Commit graph

15 commits

Author SHA1 Message Date
Fate-JH a5a85e6cc3
Upper Body Angle (#292)
* constrain angles on specialized yaw and pitch fields

* integrated new Angular Codec into OCM and OCDM of avatar; corrected tests; wrote shortcut for whether a unit is moving (under its own power)

* apply clamp

* Accessed containers while moving

Removed unintentional code duplication outside of conditional.
2019-11-29 11:14:25 -05:00
FateJH 0c105f3826 repaired some broken tests; LoadoutManager respects length; squad ids attempt to reset only when no players are logged in 2019-10-17 16:27:19 -04:00
Fate-JH 337cfbe5d2
ObjectCreateMessage Alterations, Class Object Adjustments (#243)
* power outage failure resulting in the destruction of the original ocm-fixes branch; the git branch refs were corrupted during commit, but the up-to-date changed files remained intact

* eliminating the need for CommonFieldData2 and CommonFieldData2WithPlacement

* in the middle of integrating CommonFieldData into DetailedLockerContainerData (but not standard LockerContainerData); added field for final boolean in WeaponData

* adding faction affinity to Equipment (to match functionality; not becuase I know what ends ...)

* in the middle of integrating CommonFieldData into DetailedCommandDetonaterData

* applying faction affinity to objects at time of terminal production (but to what ends?); required BoomerTrigger and AmmoBox to always report as NEUTRAL internally

* completed the transition from using the old class-based order terminal system to the page-based order terminal system; unused terminal classes have been eliminated

* more closely aligned TelepadDeployableData and InternalTelepadDeployableData

* modifying TelepadDeployableData make it generic and eliminate the need for InternalTelepadDeployableData after fixing a packet converter to utilize DroppedItemData

* modified Terminal operation to branch further outwards from Terminal.Request to the TerminalDefinition's Request method; modified tests to reflect update

* loosening up matrix terminal definition limitations

* modified ProximityTerminal to support a custom defintition class

* rendered the message passing system for Terminals general (Any) in the full scale so it can be specific in instance cases

* refactored and moved both EquipmentSlot and ExoSuitDefinition

* (re)load Favorites each time player (re)spawns
2019-03-03 08:23:30 -05:00
FateJH a20e75d07c added an enumeration for character voices, which prompoted a massive file update; separated BasicCharacterData from CharacterAppearanceData; added some yet unimplemented support to WSA and VehicleData; completely commented out RemoveActorTests for later repairs so they do not break in Travis CI 2018-06-08 21:07:47 -04:00
FateJH c7641fc117 modified zone ground actor operation to include no-callback item removal message; adjusted tests for Zone and wrote tests for RemoverActor 2018-05-27 02:24:20 -04:00
FateJH cf3bf19d4d tests for prior MAX changes; correcting a 13mm problem with the Lightning's chaingun ammunition type 2018-05-21 10:16:20 -04:00
FateJH 526ab7d5ec Removed duplicate code by moving the logic of Container around; removed duplicate code by producing a functional inventory search algorithm that handles both ammunition and weapon magazine options; corrected tests 2018-05-09 16:26:33 -04:00
FateJH ddc2450541 Buildings now have simple type distinctions to work using the known output of a SpawnRequestMessage packet. Support for cross-continental respawning (actually a failure case for being unable to spawn). Corpse tuning and testing. 2018-03-31 19:59:11 -04:00
FateJH 8a21df429b The former Player class (former-former PlaterAvatar class) has been split into a persisting Avatar class and a transitory Player class. 2018-03-31 19:54:37 -04:00
FateJH 001f9a40e9 Anguta, Ceryshen, the Anguta Watchower, and Anguta's two bunkers have had their amenities wired together, excluding the door locks being connected to doors. Modified how things like spectator status, fly status and speed persist. 2018-03-31 19:51:01 -04:00
FateJH 1f04c840d2 synchronized change fire mode; addsupport for fire mode in DetailedWeaponData; corrected bug with LastDrawnSlot/ObjectHeldMessage 2018-01-15 08:15:18 -05:00
FateJH 3aee0ab4e8 added and expanded tests in hopes of increasing code coverage score
added tests for AvatarService and PacketCodingActor; especially PCA tests
2017-12-06 19:51:43 -05:00
FateJH f9beb47073 Implant Terminals:
Implant terminals (mech) are now properly mountable and implant terminals (interface) are also properly interactive.  Player can select to equip or to remove implants properly.

Mountable:

Vehicles and implant terminal mechs now use common Mountable logic.

home3 Hart C:

All doors, save for those to the shuttle, and all implant terminals in this building are now rigged to operate.
2017-12-03 21:00:58 -05:00
FateJH 5b4ba246e1 simplified the implant management process by removing an unnecessary middleman object; corrected tests that included implants; worked implants into player PacketConverter 2017-09-08 19:58:20 -04:00
FateJH 4bcef8ce98 new stuff for player server classes; this update is not yet complete
adjusted sample Reload code and added insertion and removal functions for inventory

more work on player classes; moving PacketResolution to another branch

decoupling GUIDs from objects; introduced Ammo enum; minor adjustments to inventory system; different object/class hierarchy

transferring basic files from another branch

converted from get/set to accessor/mutator; resolved conflict from name changes

refactored basic components such as GUID and location/orientation

utilities kludge; more fields are given accessor and mutators; create package for vehicle-specific classes

GUID assurance, now with less object creation

test files; changes to how AmmoBox initializes

sorry, a little bit of everything, so much I forgot to write it all down

switched to a unified fire mode object internal to a Tool

importing a heavily modified version of my GUID manager objects from the laternate branch; not finished or tested yet

created a Trait to make Key private, sources and selectors to allow NumberPools to exist independent of a NumberSource; placed Ascending into a misc folder

swapped the Return methods for selectors so that the more primitive logic is the one that needs to be overriden; renamed a selector to be more common; had to update some copyright messages

fixed major logic issue with NumberPool; added comments to NumberSource files

NumberSource tests

simplified and made more consistent the method naming convention of NumberSources

comments for NumberSelectors

starting on NumberSelector tests

modifications that should better support number pools; added a pool hub that acts on a predefined source

adjustment to how Tools and FireModeDefintion keep track of ammunition and ammunition slots; I don't think this is sufficient

small additions to Tools; filled out simple tests for other three Selectors

added object lookup notation for the pool hub

added more NumberSelector tests; removed the word 'Number' from subclass names

re-named classes, re-packaged classes, re-named packages; created new Selector, split pools to create a fallback for the NumberPoolHub

changes to NumberPool classes; tests on NumberPool classes

changes to NumberPool classes; tests on NumberPool classes2

some robust testing for NumberPoolHub, plus necessary modifications to other files

register and unregister functions now use Success and Failure conditions, save for one true thrown Exception

reduced the flow of certain algorithm chains, mainly by adding match statements and removing Exceptions

error message text

the same thing as the last commit, but with NumberPools rather than NumberPoolHub

various types of freeform registration

added sorting functions to Selectors to allow for hotswapping for number pools, especially to and from SpecificSelector; tests for NumberPoolHub

get numbers from an Array of indices, not the list of Numbers, in SimplePool

added a class to represent the four types of recovery kits

comments on Kit files

created package for supporting equipment classes; renamed /definition/ package

adding class for items that construct deployables, the router telepad included

added SimpleItem, classes for game Equipment that do not have internal state; re-organized ObjectDefinition files and the game objects they create to more naturally move around EquipmentSize and InventoryTile (size)

added SimpleItem tests (what they are...); removed example code that has hogging an import from AmmoBox

auto-sort for loading and fitting former inventory content back into the inventory

method of finding first available position to fit an certain size block in the inventory

changed CheckCollision return type to provide Try[List[Int]; fixed all existing references and tests

wrote comments for GridInventory methods; changed insertion param to be of form 'key -> element'

adding features to Player; created definitions for Player class; re-grouped ConstructionItem enumerations

initial work on implants; shuffled classes to better accommodate the new implant system, I think

wrote some tests for Implants; fixing Implant logic

wrote tests for Player class and made adjustments where necessary

basic initialization during Player creation based on exo-suit type

three wrapper Actors for the normal classes

comments on code

modified tests to improve accountability; added Resolver class to deal with multiple tasks that contribute to a larger task

changed Tools to an internal AmmoBox; don't have to def -= symbol if I def _= symbol

LivePlayerList -> MasterPlayerList, and added a Fit def for Player that checks holsters as well as inventory

example of packet conversion can be found with AmmoBoxDefinition

added conversion for ToolDefinition

added all Equipment packet conversion functionality; started working on Avatar-related conversions

continued effort towards a working Player packet conversion test

subclasses of Equipment apparently do not need to overide the type of the PacketConverter for generics

the logical conclusion: it doesn't matter what generics Packet returns so long as it returns an ObjectCreateConverter[] type

separated converters from definitions into files

changed some configuration information to final; added a bunch of converters, not fully tested though

changed function names in converters

replaced WSA packet-driven OCDM with Player object OCDM; upgrade to Float angular data

added partial support for LockerContainer; changed Equipment defaults to a common value

changes to AvatarConverter to include 5th slot; changes to VehicleConverter to make work; implementation of Fury in Vehicle->packet example in WSA

added a seat definition and renovated how the weapon controlled from a seat can be found

comments to files mainly; non-essential functionality to some classes, mostly access determination

moved converter tests to their own test file

write more of this test

added ServiceManager, as it is useful

pool range changes

added AvatarService, as it is useful

straightened out the GUID actors; added the static method for adding AmmoBoxes (to be converted later)

chnages to task resolution operation

complicated Task and TaskResolver logic is now possible; for example, you can schedule giving an AmmoBox a GUID, before giving a Tool a GUID, before placing the Tool in a player's hand; see Suppressor example in WSA

separated the Task trait and the TaskResolver actor into their own classes, moving the former RegistrationTaskResolver class into the /misc/ folder; deleted old backup copy of HubActor; modifications for PoC and supported tests

added better support and protection against putting things in the wrong hand when using inventories and the Player.Slot(n) function

GlobalDefinitions file; added laze pointer as an SItem, and gave it the command detonater management code; additionally fixed spelling of 'detonat[o]r' in Codec; early Terminal class work

updated tests to GlobalDefinitions entries; Terminal works but I don't like it

played with GUID pooling workflow, though to little avail; modifications to Terminal purchasing workflow, but still very volatile

modified NumberPoolActor and NumberPoolAccessor to make them more straightforward and not use akka ask as a go-between

fixed recovery options so that they do not cause more messages

trailing newline

InventoryItem (packet data) renamed InventoryItemData to remove ambiguity; Terminal functionality improved, allowing for swapping of exo-suits and the restoration of equipment positions

remove yet-unsupported Terminal messaging

made Terminal message more specific; can now put equipment into empty slot on exo-suit change; should report changes better

re-organized function calls to preserved items removed from holster slots on exo-suit change

moved predicate to the end of the list of params for recoverInventory so that repetition can be eliminated and a default value can be assigned

issues with making Tool; committing changes before revert of NumberPoolActor and NumberPoolAccessorActor to see if those broke it

a necessary evil, the reverting of these two Actors; subtask resolution does not work unless I do so, for now

restored the registration portion of tasking back to where it previously was (and better?)

NumberPoolActor and the ...AccessorActor are back to a comfortable place (and better?)

re-draw object in hand when switching exo-suits; build AmmoBoxes for Tool during Terminal-controlled creation, not Tool-controlled creation

order of task cleanup reversed to avoid index mismatch; added itsm to TerminalDefinition

common 5x5 AmmoBox size; added vehicle weapon ammo boxes to terminal

added error catching messages; stopped odd double-registering issue early

resolved issue where multiple subtasks started their main task multiple times; added checks that an object does not register a new GUID when it already has one

wrote unregistration code for Selling items back through the Terminal, repairing logic along the way; also, wrote a top-level GUID find for the Player for use of MoveItem

added framework for starting on Loadouts; managed issue with parent tasks starting before being summoned by child subtasks, often resulting in the complete skip of the execution phase of the parent; refactored registration tasks in WSA

modified Tool structure, exposing the AmmoSlot list a bit more

stuff stuff Tool ammo slot changes to default and comments

basic loadout framework for Infantry; need to integrate

initial work on FavoritesRequest packet

tests for FavoritesRequest packet

increased size of number pool for testing; wrote an algorithm that translates to and from the simplified version of objects stored in loadouts

refactored the tasking for adding Equipment and removing Equipment

updated the inventory so the Map of items does not have to rely on the GUID of an item being set before the item is inserted

untested routine for registering a player character; pushing all changes before making significant changes to the client init code structure

added to comments of BeginZoningMessage; transitioned player through and initial step of a more proper login GUID association

the current avatar is properly registered and there is something of a workflow with the messages and packets

corrected another bit of logic where inventories used to be indexed by object GUID in AvatarConverter; reversed unregister-remove task sequence such that GUID-less object is not allowed to exist in a stable object hierarchy

working Loadout loading

added identification functions to GlobalDefinitions; echo ObjectDelete back to client

accidentally got rid of something in WSA, but now restored; adding extra details to Terminal operations

separated Terminal into separate files and moved files into their own package under \objects\ for now; can delete loadouts now in WSA

better handling of ReloadMessage and MoveItemMessage

framework for better support involving dropping and picking up items

code comments and small modifications, such as the location and structure of the Terminal Equipment definitions

wrote comments in GlobalDefinitions; modified code so that a primitive form of player synchronization now occurs for future testing

added code to display already-dropped Equipment on the ground; limitations are explained; moved TaskResolver to more a global location, though I don't know if that helps

modified avatar unregister logic to ensure vacating player is deleted from other clients 'properly'

more comments; improved checks for MoveItemMessage; squared distances as necessary

subtle changes to login scripting so that test character is always offered

re-organizing the functions in WSA so that only the local objects separate the two message processing blocks
2017-08-15 23:10:59 -04:00