Commit graph

1783 commits

Author SHA1 Message Date
Fate-JH 779054fef9
Experience for KDA [Prep-work] (#1024)
* extensive modifications to source entry shorthand

* moving 11 files changes 55 other files

* added score card classes; upgraded packet classes

* I decided to import over everything

* proliferation of in-game activity messages, especially for spawning activity; removed defaults for activities; fixed (most?) building tests

* upkeep on the LLU's managing service, as well as the facility hack management service, in response to a potential bug

* a facility that changes faction affiliation while it is the destination of an LLU delivery will cancel that LLU delivery

* fixed crash due to boomer trigger overriding position of ace, without the ace being properly cleaned up on the client of the bomber; fixed issue with the boomer trigger going missing

* flipped the first two FDU deployable settings so they match the correct fire modes; corrected a stack overflow situation with the sourcing entities

* action, but no response

* condensed parameters on avatar class

* as always, fixing tests

* quickly, loose ends tied
2023-02-14 00:09:28 -05:00
Fate-JH 40cf783f18
Code Style Improvements (#1016)
* code style improvements for SessionData file

* refactored and simplified methods; added GenericAction case enum for smoother GenericActionMessage behavior; fixed timers for MAX unit

* 10 -> 11; suffixes for actions that are 'received' from the client
2023-02-10 23:40:16 -05:00
Fate-JH 335c4b2099
I FINALLY REFACTORED SESSION ACTOR (#1015)
* chat trying to consume a bang-command when it should not have; hack clear is executed properly again

* finally managed to break down SessionActor into something that can be considered 'small files'

* the server will start and can be connected to; further testing required

* the refactor works correctly; spawn ops moved inot a nested class in zone ops due to sharing; all vaiables should be assigned a scope

* removed a layer of pattern matching obfuscating all packet handling methods

* moved ownership assignment hopefully corrects issue of player avatar randomly un-owning vehicle

* one line changes everything, or nothing, I dunno

* if...else to guard booleans during setup

* forgot line to avoid MatchError

* nesting cases and placing accessors onto a trait's methods
2023-01-26 00:01:17 -05:00
Fate-JH ebfc028f5c
Team Building Exercise [Incomplete] (#1013)
* Squad -> SquadFeatures from a common lookup

* refactor to SquadService, etc.; clarification of fields related to outfit ids

* thorough pass over squad functionality in regards to joining a squad or rejecting a squad invitation

* decorating squads in the squad list to indicate availability based on size/capacity or role requirements

* squad list decoration; rudimentary squad list searching

* renovations to squad joining, promotion, and certain invitation/cleanup procedures

* further renovations to squad joining, promotion, and certain invitation/cleanup procedures

* overhaul of squad joining and squad promotion

* separated the invitation system from the squad publishing and manipulating system
2023-01-16 10:42:05 -05:00
Fate-JH 3bd50dc89c
Relog Fix (#1012)
* separating stages of client interaction with the session's avatar; connection closing is caught to avoid unnecessary log messages; changed how ActionResultMessage views its parsing format

* fixed issue with relogging while persisting as dead (thanks Scrawny)

* almost forgot to turn this back on after I finished testing
2023-01-07 23:13:49 -05:00
Fate-JH d68ccdfd8d
no longer foul up the first attempt to exchange weapons after a quick grenade (#1011) 2022-10-25 01:47:27 -04:00
Fate-JH 630c2809cb
Shortcut to Grenade (#1010)
* routine that finds, equips, and draws a grenade if the user has it; moved handling of ObjectHeldMessage from SessionActor to PlayerControl; placed a arm movement restriction condition

* loading of, and adding and removing of shortcuts to/from both the database and the client hotbar

* player-driven sanity tests to reload otherwise unavailable hotbar shortcuts; revamp to CreateShortcutMessage
2022-10-24 18:16:08 -04:00
Fate-JH 1369da22f0
Login Location Persistence (#1009)
* database tables and persistence entities; attempt to retrieve values from database and apply them to the player avatar character; resolve spawn options in sanctuary in different manner

* minor database table field adjustments; saving to database when account persistence ends; properly loading from and initializing with data queried from the database; suicide better supported

* converting the zoning method/status tokens; better support of zoning handling of persistent locations; messages that explain the consequences of login-spawning into an invalid location

* adding triggers for the 'saved char' message, both those prompted by game activity and a 'reassurance' message; also, actually save the char data sometimes

* intervals for timing charsaved message set by configuration file now

* corrections to spawn tests and tables

* random sanctuary spawn in more places than one
2022-10-11 11:16:12 -04:00
Fate-JH 190a897dd5
Enemies (No Friends) (#1008)
* database, transfer objects and storage objects for lists of good friends, and of friends that you want to ignore

* friends and ignored players get added to lists, to the database, load in appropriate states, and update at basic appropriate times

* ignoring players and being ignored by players cuases loss of communication avenues, especially tells, and visibility

* modified the [friend list, ignored player list] x avatar query for better performance as the sizes of the results increases using joins and using targeted column selection

* obligatory fixes to tests that come with every update
2022-09-20 13:05:05 -04:00
Fate-JH 8747320307
the router is an exception (#1007) 2022-09-11 23:06:19 -04:00
Fate-JH 043e2534bb
Home Continent Access (#1006)
* no longer get locked out of home continent when adjacent facility is not aligned with faction

* better parameter names
2022-09-11 22:11:29 -04:00
Fate-JH ed705d2cb0
Locker Fix (#1005)
* movement of items between locker and player repaired

* fixed saving and loading of lockers contents
2022-07-24 23:53:17 -04:00
Fate-JH 9d2be17c1c
Gate Spawn Positions (#1004)
* changes to warp gate spawn positioning

* added !suicide command; tried to add recovery from NoGUIDException

* unnecessary imports

* stop some times

* integrated supervisory directives
2022-07-17 01:04:29 -04:00
Fate-JH a246fd1244
scram-sha-256 (#1003)
* jasync updated to support scram-sha-256; README.md updated

* added README section about becoming a gm; moved a section of the README
2022-07-05 21:03:02 -04:00
Fate-JH 229777559f
Spawn Update (#1002)
* changes to spawn point selection for warp gates; updating coordinates for a few /warp destinations; just block map things

* additional securities against wrong blockmap domain
2022-06-24 22:07:44 -04:00
Fate-JH ced228509c
Intercontinental Gaslighting (#998)
* diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations

* allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating

* game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup

* initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness

* cavern closing warning messages queued

* starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening

* expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself

* populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes

* adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic

* bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate

* cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested)

* broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted

* code comments, everywhere; correcting issues with cavern rotation timing reports

* but is it flying?
2022-06-14 02:21:24 -04:00
Fate-JH 546a4e4f0d
Merge pull request #1000 from Fate-JH/no-drown-bfr
Drown Better
2022-06-14 02:17:11 -04:00
Fate-JH c3fde53b2f
Merge pull request #999 from Fate-JH/bad-doors
Fixed Doors
2022-06-14 02:16:33 -04:00
Jason_DiDonato@yahoo.com 8848adb5e3 CanFly -> isFLightVehicle; also, fixing drown/recover times 2022-06-03 23:30:02 -04:00
Jason_DiDonato@yahoo.com 8adb012a92 reestablished connection between western Seth spawn door and its iff lock; restablished connection between doors and iff locks for all doors on the south side of South Amun Tower 2022-06-02 00:58:33 -04:00
Jakob Gillich 60caf2c76b fix handling of empty and invalid item clobs 2022-05-17 21:00:40 +02:00
Jakob Gillich 0d4a5ad40e basic client
it's able to join the world and perform basic state updates. packet parsing is very primitive.
2022-05-17 19:20:57 +02:00
Fate-JH bfedba07d7
Merge pull request #994 from Fate-JH/awards-off
Turn off Awards
2022-05-08 22:35:07 -04:00
Jason_DiDonato@yahoo.com fd2604e6cc deactivate merit commendation population on the client 2022-05-08 22:02:13 -04:00
Fate-JH b83391a251
Merge pull request #993 from ivanwick/server-terminates-when-bind-fails
SocketActor terminates when bind fails (#434)
2022-05-07 00:40:32 -04:00
Fate-JH 5787c14a29
warning fields and kill fields added to the perimeter surrounding most zone continents (#992) 2022-05-07 00:39:28 -04:00
Ivan Wick 766afd38f9 SocketActor terminates when bind fails (#434) 2022-05-01 12:43:52 -07:00
Fate-JH 71b8c011c9
Auto Repair 0.05 (#991)
* all 0.5 drains are changed to 0.05 drains

* once again, removing the x2 drain multiplier
2022-04-06 13:49:17 -04:00
Fate-JH ffa1733747
Return to the Battlefield (#990)
* added death fields to the edges of zones and added warnings not to travel into those death fields

* documentation
2022-04-02 17:20:22 -04:00
Fate-JH e5fe6cf89a
Wearing Your Accomplishments on Your Sleeve (#988)
* ability to swap merit commendation ribbons on shoulder and have other players see it

* ability to swap merit commendation ribbons on shoulder and have other players see it

* VehicleControlTest from elsewhere

* giver all non-Exclusive ribbons that would become available to faction/sex and allow modification of the ribbon bars

* awards only need to load during login activities; fixing a few awards that were not being allocated correctly

* wrong conditional for sex check
2022-04-02 17:19:52 -04:00
Fate-JH 0d8c717b73
Last Infantry Weapons (#987)
* preparations for deploying oicw little buddy projectiles

* oicw little buddy projectiles spawn and animate properly, but damage dealing is inconclusive

* radiator clouds cause damage to infantry health

* oicw little buddy projectiles do damage upon detonation; different descent pattern; projectile types given own Enumeration

* proximity terminals for vehicle actions no longer need to use the vehicle event system as a middleman for making changes

* redid the workflow of the proximity terminal resolution so that it avoids SessionActor as much as is possible; this may be a mistake, but my future self will pay the price instead

* changed the timing and the angles of the little buddy explosions; fixed proximity terminal tests
2022-03-27 19:57:32 -04:00
Fate-JH 2b58d126b5
Merge pull request #986 from Fate-JH/ant-neut-fac-fix
Ants Can Now Deposit into Neutral Facilities Again
2022-02-08 01:16:09 -05:00
Jason_DiDonato@yahoo.com 5e3b5e4f91 ants can now depicot into neutral facilities again 2022-02-08 00:46:08 -05:00
Fate-JH f1a9809c54
Battleframe Branch Bugfixes (#985)
* restored control of bfr gunner weapon; attempted to restore shield functionality given unspecified problem statement; bfr's can drown like ground vehicles, not aircraft; siphons can not drain a facility when equal to or less than 40% ntu; corrected oversight with implant timers; accidentally got assertion for TradeMessage backwards

* fixed bfr shield charge display; phantasm driver seat is now bailable

* this test never passes, but the test based on this test passing passes

* correction to support bfr flight variant waterlog recovery
2022-02-03 23:23:22 -05:00
Fate-JH 6ae0b44848
Lump of Coal (#982)
* preliminary elements needed to battle frame robotics; mostly from previous branch

* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm

* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types

* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form

* crouching improves shield regeneration

* some projectiles damage the bfr regardless of its shield

* delay the final vehicle explosion; start of vehicle subsystems

* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's

* control agency support for vehicle subsystems for arm weapon fire control

* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain

* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default

* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent

* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase

* the bfr armor siphon works

* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles

* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support

* battleframe loadouts available upon vehicle spawn (vs and tr only)

* adb values for siphons; subsystem update message; some repairs

* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary

* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs

* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions

* changed the triggers for the stamina regeneration timer

* potential fix for issue related to finding arm weapon mounts

* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later

* commit while working on subsystems mk2

* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too

* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied

* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
2022-01-27 09:57:51 -05:00
Fate-JH 46763b7877
Stamkit Fixed, Maybe, Sorta, Not Really, Take Two (#966)
* fixed stamina kit, maybe

* ui field updates for stamina on kit use
2021-11-11 09:03:08 -05:00
Fate-JH a8630e11ab
Merge pull request #962 from Fate-JH/rejoin-fix
Relog Fix
2021-11-01 13:07:23 -04:00
Fate-JH 289d3fa645
Merge pull request #963 from psforever/renovate/org.flywaydb-flyway-core-8.x
Update dependency org.flywaydb:flyway-core to v8.0.3
2021-11-01 13:05:09 -04:00
Fate-JH 878f9c4ba5
Merge pull request #955 from psforever/renovate/kamon
Update kamon to v2.3.1
2021-11-01 13:04:41 -04:00
Renovate Bot 07008b0c72
Update kamon to v2.3.1 2021-11-01 16:46:34 +00:00
Renovate Bot 43c479eda4
Update dependency org.flywaydb:flyway-core to v8.0.3 2021-11-01 16:46:25 +00:00
Fate-JH b8a8cf9dc1
Merge pull request #956 from psforever/renovate/org.scodec-scodec-core-1.x
Update dependency org.scodec:scodec-core to v1.11.9
2021-11-01 12:45:30 -04:00
Renovate Bot 0aa9534c69
Update dependency org.scodec:scodec-core to v1.11.9 2021-11-01 16:35:36 +00:00
Fate-JH 57f67bcbf3
Merge pull request #953 from psforever/renovate/akka
Update akka to v2.6.17
2021-11-01 12:34:37 -04:00
Renovate Bot e17b61c604
Update akka to v2.6.17 2021-11-01 16:27:05 +00:00
Fate-JH 629b3558e3
Merge pull request #951 from psforever/renovate/org.specs2-specs2-core-4.x
Update dependency org.specs2:specs2-core to v4.13.0
2021-11-01 12:25:58 -04:00
Renovate Bot 8e5a080a0d
Update dependency org.specs2:specs2-core to v4.13.0 2021-11-01 16:06:51 +00:00
Fate-JH b3949aab8a
Merge pull request #949 from psforever/renovate/org.scoverage-sbt-scoverage-1.x
Update dependency org.scoverage:sbt-scoverage to v1.9.1
2021-11-01 12:05:16 -04:00
Renovate Bot f543f2ec41
Update dependency org.scoverage:sbt-scoverage to v1.9.1 2021-11-01 15:53:43 +00:00
Fate-JH 7f686a53d4
Merge pull request #954 from psforever/renovate/org.postgresql-postgresql-42.x
Update dependency org.postgresql:postgresql to v42.3.1
2021-11-01 11:52:26 -04:00