Commit Graph

34 Commits

Author SHA1 Message Date
Acentech Dev
f8e856c7c6 feat(castle-siege): operate the Crown Switches by clicking, capture the crown by holding it
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The switches used to be held by simply standing near them, and the crown captured
by standing near it - clicking a switch only produced the client's "not implemented
yet" message. This drives both from the original interaction instead:

- Clicking a Crown Switch starts an operation which completes after
  CastleSiegeSettings.SwitchPushSeconds (15) and keeps the switch for the guild
  until its operator leaves the switch's area. One player per switch; anybody else
  clicking it is told another team is on it (C1 B2 14 state 2).
- While one guild holds both switches the crown's shield drops for it, and its
  guild master captures the throne by CLICKING the crown and holding it for
  CrownHoldTimeSeconds - seeded to 60 now, to match the countdown the client's
  registration panel hardcodes. The throne stays contestable until the siege ends.
- The shield now depends on the switches alone, as in the original; the gates and
  statues remain what they always were, the obstacle in the way.

The switch info packet (C1 B2 20) is broadcast before any switch-state packet
because the client's "switch released" handler reads its switch table without
checking that it exists - that table is only allocated when the info packet
arrives, so the wrong order crashes the client.

Also fixed while in here:
- The crown registration panel could never be closed: the cancel was only sent
  while the master still stood on the crown, which is precisely when the hold does
  NOT break. The panel is now closed for the player it was opened for.
- A contested switch was decided by enumeration order.
- Panels opened by the siege are closed when it ends.
- TryCaptureThrone was dead code carrying a second, diverged rule set.
- /csphase advertised the pre-refactor phase names to the client.
- The periodic broadcasts keyed off "UtcNow.Second % n", which silently skips when
  a tick runs late; they count ticks now.

The unit tests never compiled against the refactored model - they are migrated to
the state machine and guild ids, and cover the new switch and crown rules. A new
test proves update 105 writes the configuration into an existing database.

ApplyPendingUpdatesTool applies pending configuration updates without the admin
panel; it is [Explicit], so it never runs in a normal test pass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 21:44:12 +03:00
Acentech Dev
3aa9815b10 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.
2026-08-04 03:28:10 +03:00
Acentech Dev
38fd435ff6 Add RepairImportedMapWarpsSeason6 update (warp indexes 83-87)
Databases whose imported season 6 maps (Arkania 82, Acheron 83, Debenter 84,
Uruk 85, Ferea 86) were created by a fresh initialization end up with the map
rows and exit gates but without the /move WarpInfo entries, so /move answers
"Unknown warp index" for those maps.

AddArkaniaMapUpdateSeason6 and AddImportedMapsUpdateSeason6 return early when
the map already exists, which also skips the spawn gate, the WarpInfo and the
game-server assignment that follow. Update 104 repairs each of those pieces
independently and is safe to run repeatedly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 15:02:56 +03:00
ze-dom
960664c1c3 Reverted parenthesis, updated update plugin date
(cherry picked from commit b7df2defd31d3ee5eeca13490fd47956f1c06bb4)
2026-07-27 01:03:46 +03:00
ze-dom
6d473a4cf6 Updated update plugin
(cherry picked from commit e56c5c57f02af48d2d8c324282398c06e4ff931d)
2026-07-27 01:03:46 +03:00
ze-dom
5e33f16cdd Fixed frustum dynamic projectile index
(cherry picked from commit 2b30d22c1f49ac3e8ec42815a48cef6fa646e119)
2026-07-27 01:03:46 +03:00
ze-dom
e3c2012ddb Updated updateplugin
(cherry picked from commit 681b0e70e2d22204adba493c0b38369994e8afcc)
2026-07-27 01:03:46 +03:00
ze-dom
ddc9482809 Fixed durations and extra projectiles logic
(cherry picked from commit 2f552938d7057b09210e8fc77ff641b304b7f3f7)
2026-07-27 01:03:45 +03:00
ze-dom
00be181d5c Improved plugin description
(cherry picked from commit 60fc09689d498c6d2fca94a0ef00bdbfa3027042)
2026-07-27 01:03:45 +03:00
ze-dom
b884474fa6 Added updateplugin
(cherry picked from commit daf72d784757ca60a05fc1c897f182a5b82f7665)
2026-07-27 01:03:45 +03:00
ze-dom
7166513681 Fixed elf master skill s and added extra projectile attribute
(cherry picked from commit 983db566e6ac315acdcda5d1ac35cdf12d49c8bf)
2026-07-27 01:02:02 +03:00
sven-n
b854565586 Merge pull request #834 from eduardosmaniotto/bugfix/duplicate-rows
fix: duplicate rows in deserialized aggregate collections
(cherry picked from commit f95498770ea1af30530a164f868f571ec30052b5)
2026-07-23 11:38:09 +03:00
sven-n
8baf329654 Merge pull request #786 from ze-dom/DW_master_tree_finishup
(cherry picked from commit 06cc3489b92cc4b83a3a743ac9e29d00c144a303)
2026-07-23 11:38:08 +03:00
sven-n
d22ec20a04 Merge pull request #825 from eduardosmaniotto/feature/configurable-npc-buffs
feature: configurable npc buffs
(cherry picked from commit 6a061fcad756e644dadf3721e84e3cce2a25bceb)
2026-07-23 11:37:22 +03:00
Acentech Dev
d41d46f24f chore(hs): rename event display name 'Heykel Savasi' -> 'TvT Event' (strings only)
Display strings/messages/designations changed everywhere (Name, entrance
messages, NPC designation, HUD title). Code identifiers/namespaces/commands
unchanged. DB rows updated separately.
2026-07-21 13:01:36 +03:00
Acentech Dev
1e8478fe70 feat(hs): raise statue HP, transform players in-battle, per-player team roster packet, drop wing-unequip
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 10:25:07 +03:00
Acentech Dev
583df657fb feat(hs): web-applicable update plugin for the Heykel Savasi event
AddHeykelSavasiEventUpdateSeason6 (version 100): adds map 92 + terrain,
statue/guard monsters, red/blue base gates, event NPC 560 in Lorencia, and
the mini-game definition to an EXISTING config via the admin Updates page
(no DB wipe). Reuses HeykelSavasiMap/HeykelSavasiInitializer; idempotent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 01:22:51 +03:00
Acentech Dev
917831e198 feat(hs): import LoL map (server 92 / World93) + real base & statue coords
- Embed Terrain93.att (server map No 92 -> loads Terrain93); map Number 90->92.
- Real walkable coords from the LoL arena diamond (center lane x=42):
  Red base (42,10) top tip, Blue base (42,92) bottom tip; 7 statues per team along x=42.
- Client World93 + Object93 deployed to PC client separately.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 01:18:54 +03:00
Acentech Dev
32e05e2bc1 feat(hs): define statue (destructible) + guard monster definitions 2026-07-20 23:52:34 +03:00
Acentech Dev
cc0b7abb44 feat(hs): add event NPC 560 and place it in Lorencia
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-20 23:15:52 +03:00
Acentech Dev
5d0f475472 feat(hs): add HeykelSavasi MiniGameDefinition initializer 2026-07-20 22:44:38 +03:00
Acentech Dev
732196f623 feat(hs): add red/blue base exit gates on Heykel Savasi map 2026-07-20 22:38:20 +03:00
Acentech Dev
5a354fb419 feat(hs): add Heykel Savasi event map skeleton (map 90)
Adds HeykelSavasiMap (BaseMapInitializer, Number=90/World91) as an empty
terrain-only skeleton and registers it in GameMapsInitializer. Statue/guard
monster definitions and spawns are added by later Heykel Savasi tasks.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-20 22:31:46 +03:00
Acentech Dev
3d5d40b753 Add Warrior Wings & Cape (12/242-247)
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Six high-tier imported wings, one per class line: Wizard (242, Soul Master),
Magic (243, Duel Master), Elf (244, High Elf), Summoner (245, Dimension Master),
Warrior Cape (246, Lord Emperor + Fist Master) and Knight (247, Blade Master).
Each: base defense + defense-per-level, 3rd Wing Options, damage increase and
fast flight. Applied via update v99 (AddWarriorWingsUpdateSeason6), reusing the
shared "3rd Wing Options" option set to avoid Guid collisions.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 23:27:22 +03:00
Acentech Dev
1cadaa08ab fix(items): reuse shared 3rd Wing Options + level tables for Poison wings (avoid Guid collision) 2026-07-19 18:36:38 +03:00
Acentech Dev
3e8cd8fdae feat(items): Poison Wing/Cape as high-tier wings (defense + options + level bonuses)
Switch from the basic CreateWing overload to the full one: base
defense 65/60, defense-per-level, wing options (HP recover / phys
damage / defense), damage increase, fast flight. Level req 100.
2026-07-19 18:14:46 +03:00
Acentech Dev
affa4bd73b feat(items): add Poison Wing (12/240) and Poison Cape (12/241)
Basic wings via the simple CreateWing overload (base defense, class
restriction, CanFly; no options). Poison Wing=Dark Knight, Poison
Cape=Dark Lord+Rage Fighter. Update-plugin v98 + fresh-seed via
Wings.Initialize().
2026-07-19 16:54:33 +03:00
Acentech Dev
d84b29eac3 feat(maps): add Acheron, Debenter, Uruk, Ferea (maps 83-86)
Same pattern as Arkania: terrain resources Terrain84-87.att, map
initializer classes, registration, and update-plugin (v97) that
creates each map + spawn gate + /move warp AND assigns it to the
game server configuration so it is hosted. Also fix the Arkania
update-plugin to assign the game server config (was missing).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-19 15:47:05 +03:00
Acentech Dev
80ec466ab1 fix(maps): Arkania is map number 82 (client World = number+1 off-by-one)
Client tried to load World84 for map 83; MU client world index is
server map number + 1 (Lorencia 0 -> World1). Arkania client assets
are World83, so the server map number is 82 and the terrain resource
is Terrain83.att (number+1).
2026-07-19 14:08:01 +03:00
Acentech Dev
e3d37467d5 feat(maps): add Arkania DB update-plugin with spawn gate and /move warp 2026-07-19 13:45:37 +03:00
Acentech Dev
7e21fc1fb3 feat(maps): add Arkania map initializer (number 83) and register it 2026-07-19 13:43:26 +03:00
Acentech Dev
4628902f11 feat(maps): add Arkania (map 83) terrain resource Terrain84.att 2026-07-19 13:42:46 +03:00
Acentech Dev
ef3bffe39c feat(items): add Imperial Sword (0/50) and Imperial Staff (5/50)
Two new weapons placed at free item slots so they never collide with
standard Season 6 items. The client name DB (Item_eng.bmd) is the source
of tooltip name/stats, so only free slots are usable for custom items.

Both seed paths are covered:
- Fresh DB: Weapons.Initialize() calls the new CreateImperialWeapons050().
- Existing DB: AddImperialWeapons050UpdateSeason6 (UpdateVersion 95),
  applied from the AdminPanel Updates page, with an idempotency guard.

Imperial Sword is a Magic Gladiator weapon (copy of 0/28), Imperial Staff
is a Wizard weapon (copy of 5/31).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 22:03:52 +03:00
Acentech Dev
36fc125d5c baseline: OpenMU upstream b5a0961 (fresh source) 2026-07-14 19:00:35 +03:00