Commit graph

2000 commits

Author SHA1 Message Date
Fate-JH 593caec8cf
Hijacking Turrets (#1207)
* omft jacking functional; omft shields have been wired but remain disabled

* breaking up classes related to different kinds of turret deployables
2024-07-01 11:19:39 -04:00
Fate-JH 92063ba3a2
Fixing Tests (#1204)
* fixed about half of the unworking tests, and commented out one

* stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird

* reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern

* while it's still a dice roll, all tests currently implemented are capable of passing

* deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy

* boomers are no longer owned if the trigger is dropped (how long has this been not working?)

* redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy

* redid combat engineering explosive logic

* redid (cleaned-up) implant logic

* implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate

* renaming methods; progress bar calculations change

* accounting for implants that are in the act of being initialized
2024-06-22 01:42:25 -04:00
Fate-JH 306e2a63c0
Mine Kill Restoration (#1203)
* restored experience awarded from mine kills; removed situations where mine damage no longer works

* Update ZoningOperations.scala

Rearranging order and priority of conditions
2024-05-17 00:06:11 -04:00
Fate-JH cacb9ad18a
Scoring (#1202)
* cep from towers set to 10; reorganized an if...else

* replacing maxBy with maxByOption and then resolving maxBy the long way with appropriate fallback value
2024-05-14 22:03:55 -04:00
Fate-JH 2dd44142d2
restored experience awarded from mine kills; removed situations where mine damage no longer works (#1197) 2024-05-14 22:03:27 -04:00
Fate-JH a3eb3a8a95
Entity Interference (#1191)
* basic interference fields; setting up operations for ce deployables

* applying corrected properties to object definitions and applying them to interference tests for deployable ce and for deploying vehicles; made two otherwise useles object definitions to store property data (if we ever need ziplines or teleport pads ...)

* sent deployment requests to a centralized pipeline for interference testing; swapped out math.pow(a,2) for a * a

* temporary interference for vehicles that are going to transition to deployed eventually and block other deploying vehicles

* reversed the origin of the interference tests

* exception for non-interference resolves to wrong conclusion

* ramshackle merge conflict resolution; fixing interference for non-interference deploying vehicles
2024-05-11 00:33:07 -04:00
Fate-JH 426ab84f0a
Spectator Role (#1200)
* reorganized files and methods for session actor in preparation for custom spectator implementation

* split existing code between data and functions, and entry points; parsing and logic management is now handled within the current game mode, which should reduce the need to ask explicits

* should fix players not performing damage after being broken for an unknown amount of time, maybe never working correctly

* functioning spectator mode logic swap; initial packets for UplinkRequest, UplinkResponse, and UplinkPositionEvent

* available chat prompts can now be different based on player mode without testing flags

* modified ChatActor to be replaced by a function-data logic pair, and modified ChatService to be able to accommodate the new chat channel; chat packet handling moved from general operations to the new chat operations

* resolved issues with spectator implants, at least enough that implants should be stable; created an exclusive permission for spectator mode; database changes to persist permissions for different modes

* command detonater is no longer allowed; spectators now hold a laze pointer

* for the purposes of testing, anyone can be a spectator

* spectator mode is important to confirm; removed deprecated chat actor; dismount quietly

* oops; allowed again

* restored commands setbr and setcr; deployables are erased from spectator map; projectiles destruction only just in case

* role only for those who are permitted
2024-05-10 22:30:20 -04:00
ScrawnyRonnie 21637108c2
Merge pull request #1193 from ScrawnyRonnie/trades
No More Kill Trades?
2024-04-18 09:01:01 -04:00
Jakob Gillich cc29ee3be0
fix docker-compose.yml 2024-04-17 12:55:06 +02:00
ScrawnyRonnie e91d91294e projectile change 2024-04-15 22:15:00 -04:00
Fate-JH 417959745e
sidedness now helps determine target validity for automated turrets (#1192) 2024-04-15 18:35:28 -04:00
ScrawnyRonnie a30f89fc50 no damage if dead 2024-04-15 08:26:31 -04:00
Fate-JH 9319f7e7bd
moved responsibility for determing the type of un/mounting entity to specific subclass rather than generic parent class (#1184) 2024-03-29 00:41:05 -04:00
Fate-JH b7dc2b6623
making .max calls safer by checking .nonEmpty first (#1185) 2024-03-29 00:40:29 -04:00
Fate-JH 34e2ad5ea3
corrected drowning issues when inland on forseral (#1186) 2024-03-29 00:40:10 -04:00
Fate-JH 23c4310258
External Doors (#1190)
* defining all doors; moving around classes related to environment fields; separating global definitions into a main file and implementation files

* logic for declaring door occupants/users as inside or outside or within an open door using door declarations, geometry and environment fields, and math; divided the remaining object type definitions into their own files and removed those from the main global definitions file

* integrating inside/outside considerations into server-calculated damage; clarifying the sidedness comparison rules; extending inside outside considerations for deployables and vehicles

* projectiles that, by definition, are allowed to damage targets through walls (radiation_cloud, with DamageThroughWalls) regardless of sidedness; any unflagged radiation_cloud must be on the side as its target; fixed chat bang-commands not being executed

* added sidedness to different entities, both in general and depending on the zone where it matters

* removed three too-specific fields on the door's definition, resulting in nontrivial rewrites that resulted in all amenities being able to project an environment field onto the block map, to do with whatever it needs

* wrote WithEntrance interaction to be able to switch between normal / debug modes; telepad and router sidedness support; fixed bang-commands; fixed issue with proessing player mounted state; added zone entity discovery feature (unused)

* empty character literal is a digit somehow

* adding way to allow bang-commands that only a gm would have access to for everyone
2024-03-29 00:33:38 -04:00
ScrawnyRonnie 6bb002e2e2
Update THANKS.md
Jakob should be here
2024-03-06 16:07:22 -05:00
Fate-JH 4826e338c1
need to get rid of parenthesis for this method (#1178) 2024-03-03 00:40:50 -05:00
Fate-JH b43e7a6993
Environmental Redo (#1169)
* switched environment handling from the control agency side to the entity side to match other zone interactions

* reusing the existing sector data; better resets, negating an issue during mounting where the player does not switch back to recovery; disabling was bugged due to missed timer upgrade

* making lava no longer deadly; wait ...

* only one method of cancelling a lava interaction at a time
2024-03-02 23:43:53 -05:00
Fate-JH ea77d4728f
Turret Automation (#1166)
* zone interaction for turret discovery, players only so far; minor field value change for small turret data; automated turret target recognition; grammatical and linter fixes

* initial AIDamage packet and tests; wrote handling code for the AIDamage packet that transforms it into actionable projectile damage

* thoroughly reorganized code in behavior; added code for turret-specific interactions for deployable construction, deployable destruction, jamming, and for weaponfire retribution; killing is currently disable for testing turnaround

* introduced definition properties to configure auto fire; interspersed properties into relevant files; non-squared velocity check for isMoving

* separated overworld facility turrets from cavern facility turrets, called vanu sentry turrets; tightened functionality inheritance between turret deployables and facility turrets; corrected issue where recharging vehicle weapons didn't work

* adjust mounting code to betterhandle automation with the facility turrets; basic operation of automation has also been changed, adding a variety of ranges to test against, and cylindrical distance checks

* attempted cleanup of previous test fire condition; division of turret callbacks between generic targets and vehicle targets; facility turret stops automatic fire when being mounted and resumes automatic mode when being dismounted

* self-reported firing mode for targets that go stationary and then use a 'clever trick' to avoid taking damage while in full exposure to the automated turret; documentation on the automated turret operations (it needs it!)

* making specific target validation conditions for different auto turrets, also target blanking, and clarification of how the self-reporting mode cleansup after itself; wrote function documentation to make it all make sense (it doesn't)

* secondary queue that keeps track of the previous test shot subjects when none have been tested, allowing for a packet to be skipped during subsequent test shots

* reactivating turret deployable destruction; clarifying the validation and clearing conditions for different kinds of auto turrets; extending self-reporting auto turret behavior to other auto-turrets

* overhaul of the auto turret target selection process; conditions for MAX detection; rewired self-reporting to address the its issue a bit more specifically; ATDispatch is no longer useless as differences between facility turrets and deployable turrets have been identified, shifting the method to implementing and overriding in subclass control agencies

* turret detection methods accounting for specific targets and considerations such as silent running; various turret interactions with other turrets and radiation clouds; proper management of retaliation and jamming; facility turrets have play in the lifecycle in the power structure and capture mechanics of the facility

* uniqueness can be generated without having to having to go through source entries; made certain turret upgrading cooperates with turret automation; other targets for turret misaimed aggression; turrets sychronize better on zone load; target validation and blankinghas changed again

* starting the target validation timer when dealing with retaliation if it should come from beyond the maximum detection range

* stop assuming mountable turrets have places to mount; AMS and AEGIS blocking detection of vehicles; deployable sensors and small robotics turrets are allergic to vehicles

* AEGIS and AMS cloak bubbles more proactive
2024-03-02 23:16:10 -05:00
Fate-JH d049146b4f
jammered mines explode again (he mines were exploding for incorrect reasons) (#1175) 2024-03-02 23:12:45 -05:00
Fate-JH 44f1560a94
Battle Island Facility Names (#1173)
* alias the internal facility names to their continental map names (battle islands)

* capturebase, but easier to follow

* sraosha(whitespace) is no longer with (whitespace)
2024-03-02 23:12:28 -05:00
Fate-JH 34ac1e5266
Loadout Item Issues (#1172)
* issue where contents of inventory did not match loadout specifications of the exo-suit to which the player was switching

* accidentally using the loadout change set armor in exo-suit change set armor; reverted
2024-03-02 23:10:52 -05:00
Fate-JH 9ed39c6e2f
driver as the killer, not the vehicle (#1171) 2024-03-02 23:09:15 -05:00
Fate-JH f2c486d6f6
initial debug draw packet; data for the tests are entirely fabricated as we have no instances of this packet in the wild (#1170) 2024-03-02 23:08:59 -05:00
Jakob Gillich 5d42f71901
Merge pull request #1177 from ScrawnyRonnie/Tara
Tara & Tower IFFs
2024-03-02 21:10:08 +01:00
ScrawnyRonnie 3556a17f3d access granted 2024-03-02 07:29:18 -05:00
Jakob Gillich fc66b43cb5
fix logo url 2024-02-16 22:08:16 +01:00
Fate-JH c705a0fb56
Merge pull request #1157 from ScrawnyRonnie/squads
Reintroduce Squads (Not Perfect)
2024-02-12 18:36:34 -05:00
ScrawnyRonnie 587e0f4d2b disable promote 2024-02-12 09:57:35 -05:00
Fate-JH e9daae5802
More Experience Fixes (#1163)
* revenge experience now rate down and capped; fixed issue with the tail of an empty list

* fixed column name difference between database and persistence objects
2024-01-17 23:32:54 -05:00
Fate-JH 22d097347b
Merge pull request #1164 from Fate-JH/order-fulfillment
Restored Purchasing Power
2024-01-17 23:32:28 -05:00
Fate-JH 373d86fd57 whether the order fails or not, the flag is reset 2024-01-16 01:33:13 -05:00
ScrawnyRonnie 7de49b091c no print 2024-01-11 13:07:37 -05:00
ScrawnyRonnie ea6b6d69a4 actually remove them 2024-01-10 13:28:58 -05:00
ScrawnyRonnie 89ac6ec48f fix phantom listed squad 2024-01-09 22:11:40 -05:00
ScrawnyRonnie bcb3c43211 console? 2024-01-08 20:36:38 -05:00
Fate-JH 85957670ba
Log-Related Fixes (2023-12-5) (#1149)
* tighened up the iterative processing aspects of kill assist calculations; wrong database query for assists; assumption of flag being acquired when it really wasn't; assumption of facility capture start when no longer represented

* mainly, the spacing

* augmented the calculations for bep

* adjustment to calculations for the long life bonus experience and to the lifespan experience limits
2024-01-08 12:59:58 -05:00
Fate-JH ba7adee547
Merge pull request #1152 from Resaec/even_more_doors
Fix even more doors
2024-01-08 11:25:19 -05:00
Fate-JH da32c68479
Merge pull request #1159 from Resaec/squad_voice_host_request_message
Fully implement the VoiceHostRequest packet
2024-01-08 11:25:00 -05:00
Fate-JH cc48e96b83
Merge pull request #1160 from Resaec/outfit_membership_request_packet
OutfitMembershipRequest packet
2024-01-08 11:23:58 -05:00
Fate-JH 6eba049cdd
Merge pull request #1161 from Resaec/fix-vitality-test-clearhistory
VitalityTest ClearHistory test case fix
2024-01-08 11:21:56 -05:00
ScrawnyRonnie 892cd376bc no search 2024-01-07 20:43:56 -05:00
ScrawnyRonnie 69b5dec127 no reset 2024-01-02 21:22:48 -05:00
Resaec 2555875d49 Cleaned up warnings 2024-01-02 02:07:04 +01:00
ScrawnyRonnie 1f6e3d741e actual br and cr (mostly) 2024-01-01 13:03:24 -05:00
Resaec 4d87fd2665 Add a potential packet to the test cases
Better highlight SMR test message type in packet string
2024-01-01 02:30:13 +01:00
ScrawnyRonnie 3c508d34e8 comment 2023-12-28 18:41:09 -05:00
Resaec 83c4445dd0 VitalityTest ClearHistory fix
Event history was reversed in XP rework
2023-12-28 23:49:36 +01:00
Resaec f7f734296b OutfitMembershipRequest packet codec finished 2023-12-28 23:02:48 +01:00