* correctly clear the hack state of terminals when unpowered; turrets will no longer act like they have AI control if jammed when mounted; restore passive implants
* reload opened and closed doors upon zoning changes; rework ntu silo and ant interaction start; clear hack on proximity terminals; facility turrets stop indicating towards jamming cause when mounted
* radiator is turned off due to potential for server crashes; cerebus -> cerberus; turret kills name owner only when they are in the same zone; fewer chances for turrets to fire when they should not
* incorporating structural changes to hacking for future expansion
* an attempt at fixing tests was made
* configuration for the game world server to connect to clients across a number of socket-port connections following a simple numerical load balancing policy
* combining port management into the sector pane
* mostly spelling issues
* fixed about half of the unworking tests, and commented out one
* stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird
* reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern
* while it's still a dice roll, all tests currently implemented are capable of passing
* deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy
* boomers are no longer owned if the trigger is dropped (how long has this been not working?)
* redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy
* redid combat engineering explosive logic
* redid (cleaned-up) implant logic
* implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate
* renaming methods; progress bar calculations change
* accounting for implants that are in the act of being initialized
* reorganized files and methods for session actor in preparation for custom spectator implementation
* split existing code between data and functions, and entry points; parsing and logic management is now handled within the current game mode, which should reduce the need to ask explicits
* should fix players not performing damage after being broken for an unknown amount of time, maybe never working correctly
* functioning spectator mode logic swap; initial packets for UplinkRequest, UplinkResponse, and UplinkPositionEvent
* available chat prompts can now be different based on player mode without testing flags
* modified ChatActor to be replaced by a function-data logic pair, and modified ChatService to be able to accommodate the new chat channel; chat packet handling moved from general operations to the new chat operations
* resolved issues with spectator implants, at least enough that implants should be stable; created an exclusive permission for spectator mode; database changes to persist permissions for different modes
* command detonater is no longer allowed; spectators now hold a laze pointer
* for the purposes of testing, anyone can be a spectator
* spectator mode is important to confirm; removed deprecated chat actor; dismount quietly
* oops; allowed again
* restored commands setbr and setcr; deployables are erased from spectator map; projectiles destruction only just in case
* role only for those who are permitted
* revenge experience now rate down and capped; fixed issue with the tail of an empty list
* fixed column name difference between database and persistence objects
importing controlled implementation changes from original exp-for-kda branch; code for contributions from prior activity, but will be adjusting to new contribution methods
kill contributions should work; even if they don't, need to put this away for now
extensivwe changes to the way OwnableByPlayer manages owner user information due to uniqueness, that changes a lot of vehicle and deployable code; fleshing out experience calculation procedure for future testing
events for mounting and dismounting of both passenger and cargo; id'ing the installation of an amenity (vehicle or facility); separation of kill/assist experience and support experience calculations; retention of kill record which allows for the calculation of menace
support experience accumulates and is given to the user in gradual provisions
rewarding facility capture through cep; not fully tested yet; math sucks
sort of cep to bep consditions for squad facility capture; bep deposit for ntu silo activity
early reivision for v010; recording ongoing shots fired and landed
restored bep from ntu deposits into resource silos; updating statistics in the database regarding kills and related stats including weapons; updated history management; basic experience calculation changes
all rewarded support events are accounted for
command experience calculations upon facility capture or resecure
corrected database migrations
most of the code for the play or progress system
statistics window updates for exosuits to report kills; killing an llu runner gives cep; moving play or progress functionality to a bang command rather than piggybacking setbr; bep is no longer too high by error
Added code to LoginActor to handle client authentication via login token
Added code to LoginActor to generate the password used by the launcher to authenticate with the API
Changed code in LoginActor to replace deprecated bcrypt functions
Changed code in Account to add the field password, token and tokenCreated
Added database migration V009 containing table changes on account, new tables launcher and filehash and a trigger/function combo to update the tokenCreated column.
* extensive modifications to source entry shorthand
* moving 11 files changes 55 other files
* added score card classes; upgraded packet classes
* I decided to import over everything
* proliferation of in-game activity messages, especially for spawning activity; removed defaults for activities; fixed (most?) building tests
* upkeep on the LLU's managing service, as well as the facility hack management service, in response to a potential bug
* a facility that changes faction affiliation while it is the destination of an LLU delivery will cancel that LLU delivery
* fixed crash due to boomer trigger overriding position of ace, without the ace being properly cleaned up on the client of the bomber; fixed issue with the boomer trigger going missing
* flipped the first two FDU deployable settings so they match the correct fire modes; corrected a stack overflow situation with the sourcing entities
* action, but no response
* condensed parameters on avatar class
* as always, fixing tests
* quickly, loose ends tied
* routine that finds, equips, and draws a grenade if the user has it; moved handling of ObjectHeldMessage from SessionActor to PlayerControl; placed a arm movement restriction condition
* loading of, and adding and removing of shortcuts to/from both the database and the client hotbar
* player-driven sanity tests to reload otherwise unavailable hotbar shortcuts; revamp to CreateShortcutMessage
* database tables and persistence entities; attempt to retrieve values from database and apply them to the player avatar character; resolve spawn options in sanctuary in different manner
* minor database table field adjustments; saving to database when account persistence ends; properly loading from and initializing with data queried from the database; suicide better supported
* converting the zoning method/status tokens; better support of zoning handling of persistent locations; messages that explain the consequences of login-spawning into an invalid location
* adding triggers for the 'saved char' message, both those prompted by game activity and a 'reassurance' message; also, actually save the char data sometimes
* intervals for timing charsaved message set by configuration file now
* corrections to spawn tests and tables
* random sanctuary spawn in more places than one
* database, transfer objects and storage objects for lists of good friends, and of friends that you want to ignore
* friends and ignored players get added to lists, to the database, load in appropriate states, and update at basic appropriate times
* ignoring players and being ignored by players cuases loss of communication avenues, especially tells, and visibility
* modified the [friend list, ignored player list] x avatar query for better performance as the sizes of the results increases using joins and using targeted column selection
* obligatory fixes to tests that come with every update
* diversified building management by injecting behavior; allocated entries for the intercontinental lattice and have begun connecting warp gate entities along the intercontinental lattice; beginnings of warp gate broadcast operations; disabled free merit commendations
* allow transit across a predetermined warp gate path, i.e., proper zone-to-zone gating
* game variables for modifying warp gate behaviors; moved choice of building game logic into overloaded constructor; only handle the capitol fore dome in more realistic conditions; warp gate state restored primarily b y internal game logic; changes to which and how gates are declared inactive or broadcast at startup
* initial work on WarpgateLinkOverrideMessage, even if the packet doesn't seem to do anything; added basic service for rotating cavern zone locks via the galaxy messaging service; moved error checking for lattice connectedness
* cavern closing warning messages queued
* starting to set up ChatActor for /zlock command, and added /setbaseresources; conditions for correcting broadcast conditions of a locking warp gate pair; system for rotating through locking and unlocking cavern zones only uses two timers now and has an advance command that speeds to the next closing warning or cavern opening
* expedited cavern rotations available via '/zonerotate' and '!zonerotate [-list]'; '/zonelock' should work for caverns, though distorting the rotation order to accommodate the cavern being unlocked; configuration arguments exist for the setup of cavern rotations and for the rotation itself
* populated cavern lattice connections for a specific rotation order; warp gates will properly activate and deactivate and modify their neighborhood information based on which stage of the rotation; fed up with the blockmap going wrong; added a sanity test for the cavern lattice; Spiker damage calculation changes
* adjusted local variable requirements of BuildingActor to integrate retained actors more closely with the Behavior; on the other hand, another value is passed around the logic
* bug fixes observed from issues found in logs since 20220520; halved the spawn height when gating to a cavern warpgate
* cavern benefits are now represented by enumeration classes rather than additive binary numbers; when facilities change state, benefits are evaluated; when caverns rotate, benefits are evaluated; cavern facility logic added; attempted handling for inventory disarray conditions (untested)
* broke down tabs for easier navigation; added test to stop spawning of cavern equipment when not otherwise permitted
* code comments, everywhere; correcting issues with cavern rotation timing reports
* but is it flying?
* preliminary elements needed to battle frame robotics; mostly from previous branch
* introduction of FrameVehicleStateMessage and anticipated event system paths for BFR's; spawning amenities for BFR's are parsed and built from the zonemap files, but their coordinates are currently incorrect, and the resulting entity will not function atm
* bfr's spawn correctly; default arm weapons will spawn correctly; bfr rearm terminal added but arm swap not working correctly; bfr shields charge if not full; proper separation of vehicle spawn pad types
* arm weapon swapping in bfr's; swapped weapons switch, contextually, to either *_left or to *_right depending on the mounting; partial support for entities that do not have an OCDM packet form
* crouching improves shield regeneration
* some projectiles damage the bfr regardless of its shield
* delay the final vehicle explosion; start of vehicle subsystems
* handling for bfr shield ui updates; more of vehicle subsystems; corrections to TradeMessage packet; clarifications for FrameVehicleStateMessage package; report on flight status of bfr's
* control agency support for vehicle subsystems for arm weapon fire control
* vehicle capacitor, for what it's worth; shield and capacitor are influenced by recharge freeze and drain
* initial packet and tests for AvatarAwardMessage; update the fields of FreindsResponse, DetailedCharacterData, and LoadoutType for FavoritesMessage; corrections to intiailization packets in SessionActor; players start as imprinted by default
* support for GOAM and GAM integration into vehicle control agencies using a basic actor superclass; addition of vehicle subsystems; modifications to bfr control agency to allow for weapon handiness and subsystem control; fixed Fit mapping for vehicle override; made mountable seat transcoders independent
* delayed explosions to accompany the delayed death for the bfr; bfr terminal window closes on successful purchase
* the bfr armor siphon works
* clarification for bfr inventory item manipulation; corrections to length of bfr transcoder for flight variants; everything else in in support of the various arm weapons that can be assigned to the bfr, including damage proxy support for causing/interacting with/cleaning up after radiation cloud projectiles
* fixed the apc emp burst; fixed bfr arm weapon manipulation for activated subsystem; armor and ntu siphon support
* battleframe loadouts available upon vehicle spawn (vs and tr only)
* adb values for siphons; subsystem update message; some repairs
* cargo vehicles are subject to radiation damage; damage for battleframes are different depending on shield evasion status; battleframe loadout deleting supported; bfr kill box; automatically wire bfr sheds, includeing the ones in sanctuary
* proper bfr spawn angles; bfr vehicle timers; projectiles are no longer radiation clouds by default; better remote projectile cleanup; resolving incorrect weapon arm enabled states for bfrs
* added tests for FrameVehicleState and GenericObjectActionAtPosition; pass around maximum sector for zone interactions
* changed the triggers for the stamina regeneration timer
* potential fix for issue related to finding arm weapon mounts
* modifications to how vehicle subsystems are automated; jammer field updates; support and passing around custom block map ranges; does include activated dev tests for battleframe PAM, which will need to be stripped out later
* commit while working on subsystems mk2
* subsystems fail when jammed; an unoccupied bfr does not have shields active; pulling a bfr of one variant should block the other variant too
* fix distance check with radiation clouds; blocked bfr weaponry from anywhere but bfr arm mounts and cursor; ammunition depletion of aphelion laser; bfr shields deactivates when unoccupied
* significant modifications to vehicle subsystem operations; disambiguation of weapon subsystems; debuffs to charge rate and use rate for the capacitor and shield of bfr; test for ComponentDamageMessage; somewhat proper jammering operations for bfr
* propagation of the ask pattern into the unique number actor
* TaskWorkflow as a replacement for TaskResolver; includes working tests
* AvailabilityPolicy has been changed slightly; number source restriction mechanic has been completely removed
* TaskResolver is gone and done and TaskWorkflow replaces it
* number pool variety
* every zone gets a custom tailored 'environment' number pool, as well as all other number pools; uns involves many more static functions and hard-defined variables
* repairs to uns and guidtask tests; worked uns into unops, an actorless version, but did not integrate into server
* shuffled around files in the guid package, causing import threshing; wrote extensive comments; repaired tests; classes related to the old unique number system have been removed
* created straightforward tasks; simplified number pool actor calls; repaired tests due to modifications to generic pool
* bad merge recovery
* 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
* persisting vehicle loadouts in between sessions, saving to db and loading from db
* reusing refactored code for clob; initial loadout without empty entries; reverting method of stopping session child actors
* 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
* 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
* 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