Commit Graph

14 Commits

Author SHA1 Message Date
Acentech Dev
6f7e58ff35 refactor(castle-siege): drive the cycle on the client's state numbers and persist guilds by id
Moves AdaMu's working Castle Siege onto the upstream data model that the
previous commit introduced, without changing how the siege plays.

State model
- CastleSiegePhase is replaced by DataModel's CastleSiegeState, whose values are
  exactly what the game client's CASTLESIEGE_STATE enum expects. The cycle now
  runs Idle1(0) -> RegisterGuild(1) -> Ready(6) -> Start(7) -> End(8) ->
  EndCycle(9) -> Idle1(0).
- Idle2(2), RegisterMark(3), Idle3(4) and Notify(5) keep their numbers for client
  compatibility but are never entered: AdaMu registers guilds directly and has no
  Mark of Lord step.

Guild identity
- Guilds are now identified by their persistent Guid instead of by name, so a
  rename (or a delete and re-create under the same name) can no longer hand
  castle ownership to the wrong guild. Names are carried alongside only for
  display and for the packets that send a name to the client.
- Interfaces.Guild deliberately has no id and the guild server's short ids are
  in-memory only, so the persistent id is resolved through the guild name once
  and cached per process. This avoids adding a method to IGuildServer, which
  upstream keeps changing.

Persistence
- The castle owner is stored in the CastleSiegeData row and the registrations in
  CastleSiegeGuildRegistration rows, replacing the previous plugin-configuration
  JSON blob. Only the current state and when it started still ride on the plugin
  configuration, because they have no column in the upstream schema.

Castle NPCs
- The hard-coded gate, catapult, crown and switch coordinates are gone. They are
  read from GameConfiguration.CastleSiegeConfiguration, seeded by
  CastleSiegeInitializer. Definitions flagged IsPersistedToDatabase are the
  breakable defenses and count towards the throne, which additionally brings in
  the 4 guardian statues the previous implementation did not spawn.
- The crown hold time now comes from the seeded configuration instead of the
  plugin settings.

The AdaMu operational settings (cycle durations, registration fee, designated
server id, auto-open schedule) moved to a renamed CastleSiegeSettings class, so
they no longer collide with upstream's CastleSiegeConfiguration entity.

Verified: full server build succeeds with 0 errors.
Not yet done: the 0xB2 0x00 CastleSiegeState request handler, and the docker /
local run.
2026-08-04 03:37:37 +03:00
Acentech Dev
fbe75d55be feat(CS): run the siege on ONE designated server (CastleSiegeServerId)
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With multiple game servers each has its own map instances, so the siege ran
independently on all of them - a guild could win uncontested on an empty server's
Valley of Loren. Now the siege (tick/spawn/battle/registration) runs only on the
server whose Id == config.CastleSiegeServerId (AdminPanel-editable). Other servers
skip the siege and just mirror the shared castle owner from config so the hunting-map
gate + castle flag rewards still work everywhere. The Guardsman on non-siege servers
tells players which server to switch to.
2026-07-15 19:10:48 +03:00
Acentech Dev
f135e90899 fix(CS): stop crown re-capture loop + show seal panel only to the master
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- The occupier can no longer re-register its own throne (canCapture = eligible != occupier),
  which caused a repeating 60s panel loop; only a DIFFERENT guild can contest.
- The 60s registration panel (0xB2/0x15) is now sent ONLY to the master on the crown,
  not broadcast to switch-holders/other players. Shield(0x16) + capture(0x18) still broadcast.
+1 test (15 total).
2026-07-15 16:22:13 +03:00
Acentech Dev
e5dfa24585 fix(CS): send crown shield packet (0xB2/0x16) only on change, not every tick
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The shield packet pops a modal message box on the client; sending it every tick
re-opened the modal continuously and froze player input at siege start. Track the
shield state in the context and only push the packet when it actually flips.
2026-07-15 15:36:51 +03:00
Acentech Dev
3dd4881406 feat(CS): authentic Crown-hold throne capture (S6 protocol) replacing Sinior-talk
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Break all gates + hold both switches (defenses down) -> the Crown shield drops
(C1 B2 16=0). The guild master then stands on the Crown (176,212) and holds for
CrownHoldDuration (default 60s, client shows a 60s countdown via C1 B2 15) to
capture; capture broadcasts C1 B2 18 + golden text and sets the occupier. Losing a
switch or leaving the crown resets the hold (contestable until the siege timer ends).
Sinior (223) is now informational guidance. +2 tests (14 total).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 15:04:10 +03:00
Acentech Dev
4651ef232c refactor(CS): schedule + periods are config-owned, AdminPanel-editable
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Move the auto-schedule from context-owned state to the plugin config (single source
of truth): RegistrationOpenDays + RegistrationOpenTimes + Registration/Preparation/
SiegeDuration are all editable in the AdminPanel plugin config and take effect live
(context refreshes its config reference each tick via UpdateConfiguration). /csschedule
now writes the config. Removed the duplicate Persisted schedule fields. 12 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 14:52:07 +03:00
Acentech Dev
7cf790c2a8 feat(CS): on-map siege countdown timer (S6 client protocol C1 B2 17/1E)
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Client already renders the siege-map countdown but never received the packets.
New ICastleSiegeStatusViewPlugIn + RemoteView impl send the raw S6 packets:
C1 B2 17 (battle start/stop flag, arms the countdown) and C1 B2 1E (remaining
hour/minute). CastleSiegeEventPlugIn broadcasts them to players on the battle map
every 10s during Siege and sends stop at Settlement. No client changes. +1 test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 13:45:01 +03:00
Acentech Dev
ac6700a356 feat(CS): weekly auto-schedule (day-of-week + UTC time), persisted, /csschedule GM cmd
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The siege can now auto-open registration on scheduled days/time instead of only
manual /csphase. Schedule is context-owned state (like owner), persisted across
restarts via the same config-JSON path. New GM command /csschedule sets/views/clears
it (e.g. /csschedule Sunday 20:00, UTC). +2 unit tests (11 total).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 12:47:29 +03:00
Acentech Dev
9bdd57703f feat(CS): persist owner/phase/registrations across restarts via plugin config JSON
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Castle Siege state was in-memory, so the castle owner (and thus the P4 hunting-map
reward) reset on every server restart/redeploy. Now the context marks itself dirty
on any persistable change (phase transition, registration, owner set); the plugin's
periodic tick writes a snapshot into its own PlugInConfiguration CustomConfiguration
(a JSON blob already stored in PostgreSQL - no schema migration) and restores it on
startup. Battle state (defenses/switches/occupier) stays transient. +2 unit tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 12:17:34 +03:00
Acentech Dev
72ebc96e28 feat(CS-P3): throne registration via Sinior/Crown talk (223/216) after defenses down + both switches held; reachable defense positions
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2026-07-15 02:49:27 +03:00
Acentech Dev
db8bdd394f feat(CS-P3): PROPER siege - position-based Crown Switch hold (stand on them) + gates & statues destructibles + auto throne capture; remove non-working talk handlers
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2026-07-15 02:28:14 +03:00
Acentech Dev
c50af5e5c2 feat(CS-P3): full siege objective chain - guardian statues (Destructible spawn) + dual Crown Switch hold + throne capture gating 2026-07-15 01:52:19 +03:00
Acentech Dev
9f2078d724 feat(CS-P3): throne capture + settlement winner in state machine + tests
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2026-07-15 00:48:09 +03:00
Acentech Dev
73de807bef feat(CS-P1): Castle Siege phase state machine (in-memory, time-injected) + tests 2026-07-14 22:40:24 +03:00