Commit graph

11 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
6ae0b44848
Lump of Coal (#982)
* 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
2022-01-27 09:57:51 -05:00
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
7fca0a5582
Vehicle Spawn Pad QoL (#802)
* 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
2021-05-05 10:13:57 -04:00
Fate-JH
9c0a3754d4
Load Vehicle (#797)
* 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
2021-04-29 09:38:51 -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
babd455753
Yet Another Corpse Fix (#637)
* numeric session ids now restored; LoginActor knows about connection address; corpses are barren unless searched

* session and login id/counter moved under server; function literal definition changed

* corpse channel

* trying to fix docker as per set-env requirement changes; I don't know what I'm doing
2020-11-27 09:30:56 -05:00
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
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
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
Renamed from pslogin/src/test/scala/actor/objects/VehicleSpawnPadTest.scala (Browse further)