* bog-standard order_terminal amenities now take damage up to the point of destruction and can be repaired from destruction to functional to the point of being fully repaired; this is mostly proof fo concept
* restored proper destruction to FacilityTurrets; extended proper rrepairs to FacilityTurrets; co-opted terminal hacking into TerminalControl; started to expand on hacking protocol, but chose restraint
* changes made thus that a clear Definition hierarchy is established; all of this is in line with making future changes to repair/destroy variables, and making generic the repair code
* all meaningful facility amenities take damage and can be repaired; spawn tubes can be destroyed and the base will properly lose spawns (and show it on the map); some hack logic has been redistributed into the appropriate control objects, following in the wake of repair/damage logic
* deployables are repairable; the TRAP has been converted into a ComplexDeployable; changed the nature of the Repairable traits
* player bank repair and medapp heal has been moved out from WSA into PlayerControl
* overhaul of Progress callback system and the inclusion of player revival as a Progress activity
* begun relocating functionality for hacking outside of WSA; set up behavoir mixin for cargo operations, in order to move vehicle hack function, but did not yet integrate
* integration of the actor behavior mixin for vehicle cargo operations to support the integration of vehicle hacking finalization
* establishing inheritance/override potential of Damageable activity; Generator and SpawnTube map behavior behavior (currently inactive)
* ImplantTerminalMech objects now have a 'with-coordinates' constructor and a deprecated 'no-coordinates' constructor; implants mechs and interfaces are now damageable and repairable, and their damage state can also block mounting
* generators are destroyed and repaired properly, and even explode, killing a radius-worth of players
* destroy and repair pass on deployables, except for explosive types
* Damageable pass; client synchronization pass
* helpful comments
* some tests for damageable and repairable; refined output and repaired existing tests
* enabled friendly fire check and recovery
* handled friendly fire against allied mines; moved jammer code to common damageable behavior
* tweaks to damageability, infantry heal and repair, and sensor and explosive animations
* animations; framework for future vitals events; closing database connections
* adding some deployable tests; fixing a bunch of other tests; History is back
* testing for basic Damageable functions; removing a log message
* finicky animation stuff
* event messages to the Generator to represent health changes
* damage against BFR's is now only used against mythical creatures
* test fix
* building guid fixes for zone tests; spawn pad control allocates messaging targets more carefully; additional check for building registration in ZoneActor
* the nature of the amenity/zone interaction changed
* constructed service actor to handle persistence of player on server beyond the reaches of WSA from one login to the next; created in PSLogin, interfaced with and updated in WSA
* for what it's worth, players can be completely logged out of the world after 60s of inactivity, alive Infantry only right now; some code was removed from WSA to make it accessible to other classes but it's incomparable to the new code; broke, fixed, compromised on the code that handles loadouts, server login time, etc.
* moved another common vehicle function into global space; persistence object for players in vehicles during log-out or relogging in a vehicle
* support for relogging when dead/released/unfound; silenced implant slot setup during character select screen
* tested and commented code for managing player avatar persistence
* clarificaion of WSA postStop
* test fixed
* postStop change to account for WSA being cut short during initialization
* clarification of SquadService logout
* player died during setup; probably a relog
* kill the doppelganger WSA; die when you are actually dead
* created manifest to assist with vehicle gating; vehicle gating now accomodates the persistence model much better
* fixed the test
* fixed initial vehicle seat access permissions; moved a subscription to AvatarService to support persistence
* bug fixes: safer GridInventory collision checks, plus specific exceptions; SessionRouter waits for the account intermediary before allowing itself to be started; WSA - match error colution, and MAX without arm now creates the arm it expects
* adjusted insertion and removal code to make inventory management less prone to partoial insertions of removals; inventory integrity checking code writen, but no plans on implementing it yet
* Add functionality for cavern sentry turrets
* Add missing LastDischarge on Tool
* Fix BuildingControl GUID errors on server startup
* Fix instant REK access to terminals in a cavern facility with a hacked CC
* Simplify CC Amenity matching
* Modify warning to match disabled functionality
* Typo fix
* Expand building hack info match to include vanu_control_console
* Fix cavern crystal animations by allowing Amenities without an Owner to be ZoneAware, allowing them to direct to the correct Zone's LocalEvents
* Add logging for when an invalid object reference gets deleted from a client
* Show zipline teleporter animation (locally, at least)
Co-authored-by: Fate-JH <Jason_DiDonato@yahoo.com>
* fix AvatarService tests
* updated README section in regards to PSCrypto
* better wording, imho
* modifying the construction of Building entities so to properly register them with the zone GUID system
* fixed tests
* GlobalDefinitions for cave objects and a few fixes for cave functionality
* Fixes for Ziplines, and by extension new functionality to allow for zipline teleporters
* Generated map files for caves
* Add SOI radius for cavern facilities
* Make ziplines bi-directional
* Fix useradius on crystals_health_b
* Reduce cavern CC hack time from 15m to 10m
* Fix /fly /speed and /spectator for GM accounts
* GOSM / PSAM Documentation
* Allow players to be in multiple overlapping SOIs
* Add some extra logging to startup procedure
* Fix orders from zone-owned terminals (non-facility buildings in caverns)
* Fix Extinction map checksum
* Add checksums for cave maps (Special thanks to Chord)
* Initialize ZoneMaps in parallel to reduce server startup delay
* Update SphereOfInfluenceActor.scala
Just line breaks spacing the update `foreach`. That mistake was on me.
Co-authored-by: Fate-JH <Jason_DiDonato@yahoo.com>
* perform no damage if the target is already destroyed; correct destruction timer override on sensor-type deployables
* framing vehicle remover tasks differently; screening for valid objects at some places in WSA; fixed router's internal telepad utility
* corrected issue with unique control agent Actor names for Players; propagated change to all dynamic objects (not those instantiated at server time)
* test fix
* another test fix; this time, Travis is having trouble with it
* basic non-mounted avatar damage and death on the control actor
* deferred passenger death to hand off control from mountable control to player control; removed event-focused messaging path from vehicle control to avatar-appropraiet WSA
* extending manipulation of jammering secondary effects, such as stamina and implants
* Revert back to using vehicle GUID for target gone check when jacking, as GUIDs are now retained when an object is removed from the world
* Don't allow dead vehicles to be repaired
* Don't show repair bar on dead vehicles
* Add IsDead flag to Vehicle
* Create Account/DB abstraction
* Fix crash when removing boomers from deconstructed player
* Extend config to include database and worldserver info
* Improve ConfigParser tests
* Add database setup documentation
* Add xTriad to THANKS file
**
* Increase bcrypt rounds and fix readme link
* Send shield + capacitor state to players mounting a vehicle
* Allow players to dismount vehicles that are slightly moving (e.g. rotating magrider, deployed vehicle with phantom velocity from pre-deployment), or vehicles in a deployed state
* Add vehicle ntu capacitor, keeping old capacitor for EMP functionality when implemented, send capacitor / ntu values on vehicle mount if definition has a maximum set
* Send map updates when NTU bar changes
* Make bases turn neutral when NTU hits 0
* Fix sync of low NTU warning light to players joining zone
* Swap IFF Lock logic around to allow for more efficient short circuiting of checks
* Small fix to stop player disconnect when hacking an object that no longer has a GUID
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set
* Fix damage logic for pain fields that don't rely on the nearest door
* Transfer base benefits via lattice
* Missed two Building.SendMapUpdate -> Building.TriggerZoneMapUpdate
* Fix Building tests
* Fix missing ObjectType on LocalBuildings, causing pain fields to stop working due to no SOI radius being set
* Fix damage logic for pain fields that don't rely on the nearest door
This should fix issues disconnecting at loading screens/zone changes as
no packets are being transmitted during this window. If the
WorldSessionsActor is also slightly overloaded, the session reaper can
drop the session mistakenly due to no outbound traffic.
Also fix-up WorldConfig.Get with better error messages along with more
tests.