FateJH
ba49b5859e
replenishing supply of thrown grenades from player inventory; pulled in locker search for Player.Find to avoid wrongful indexing
2018-05-08 23:55:01 -04:00
FateJH
e61f1dbdfc
changes to how MoveItemMessage is handled; AvatarService messages for MoveItem purposes; stop shooting and put away weapon when sitting down
2018-05-08 00:07:11 -04:00
FateJH
deb0e670ba
moving management of ServerVehicleOverride state to WSA from Vehicle
2018-05-05 21:36:45 -04:00
FateJH
f4343bbf0d
fixing import duplicity and order; accommodations for air vehicles and their spawn pads
2018-04-29 01:03:54 -04:00
FateJH
6047b9e054
adjust to vehicle spawn timing, placement of spawn pad, and a quick override packet
2018-04-29 00:18:14 -04:00
FateJH
68422401e5
Another revamp to vehicle spawn process. Wrote tests.
2018-04-29 00:16:55 -04:00
FateJH
5d5c609a2f
Reorganized vehicle spawning process and wrote tests for process.
2018-04-29 00:13:15 -04:00
FateJH
c87273c351
originally just implemented drive-away speeds and timings for boarding vehicles manually; then attempted a trick where vehicles would be moved up out of the trench manually; finally, discovered how spawn platform rails work and how to find their guids easily and incorporated a nearly fully-functional vehicle spawn system(!); added examples of the 'railless' spawn pads to the East and Southeast of home3 HART C
2018-04-29 00:13:15 -04:00
FateJH
fde49773cd
Splitting single vehicle spawn control process into several subtasks. Vehicle event bus attached to zone objects, especially for interacting with VehicleSpawnControl. Importing SouNourS copy of ServerVehicleOverrideMessage packet and tests.
2018-04-29 00:13:15 -04:00
FateJH
a31207322b
accomodations for tests; adjusting conditions for proximity terminal operations; adding the medical terminals in Anguta
2018-04-19 19:51:04 -04:00
FateJH
35ed000ccc
code documentation and tests
2018-04-19 08:03:06 -04:00
FateJH
29cf59775a
working medical terminal and stubs for other proximity-based terminal operations
2018-04-19 08:01:13 -04:00
Fate-JH
d8fe6bab28
Merge pull request #196 from Fate-JH/spawn-tube
...
The Real Resurrection Update
2018-04-19 07:45:47 -04:00
FateJH
82c68ebedb
Modifying AvatarDeadStateMessage to manipulate visible respawn points on deployment mpa; improving postStop conditions on WSA to consider player in different situations; added basic Zone.Population.(message) case statements
2018-04-09 19:12:23 -04:00
Fate-JH
fc3837268c
Merge pull request #194 from Fate-JH/pca
...
Packet Splitting, Bundling
2018-04-02 09:39:55 -04:00
FateJH
f444a35785
Changes to AvatarService packets and support actors in regards to corpse management and tests regarding corpse management. Seriously, those tests.
2018-03-31 20:03:40 -04:00
FateJH
7f40b31a34
Akna Air Tower, Ceryshen, has its amenities wired. The default spawn point has been moved to allow for the tower at Akna to interfere with the tower at Anguta.
2018-03-31 20:02:40 -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
20b7726653
Stripped down LivePlayerList functionality, moving player lists onto the appropriate corresponding zones. Corpses are now created, stored, and deleted.
2018-03-31 19:55:44 -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
3e9e3df0fa
Simple player spawning proof of concept using buildings mapped to their spawn tube amenities in a "spawn group."
2018-03-31 19:53:45 -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
19224e471b
wrote tests for MultiPacketCollector, MultiPacketBundle, and the new functionality in PCA
2018-03-14 18:53:19 -04:00
FateJH
87d314942a
added utility classes and functionality to compose SlottedMetaPacket0/MultiPacketEx combos
2018-03-13 23:00:47 -04:00
FateJH
68e3377d2e
RelatedA0 and RelatedB0 have been superceded by RelatedA and RelatedB, respectively, with slots 0-3 for each; SlottedMetaAck has been removed and tests have been changed
2018-03-12 23:16:49 -04:00
FateJH
e76b4de2ea
repairs to ZFCCM test
2018-03-08 21:27:19 -05:00
FateJH
d965b5b3c8
added initial AvatarStatisticsMessage packet and tests; gave an Enumeration type to AvtarImplant action field
2018-03-08 15:48:19 -05:00
FateJH
2475b468b8
added initial AvatarSearchCriteriaMessage packet and tests; worked ASCM into WSA login workflow
2018-03-07 22:58:42 -05:00
FateJH
0578d291a5
add initial SetChatFilterMessage packet and tests; gave FriendsResponse a valid action enumeration; changed continent id and building id in DensityUpdateLevel to use simple data type rather than PlanetSideGUID; worked these packet changes into WSA initialization workflow
2018-03-07 22:32:27 -05:00
FateJH
2526f15406
changing continent id to normal data type in HotSpotUpdate; implementing token logic for HotSpotUpdate in WSA; updating tests
2018-03-06 15:27:17 -05:00
FateJH
4973e8df29
implemented initial HackMessage during WSA login phase on building id
2018-03-05 23:49:34 -05:00
FateJH
33a7636f5e
changing continent id and building id to normal data types in BroadcastWarpgateUpdate and BuildingInfoUpdate; implementing warp gates and branched logic for warp gate initialization in WSA; updating tests
2018-03-05 23:26:38 -05:00
FateJH
f0bec9cf3a
changing continent id to normal data types and away from PlanetSideGUID in ZoneForcedCavernConnections and ContinentalLockUpdate; implementing ForcedZoneCavernConnections and ContinentalLockUpdate in WSA
2018-03-05 20:21:13 -05:00
FateJH
b61097a22d
changing continent id to normal data types and away from PlanetSideGUID in DensityLevelUpdate, ZoneInfo, and ZoneLockInfo; implementing better init ZoneInfo, ZoneLockInfo, and ZonePopulationUpdate packets in WSA
2018-03-05 20:21:13 -05:00
FateJH
3965437116
added DensityLevelUpdateMessage packet and tests; including default packet during initialization phase
2018-03-05 20:21:13 -05:00
FateJH
77b4890706
begin initialization of buildings and configuration of their amenities; reorganize entries in Maps.scala to better associate buildings and amenities
2018-03-05 20:21:13 -05:00
FateJH
eea01c8072
additional matrix terminal tests and error message correction
2018-03-01 11:09:17 -05:00
FateJH
72b7c35b3f
tests and corrections
2018-03-01 10:39:34 -05:00
FateJH
74863858f7
adding tests for utilities and fixing tests for AMS; adding information to PAMessage; scaling back modifications to WSA
2018-03-01 10:24:56 -05:00
FateJH
e93c510d22
added initial DestroyMessage packet and tests
2018-03-01 10:24:42 -05:00
FateJH
4b2e3763f1
adding the ams utility: matrix terminal c; gave it an binding sound action in WSA
2018-03-01 10:24:14 -05:00
FateJH
e1581c94e7
adding the ams utility: ams respawn tube
2018-03-01 10:23:53 -05:00
SouNourS
d34817c5a8
10 / 100 * 255 = 0
...
When a player dont have full life, he is on ground with 0 HP ;)
2018-02-22 16:02:16 +01:00
FateJH
051283337c
rebase did not flag these conflicts during operation, so they had to be manually corrected
2018-02-17 17:57:04 -05:00
FateJH
0fe46311ad
Deployment:
...
Class and Actor mixins for Deployment state. The logic is surprisingly self-contained, mostly.
DriveState:
This is not the former DriveState Enumeration of /packet/game/objectcreate/. This is now a /types/ Enumeration shared across /common/ objects and serves the functionality of both, at least to the extent that it is understood. Functions are includes that define the logic order or state changes and divides states into (two) groups.
VehicleService:
The directory /pslogin/src/test has been created and tests have been migrated there. Originally, the tests were located in the wrong place and were being skipped when not executed manually. They should now appear in coverage reports and be run as a part of continuous integration.
2018-02-17 17:37:53 -05:00
FateJH
62b2c54b67
added utility filtering so that only valid indexed utilities are assigned GUIDs and are translated into OCM
2018-02-12 09:59:07 -05:00
FateJH
860edf9a97
Utility:
...
A container class for vehicle-installed Amenity objects that are owned by the vehicle. It not only constructs the internalized Amenity but harbors logic that is required to setup the object at a more appropriate time (at start of VehicleControl).
OrderTerminalABDefinition:
Terminals built into the sides of the advanced mobile spawn, accessible when it deploys.
OCM packet converters, GUID registrtaion, and setup code allows the code to wire into the vehicle.
2018-02-12 00:22:57 -05:00
FateJH
eefe4d2e20
Building:
...
Replaces class object/serverobject/door/Base.scala. It performs nearly the exact same purpose but now has a list of owned objects called Amenities. Buildings are now a PlanetSideServerObject (PSSO), which allows them to have accept a *Control Actor and possess FactionAffinity.
FoundationBuilder:
FoundationBuilder : Building :: ServerObjectBuilder : [T <: PlanetSideServerObject]
Amenity:
Most PSSO's now accept Amenity as their parent in class hierarchy. Flagged PSSO's like Building and Vehicle are, on the other hand, capable of becoming the owner for these Amenity PSSOs, which allows them to inherit the same FactionAffinity.
FactionAffinity:
A trait that connects objects that are intended to communicate PlanetSideEmpire values.
MountableBhevaior:
Split between Mount and Dismount behavior. Passes appropriate messages to ensure coherent workflows.
Control Actors:
FactionAffinityBehavior and MountableBehavior are PartialFunctions that get processed in series.
VehicleControl:
Distinguished behavior allowed between an operational vehicle and a deactivated one.
WSA:
Tightened up DismountVehicleMsg handling code, since MountableBehavior has been enhanced.
Minor:
Shotgun shell stacking goes from 32 to 16. Various PSSO classes now have reliable Definition objects.
Tests:
We now have 1012 tests, some of them useful.
2018-02-08 14:22:05 -05:00
FateJH
f4b913a5d9
Vector3 normal vector functions; locked door opening from inside mechanics; correction to item/equipment identification in WSA; quick solution to stop door from closing on player who opened it if that player is still standing within sqrt(15)m from it
2018-01-24 20:44:30 -05:00
FateJH
f5182030da
added support for Lockers and access to Locker contents; modified RequestDelete to handle Locker, as well as previously neglected vehicle trunk contents; added Lockers to Hart C shuttle observation room
2018-01-22 20:45:05 -05:00