Two script TODOs with the live scripts shipped in the client to follow:
- AgPropGuard: accepting mission 768 before touching the orb (flag 71
unset) plays the "MissionCam" cinematic, as L_AG_PROP_GUARD.lua does.
Also no longer dereferences a missing Character.
- BaseFootRaceManager: joins the "FootRaceStarter" group on startup like
L_ACT_BASE_FOOT_RACE.lua, since other foot race objects look the
starters up through that group.
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The TODO asking to kill everything in a radius is obsolete: live smashes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 faction and immunity change, spawning the spider wave, knockbacks
and reading the animation time are all implemented right below their
TODOs, so the comments were stale. No behaviour change.
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>
* feat: testmap improvements
fixes#1191
removed the force flag because it would only work to let you softlock your character.
tested that taking the lego club door now spawns you at the lego club/ns lego club doors always vs letting you spawn where ever.
tested that a testmap no longer spawns you where you last were in a zone and instead spawns you at the spawn point
inspect allows you to inspect zoneControl and localCharacter now
updated docs with the new info
* Update Entity.cpp
* fix: add range checks to npc combat skill behavior
tested that all enemies now cast skills smartly based on range to targets, and do not cast skills if they are out of range.
fixes an issue where the spider queen could attack you outside the normal range
fixes an issue where entering happy flower caused you to need to restart the client
fixes#965
* feedback
* 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.
* feat: re-write persistent object ID tracker
Features:
- Remove random objectIDs entirely
- Replace random objectIDs with persistentIDs
- Remove the need to contact the MASTER server for a persistent ID
- Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated
- Default character xml version to be the most recent one
Fixes:
- Return optional from GetModel (and check for nullopt where it may exist)
- Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs
Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this)
There is also duplicate check logic in place for properties and UGC/Models
* Update comment and log
* fix: sqlite transaction bug
* fix colliding temp item ids
temp items should not be saved. would cause issues between worlds as experienced before this commit