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Each ability can now define a cooldown that prevents the player from
using other abilities for a while. The time of this cooldown can be set
to any attribute. The modified value of the attribute is the value of
the cooldown in game ticks. The cooldown will be automatically started
if the ability has `autoconsume` set to true. Otherwise a script has to
call entity:cooldown_ability(ability).
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This later allows monsters and characters to use this component.
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On the one hand setSetName and setName could sound misleading in the qt
client patch i plan. On the otherhand i never really liked the name
"set". I think category is more general and obvious.
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This was the final step to remove the hierachy with Entity on the top.
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I did not really care too much about staying consistent with the use of
static_casts to Actors since they are only temporary anyway until Actor
is a component too.
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A CharacterData was created as a proxy class in order to allow using the
old serialization method.
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Things done:
- Allowed to create new Attributes outside of the protected scope of Being
- Moved Monster to MonsterComponent
- Some minor cleanup in the Attribute setting code of monsters
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This allows the server to compile with c++0x (and enables it).
This also includes some coding style / readabillity fixes.
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All damage dealing is now handeled via CombatComponent.
Monsters use a derived MonsterCombatComponent since they can have a damage
mutation and have a seperate script callback.
The wirering with Being is still not optional since most of the stuff does
not exist as components.
Things done:
- Seperated the fighting code from Being and only let Characters and Monsters
add the Component (less overhead for npcs)
- Added a getter for Attribute values to prevent searching it all the time in
non Being members
- Fixed the type if the damage mutation to double (no idea why it was int)
I did not want to copy it over incorrectly
- Removed the addAttack/removeAttack overrides in Character and made the
knuckleAttack being added based on newly added signals
Future TODOS:
- Remove depedency on Being as soon all needed dependencies are available
as components of Entity
- Move the monster script callback into the general combatcomponent and
make it usuable for characters too
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Reviewed-by: Yohann Ferreira
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Items also have positions, so the ItemComponent only makes sense as part of
an Actor. Later on it will probably be part of an entity that also has an
ActorComponent.
Since it was annoying to update all the places where items were created,
I've introduced a function for this.
The component types are now prefixed with "CT_" because I wanted to introduce
an 'Item' namespace which would otherwise be conflicting. The component types
enum isn't used much in the code so it can look a bit ugly.
Reviewed-by: Yohann Ferreira
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Same thing, but shorter.
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- Made the current charge being saved.
- Added script binds:
- chr_set_special_recharge_speed
- chr_get_special_recharge_speed
- chr_set_special_mana
- chr_get_special_mana
- get_special_info
- Added special info lua class. Functions:
- name
- needed_mana
- rechargeable
- on_use
- on_recharged
- category
Further the engine no longer sets charge to 0 after using of specials
this allows more flexbilillity (like failing specials).
Changes on the xml database:
- recharge renamed to rechargeable (needed by client and server)
- needed - the needed mana to trigger a special (server only)
- rechargespeed - the defailt recharge speed in mana per tick (server only)
- target - the type of target (either being or point) (server and client)
I also made the lua engine pushing nil instead of a 0 light userdata when
the pointer was 0.
Database update needed.
Change is tested.
Mana-Mantis: #167, #156
Reviewed-by: bjorn.
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These were unused parameters and one return type with an ignored 'const'
qualifier.
Reviewed-by: Yohann Ferreira
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Step to be able to handle chatcommands by scripts.
Reviewed-by: bjorn.
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Usage:
@effect <id>
@effect <id> <char>
@effect <id> <x> <y>
Reviewed-by: Bertram.
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No more Lua state for each status effect, monster, item effect or map. All
scripts are loaded into the same state. This should be more efficient overall
and make it easier to implement dynamic reloading of the scripts in the
future.
Now, this introduces the problem of name collisions between different Lua
scripts. For now this is solved by using more specific function names, like
'tick_plague' and 'tick_jump' rather than just 'tick'. The plan is however
to get rid of these globals, and register these callbacks from the script,
so that they can be local functions without the danger of colliding with
other scripts.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
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- Added announcements having senders now.
- Removed /announcement support.
Reviewed-by: Bjorn.
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Reviewed-by: o11c.
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Added @permissions <character> which lists the permissions of a player.
Made @givepermission giving feedback on success.
Reviewed-by: Thorbjørn Lindeijer.
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Reviewed-by: Thorbjørn Lindeijer.
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Add chatcommand @getpos <character> which return the mapid and location of the character.
Part of: Mana-Mantis: #385.
Reviewed-by: Bertram.
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Resolves: Mana-Mantis #386
Reviewed-by: o11c.
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A client can craft something using the @craft command.
The command needs a list of item names and amounts. The gameserver checks
if the character has these items in the inventory and then passes the list
together with the character handle to the lua script function on_craft in
the script file scripts/crafting.lua.
This function can then be used to evaluate if the list is a valid crafting
combination and when this is the case take or give items.
Implemented two example crafting scripts there, one which enforces exact
item order and amount and one which doesn't. Both are disabled per default
and one needs to be enabled by uncommenting a line.
Also gave the player group permission to use the @craft command in
permissions.xml and added two new items (wood and iron) required for the
example crafting combination.
Resolves: #333
Reviewed-by: bcs86, Bertram
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When banning a character, the game master now sets a time unit (m, h, d, w
or y for minutes, hours, days, weeks or years) after the duration.
Ban durations longer than 2^16 minutes are now possible.
The banned character is now kicked automatically and the banning character
receives a feedback chat message.
Reviewed-by: Thorbjorn
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* Rely on the fact that a std::string is empty by default
* Use std::string::empty() rather than comparing to ""
* Construct with std::string() rather than from ""
Reviewed-by: Bertram
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The @drop and @item commands can now accept an item name instead of an
item ID. In addition the amount can be omitted to create a single item.
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I rewrote the @spawn command to allow two new things:
1. The monster ID can be replaced with the name of the monster.
2. The amount of monsters can be omitted. In that case a single monster
is spawned.
Reviewed by: Jaxad and Thorbjorn
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This reflects much more what the function does IMHO.
Trivial.
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Reviewed-by: Crush
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The @log command is the equivalent to tmwAthena's @l. It allows to log
a text as a transaction for documentation purpose.
The @logsay command works like @t on tmwAthena. It says something in
public chat while also logging it as a separate trasaction.
Reviewed-by: Thorbjorn
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@kick disconnects the client connection of a character. The new error-
code 11 (ERRMSG_ADMINISTRATIVE_LOGOFF) is not supported by the client
yet. It will show a generic "The connection to server was lost" message
instead.
@kill kills the character by setting its HP to 0.
Added @kick transaction code I forgot in last commit. Considering that
this was just minutes ago I think that noone updated his database yet.
So I don't think that a new database version is justified for this.
Reviewed-by: Bertram
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The @mute, @goto, @attribute and @announce commands now logs transactions
to the database.
Added new transaction codes to database. I've preliminarily added a lot
of codes for not yet supported commands so that we needn't do a database
update with every single commit which implements one.
Also using the equivalent "say" helper function in place of the
"GameState::sayTo" method in the command handler.
Reviewed-by: Kage
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The @die chat command kills the evoking character by setting its hit
points to 0. The example permissions.xml assigns it to the "tester"
rights group and not "players" because server admins who are not aware
of this command might run into trouble when they assume that players
don't have a method to teleport to their spawn point voluntarily.
Resolves: mantis ticket #192
Reviewed-by: Jaxad0127
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Reviewed-by: Bertram
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@warp no longer takes a character. @charwarp was added to handle
that ('#' still means the player). Both can take a map name,
map id (preceded by '#') or '#' for the player's current map.
Logging of warp commands now logs destination map and player
warped (for @charwarp).
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Reviewed-by: Thorbjorn.
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The @mute command stops another character from talking in the
public chat for a specified amount of seconds. It doesn't survive
a reconnect of the client, but I don't think that this is necessary
because a mute by a GM is usually intended as a slap on the wrist
with more severe consequences to follow (like @ban).
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Attribute system:
Structure is no longer completely hardcoded. Attributes and structure is
defined by new xml file (defaulting to stats.xml)
Structure defines non-base modifications to an attribute, to be used by
modifiers from items, effects, etc.
Calculating the base value for core attributes is still done in C++ (and for
such fundamental elements the only reason I can think of to do it any other
way is perhaps being able to quickly change scripts without a compile could be
useful for testing, but such things are a low priority anyway)
Item structure:
Modifiers are now through triggers rather than single events. This also
removes hardcoded types - an item could be both able to be equipped and be
able to be activated.
Item activation no longer consumes by default, this must be specified by the
property <consumes /> inside the trigger.
Currently only attribute modifications, autoattacks, and consumes are defined
as effects, but stubs for others do exist. Autoattacks are currently
non-functional, and this should be rectified with some urgency.
Auto Attacks:
AutoAttacks are now separate entities, though not fully complete, nor fully
integrated with all beings yet. Integration with the Character class is
urgent, integration with other Being children less so.
When fully integrated this will allow for multiple autoattacks, through
equipping multiple items with this as an equip effect or even through other
means if needed.
Equipment structure:
As ItemClass types are no longer hardcoded, so too are equip types. An item
have multiple ways to be equipped across multiple equipment slots with any
number in each slot. Character maximums are global but configurable.
Miscellaneous:
Speed, money, and weight are now attributes.
Some managers have been changed into classes such that their associated
classes can have them as friends, to avoid (ab)use of public accessors.
The serialise procedure should also be set as a friend of Character (both in
the account- and game- server) as well; having public accessors returning
iterators is simply ridiculous.
Some start for such cleanups have been made, but this is not the primary focus
here. Significant work will need to be done before this is resolved
completely, but the start is there.
BuySell::registerPlayerItems() has been completely disabled temporarily. The
previous function iterated through equipment, yet in the context I think it is
intended to fill items? I have been unable to update this function to fit the
modifications made to the Inventory/Equipment/Possessions, as I am unsure what
exactly what it should be doing.
ItemClass::mSpriteId was previously unused, so had been removed, but I
notice that it was used when transmitting equipment to nearby clients.
Experimentation showed that this value was never set to anything other than
0, and so has been left out of the ItemManager rewrite.
I am not entirely sure what is happening here, but it should be worth looking
into at a later time, as I am not sure how equipment appearences would be sent
otherwise.
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Reviewed-by: Jaxad0127.
Resolves: Manasource-Mantis #22
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using the permission manager in the account-server.
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