Commit graph

192 commits

Author SHA1 Message Date
Fate-JH 79f452259f
Merge pull request #857 from Fate-JH/plockers
lockers interact with the database by loading and storing contents
2021-06-11 23:15:18 -04:00
Fate-JH 3966b0264d
The Blockmap (#852)
* separating geometry classes

* 2d geometry; retirement of the *3D suffix

* makings of an early block map datastructure

* entities in a zone - players, corpses, vehicles, deployables, ground clutter, and buildings - divided between sectors of the zone upon creation, management, or mounting; superfluous messages to keep track of blockmap state, for now

* trait for entities to be added to the blockmap; internal entity data keeps track of current blockmap sector information; calls to add/remove/update functions changed

* modified pieces of environment into an entities that can be added to a block map and have a countable bounding region; fixes for vehicle control seat occcupant collection; fix for squad individual callback references (original issue still remains?)

* introduced the block map into various existijng game calculationa where target selection can be reduced by its probing

* he_mines and jammer_mines now trigger if a valid target is detected at the initial point of deploy; they also trigger later, after a valid target has moved into the arming range of the mine

* conversion of interactions with zone into a queued, periodic set of tasks

* explosive deployable control -> mine deployable control

* tests repaired and all tests working

* mostly comments and documentation

* amenities are now represented on the blockmap
2021-06-11 23:02:48 -04:00
Jason_DiDonato@yahoo.com 16d7778d78 lockers interact with the database by loading and storing contents 2021-06-09 20:16:05 -04:00
Jason_DiDonato@yahoo.com d9c0d2fa3c drained the water from Akna South 2021-06-08 21:01:11 -04:00
Fate-JH 2f9c4a7cf2
Deployable Behaviors (#840)
* unifying the split code pathways that separated telepads from other deloyables; in other words, no more SimpleDeployables and ComplexDeployables, just Deployables

* moved some aspects of the build logic into a deployable control mixin; aspects governing the deplpoyable toolbox have been transferred into the player control agency

* moving aspects of teleportation system establishment and decomposition into specialized Telepad control agencies

* retiring deployable disposal code path that required a dedicated remover; each deployable now handles its own removal, and some do special things when being removed; process still has some rough edges and tests are probably thoroughly broken

* additional modifications to support boomers and telepads; consolidation of code for deployable acknowledgement by owner and during failure conditions; tests for behavior

* retooled a significant portion of the build sequence and deconstruct sequence to: eliminate duplicate messages, give the player more input to and control over the process, remove undue responsibility thrust on SessionActor

* messaging issue where player did not re-raise hand after exchanging a used construction tool for a new construction tool

* modification to deconstruct path to make certain deplayble is unregistered last; ridding requirement of AlertDestroyDeployable; fixing test

* create paths for unowned deployable building and (standard) owned deployable building; corrected activation and connection between telepad deployable and internal roouter telepad; wrote tests for connection between telepad deployable and internal telepad

* modifiying the conditions of a deployable construction item being moved into a visible player slot such that the construction item's initial output is valid given the player's current certifications

* by forcing the fire mode to revert briefly before the ammo type updates, the construction item can be made to remain consistent between fire mode shifts

* construction tools now keep track of fire mode ammo types for a period of time, allowing one mode's last setting to be retained

* greatly delayed rebase with master

* minor changes; test correction (?)

* router is go?
2021-06-02 11:51:38 -04:00
Fate-JH 29d583fd90
Merge pull request #835 from Fate-JH/medkit-use
Personal Medkits
2021-05-27 22:59:51 -04:00
Fate-JH 195b2aaf3f
Merge pull request #832 from Fate-JH/invalid-terrain
Packet: InvalidTerrainMessage
2021-05-26 11:32:17 -04:00
Jason_DiDonato@yahoo.com 23ff0f532b packet work for InvalidTerrainMessage packet and tests 2021-05-25 17:08:03 -04:00
Jason_DiDonato@yahoo.com c4f5dc4dbf moved medkit resolution into the player control agency and callbacks/blockers added to the session 2021-05-23 08:08:04 -04:00
Jason_DiDonato@yahoo.com 2ce48cc356 facilities that do not have llu sockets should not complain that they are not facilities 2021-05-22 08:06:06 -04:00
Jakob Gillich 91e76d2397 Add base certifications config option 2021-05-22 07:43:28 +02:00
Jason_DiDonato@yahoo.com afb1f4b279 ward against spawning multiple LLU's during normal/wrested base capture 2021-05-18 13:59:50 -04:00
Fate-JH 928e7fdf9e
Driverless Vehicles (#814)
* zone load accommodation for vehicles without 'drivers' expressed in the OCM packet

* assurance
2021-05-10 23:48:50 -04:00
Fate-JH 010b1c5845
Better Respawn (#810)
* biolab spawn benefit should now be active; spawn point integrity at point of player avatar creation, or else try again

* streamlined the process of determining whether a facility possesses individual benefits; warp gates do not have benefits

* fix for mounted turret persistance
2021-05-09 07:17:49 -04:00
Fate-JH 262b7d2ec6
Forget How to Wear Clothes (#806)
* in forgetting an exo-suit certification, one must not be wearing that type of exo-suit afterwards

* making the conditional more straightforward

* fixed issue with purchase times; can now share max purchase cooldowns
2021-05-06 07:31:40 -04:00
Fate-JH cbb48d1442
Repair Value Arpeggio (#807)
* repair capability is now reflected based on progression in the engineering certification tree; uses correct values and modifiers

* 12 works better than 12.5

* fixed tests
2021-05-06 07:31:05 -04:00
Fate-JH 7fca0a5582
Vehicle Spawn Pad QoL (#802)
* preparation for redefining the checks involved in spawning a vehicle from a spawn pad

* pass the terminal from which a vehicle order was issued to be used in validation tests; implemented validation tests to ensure delayed orders remain valid until being executed; various messages about orders that have failed validation, as well as order changes and queue changes

* local zoning field on player for use in statusing and message composition

* expiration of a vehicle order for a given reason; linking of messages for expiration of vehicle order queue; death on an active vehicle pad (during rail operation)

* players that die to spawning vehicles can blame that vehicle's future driver; the calculations for server-side damage are heavily modified

* definitions for vehicle spawn pad kill box, used during vehicle generation to eliminate targets on the spawn pad, per kind of vehicle spawn pad

* reusing common order validation test for some stages of the vehicle order fulfillment process

* adjusts when the vehicle thinks it is mounted to the spawn pad; vehicle wreckage should be cleaned up quicker

* cancelling the active order
2021-05-05 10:13:57 -04:00
Fate-JH 9c0a3754d4
Load Vehicle (#797)
* vehicle will not try to introduce itself to zone if already in zone; vehicle spawn pad construction uses generic messages rather than class-specific ones

* better seat locking while server controlled

* copious amounts of ant deployment check-ery
2021-04-29 09:38:51 -04:00
Jason_DiDonato@yahoo.com 6e2a4ac97d spawn tubes are now susceptible to damage attempted upon their spawn tube doors 2021-04-27 18:08:28 -04:00
Fate-JH 4d19ddc24a
Inside the Generator Room #2 (#798)
* custom function to calculate explosion-susceptibility due to being in the generator room at the wrong time; updated the log message for laze pointer

* ensuring that all targets are within the damage radius

* due to floating point error, checking the dot product instead of equivalence of the vector projection
2021-04-26 20:31:22 -04:00
NickPSF b4cfeb3322
Update GlobalDefinitions.scala 2021-04-25 18:57:04 -05:00
NickPSF d1e9361687
Corrected/Removed some temporary values 2021-04-25 16:02:47 -05:00
Fate-JH 7222a37e50
Merge pull request #786 from Fate-JH/missing-ammo
Missing Ammunition Types
2021-04-24 00:53:31 -04:00
Jason_DiDonato@yahoo.com f0726f88d1 firebird_missile ammo 2021-04-21 20:58:32 -04:00
NickPSF 5361005a08
Merge pull request #785 from NickPSF/Nick-Changes/Overrides
Nick Changes/Overrides
2021-04-21 18:33:58 -05:00
NickPSF 5d84c85687
Update Avatar.scala 2021-04-21 18:07:19 -05:00
NickPSF 1f711feda4
Update GlobalDefinitions.scala 2021-04-21 17:30:34 -05:00
Fate-JH c515c727ff
Merge pull request #782 from Fate-JH/locker-swap
Right Click Locker Swap
2021-04-21 17:32:13 -04:00
Fate-JH 00c8b92b44
Fixes From 20210421 Logs (#784)
* test before casting to int; unsupported equipment in loadouts

* replacing null with Default.Actor

* in/out times but no actor

* empty password; squad ui elements out of order
2021-04-21 17:31:02 -04:00
NickPSF 499bd0392d
Update GlobalDefinitions.scala 2021-04-21 15:22:59 -05:00
NickPSF c27cace813
Update GlobalDefinitions.scala 2021-04-21 15:21:44 -05:00
NickPSF 0a3cf2c6d7
Update GlobalDefinitions.scala 2021-04-21 15:08:31 -05:00
Jason_DiDonato@yahoo.com b78e068c88 changing agile -> infiltration 2021-04-20 20:41:49 -04:00
Jason_DiDonato@yahoo.com 571562b929 right-click swap should work when the locker interface is open 2021-04-20 20:38:15 -04:00
Fate-JH e94744a0be
Merge pull request #771 from Fate-JH/cooldown-reset
Vehicle Cooldown
2021-04-19 07:39:14 -04:00
Jason_DiDonato@yahoo.com 69b8237d42 location of resolution is different 2021-04-18 23:06:29 -04:00
Jason_DiDonato@yahoo.com e41c76ebbc avatar = ... 2021-04-18 23:04:09 -04:00
Jason_DiDonato@yahoo.com 7e2d7a2089 even more concise 2021-04-18 10:17:08 -04:00
Fate-JH f11bf70af7
Merge branch 'master' into cooldown-reset 2021-04-18 09:14:58 -04:00
Jason_DiDonato@yahoo.com 0b7930eeff more concise management of purchase timers 2021-04-18 09:07:03 -04:00
Jakob Gillich 2dc1b5736a Fix implant auto activation not always working 2021-04-18 08:29:56 +02:00
Jakob Gillich 490e6244e7 Correctly set active=false when deinitializing implants
Plus a minor logging improvement in MA
2021-04-18 08:29:56 +02:00
Jakob Gillich ce32a1a1ff Fix terminal hack clearing
Fixes #759
2021-04-18 02:12:27 +02:00
Jakob Gillich 765262f51a Send tactical squad chat only to squad members 2021-04-18 01:38:32 +02:00
Jakob Gillich 22de086bb8 Middleware: Add MTU rather than setting length to max
Don't want overflow errors here since the next iteration will still
add their packet length.
2021-04-17 22:47:01 +02:00
Jakob Gillich 9d3e468693 Fix CharacterInfoMessage being bundled with OCDMs 2021-04-17 22:42:14 +02:00
Mazo 6fbe35b15f
Merge pull request #770 from jgillich/unknown30
add Unknown30 decoder, allow non-advanced packets
2021-04-17 19:50:47 +01:00
Mazo e42a95a675
Merge pull request #768 from Fate-JH/leave-squad-by-id
Leave Squad Service by Character Id
2021-04-17 19:48:21 +01:00
Jason_DiDonato@yahoo.com a2bd6999ab moved the point where the cooldown timer for the vehicle order would apply to the avatar to later, when the player is first seated, rather than earlier, when then order is first returned 2021-04-17 08:35:13 -04:00
Jakob Gillich 406d55bae7
add Unknown30 decoder, allow non-advanced packets 2021-04-17 10:08:16 +02:00