The port turned the in-use flag off on a second use instead of refusing it, so a torch could be used again at
once; it now stays in use until the interact animation is done, as L_GF_TORCH does, and the cooldown is that
animation's length (4 seconds when it has none) instead of a flat 4. Check: use a tiki torch twice quickly: the
second use does nothing until the torch is done.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
L_ACT_CANDLE also blows a candle out on the "waterspray" skill event; the port only did it on a hit. The 169
candles in Forbidden Valley now go out (and count for missions 850, 1431, 1529, 1566 and 1603) when sprayed. Check:
spray a candle with the water gun: it goes out, smokes, relights after 5 seconds, and the candle missions count it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every game message still written or read by hand is now a NetGameMsg with
Serialize and Deserialize, in per-domain files:
- MovementMessages: teleport, platforms (resync and its request), orient to
angle, node rotation lock, gravity scale, jetpack mode, control scheme,
respawn checkpoint, rails (set/start, ready, cancel, arrived), mount
inventory ID, dismount complete, possession ack, ghost reference override
and position, camera cycling (eCameraTargetCyclingMode moves here).
- ZoneMessages: player loaded (the old PLAYER_LOADED case), ready for
updates, player ready, restore to post load stats, server done loading,
invalid zone transfer list, zone summary display/dismissed, level
processing complete, object world state, and the localized announcement
WorldMigration wrote by hand.
- PlayerMessages: chat mode, GM level, LEGO score, currency, reputation,
GM invis, pickup currency, zone and player statistics, chat commands, bug
reports, verify ack.
- ObjectMessages: fire event client/server side, notify client
(zone) object, notify object, script network vars, failed preconditions,
terminate interaction, set name, request use, request server object info.
- QuickBuildMessages: notify state, enable, cancel.
- ActivityMessages gains match response/update/request, leaderboard request
and data, shooting gallery score/rotation/fire, activity state change.
- MissionMessages gains MissionDialogueCancelled (a no-op, as before).
The wire structs left in GameMessages.h move to their domains (tooltip and
emote to Effects, loot and item use to Inventory, model build to Building,
behavior sound to Property, skill sets to Skill) and gain the missing
direction. The dismount logic moves to PossessorComponent::OnDismountComplete.
Every inbound message is registered in the GameMessageHandler map; the
switch is gone, and GameMessages.cpp only holds the GameMsg/NetGameMsg base
code. Call sites build the structs (NotifyClientObject, TerminateInteraction,
Teleport, PlatformResync, FireEventClientSide, NotifyObject and
NotifyClientZoneObject get convenience constructors like PlayFXEffect).
Dead senders are dropped: SendSetShootingGalleryParams (no callers, field
order was a guess), SendTeamPickupItem (the struct already existed),
SendRequestActivitySummaryLeaderboardData (the struct covers it).
Verified with RemainingMessagesTests: every old Send* function is frozen
verbatim in Legacy/RemainingMessagesLegacy.h and compared byte for byte
(same bits, destination and broadcast flag) over grids of inputs; every old
Handle* read sequence is frozen as a Read* oracle and compared with the
struct's Deserialize; round trips, truncation and a golden packet.
PlayerLoaded (0x00dc36f0), SetGMLevel (0x00dd6230), MissionDialogueCancelled
(0x00d9cc10) and LocalizedAnnouncementServerToSingleClient (0x00f23c50)
were checked against the client. Behaviour notes: an inbound message that
fails to deserialize is dropped, so ParseChatMessage over MAX_MESSAGE_LENGTH
is dropped instead of truncated, and PLAYER_LOADED / READY_FOR_UPDATES /
MISSION_DIALOGUE_CANCELLED now read their (unused) client fields.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Volumes on the server touched far more than in the client:
- An enemy's body in the physics world was a sphere the size of its aggro
radius, so trigger and damage volumes caught enemies from far away
(Cavalry Hill enemies taking damage on spawn). It is now the enemy's
own radius and collision group from its physics component.
- Trigger volumes ignored their collision group and caught everything.
dpEntity now filters with the client's collision filter
(PeCollisionFilter, 1.10.64 0x00fb6940, group table from 0x00fcf9a0):
POI walls ignore enemies, threat clearing walls ignore players, and
so on. The aggro sensor keeps seeing only players.
- Rotated boxes were tested as the axis aligned box around them, which
for a turned wall covers a big square (the AG survival boundary).
Sphere and point tests now use the box's own axes.
Proximity monitors take an optional collision group like live's
SetProximityRadius; the AM shield generators use live's (10 finds
enemies, 1 finds players).
Fixes#1127
Refs #1971
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client only simulates knockbacks on the character it controls
(LWOControllablePhysComponent::msgKnockback); enemies and NPCs are drawn
where the server puts them, so a knockback on them did nothing and
scripts stunned them instead.
MovementAIComponent::Knockback now flies the object the way the client
flies its character: a vector longer than 5 lifts it 0.5, throws it with
that velocity under WorldConfig gravity (times its gravity scale) until
it lands on the navmesh, no sooner than 250ms later; a shorter one moves
it by the vector. Walls taller than a step stop sideways motion, the
landing is put back onto the navmesh, and pathing and the combat AI wait
until it lands (destinations set mid air are walked to afterwards).
Position and velocity go out in the normal serialization every tick.
KnockbackBehavior builds the vector like the client's Cast (strength
capped at 300, angle as elevation, relative, caster and ignore_self) and
knocks back server moved targets that aren't immune, both when the
server casts and when a client's skill hits. The blocked bit it writes
now also answers for the target's knockback immunity, so a player whose
client hasn't caught up with a Personal Fortress isn't knocked out of it.
The AM shield generators knock enemies back like live instead of
stunning them.
Fixes#257
Refs #185
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts the combat messages to NetGameMsgs in CombatMessages.{h,cpp}:
Die, Resurrect, SetResurrectRestoreValues, SetPlayerAllowedRespawn
(SendToClient, as before), Knockback, SetStunned, SetStunImmunity,
SetStatusImmunity, AddBuff, RemoveBuff, AddRunSpeedModifier,
RemoveRunSpeedModifier and DeactivateBubbleBuffFromServer, and the
received RequestDie, RequestSmashPlayer, RequestResurrect, Resurrect,
ActivateBubbleBuff and DeactivateBubbleBuff. Smash and UnSmash move
here from GameMessages.h (Smash's ghostCapacity is ghostOpacity, the
client's name) and gain a Deserialize.
The callers (DestroyableComponent, BuffComponent,
ControllablePhysicsComponent, QuickBuildComponent, RacingControl,
RailActivator and the scripts) build the structs. SendResurrect's
respawn timer moves to DestroyableComponent::Resurrect. The received
messages are registered in GameMessageHandler's map and their switch
cases are deleted, along with the unused HandleRequestDie overload and
the Send* functions nothing called (SendSmash, SendUnSmash, the run
speed modifiers, SendActivateBubbleBuffFromServer). Handler logic is
unchanged.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(every optional field, bool patterns, empty and long strings), received
messages compared with the old handlers' read sequences and truncated
payloads rejected, hand computed golden bytes, round trips, and a
deliberate width mutation made the tests fail.
Known difference from the client, not changed here: DLU writes
SetStatusImmunity's nine flags in its own order; the client reads them
alphabetically (GameMessage::SetStatusImmunity::Serialize @ 00d8f140).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts PlayAnimation, PlayNDAudioEmitter, PlayEmbeddedEffectOnAllClientsNearObject,
PlayFXEffect, StopFXEffect, BroadcastTextToChatbox, Play2DAmbientSound,
Stop2DAmbientSound, UIMessageServerToSingleClient, UIMessageServerToAllClients,
StartCelebrationEffect, DisplayMessageBox, DisplayChatBubble, ChangeIdleFlags,
SetNameBillboardState, ShowBillboardInteractIcon, PlayCinematic, EndCinematic,
SlashCommandTextFeedback, PlayEmote and SetEmoteLockState (21 old Send
functions, 23 with overloads) and the received MessageBoxRespond,
ChoiceBoxRespond, CinematicUpdate and PlayEmote to NetGameMsgs in
EffectsMessages.{h,cpp}. The high traffic messages get a constructor for their
required fields. UI messages own their AMF arguments. Every caller is switched,
the received messages are registered in GameMessageHandler's map, and the old
functions and switch cases are deleted. Handlers are copied verbatim.
No wire change and no change in recipients: functions that always broadcast
whatever address they were given are sent with Send(UNASSIGNED_SYSTEM_ADDRESS),
functions that only did SEND_PACKET use SendToClient. Quirks are kept and
documented on the structs (PlayAnimation's UTF-8 sized name, the always written
null terminator in BroadcastTextToChatbox, StartCelebrationEffect always
writing celebrationID, SetNameBillboardState having no payload).
Verified byte for byte against a frozen verbatim copy of the old functions over
an input grid, to one client and broadcast; received messages compared with the
old handlers' read sequences and every truncated payload rejected; hand
computed golden bytes; round trips; a deliberate width mutation made the tests
fail. The byte-equality helper gains a Broadcast mode for functions that
ignored their address.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts the pet taming minigame, naming, command and bouncer messages to
NetGameMsgs in PetMessages.{h,cpp}: NotifyPetTamingMinigame,
NotifyTamingModelLoadedOnServer, NotifyPetTamingPuzzleSelected,
PetTamingTryBuildResult, PetResponse, AddPetToPlayer, RegisterPetID,
RegisterPetDBID, ShowPetActionButton, BouncerActiveStatus, SetPetName,
SetPetNameModerated and PetNameChanged (sent), and PetTamingTryBuild,
NotifyTamingBuildSuccess, RequestSetPetName, StartServerPetMinigameTimer,
ClientExitTamingMinigame, CommandPet and DespawnPet (received, registered
in GameMessageHandler's map; each Handle hands the message to the
player's taming or active PetComponent exactly as the old handler did).
PetComponent, BouncerComponent and the hydrant/catapult scripts build
the structs; the old Send*/Handle* functions and switch cases are gone.
The never-called SendClientExitTamingMinigame is folded into the
ClientExitTamingMinigame struct. MarkInventoryItemAsActive stays with
the inventory messages.
No wire change and no change in recipients. Verified byte for byte
against a frozen verbatim copy of the old functions over an input grid
(to one client and broadcast), received messages compared with the old
handlers' read sequences with every truncated payload rejected, hand
computed golden bytes, round trips, and a mutation check. Layouts
confirmed against the 1.10.64 client's Serialize/Deserialize in Ghidra.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The live script (L_EXPLODING_ASSET.lua) does everything inside
"if not bIsHit": smash the attacker if they stand within 10 units, cast
the explosion skill, smash itself and progress missions. The server only
guarded the attacker smash, so another hit before the asset despawned
cast the skill and progressed missions again.
The TODO asking to kill everything in a radius is obsolete: live smashes
only the attacker directly, and everyone else in range takes the
explosion skill's damage, which the server already casts. Removed it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The drill only progressed missions 972, 1305 and 1308 for the player who
started it, so another player breaking the drill (the usual way on a
busy Crux Prime) got no credit for the drill objectives. The live
script (L_SKULLKIN_DRILL.lua, notifyDie) credits the killer, then also
the activator when that is someone else, which is what it does now. It
also no longer dereferences a null attacker. Removes the "Missions"
TODO.
May account for part of #1021 (Crux Prime daily smashable objectives not
tallying); needs an in-game check with two players.
Refs #1021
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ported from the live server scripts that ship with the client:
- scripts\ai\LS\ForceFieldEffect.lua (LEGO Club and Starbase 3001 force
fields): plays effect 3671 "cast" on whatever touches the phantom.
- scripts\ai\NP\L_NPC_NP_JETPACK_GUY.lua (jetpack ambient NPCs): plays
the object's "launch" effect when used.
- scripts\02_server\Map\AM\L_SKELETON_SPAWNER_VOLUME.lua (Crux Prime
Skullkin area): with 10 or more players in the volume the Skullkin
engineer, miner and patroller networks maintain 2/6/6 instead of
1/4/4, with a 60 second cooldown between changes and a catch-up check
when it ends. Only players are counted, and the count never goes
below zero.
WBL_Enemy_Grabbler.lua only sets wander variables for the old Lua
movement AI, so it joins the other alpha wander scripts in the excluded
list instead of logging as missing.
Refs #746
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The dropship computer's OnDie activated the "next" spawner network
(pipe number + 1) when a player smashed it and only fell back to the
first network otherwise. The computer has no next network, so once a
player smashed it (easiest with area attacks like the Doom Hammer) it
never came back. The live script (L_DROPSHIP_COMPUTER.lua, shipped in
the client's server scripts) always resets its own network and
activates the first one, which is what it does now.
OnUse also dereferenced GetMission(979) without a null check, crashing
the world when a player without that mission used the built computer.
It now matches the live script: only players with the mission active
get the Nexus Talon data card, once. SsModularBuildServer had the same
unchecked GetMission and now checks the mission state.
Fixes#596
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Converts ActivityEnter, ActivityExit, ActivityStart, ActivityStop,
ActivityPause, StartActivityTime, RequestActivityEnter,
RequestActivityExit and ShowActivityCountdown to NetGameMsgs in
ActivityMessages.{h,cpp}, switches their callers (racing, shooting
gallery, survival, waves, AG course, NT combat challenge) and deletes
the old GameMessages::Send* / HandleRequestActivityExit functions.
REQUEST_ACTIVITY_EXIT is registered in GameMessageHandler's map.
No wire change. Verified by comparing every struct byte for byte with a
frozen verbatim copy of the old functions (tests/.../Legacy) over a
grid of inputs, both to one client and as a broadcast (a temporary test
proved the copy matched production before it was deleted), plus hand
computed golden bytes, round trips and a deliberate field mutation that
made the tests fail. Layouts confirmed against the 1.10.64 client in
Ghidra. Only difference: a broadcast no longer makes
the extra Send(UNASSIGNED, false) that RakNet already rejected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* change network settings from vector to LwoNameValue
* move settings on Entity to managed memory
* Migrate more members
* chore: remove pointer leakage from raw ldf pointers
* feedback
* fix ci
* fix: security vulnerabilities
Tested that all functions related to the touched files work
will test sqlite on a CI build
* fix failing test
* ai feedback
* add buffer size checking
* use c_str
* dont log session key
* Try this for a mac definition
* be quiet apple
tested the following are now functional
ag buff station
tiki torch
ve rocket part boxes
ns statue
property behavior
extra items from full inventory
hardcore drops (items and coins)
* fix: the exploding script is the most amazing piece of code i have ever had the pleasure of working with and has been amazing to work on and translate from lua
hahahahahahahahahahwwwwwwwwwwwwwwww草
* Enhance hit detection with proximity object checks
Refactor hit handling to include proximity checks for destroyable entities.
* chore: Remove dpEntity pointers from collision checking
* Update fn documentation in ProximityMonitorComponent.h
* use more idiomatic method to calculate vector index
* feedback
* missed a ranges::find replacement
* adjust for feedback. last changes tonight.
* okay, also remove unneeded include. then sleep.
* for real tho
* update to use unordered_set instead of set
fixes an issue when stew blaster would stop for non-players and would stand still permanently due to enemy hitboxes being removed. Tested that stewblaster only stops for players and starts moving when there are no players in the vicinity
* remove goto
* Update MovementAIComponent.cpp
* convert to PathWaypoint
Easier for usage with paths
* add path parsing
* ref removal, simplification of work
* it works
* Update MovementAIComponent.cpp
* disable pathing for combat
we just need it for npcs for now, combat ai can be done later
* fixed stuttery enemies
wow
* start at ramped up speed
* add pausing and resuming
* Update MovementAIComponent.cpp
* Update MovementAIComponent.h
* Update CMakeLists.txt
* fix: more include changes
* fix: remove dZoneManager from global include
* fix: dDatabase
* fix: dCommon
* fix: object libs
* fix: rebase
* fix: bcrypt
* wip: try simplified connector build
* fix: update dockerfile
* fix: mariadb C/C++ on apple
* feat: Move scripts to CMAKE_MODULE_PATH
* fix: dPropertyBehaviors
* fix: macos?
* fix: Dockerfile
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* fix: macos?
* try: install_name_tool
* fix not building on unix
* fix include paths
* Remove code changes
Will fix in another PR.
* format pass
remove 2 more included directories.
remove commented out code
add status to messages
* comments and format
surround include directories with quotes
remove commented out code
remove debug messages
* Update CMakeLists.txt
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
tests
tested that red green and yellow bots waved when interacted with
tested that construction robot races when interacted with
wandering vendor does nothing before and after, but script is ready for use when npcs are implemented.
add scripts for robot city
* Moved unrelated changes out of the TryParse PR branch
* const correctness and cstdint type usage
* removing a few "== nullptr"
* amf constexpr, const-correctness, and attrib tagging
* update to account for feedback
* Fixing accidentally included header and hopefully fixing the MacOS issue too
* try reordering the amf3 specializations to fix the MacOS issue again
* Amf3 template class member func instantiation fix
* try including only on macos
* Using if constexpr rather than specialization
* Trying a different solution for the instantiation problem
* Remove #include "dPlatforms.h"