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importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded
importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods kill contributions should work; even if they don't, need to put this away for now extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace support experience accumulates and is given to the user in gradual provisions rewarding facility capture through cep; not fully tested yet; math sucks sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity early reivision for v010; recording ongoing shots fired and landed restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes all rewarded support events are accounted for command experience calculations upon facility capture or resecure corrected database migrations most of the code for the play or progress system statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
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112 changed files with 5849 additions and 1361 deletions
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@ -0,0 +1,22 @@
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/* Original: V008__Scoring.sql */
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CREATE OR REPLACE FUNCTION fn_assistactivity_updateRelatedStats()
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RETURNS TRIGGER
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AS
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$$
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DECLARE killerSessionId Int;
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DECLARE killerId Int;
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DECLARE weaponId Int;
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DECLARE out integer;
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BEGIN
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killerId := NEW.killer_id;
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weaponId := NEW.weapon_id;
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killerSessionId := proc_sessionnumber_get(killerId);
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out := proc_weaponstatsession_addEntryIfNoneWithSessionId(killerId, killerSessionId, weaponId);
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BEGIN
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UPDATE weaponstatsession
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SET assists = assists + 1
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WHERE avatar_id = killerId AND session_id = killerSessionId AND weapon_id = weaponId;
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END;
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RETURN NEW;
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END;
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$$ LANGUAGE plpgsql;
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@ -231,17 +231,17 @@ object VehicleSpawnPadControlTest {
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override def SetupNumberPools(): Unit = {}
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}
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zone.GUID(guid)
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zone.actor = system.spawn(ZoneActor(zone), s"test-zone-${System.nanoTime()}")
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zone.actor = system.spawn(ZoneActor(zone), s"test-zone-${System.currentTimeMillis()}")
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// Hack: Wait for the Zone to finish booting, otherwise later tests will fail randomly due to race conditions
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// with actor probe setting
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// TODO(chord): Remove when Zone supports notification of booting being complete
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Thread.sleep(5000)
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vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), s"vehicle-control-${System.nanoTime()}")
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vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), s"vehicle-control-${System.currentTimeMillis()}")
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val pad = VehicleSpawnPad(GlobalDefinitions.mb_pad_creation)
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pad.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], pad), s"test-pad-${System.nanoTime()}")
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pad.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], pad), s"test-pad-${System.currentTimeMillis()}")
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pad.Owner =
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new Building("Building", building_guid = 0, map_id = 0, zone, StructureType.Building, GlobalDefinitions.building)
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pad.Owner.Faction = faction
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