Commit graph

917 commits

Author SHA1 Message Date
Mazo 50df2bace0 Basic functionality for capitol force domes (#315) 2020-01-08 08:31:02 -05:00
Mazo ddf702eea9 Vehicle fixes (#313)
* Send shield + capacitor state to players mounting a vehicle

* Allow players to dismount vehicles that are slightly moving (e.g. rotating magrider, deployed vehicle with phantom velocity from pre-deployment), or vehicles in a deployed state

* Add vehicle ntu capacitor, keeping old capacitor for EMP functionality when implemented, send capacitor / ntu values on vehicle mount if definition has a maximum set
2020-01-08 08:24:14 -05:00
Mazo 9331a0136b
Merge pull request #314 from Fate-JH/nonsense
Player Kills Game
2020-01-05 10:11:58 +00:00
FateJH 1676b2cdf9 yeah, this 2020-01-05 00:35:28 -05:00
Mazo 11f1a5d7c2 Reduced precision when ordering GUIDs to match expected client GUIDs (#312)
* Reduced precision when ordering GUIDs to match expected client GUIDs

* Fat fingers, apparently.
2020-01-04 22:59:56 -05:00
Mazo ebd8170de4 NTU Related fixes/changes (#308)
* Send map updates when NTU bar changes

* Make bases turn neutral when NTU hits 0

* Fix sync of low NTU warning light to players joining zone

* Swap IFF Lock logic around to allow for more efficient short circuiting of checks

* Small fix to stop player disconnect when hacking an object that no longer has a GUID
2020-01-04 22:58:48 -05:00
Mazo 16c20eaeac
Merge pull request #311 from Fate-JH/optimize
Painbox Opt-In
2020-01-04 09:40:50 +00:00
FateJH d7ee2be46b condition to restrict soi selection if no soi information was constructed 2020-01-04 00:39:59 -05:00
FateJH 6e678373d2 removed developer messages for soi management 2020-01-03 23:01:31 -05:00
FateJH 837e9cb2ff how painbox doors work; moved constant chat system subscriptions; swapped around medical terminal coordinates on home3 2020-01-03 20:37:11 -05:00
FateJH d2ef5a76a4 added painbox damage history event 2020-01-03 20:37:11 -05:00
FateJH 4261693ae1 sphere of influence is now activated by zone denizens; painboxes are activated by sphere of influence denizens 2020-01-03 20:31:39 -05:00
Mazo a5f1638fd6
Merge pull request #309 from Fate-JH/jammered
Jammering
2020-01-02 16:21:00 +00:00
FateJH 9d972351cf commentary; adjusting the GOAM used to cause mines to explode in accordance with the change in field bitsize 2020-01-01 22:41:43 -05:00
FateJH 50b0aa16af grenade_grenade_projectile_enh was missing an important target validation 2020-01-01 09:21:17 -05:00
FateJH 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 2020-01-01 09:21:17 -05:00
FateJH 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 2020-01-01 09:21:17 -05:00
FateJH 879be93863 converted explosive-type and sensor-type deployables into complex deployables that have integrated control actors 2020-01-01 09:21:17 -05:00
FateJH 555ee35f8c proper jammering behavior for mines, in general 2020-01-01 09:21:17 -05:00
FateJH 036f00f119 proper jammering behavior for boomers 2020-01-01 09:20:20 -05:00
FateJH 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 2020-01-01 09:20:20 -05:00
FateJH 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 2020-01-01 09:20:20 -05:00
FateJH fa2123f253 proper jamming behavior for facility turrets; moved certain facility turret operations onto FacilityTurretControl actor; corrected issue with revisiting jammed status 2020-01-01 09:20:20 -05:00
FateJH bb26c5d56e proper jammering behavior for both infantry and vehicles; moved certain vehicle operations onto the VehicleControl actor 2020-01-01 09:20:20 -05:00
FateJH cf8faa207d test jammering of avatars 2020-01-01 09:19:05 -05:00
FateJH 686676f9b9 jammering criteria selection and determination added; applying calculations to damage target (for projectiles) exposes the underlying cause of the damage 2020-01-01 09:19:05 -05:00
FateJH 375edbbf94 adding EMP-related fields to projectile definitions; adjusting target validation funcs for generic application 2020-01-01 09:19:05 -05:00
Mazo b48f173a98
Merge pull request #310 from Fate-JH/goam6
GenericObjectActionMessage Field Change
2020-01-01 09:16:49 +00:00
FateJH 515de6c507 transforming an 8u field into a 6u field; modifying all other values in code 2019-12-31 23:38:20 -05:00
Mazo 4d742e9fee Transfer base benefits via lattice (#307)
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set

* Fix damage logic for pain fields that don't rely on the nearest door

* Transfer base benefits via lattice

* Missed two Building.SendMapUpdate -> Building.TriggerZoneMapUpdate

* Fix Building tests
2019-12-27 11:50:34 -05:00
Mazo 73298a2e06 Painfield fix (#305)
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set

* Fix damage logic for pain fields that don't rely on the nearest door
2019-12-27 11:48:55 -05:00
Chord 83ac66a3bf Increase SessionReaper timeouts and add to config file
This should fix issues disconnecting at loading screens/zone changes as
no packets are being transmitted during this window. If the
WorldSessionsActor is also slightly overloaded, the session reaper can
drop the session mistakenly due to no outbound traffic.

Also fix-up WorldConfig.Get with better error messages along with more
tests.
2019-12-21 15:20:07 -05:00
Chord d2732550e8 Add additional VNL worlds to test 2019-12-18 13:39:02 -05:00
Chord a54ee2f0b7 Refine VNL multi-world with new vector codec 2019-12-18 13:39:02 -05:00
Chord 37ad423820 Packet: Fix VNL packet to support multiple servers 2019-12-18 13:39:02 -05:00
Chord 6d0649c25b TravisCI: fix artifacts config and enable validation 2019-12-13 13:59:22 -05:00
Chord bf21491859 TravisCI: re-enable coverage, exclude WorldSessionActor
* Update badge to travis-ci.com
* Add artifact upload to S3 testing for future CI based server deploys
2019-12-13 13:48:15 -05:00
Chord 6a0c2a6955 Pass flaky VehicleSpawnControl*Test using delay 2019-12-13 13:46:21 -05:00
Fate-JH e4d607533f
moving ActorTest-style tests from common to pslogin (#300) 2019-12-13 03:00:55 -05:00
Fate-JH 1b26396bb3
resolutions 5; timeSurge -> timeDL (#299) 2019-12-12 13:10:46 -05:00
Mazo 0ece5cda61
Merge pull request #298 from Fate-JH/merge-resolutions
Merge Resolutions
2019-12-12 09:14:18 +00:00
FateJH 38a077744a resolutions 4; unmerged local branch changes of inheritance to ZoneAware, AmenityOwner, etc. 2019-12-12 00:52:33 -05:00
FateJH a782e7bc46 resolutions 3; exo-suit conventions 2019-12-11 10:18:25 -05:00
FateJH c4bb0a77f6 resolutions 2; tests 2019-12-11 08:34:29 -05:00
FateJH 3402ea2155 resolutions 1 2019-12-10 10:11:23 -05:00
Mazo 7b6063055a Basic lattice functionality (#296)
* Move isMoving check to outer block to fix scoping issues

* Initial basic lattice functionality

* Small tweaks to tests
2019-12-10 09:17:54 -05:00
Mazo 28beea4e30 MAX Capacitors (#297)
* fix isAnchored / isOverdrived faction check

* Faction specific MAX definitions

* GenericActionMessage documentation

* MAX Capacitor functionality and changes to damage resolution for NC MAX shield
2019-12-10 08:53:11 -05:00
Mazo d168c40093 Kick players from mountable amenties when owner is hacked (#293)
* Re-enable base power loss when silo capacity hits 0

* PSAM documentation

* Kick players from mountable amenities (turrets, implant terminals) when owner is hacked
2019-12-10 08:44:16 -05:00
Fate-JH 9ec97f279a
Zone-local Event Systems (#295)
* all matters related to vehicle events, including tests, adjusted so that the service actor internalizes a specific zone; major adjustments to the order fulfillment logic of vehicle spawn pads; removed a bunch of unnecessary things such as auto-drive guidance

* all matters related to local events, including tests, adjusted so that the service actor internalizes a specific zone; special consideration for proximity units and tests; muted some excessive logging

* all matters related to avatar events, including tests, adjusted so that the service actor internalizes a specific zone; special considerations for resource silos and painbox elements

* explicit trait that acts as an owner of Amenity objects (Building and Vehicle); generalization of <obj>.Owner.Zone statement

* reduced log spam from proximity terminal activity

* tightened vehicle spawn pad control protocol; finally made the player re-appear if the vehicle doesn't spawn/mount correctly; pad operates independent of the person who submitted the current order so less chances for crash

* adjusted workflow for vehicle spawn pad task management
2019-12-10 08:37:57 -05:00
Mazo 885387b734
Merge pull request #291 from Fate-JH/projectiles
Remote Projectiles
2019-12-09 11:21:37 +00:00