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Water and Lava (#649)
* planar classes to describe levels of water and other fluid parallel to the ground * corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system * drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first * drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions * added sea and pools for z4, z5, z8, and z10 * vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system * added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession * separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests * players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long * increased damage performed to vehicles by lava
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38 changed files with 3843 additions and 1175 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(pSource))
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player.History(PlayerSuicide())
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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(pSource))
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player.History(PlayerSuicide())
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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(pSource))
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player.History(PlayerSuicide())
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player.LastShot match {
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case Some(resolved_projectile) =>
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