Commit graph

  • 4261693ae1 sphere of influence is now activated by zone denizens; painboxes are activated by sphere of influence denizens FateJH 2020-01-03 11:25:31 -05:00
  • a5f1638fd6
    Merge pull request #309 from Fate-JH/jammered Mazo 2020-01-02 16:21:00 +00:00
  • 9d972351cf commentary; adjusting the GOAM used to cause mines to explode in accordance with the change in field bitsize FateJH 2020-01-01 22:41:43 -05:00
  • 50b0aa16af grenade_grenade_projectile_enh was missing an important target validation FateJH 2019-12-31 09:22:33 -05:00
  • 9c0738e864 made all jammable objects have the same duration for the jamming effect and the jamming sound, except for Infantry which have a longer sound time FateJH 2019-12-30 09:35:26 -05:00
  • 6c76997675 adjusted CommonFieldData to support jammering effect flag; fixed tests; made jammering sound and status contingent on state, but made cancelling sound and status always call up FateJH 2019-12-30 08:50:16 -05:00
  • 879be93863 converted explosive-type and sensor-type deployables into complex deployables that have integrated control actors FateJH 2019-12-27 00:18:46 -05:00
  • 555ee35f8c proper jammering behavior for mines, in general FateJH 2019-12-26 11:22:32 -05:00
  • 036f00f119 proper jammering behavior for boomers FateJH 2019-12-25 00:31:35 -05:00
  • fee001596f correcting the inheritance of turrets (FacilityTurret and TurretDeployable) by untangling their definition structures; damage and jammering code for ComplexDeployable objects moved onto that object's control actor; setting up SimpleDeployable objects for jammering status; correcting an oversight with FacilityTurret jammering FateJH 2019-12-21 09:08:06 -05:00
  • a568e52590 moved common jammering behavior into a mixin trait and redundant code out of the specific object control actors; created placeholder PlayerControl actor but am not ready to move damage/jammering functionality out from WSA; common jammering behavior modified for WSA use FateJH 2019-12-20 00:47:22 -05:00
  • fa2123f253 proper jamming behavior for facility turrets; moved certain facility turret operations onto FacilityTurretControl actor; corrected issue with revisiting jammed status FateJH 2019-12-19 11:12:36 -05:00
  • bb26c5d56e proper jammering behavior for both infantry and vehicles; moved certain vehicle operations onto the VehicleControl actor FateJH 2019-12-18 00:14:39 -05:00
  • cf8faa207d test jammering of avatars FateJH 2019-12-13 23:42:02 -05:00
  • 686676f9b9 jammering criteria selection and determination added; applying calculations to damage target (for projectiles) exposes the underlying cause of the damage FateJH 2019-12-10 08:17:39 -05:00
  • 375edbbf94 adding EMP-related fields to projectile definitions; adjusting target validation funcs for generic application FateJH 2019-12-07 00:02:59 -05:00
  • b48f173a98
    Merge pull request #310 from Fate-JH/goam6 Mazo 2020-01-01 09:16:49 +00:00
  • 515de6c507 transforming an 8u field into a 6u field; modifying all other values in code FateJH 2019-12-31 23:38:20 -05:00
  • 4d742e9fee Transfer base benefits via lattice (#307) Mazo 2019-12-27 16:50:34 +00:00
  • 73298a2e06 Painfield fix (#305) Mazo 2019-12-27 16:48:55 +00:00
  • 83ac66a3bf Increase SessionReaper timeouts and add to config file Chord 2019-12-21 14:18:19 -05:00
  • d2732550e8 Add additional VNL worlds to test Chord 2019-12-17 11:25:19 -05:00
  • a54ee2f0b7 Refine VNL multi-world with new vector codec Chord 2019-12-16 13:32:54 -05:00
  • 37ad423820 Packet: Fix VNL packet to support multiple servers Chord 2019-12-15 21:45:14 -05:00
  • 6d0649c25b TravisCI: fix artifacts config and enable validation Chord 2019-12-13 13:59:22 -05:00
  • bf21491859 TravisCI: re-enable coverage, exclude WorldSessionActor Chord 2019-12-13 13:48:15 -05:00
  • 6a0c2a6955 Pass flaky VehicleSpawnControl*Test using delay Chord 2019-12-13 13:46:21 -05:00
  • e4d607533f
    moving ActorTest-style tests from common to pslogin (#300) Fate-JH 2019-12-13 03:00:55 -05:00
  • 1b26396bb3
    resolutions 5; timeSurge -> timeDL (#299) Fate-JH 2019-12-12 13:10:46 -05:00
  • 0ece5cda61
    Merge pull request #298 from Fate-JH/merge-resolutions Mazo 2019-12-12 09:14:18 +00:00
  • 38a077744a resolutions 4; unmerged local branch changes of inheritance to ZoneAware, AmenityOwner, etc. FateJH 2019-12-12 00:52:33 -05:00
  • a782e7bc46 resolutions 3; exo-suit conventions FateJH 2019-12-11 10:16:54 -05:00
  • c4bb0a77f6 resolutions 2; tests FateJH 2019-12-11 08:34:29 -05:00
  • 3402ea2155 resolutions 1 FateJH 2019-12-10 10:11:23 -05:00
  • 7b6063055a Basic lattice functionality (#296) Mazo 2019-12-10 14:17:55 +00:00
  • 28beea4e30 MAX Capacitors (#297) Mazo 2019-12-10 13:53:11 +00:00
  • d168c40093 Kick players from mountable amenties when owner is hacked (#293) Mazo 2019-12-10 13:44:16 +00:00
  • 9ec97f279a
    Zone-local Event Systems (#295) Fate-JH 2019-12-10 08:37:57 -05:00
  • 885387b734
    Merge pull request #291 from Fate-JH/projectiles Mazo 2019-12-09 11:21:37 +00:00
  • 2662be8778 Standardize constructors to have position as the first param and add positions to terminals (#294) Mazo 2019-12-05 14:44:42 +00:00
  • d8c9e01d36 my mistake - a merge made a mess of the code for implants; I tinkered with it FateJH 2019-11-29 16:43:22 -05:00
  • b2ec9d2cb6
    Merge branch 'master' into projectiles Fate-JH 2019-11-29 11:19:17 -05:00
  • a5a85e6cc3
    Upper Body Angle (#292) Fate-JH 2019-11-29 11:14:25 -05:00
  • 9e99dc75e3 Cancel jacking if a vehicle is moving (#290) Mazo 2019-11-29 16:00:30 +00:00
  • 31bdf58ea4 Additional checks to ensure players don't heal themselves immediately after dying (#289) Mazo 2019-11-29 15:54:25 +00:00
  • 63d7fbefa0 accommodating short-lived projectiles, as well as out-of-order and late-to-register projectiles FateJH 2019-11-27 08:38:30 -05:00
  • 111facc070 added projectile index overrides for gluegun FateJH 2019-11-18 08:22:32 -05:00
  • f8836f1cc4 no_projectile for Tools that have no projectile; condensing cases in WSA FateJH 2019-11-15 16:21:35 -05:00
  • ed7406f25f last minute minor corrections FateJH 2019-11-14 13:51:08 -05:00
  • 693a3a5d78 proper remote projectile handling; allowances for the Decimator alt-fire mode; initial DamageMessage packet and tests; initial DamageFeedbackMessage packet and tests FateJH 2019-11-14 13:06:58 -05:00
  • 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 FateJH 2019-11-04 09:21:36 -05:00
  • d1ba353cad 'don't knock it if it works' controlled projectiles FateJH 2019-11-01 11:11:47 -04:00
  • 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 FateJH 2019-05-17 01:54:27 -04:00
  • 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 FateJH 2019-05-14 16:20:24 -04:00
  • 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 FateJH 2019-05-14 05:34:07 -04:00
  • 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 FateJH 2019-05-10 23:11:49 -04:00
  • cea105042c
    attempt at mitigating geowarp immortality (#288) Fate-JH 2019-10-30 22:47:04 -04:00
  • aec9c15bdd Advanced medical + other bits (#287) Mazo 2019-10-31 02:43:40 +00:00
  • 53d677dc5d Config: add developer.Netsim.* (#285) pschord 2019-10-30 22:40:00 -04:00
  • ad29bfe16a Select Changes from My Original Securities Branch (#286) Fate-JH 2019-10-23 17:21:16 -04:00
  • 21b17b7649 Config: print the right path when loading Chord 2019-10-22 20:32:19 -04:00
  • cf8d30b5be TravisCI: Just disable coverage Chord 2019-10-22 20:17:37 -04:00
  • 638c3f975e TravisCI: Once again, try to ignore the coverage job Chord 2019-10-22 14:58:30 -04:00
  • 9836e48ac7 Fix flaky actor tests by de-parallelizing Chord 2019-10-22 14:35:17 -04:00
  • 3e40a2f319 Initial merge of some PTS v3 changes (#281) Mazo 2019-10-22 17:15:46 +01:00
  • 02ab92e537 Fix SquadDetailDefinitionUpdateMessageTest Chord 2019-10-21 23:29:57 -04:00
  • ce99ea6ffc
    Merge pull request #276 from Fate-JH/squad-work pschord 2019-10-21 21:58:20 -04:00
  • 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 FateJH 2019-10-21 19:41:29 -04:00
  • 33e4f2b35e
    SBT: add support for unified docs (#284) pschord 2019-10-21 16:29:36 -04:00
  • 88f4ef293b
    Add additional debugging info to server start (#282) pschord 2019-10-21 14:12:57 -04:00
  • c3d19b5377
    Create PSForever config framework (#283) pschord 2019-10-21 14:12:26 -04:00
  • 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 FateJH 2019-10-20 15:34:01 -04:00
  • aa2e0089a4 stop player from inviting himself to own squad; periodic squad updates; fixed squad listing hangup; fixed damage calculation tests FateJH 2019-10-19 17:24:12 -04:00
  • 0c105f3826 repaired some broken tests; LoadoutManager respects length; squad ids attempt to reset only when no players are logged in FateJH 2019-10-17 16:27:19 -04:00
  • 35a8d87941 /kick support; fixing a bug with the supplemental squad id FateJH 2019-10-16 15:26:55 -04:00
  • 1f578c9e5d removed squad testing crouches FateJH 2019-10-14 18:54:03 -04:00
  • 16afb63b34 removed redundant subscription; made sure to publish waypoint events properly FateJH 2019-10-14 16:20:51 -04:00
  • 4b71d76cb2
    TravisCI: temporary build matrix fix to avoid #279 pschord 2019-10-11 12:14:28 -04:00
  • 6a876d5b57 Add feature flag to SBT scalac options Chord 2019-10-11 11:50:00 -04:00
  • f6939098ec Unbreak build Chord 2019-10-11 11:10:06 -04:00
  • 3c4d1ff2d7
    TravisCI: add SBT dependency caching pschord 2019-10-11 10:34:18 -04:00
  • 1f744f5a5f
    TravisCI: Compile everything before testing pschord 2019-10-11 10:00:37 -04:00
  • 833b7b1f0a
    Pin TravisCI dist to Trusty for Java 8 support pschord 2019-10-11 09:47:14 -04:00
  • 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 FateJH 2019-10-08 20:01:52 -04:00
  • 5a1527ae10 small touch-up FateJH 2019-10-08 18:47:03 -04:00
  • f7098618d7 Members and Squads now deal with their own inherent availabilities; code to transfer knowledge of character squad association by color; old code FateJH 2019-10-07 21:41:29 -04:00
  • 2a93e6a8be too much to itemize; still getting squads working, more or less FateJH 2019-10-01 21:25:44 -04:00
  • 3e631657b8 significant refactoring in SquadService operations; properly force the player to leave any participating squad when WSA stops FateJH 2019-09-08 15:00:12 -04:00
  • ad4b259014 Looking For Squad player operations and interaction with squad services; evene more conditions to resolve joining/forming a squad FateJH 2019-08-20 23:03:04 -04:00
  • 60d65e22d3 added a refactored squad joining entrypoint; initial work and test on SquadWaypointEvent packet; initial work on SquadWaypointRequest packet; squad waypoints up to #5 (squad experience) should be working FateJH 2019-08-19 19:20:42 -04:00
  • 56d8748e99 modified squad user initialization messages to better focus on specific steps of the process; dealt with different methods of communicating squad information to users, though not yet ready to implement the switchboard protocol FateJH 2019-08-13 12:52:43 -04:00
  • e5b2efd381 better support for the various ways to join a squad, and the various ways to leave a squad; squad-based messages; jury-rigged 'player wants to join' operations FateJH 2019-08-07 10:56:13 -04:00
  • 24691ec239 initial work on SquadInvitationRequestMessage packet, originally by aphedox; initial work on packet and tests for CharacterKnowledgeMessage; re-organization of SquadService workflow; prototyping for SquadSwitchboard FateJH 2019-07-30 11:30:57 -04:00
  • f81c87ce22 split original aphedox SquadRequestType's into two different enumerations, one for Request and the other for Response; added functionality for more squad interactions; squad favorites, excepting the ability to actually load them onto one's client; extensive comments about SquadResponseMessage events FateJH 2019-07-22 17:56:09 -04:00
  • 640a96ae9c wrote comments for SquadState, SquadMembershipRequest, and SquadMembershipResponse; messaging for players joining and leaving squads in WSA and SquadService; char_id is now a required field for Avatars FateJH 2019-07-10 16:12:58 -04:00
  • 60a11b8c52 sufficient functionality that allows the UI for squads to display properly on squad joining and on squad leaving; clarification for SquadMemberEvent fields; QoL support functionality intergrated into SDDUM streams FateJH 2019-07-08 23:04:57 -04:00
  • 2a1b051710 completed form of SquadDetailDefinitionUpdate FateJH 2019-07-03 01:55:42 -04:00
  • d9619e4185 conversion of variable field SquadDetailDefinitionUpdateMessage mostly complete, handling more than 99% of cases in our captures; modifications to existing test-important SSDUM packet in WSA FateJH 2019-07-01 18:43:57 -04:00
  • fd9a3a0216 commit before changes, and to switch gears momentarily; making charId somewhat native to Avatar and its converter, though not yet essential; protype for squad definition loadouts, even though no example of functionality exists; a lot of unimplemented work in preparation to convert SquadDetailDefinitionUpdateMessage from a static format to a variable-field format FateJH 2019-06-18 14:43:26 -04:00
  • 14bdcb7a7e a lot of squad-relatd setup for little payoff; initial packet and test for SquadMemberEvent, originally by Aphedox; initial packet and tests for SquadState; new SquadDefinitionAction actions; a common initial SquadDetailDefinitionUpdate form FateJH 2019-06-10 16:26:31 -04:00