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This replaces the rather hard to understand event dispatcher with a
probably even harder to understand templated library, but fortunately
we can rely on the available documentation.
Hopefully it will also help with the readability of our code and with
adding additional signals to other classes.
Added libsigc++ to README and Travis CI configuration.
Reviewed-by: Erik Schilling
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Same thing, but shorter.
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You can now actually use the already used node in the monsters.xml
Monsters can have different vulnerabillities against elements:
<vulnerabillity element="earth" factor="2.0" />
This will double damage of the element earth to this monster.
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During the implementation bjorn and I agreed to limit the number of attacks that
can be used in the same tick to one. This makes a lot of stuff easier and the
client cannot display two frames at the same time
Things done:
- Implemented setting of attacks when equipping/unequipping items
- Single place where the xml attack node is parsed
- Finished attack logic
- Unified the attack handling of monsters and characters
- Added a global cooldown after attack use
(not only for next use of same attack)
- Removed the temponary attributes for the monster attack values
- Priorities for all attacks
- Rewrote the attack core:
- Attacks now have this attributes:
- warmup -> time a attack needs after starting it to actually deal the damage
- cooldown -> time a attack needs after dealing damage before another attack
can be used
- reuse -> time before the same attack can be used again
- If no attack is performed at the moment the following is done:
- make a list with all ready attacks
- check for attack that has the necessarily range and highest priority
- start this attack (inform client about it)
- when warmup is finished -> trigger damage
- when cooldown is finished -> allow to use other (or the same if reusetimer
allows) attacks
TODO:
- sync client with this to allow better timed animations
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Reviewed-by: bjorn.
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The timeout remembers a reference point of time against which it can check
how much time is remaining.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
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Reviewed-by: bjorn
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In preparation for using an entity/component system for the entities
in the game world, this name will be more recognizable and easier to
talk about.
Reviewed-by: Yohann Ferreira
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The main change here is to remove the separate calling of 'perform' on all
beings, and rather rely on the beings to do whatever they were doing in
that function when the virtual 'update' function is called.
Reviewed-by: Yohann Ferreira
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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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TODO: Inform client about this change.
Reviewed-by: bjorn.
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Previously, global function names were defined in the respective XML
definitions of items, monsters and status effects. This was reasonable when
they all had the same state, but now they're sharing the single global
Lua state.
Now the Lua API provides access to the ItemClass, MonsterClass and
StatusEffect instances, on which callbacks for both standard and custom
events can be explicitly set.
Reviewed-by: Erik Schilling
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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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Reviewed-by: o11c, bjorn, Bertram.
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This is more precise than sending the attack type, that
can be guessed by the client anyway when the type parameter
will be added in the <attack> tag.
This is the server part of Mana issue: #363.
Reviewed-by: Bjorn.
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Before at most one item was droped and the sum
of all probablilites was limited to 100%.
Also in the example data drops are changed to existing items.
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Just seems a bit more organized to me.
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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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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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A C++ developer should be able to recognize a constructor and a
destructor by just looking at it, so let's stop writing down the
obvious. :)
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Extracted the path finding algorithm out of the Map class and introduced
a new class called PathInfo that has the path finding information that
used to be part of MetaTile.
This allows a single vector of path information to be shared between all
maps running on the server, significantly reducing the memory overhead
per map (for 200x200 maps, the memory reduction is about 1 MB per map).
Part of this change is some cleanup, like moving the 'occupation' counts
into MetaTile, inlining some methods for performance reasons, and using
STL to simplify memory management.
Mantis-issue: 106
Reviewed-by: Bertram
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Not in tiles, as suggested by the header.
Trivial fix.
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As a consequence, the monsters can spawn again.
Reviewed-by: Freeyorp.
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Trivial fix.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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