* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work
* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason
* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it
* vitals.test became vital.base; no one liked this
* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)
* codecov file correction
* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change
* code comments
* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected
* adjusted Player.Die() to demonstrate a damage-based suicide approach
* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example
* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests
* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system
* future development; normal vector from euler angles; custom proximity test
* where 'innateDamage' should have not replaced 'explosion'
* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)
* spelling and private val
* working proof of concept for ntu request/flow
* ntu is now measured in Float rather than Int; adjusted the type declarations in ChatActor, as it was complaining
* added auto repair information for amenities; modified terminal working example to include periodic repair timer
* crude power state acknowledgement exchange between ntu silo and building, following by building and amenities; better management and control over auto-repair
* separated auto-repair from terminal control; resource silo publishes an appropriate power state message upon formal start-up
* various Damageble objects have been granted auto-repair; doors no longer report no event for intercepting unhandled messages
* documentation and comments; unit tests and integration tests for AmneityAutoRepair, ResourceSilo, and BuildingActor
* merge plus some fixes
* addition checks for auto-repairing cavern equipment and for auto-repairing un-owned equipment
The game uses a UDP-based protocol. Unlike TCP, UDP does not guarantee that
packets arrive, or that they arrive in the correct order. For this reason,
the game protocol implements those features using the following:
* All packets have a sequence number that is utilized for reordering
* Important packets are wrapped in a SlottedMetaPacket with a subslot number
* RelatedA packets ae used to request lost packets using the subslot number
* RelatedB packets are used to confirm received SlottedMetaPackets
All of these go both ways, server <-> client. We used to only partially
implement these features: Outgoing packet bundles used SMPs and could be
resent, but not all packets were bundled and there was no logic for requesting
lost packets from the client and there was no packet reordering, which resulted
in dire consequences in the case of packet loss (zoning failures, crashes and many
other odd bugs). This patch addresses all of these issues.
* Packet bundling: Packets are now automatically bundled and sent as
SlottedMetaPackets using a recurring timer. All manual bundling functionality
was removed.
* Packet reordering: Incoming packets, if received out of order, are stashed and
reordered. The maximum wait time for reordering is 20ms.
* Packet requesting: Missing SlottedMetaPackets are requested from the client.
* PacketCoding refactor: Dropped confusing packet container types. Fixes#5.
* Crypto rewrite: PSCrypto is based on a ancient buggy version of cryptopp.
Updating to a current version was not possible because it removed the
MD5-MAC algorithm. For more details, see Md5Mac.scala.
This patch replaces PSCrypto with native Scala code.
* Added two new actors:
* SocketActor: A simple typed UDP socket actor
* MiddlewareActor: The old session pipeline greatly simplified into a
typed actor that does most of the things mentioned above.
* Begun work on a headless client
* Fixed anniversary gun breaking stamina regen
* Resolved a few sentry errors
* object registration adjustments for players and avatars and lockers (especially lockers)
* refactored locker container
* modifications to fields and method names for guid-related files; SpecificNumberSource created
* locker item display; proper item insertion into locker-space and searchability of that locker-space
* proper item removal from locker-space, including swap-items on other insertion tasks
* comments and tests; adjusted avatar/player registrations; allowed for restriction in the SpecificNumberSource; renamed CataloguedInventory to LocallyRegisteredInventory, and made internal object registration work
* accommodations for RequestDestroy, to allow the locker's Clear button to work; modification of expectation for resolving projectiles through ValidObject
* initial spiker logic for charging mechanic; it's functional but doesn't work exactly by the numbers say it should
* no damage degrade for radial damage; charge mode features, including damage on the projectile and fire mode on the weapon; the Spiker's damage output is pretty close to accurate
* ammunition drain timer works correctly; no need for the progress completion function; new formatting sucks
* dial back on fire mode changes; stop excessive weapon discharge case; comments
* master merge; test fix (when did it change?)
* test repair; fixed unintentional side-effect of instantiation of StanDamProf