Commit graph

633 commits

Author SHA1 Message Date
FateJH
cfdc2c9ec7 swapped arm lowering counteraction to target action: boarding the vehicle while it is being spawned 2018-05-12 20:26:46 -04:00
Fate-JH
d6325d8dfc
Merge pull request #205 from Fate-JH/loot
Press M2, Get Loot
2018-05-12 12:45:07 -04:00
FateJH
34210fe581 LootItwemMessage documentation 2018-05-10 23:11:52 -04:00
FateJH
1d956c834c improved object name exposure for log messages; removed 'init with GUID' constructors that were no longer necessary 2018-05-10 23:03:34 -04:00
FateJH
65c8de0790 expanding Container functionality to include Fit tests; handling LootItemMessage packets 2018-05-10 19:46:19 -04:00
Fate-JH
0590b575d0
Merge pull request #204 from Fate-JH/destroy-v-term
Destroy the Vehicle Terminal
2018-05-10 19:42:27 -04:00
Fate-JH
57d92f380b
Merge pull request #203 from Fate-JH/three-grenades
Just Three More Grenades
2018-05-10 19:39:42 -04:00
FateJH
4f1e4381a4 added feature to reset the vehicle terminal if it should get stuck while fulfilling an order 2018-05-09 21:28:16 -04:00
Fate-JH
89e029c11a
Merge pull request #202 from Fate-JH/death-while-seated
Death While Seated
2018-05-09 19:03:23 -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
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
Fate-JH
ddf2f53d8a
Merge pull request #201 from Fate-JH/move-item
Move item
2018-05-08 22:22:48 -04:00
FateJH
3812728948 re-organizing player unregistering when releasing while previously seated in vehicle 2018-05-08 21:35:02 -04:00
Fate-JH
7ddd0214fe
Merge pull request #200 from Fate-JH/decon-repair
Deconstruction Repair
2018-05-08 10:32:54 -04:00
FateJH
8059108042 Travis wants clarity 2018-05-08 10:23:49 -04:00
FateJH
ede8786f36 AvatarService test for StowEquipment message 2018-05-08 10:04:12 -04:00
FateJH
9a17eb3741 fix for locker contents being cleared 2018-05-08 09:54:30 -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
dab6a4db94 fixed timing in tests 2018-05-06 21:25:14 -04:00
FateJH
4e0085eb20 repairs to corpse removal task; postStop for vehicle deconstruction; previously unhandled condition for MoveItemMessage logic 2018-05-06 16:58:52 -04:00
FateJH
3a9058bee9 attempting to solve issue of corpses with no guid; catching vehicles with no guid as well 2018-05-06 16:09:30 -04:00
Fate-JH
dd4b586bef
Merge pull request #199 from Fate-JH/v-spawn-pad-redo
Vehicle Spawn Pad, Again
2018-05-05 22:36:52 -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
Fate-JH
dbc2ea8084
Merge pull request #197 from Fate-JH/med-term
Proximity Terminals/Medical
2018-04-29 00:11:18 -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
4049be68e4 added functionality for delayed proximity terminal clearing and various other clean up tasks related to their operation 2018-04-19 08:08:02 -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
88ddab5e0a Fixing misidentified sanctuary continents and ZoneMap names 2018-04-15 23:34:51 -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
Fate-JH
bd76d28564
Merge pull request #193 from Fate-JH/server-init
Packets, and a Warp Gate
2018-03-15 19:44:06 -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
adb7738268 incoming control container packet unwinding has been shifted from LSA and WSA to PCA 2018-03-12 19:18:09 -04:00