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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
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15 changed files with 918 additions and 195 deletions
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@ -42,7 +42,7 @@ class VitalityTest extends Specification {
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player.History(HealFromExoSuitChange(pSource, ExoSuitType.Standard))
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player.History(RepairFromTerm(vSource, 10, GlobalDefinitions.order_terminal))
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player.History(VehicleShieldCharge(vSource, 10))
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player.History(PlayerSuicide())
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player.History(PlayerSuicide(PlayerSource(player)))
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ok
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}
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@ -56,7 +56,7 @@ class VitalityTest extends Specification {
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player.History(HealFromExoSuitChange(pSource, ExoSuitType.Standard))
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player.History(RepairFromTerm(vSource, 10, GlobalDefinitions.order_terminal))
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player.History(VehicleShieldCharge(vSource, 10))
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player.History(PlayerSuicide())
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player.History(PlayerSuicide(PlayerSource(player)))
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player.History.size mustEqual 7
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val list = player.ClearHistory()
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@ -92,7 +92,7 @@ class VitalityTest extends Specification {
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player.History(HealFromExoSuitChange(pSource, ExoSuitType.Standard))
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player.History(RepairFromTerm(vSource, 10, GlobalDefinitions.order_terminal))
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player.History(VehicleShieldCharge(vSource, 10))
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player.History(PlayerSuicide())
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player.History(PlayerSuicide(PlayerSource(player)))
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player.LastShot match {
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case Some(resolved_projectile) =>
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