a *Control Actor and possess FactionAffinity.
FoundationBuilder:
FoundationBuilder : Building :: ServerObjectBuilder : [T <: PlanetSideServerObject]
Amenity:
Most PSSO's now accept Amenity as their parent in class hierarchy. Flagged PSSO's like Building and Vehicle are, on the other hand, capable of becoming the owner for these Amenity PSSOs, which allows them to inherit the same FactionAffinity.
FactionAffinity:
A trait that connects objects that are intended to communicate PlanetSideEmpire values.
MountableBhevaior:
Split between Mount and Dismount behavior. Passes appropriate messages to ensure coherent workflows.
Control Actors:
FactionAffinityBehavior and MountableBehavior are PartialFunctions that get processed in series.
VehicleControl:
Distinguished behavior allowed between an operational vehicle and a deactivated one.
WSA:
Tightened up DismountVehicleMsg handling code, since MountableBehavior has been enhanced.
Minor:
Shotgun shell stacking goes from 32 to 16. Various PSSO classes now have reliable Definition objects.
Tests:
We now have 1012 tests, some of them useful.
Vehicles can now be pulled from assigned and initialized terminals. The vehicle's chosen spawn pad controls (or paces) all aspects of the spawning process. Support Actors ensure that a fully-realized Vehicle will be unloaded and unregistered if left alone, either right after spawning on the pad or after an extended period of time. The latter half of the procedure used for spawning vehicles is a temporary workaround until future analysis and functionality of the server vehicle override packet is incorporated.
Weapons:
Weapons will now construct their own default magazines thanks to a switch from Ammo.Value to AmmoBoxDefinition in the ToolDefinition.
GenericObjectActionMessage :
The only thing this packet does, at the moment, is obscure the player when he is being promoted into the owner of a vehicle.