* Re-write AOE behavior for new filter targets
Update Tacarc to use new filter targets
Added dev commands for skill and attack debugging
* Get all entities by detroyable
rather than controllable physics
Since destroyables are what can be hit
* Re-work filter targets to be 100% live accurate
reduce memory usage by only using one vector and removing invalid entries
get entities in the proximity rather than all entities with des comps in the instance, as was done in live
* remove debuging longs and remove oopsie
* address feedback
* make log more useful
* make filter more flat
* Add some more checks to filter targets
add pvp checks to isenemy
* fix typing
* Add filter target to TacArc and update filter target
* fix double declaration
* Some debugging logs
* Update TacArc reading
* make log clearer
* logs
* Update TacArcBehavior.cpp
* banana
* fix max targets
* remove extreanous parenthesesuuesdsds
* make behavior slot use a real type
---------
Co-authored-by: David Markowitz <EmosewaMC@gmail.com>
* chore: cleanup LU(W)string writing
and add methods for reading
remove redunent "packet" from packet reading helpers
move write header to bitstreamutils since it's not packet related
add tests for reading/writing LU(W)Strings
* remove un-needed function defintions in header
* make reading and writing more efficient
* p
p
* quotes
* remove unneeded default
---------
Co-authored-by: David Markowitz <39972741+EmosewaMC@users.noreply.github.com>
* refactor: Vendor inventory loading
Implement proper delta compression
dynamically determine multicostitems and standard cost items
Quatantine max's custom code
* address feedback
* fix newline
* oops
* remove header
* fix default and const for
* he said make it a reference too, not just const
* Convert BrickDatabase to namespace
This did not need to be a class.
* Fix linker errors
* convert to anonymous namespace
so the cache is unmodifiable outside the brickcache
* Move to lower scope level and remove log
* 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
* Fix incorrect serialization of SendTeleport
- Fixes all incorrect teleports in the game
- remove hacks in mast teleport
- ...
- ......
Update GameMessages.cpp
* Remove stupid argument
there got it all out
* remove extra true
* Update AMFDeserializeTests.cpp
Redo Amf3 functionality
Overhaul the whole thing due to it being outdated and clunky to use
Sometimes you want to keep the value
Update AMFDeserializeTests.cpp
* Fix enum and constructors
Correct enum to a class and simplify names.
Add a proper default constructor
* Update MasterServer.cpp
* Fix bugs and add more tests
* Refactor: AMF with templates in mind
- Remove hard coded bodge
- Use templates and generics to allow for much looser typing and strengthened implementation
- Move code into header only implementation for portability
Refactor: Convert AMF implementation to templates
- Rip out previous implementation
- Remove all extraneous terminology
- Add proper overloads for all types of inserts
- Fix up tests and codebase
* Fix compiler errors
* Check for null first
* Add specialization for const char*
* Update tests for new template specialization
* Switch BitStream to use references
* Rename files
* Check enum bounds on deserialize
I did this on a phone
Fixes#1048
Tested that closing the dialog via esc, the x in the top right, or the big red x doesn't exit the race
Tested that the green check button does exit the race
* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity
* address feedback
* make player flag types consistent
* fix typo
Clean up macros
more tomorrow
Cleanup and optimize CDActivities table
Remove unused include
Further work on CDActivityRewards
Update MasterServer.cpp
Further animations work
Activities still needs work for a better PK.
fix type
All of these replacements worked
Create internal interface for animations
Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
* Implement some trigger event calls
and command handlers
* add zone summary dimissed GM
* break and remove log
* some cleanup in Gather Targets
and blocking out
* fix default value of unlock for play cinematic
* Log on errors
add enum for physics effect type
simplify nipoint3 logic
check arg count
add enum for End behavior
* tryparse for nipoint3
* totally didn't forget to include it
* bleh c++ is blah
* ???
* address feedback
* Fix for #1028
* breakout gmlevel enum and make it a class
tested that things still work
slash command,
chat restrictions,
packets and serializations
* fix GM level for some slash commands
* fix new use of this enum
* CDClient cleanup and optimization
- Use static function to get table name
- Remove unused GetName function
- Replace above function with a static GetTableName function
- Remove verbose comments
- Remove verbose initializers
- Remove need to specify table name when getting a table by name
- Remove unused typedef for mac and linux
* Re-add unused table
Convert tables to singletons
- Convert all CDClient tables to singletons
- Move Singleton.h to dCommon
- Reduce header clutter in CDClientManager
* breakout the component types into a scoped enum
tested that things are the same as they were before
* fix missed rename
* fix brick-by-brick name to be crafting
because that's what it is