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
This commit is contained in:
Fate-JH 2023-03-25 23:29:03 -04:00
parent b866aa8a30
commit e9dbd5f259
112 changed files with 5849 additions and 1361 deletions

View file

@ -0,0 +1,22 @@
/* Original: V008__Scoring.sql */
CREATE OR REPLACE FUNCTION fn_assistactivity_updateRelatedStats()
RETURNS TRIGGER
AS
$$
DECLARE killerSessionId Int;
DECLARE killerId Int;
DECLARE weaponId Int;
DECLARE out integer;
BEGIN
killerId := NEW.killer_id;
weaponId := NEW.weapon_id;
killerSessionId := proc_sessionnumber_get(killerId);
out := proc_weaponstatsession_addEntryIfNoneWithSessionId(killerId, killerSessionId, weaponId);
BEGIN
UPDATE weaponstatsession
SET assists = assists + 1
WHERE avatar_id = killerId AND session_id = killerSessionId AND weapon_id = weaponId;
END;
RETURN NEW;
END;
$$ LANGUAGE plpgsql;

View file

@ -231,17 +231,17 @@ object VehicleSpawnPadControlTest {
override def SetupNumberPools(): Unit = {}
}
zone.GUID(guid)
zone.actor = system.spawn(ZoneActor(zone), s"test-zone-${System.nanoTime()}")
zone.actor = system.spawn(ZoneActor(zone), s"test-zone-${System.currentTimeMillis()}")
// Hack: Wait for the Zone to finish booting, otherwise later tests will fail randomly due to race conditions
// with actor probe setting
// TODO(chord): Remove when Zone supports notification of booting being complete
Thread.sleep(5000)
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), s"vehicle-control-${System.nanoTime()}")
vehicle.Actor = system.actorOf(Props(classOf[VehicleControl], vehicle), s"vehicle-control-${System.currentTimeMillis()}")
val pad = VehicleSpawnPad(GlobalDefinitions.mb_pad_creation)
pad.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], pad), s"test-pad-${System.nanoTime()}")
pad.Actor = system.actorOf(Props(classOf[VehicleSpawnControl], pad), s"test-pad-${System.currentTimeMillis()}")
pad.Owner =
new Building("Building", building_guid = 0, map_id = 0, zone, StructureType.Building, GlobalDefinitions.building)
pad.Owner.Faction = faction