Commit graph

9 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
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
1369da22f0
Login Location Persistence (#1009)
* 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
2022-10-11 11:16:12 -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
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
Fate-JH
6c93746767
Damage Changes/Explosions (#644)
* created base damage interaction classes and replaced various projectile-based damage that utilized ResolvedProjectile; not refined, maintains redundancy and overloads, but should work

* continuing to reduce the exposure of ResolvedProjectile and replacing it with applications of DamageInteraction, DamageResult, and DamageReason

* removed ResolvedProjectile from the project; adjusted remaining code paths to work around it

* vitals.test became vital.base; no one liked this

* lots of inheritance, polymorphism, and other chicanery; moved around files, so it also looks like more files have changed when they have not (even if they did)

* codecov file correction

* master rebase; vital directory structure changed, so file imports have been modified in several other files; ResolutionSelection has been removed, requiring direct function literal assignment; tests repaired, where necessary; no actual functional change

* code comments

* DamageResult is its own case class now, wrapping around a before/after target and the interaction used in its calaculations; tests have been corrected

* adjusted Player.Die() to demonstrate a damage-based suicide approach

* resolved circular inheritance in projectile damage modifiers; better employed explosion reason, damages players around exploding vehicle as example

* expanded explosions to other object types; exploding is now a flag and the damage is an innate property of the object type; removed advanced references to properties on the damage source, since the damage source is easily accessible; wrote comments; fixed tests

* overhaul to painbox damage to align with normal player damage handling, thus assimilating it properly into the damage system

* future development; normal vector from euler angles; custom proximity test

* where 'innateDamage' should have not replaced 'explosion'

* moved the hitPos for the generator test; attempting to imrpove the reliability of the auto-repair integration tests (didn't ...)

* spelling and private val
2020-12-08 14:32:42 -05:00
FateJH
97e64d5edc timing and damage tuning around: standard, reinforced, max; plasma grenades, dragon 2020-08-26 11:45:02 -04:00
FateJH
e5d0690c42 introduction of aggravated damage properties and modification of damage pathways such that 'aggravated' is treated as a unique damage type 2020-08-26 11:44:57 -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 common/src/test/scala/objects/VitalityTest.scala (Browse further)