* Logger: Rename logger to Logger from dLogger
* Logger: Add compile time filename
Fix include issues
Add writers
Add macros
Add macro to force compilation
* Logger: Replace calls with macros
Allows for filename and line number to be logged
* Logger: Add comments
and remove extra define
Logger: Replace with unique_ptr
also flush console at exit. regular file writer should be flushed on file close.
Logger: Remove constexpr on variable
* Logger: Simplify code
* Update Logger.cpp
* Move EntityManager to Game namespace
* move initialization to later
Need to wait for dZoneManager to be initialized.
* Fix bugs
- Cannot delete from a RandomAccessIterator while in a range based for loop.
Touchup zone manager initialize
replace magic numbers with better named constants
replace magic zonecontrol id with a more readable hex alternative
condense stack variables
move initializers closer to their use
initialize entity manager with zone control
change initialize timings
If zone is not zero we expect to initialize the entity manager during zone manager initialization
Add constexpr for zone control LOT
* Add proper error handling
* revert vanity changes
* Update WorldServer.cpp
* Update dZoneManager.cpp
* Add failArmor server side
Address out of bounds reading in behavior
Address the basicAttackBehavior reading out of bounds memory and reading bits that didnt exist, which occasionally caused crashes and also caused the behavior to do undefined behavior due to the bad reads.
Tested that attacking a wall anywhere with a projectile now does not crash the game. Tested with logs that the behavior correctly returned when there were no allocated bits or returned when other states were met.
Add back logs and add fail handle
Remove comment block
Revert "Add back logs and add fail handle"
This reverts commit db19be0906fc8bf35bf89037e2bfba39f5ef9c0c.
Split out checks
* Cleanup Behavior streams
Adds the ability for the buccaneer valiant to spawn a ship that rams
enemies and smashes them. Next to a script that triggers the ship skill
a few other changes had to be made:
- Force movement behavior server side calculation and sync
- The ship has no physics volume so the FindValidTargets for behaviors
had to be altered to allow ControllablePhysics entities to find entities
within their area. The "target_self" AOE flag has been used to replicate
the old behavior.