feat(tvt): test-phase statue HP override, stationary guards, in-game rename

- Statue HP overridden to 100k at spawn (MaximumHealthOverride) for the test phase - no DB change.
- Guards made fully stationary by overriding their definition's IntelligenceTypeName to
  NullMonsterIntelligence at runtime (no wander, no chase); no DB change.
- Statue/guard in-game names rebranded to 'TvT Statue' / 'TvT Guard' (runtime designation override).
This commit is contained in:
Acentech Dev
2026-07-21 16:19:07 +03:00
parent a2119b272e
commit 586590e06f

View File

@@ -120,6 +120,21 @@ public class HeykelSavasiContext : MiniGameContext
(459, 56, 58), (459, 56, 58),
}; };
/// <summary>
/// TEST-PHASE statue health: overrides the statue definition's real (3,000,000) health at spawn via
/// <see cref="MonsterSpawnArea.MaximumHealthOverride"/>, so statues can be fully broken within a match
/// while tuning. Applied purely at spawn time (no DB/config change); raise or remove after testing.
/// </summary>
private const int StatueTestHealth = 100_000;
/// <summary>
/// Assembly-qualified type name of the NPC intelligence used to make the statue guards completely
/// STATIONARY (no wandering, no chasing): they stay at their fixed spawn tile next to the statue until
/// killed. Applied by overriding the guard definition's <c>IntelligenceTypeName</c> at runtime (see
/// <see cref="SpawnStatueAsync"/>), so no configuration/DB change is needed.
/// </summary>
private const string StationaryGuardIntelligenceTypeName = "MUnique.OpenMU.GameLogic.NPC.NullMonsterIntelligence, MUnique.OpenMU.GameLogic";
/// <summary> /// <summary>
/// Maps a destroyed statue's index (0..5) to the <see cref="MUnique.OpenMU.DataModel.Configuration.MagicEffectDefinition.Number"/> /// Maps a destroyed statue's index (0..5) to the <see cref="MUnique.OpenMU.DataModel.Configuration.MagicEffectDefinition.Number"/>
/// of the class buff granted to the whole attacking team. All of these effects already exist in /// of the class buff granted to the whole attacking team. All of these effects already exist in
@@ -774,6 +789,9 @@ public class HeykelSavasiContext : MiniGameContext
return; return;
} }
// Rename the in-game statue name to the event branding (runtime override, no DB change).
statueDefinition.Designation = "TvT Statue";
// Distinct spawn-index ranges per (defender, index), so the up-front spawns never collide: // Distinct spawn-index ranges per (defender, index), so the up-front spawns never collide:
// e.g. Red index 0 -> 1000..1003, Blue index 3 -> 2030..2033. // e.g. Red index 0 -> 1000..1003, Blue index 3 -> 2030..2033.
var spawnIndexBase = ((int)defender * 1000) + (index * 10); var spawnIndexBase = ((int)defender * 1000) + (index * 10);
@@ -788,6 +806,10 @@ public class HeykelSavasiContext : MiniGameContext
Y2 = pos.Y, Y2 = pos.Y,
Direction = Direction.South, Direction = Direction.South,
SpawnTrigger = SpawnTrigger.OnceAtEventStart, SpawnTrigger = SpawnTrigger.OnceAtEventStart,
// TEST PHASE: lower the statue's effective HP so it can be broken within a match (see
// StatueTestHealth). Overrides the definition's 3M health only for this spawn - no DB change.
MaximumHealthOverride = StatueTestHealth,
}; };
var statueNpc = await this._mapInitializer.InitializeSpawnAsync(spawnIndexBase, this.Map, statueSpawnArea, this).ConfigureAwait(false); var statueNpc = await this._mapInitializer.InitializeSpawnAsync(spawnIndexBase, this.Map, statueSpawnArea, this).ConfigureAwait(false);
@@ -805,6 +827,12 @@ public class HeykelSavasiContext : MiniGameContext
return; return;
} }
// Runtime overrides (no DB change): make the guards fully STATIONARY next to the statue and
// brand their in-game name. Guard 580 is only used by this event, so mutating its shared
// definition here is safe and idempotent (re-applied on every event start).
guardDefinition.IntelligenceTypeName = StationaryGuardIntelligenceTypeName;
guardDefinition.Designation = "TvT Guard";
var spawnedGuards = 0; var spawnedGuards = 0;
for (var i = 0; i < GuardsPerStatue; i++) for (var i = 0; i < GuardsPerStatue; i++)
{ {