Commit graph

38 commits

Author SHA1 Message Date
Fate-JH
c7ebe6a34f
Separate Vehicle Controls (#871)
* broke vehicle control agency down into specific agencies for different types of vehicles

* moved shared cargo vehicle pain onto the carrier control agency; apc-type vehicles have charging capacitors and emit emp's

* comments and documentation; cargo learning about damage to carrier corrected; fixed tests and added tests

* adjustment to explosive deployable distance filtering; apc now uses this filter when determining valid emp targets by distance
2021-06-21 23:40:44 -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
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
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
f5ef0a9674
A Bad Filter (#763)
* comment out most of apply-cooldown-to... filter to find out which part of it causes issues with the PR

* fixed resource silo tests

* everything but starting the scheduled task

* shutdown now

* cleaning schedule managed by simple time check
2021-04-15 08:38:31 -04:00
Mazo
7e1466c898 Merge branch 'master-upstream' into llu-2021
# Conflicts:
#	src/main/scala/net/psforever/objects/avatar/PlayerControl.scala
#	src/main/scala/net/psforever/services/galaxy/GalaxyService.scala
#	src/main/scala/net/psforever/services/local/LocalService.scala
#	src/main/scala/net/psforever/services/local/LocalServiceMessage.scala
2021-03-31 23:12:59 +01:00
Mazo
bd9af97bd7 Fix LLU becoming invisible to other players when dying as a vehicle passenger 2021-03-31 21:44:50 +01:00
Jason_DiDonato@yahoo.com
eea549707a added other logging filters, include a custom one for suppressing duplicate messages within a time period 2021-03-25 15:15:51 -04:00
Jason_DiDonato@yahoo.com
9798e27d29 gender was never the same thing as sex; for now, I just need easy pronouns for the log 2021-03-23 12:01:22 -04:00
Fate-JH
71ab35ecab
Hart (#723)
* initial OrbitalShuttleTimeMsg packet and tests; new objects to support HART shuttle transport system

* master was stale

* grouped scheduling for timing orbital shuttle activity

* door lock controls for HART shuttle lifecycle, and specifically for the doors that lead into the shuttle boarding hallway

* separation of the door from the door unlocking logic, which now has to be provided if performed by an outside source; a door that is locked either by bolt, HART routine, or other reason, can now be shut immediately; message when HART is not docked with a corresponding entry hallway door

* better degree of door logic control; all shuttle-related messages have been moved to LocalService; careful managing of 'original state' for the shuttle's cycle

* modification of seat mounting and cargo mounting support entities to expand functionality

* absolutely very little to do with the feature of this branch and a lot to do with yak-shaving; long story short, class inheritance is greatly modified and mountable seats can now accept multiple players if initialized properly

* a lot has changed: distribution of MountableBehavior, mount point information is more complex, vehicles convert differently, the routine of the shuttle timer is initialized differently; you can now successfully utilize the HART shuttle to drop into a zone

* swap of shutle from pad to pad control; tests and comments

* eject players from HART gantry hallway as if passengers dismounting from seat when not boarding through the use of environmental geometry; HART system uses duration from config settings to set scheduler

* rebase to curious master; repairs to vector rotation calculations; regression of mountable changes involving seats with occupancy greater than 1; orbital shuttle as a unique vehicle and amenity; corrected dismount offsets and offset calculations; weird angle of nc hart a building has been properly accommodated; hart events have prerequisite animation states

* rebase with master; looks like rebase with merged_master, which is also a commit

* lots of tests (though not nearly enough); checking the permission group of a shuttle seat no longer creates that seat

* fixing explosions

* fixed the persistence monitor service potentially using non-printable unicode in actor names

* can not use a droppod to gain access to one's own sanctuary

* removed hart facility update that causing open bay doors and beeping

* PR review changes

* fix for aggravation issues
2021-03-23 09:44:10 -04:00
Fate-JH
ab354e49df
Merge pull request #676 from Mazo/capture-terminal-refactor
Capture terminal logic refactor
2021-02-27 07:29:59 -05:00
Fate-JH
fcf0240342
Merge pull request #689 from Fate-JH/ok-boomer
Ok Boomer
2021-02-27 07:29:13 -05:00
Jason_DiDonato@yahoo.com
6e81ee7e95 mechanism for server-driven emp caused by projectiles with emp properties; finalization of geometry elements and tests for geometric tests 2021-02-08 00:20:17 -05:00
Mazo
b4fb0cf855 Amend mounting tests 2021-02-05 23:43:17 +00:00
Jason_DiDonato@yahoo.com
e41e7e7cfa established geometry definitions for damageable object types; fixed rotations; removed unnecessary classes 2021-02-03 19:39:32 -05:00
Jason_DiDonato@yahoo.com
9d86844396 modified shape structures and operations on said shapes 2021-01-24 23:11:02 -05:00
Mazo
348fa86a40 Refactor capture console logic 2021-01-23 20:30:40 +00:00
Jason_DiDonato@yahoo.com
4304ea7f4d line and line segment intersection code and tests 2021-01-20 22:56:29 -05:00
Fate-JH
563afcdb19
Auto-Repair Tuning (#652)
* difficulty modifiers for repair rate and drain in config

* changed autorepair request-repair pattern to wait until a repair is fulfilled before issuing the next request; moved integration tests for efficiency

* auto-repair accounts for delay between request-reply when schduling next request; base ntu drain is halved; auto-repair mending values adjusted based on wiki times

* moving config call into auto-repair mixin

* deleting the old integration testing code

* obligatory test fixes

* more of the same

* correcting exceptions with calculating subsequent auto-repair time and transfer messaging behavior with WarpGate objects; transfer animation and transfer delivery now have slightly different timing; wrote  bunch of tests that don't work in the standard manner, but do pass
2021-01-12 14:27:33 -05:00
Fate-JH
1a6beba335
Water and Lava (#649)
* planar classes to describe levels of water and other fluid parallel to the ground

* corrected purpose of field in OxygenStateMessage and adjusted the structure of the packet; the environment is now 'regions filled with stuff'; messaging pathways to facilitate drowning and drown recovery in SessionActor, WorldSession, and PlayerControl, as well as the avatar event system

* drowning height is now a featur - recommend going through GlobalDefinitions; fixed lava pool collision to work on pool entry rather than drown level; lava now burns; painbox damage now is directed towards players control agency first

* drowning timer works correctly for both player and vehicle targets; timing and dive depth information for targets defined, but currently originates from a generic location (ObjectDefinition); packet OSM has been modified for efficiency; classes for environment features previously exclusive to drowning mechanics have been pushed towards generic naming conventions

* added sea and pools for z4, z5, z8, and z10

* vehicles now take damage (to the point of destruction) when exposed to lava due the expansion of environmental damage reasons and environmental damage modifiers; modification of the environment exposure lingo; streamlining of vital activity record system

* added basic drown params to flying vehicle definitions; object trait and control mixin for environment interaction, code moved from SessionActor and WorldSession

* separated environmental classes; handled waterlogged flying vehicles, in properties and code; wrote comments and tests

* players mounting vehicles and players subjected to the vehicle transfer process should receive updated drown-state status of the vehicle; drowning should suspend while in the middle of vehicle transfer, in the case the process is long

* increased damage performed to vehicles by lava
2020-12-24 08:04:11 -05:00
Fate-JH
6c93746767
Damage Changes/Explosions (#644)
* 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
2020-12-08 14:32:42 -05:00
Jason_DiDonato@yahoo.com
924c78ea0b promoted generator destruction to flag when to power down facility 2020-10-21 19:22:33 -04:00
Jason_DiDonato@yahoo.com
54f6588439 comments and tests; generator now passes state information to owner, owner composes messaging; can not set faction information if building does not have ntu 2020-10-21 12:35:13 -04:00
Jason_DiDonato@yahoo.com
4a0805b698 logic for door opening has been exorcised from SessionActor into DoorControl 2020-10-13 18:47:05 -04:00
Jason_DiDonato@yahoo.com
69b3a8a4bf each zone now has access to its own bundle of task resolver objects; primary changes to reflect this has been the simplification of item moving parameters; tests corrected 2020-10-10 09:16:56 -04:00
Fate-JH
e58f1d5987
Amenity Auto-Repair (#594)
* 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
2020-10-03 00:13:41 -04:00
Fate-JH
e4664d1727
37% Less Galaxy Gunship (#596)
* galaxy gunship incoming damage reduction modifier

* health damage, not shield damage
2020-10-02 15:10:13 -04:00
Fate-JH
d70d23deb8
modifiers for flak burst (#579) 2020-09-21 23:18:11 -04:00
Fate-JH
7626c8e6c9
Lightweight Locker (#578)
* 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
2020-09-15 19:46:56 -04:00
Fate-JH
78f970a4ac
Spud Gun (#572)
* 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
2020-09-05 09:08:18 -04:00
FateJH
89a7f180dd merge rebase hell 2020-08-26 14:40:16 -04:00
FateJH
bb3c0f5d91 test repairs 2020-08-26 11:59:37 -04:00
FateJH
f627571f0e eliminated multiple timers for a single aura effect; added comments; added tests; fixed tests 2020-08-26 11:48:42 -04:00
FateJH
89d7aea633 separated aggravation behavior and uara management behavior; moved files into packages and deleted old files 2020-08-26 11:45:07 -04:00
FateJH
97e64d5edc timing and damage tuning around: standard, reinforced, max; plasma grenades, dragon 2020-08-26 11:45:02 -04:00
FateJH
e5d0690c42 introduction of aggravated damage properties and modification of damage pathways such that 'aggravated' is treated as a unique damage type 2020-08-26 11:44:57 -04:00
Jakob Gillich
cf9e4ea194 Fix MAX subtype numbers 2020-08-26 06:19:00 +02:00
Jakob Gillich
f4fd78fc5d Restructure repository
* Move /common/src to /src
* Move services to net.psforever package
* Move /pslogin to /server
2020-08-26 06:19:00 +02:00