Commit graph

13 commits

Author SHA1 Message Date
Fate-JH
e9dbd5f259 importing controlled implementation changes from original exp-for-kda branch; assist kill experience rewarded
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
2023-10-17 14:06:21 -04:00
Fate-JH
1bb21ba79c
Vehicle Gating with Cargo (#1060)
* restore vehicle cargoing after vehicle cargo gate transfers

* fixed this test, maybe?
2023-04-17 01:16:06 -04:00
Fate-JH
779054fef9
Experience for KDA [Prep-work] (#1024)
* 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
2023-02-14 00:09:28 -05:00
Fate-JH
0d8c717b73
Last Infantry Weapons (#987)
* preparations for deploying oicw little buddy projectiles

* oicw little buddy projectiles spawn and animate properly, but damage dealing is inconclusive

* radiator clouds cause damage to infantry health

* oicw little buddy projectiles do damage upon detonation; different descent pattern; projectile types given own Enumeration

* proximity terminals for vehicle actions no longer need to use the vehicle event system as a middleman for making changes

* redid the workflow of the proximity terminal resolution so that it avoids SessionActor as much as is possible; this may be a mistake, but my future self will pay the price instead

* changed the timing and the angles of the little buddy explosions; fixed proximity terminal tests
2022-03-27 19:57:32 -04:00
Fate-JH
f1a9809c54
Battleframe Branch Bugfixes (#985)
* restored control of bfr gunner weapon; attempted to restore shield functionality given unspecified problem statement; bfr's can drown like ground vehicles, not aircraft; siphons can not drain a facility when equal to or less than 40% ntu; corrected oversight with implant timers; accidentally got assertion for TradeMessage backwards

* fixed bfr shield charge display; phantasm driver seat is now bailable

* this test never passes, but the test based on this test passing passes

* correction to support bfr flight variant waterlog recovery
2022-02-03 23:23:22 -05:00
Fate-JH
93a544c07c
Collisions (#932)
* pattern for applying damage to player avatar and player-controlled vehicle collisions

* pattern for applying damage to targets due to collisions, falling damage and crashing damage individually; fields to support these calculations are provided

* modifiers to translate 'small step velocity' to real game velocity, as reported by the HUD; corrections for velocity; corrections for velocity in other packets

* fall damage calculations moved to function

* basic two-body collisions between GUID-identified game entities and a ward against too many collisions in a short amount of time

* bailing mechanics

* vssm for non-driven vehicles

* comment about vehicle state message field

* comments and minor refactoring for current collision damage calc; tank_traps modifier; potential fix for blockmap indexing issue

* fixed cargo/carrier vehicle ops

* corrections to initialization of ce construction items; adjustments to handling of modifiers for collision damage

* modifier change, protection against flight speed and spectator crashes; submerged status is once again known only to the actor

* appeasing the automated tests

* hopefully paced collisions better; re-did how Infantry collisions are calculated, incorporating mass and exo-suit data; kill feed reporting should be better

* adjusted damage values again, focusing on the lesser of or middling results; collision killfeed attribution attempt

* kicking offers bail protection; lowered the artificial modifier for one kind of collision damage calculation

* correction to the local reference map functions

* fixed tests; attempt to zero fall damage distance based on velocity; attempt to block mine damage when spectating
2021-10-05 09:59:49 -04:00
Fate-JH
9841b7e97d
Unique Number System Operations (#906)
* 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
2021-08-15 21:27:45 -04:00
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
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
Mazo
b4fb0cf855 Amend mounting tests 2021-02-05 23:43:17 +00:00
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