feat(castle-siege): adopt the upstream Castle Siege data model and persistence
Brings in the database layer of upstream OpenMU PRs #754 and #860 without touching AdaMu's working Castle Siege gameplay. This is purely additive: the existing 5-phase implementation still runs exactly as before. What is included: - DataModel: CastleSiegeState (the original Season 6 values 0-9, which are exactly what the game client's CASTLESIEGE_STATE enum expects), CastleSiegeJoinSide, and the zone/NPC/upgrade definition types. - Entities: CastleSiegeData, CastleSiegeGuildRegistration, CastleSiegeNpcState. These identify a guild by its persistent Guid rather than by name. - Generated persistence: 8 BasicModel + 8 EntityFramework model classes, CastleSiegeExtensions, and the regenerated ExtendedTypeContext, MapsterConfigurator and GameConfiguration partials. - Migrations: 20260730194321_AddCastleSiege and 20260801162427_ConfigureCastleSiegePersistence, plus the model snapshot. - EntityDataContext gains the two DbSets and the five model registrations. - EntityFrameworkContextBase only publishes configuration changes for entities in the configuration schema, so siege state writes are no longer broadcast as configuration changes. AdaMu-specific adaptations: - UpdateVersion.AddCastleSiegeData is 105, not upstream's 100. AdaMu already ships 95-104, and the applied-update bookkeeping is keyed on this value, so a collision would skip or re-run updates on live databases. - CastleSiegeInitializer does not seed a weekly StateSchedule. Upstream drives the cycle from a fixed Saturday schedule; AdaMu drives it manually from CastleSiegeEventPlugIn and the AdminPanel, so the schedule is left empty and nothing reads it. The seeded NPC definitions match AdaMu's existing hard-coded coordinates exactly (6 gates, the two crown switches and the crown), and additionally provide 4 guardian statues, 6 guardsmen and real gate/statue hit point tables that the current implementation does not have yet. Two pre-existing migrations were restyled by upstream (copyright header, using placement, trailing comma). No functional change. Verified: full server build succeeds with 0 errors.
This commit is contained in:
55
src/DataModel/Configuration/CastleSiegeNpcDefinition.cs
Normal file
55
src/DataModel/Configuration/CastleSiegeNpcDefinition.cs
Normal file
@@ -0,0 +1,55 @@
|
||||
// <copyright file="CastleSiegeNpcDefinition.cs" company="MUnique">
|
||||
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
|
||||
// </copyright>
|
||||
|
||||
namespace MUnique.OpenMU.DataModel.Configuration;
|
||||
|
||||
using MUnique.OpenMU.Annotations;
|
||||
|
||||
/// <summary>
|
||||
/// Defines a castle siege NPC instance, including its spawn location, side, and persistence settings.
|
||||
/// </summary>
|
||||
[Cloneable]
|
||||
public partial class CastleSiegeNpcDefinition
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets the monster definition template for this NPC.
|
||||
/// </summary>
|
||||
public virtual MonsterDefinition? MonsterDefinition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the unique instance identifier within its NPC type.
|
||||
/// </summary>
|
||||
public byte InstanceId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets a value indicating whether this NPC's state is persisted to the database between sieges.
|
||||
/// </summary>
|
||||
public bool IsPersistedToDatabase { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the default join side this NPC belongs to.
|
||||
/// </summary>
|
||||
public CastleSiegeJoinSide DefaultSide { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the X coordinate of the NPC's spawn position.
|
||||
/// </summary>
|
||||
public byte SpawnX { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the Y coordinate of the NPC's spawn position.
|
||||
/// </summary>
|
||||
public byte SpawnY { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the facing direction of the NPC at spawn.
|
||||
/// </summary>
|
||||
public Direction Direction { get; set; }
|
||||
|
||||
/// <inheritdoc />
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{this.MonsterDefinition} #{this.InstanceId} at ({this.SpawnX},{this.SpawnY})";
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user