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.
41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
// <copyright file="CastleSiegeStateScheduleEntry.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.DataModel.Configuration;
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using MUnique.OpenMU.Annotations;
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/// <summary>
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/// Defines a scheduled transition to a specific <see cref="CastleSiegeState"/> at a given day and time.
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/// </summary>
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[Cloneable]
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public partial class CastleSiegeStateScheduleEntry
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{
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/// <summary>
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/// Gets or sets the siege state that becomes active at the scheduled time.
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/// </summary>
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public CastleSiegeState State { get; set; }
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/// <summary>
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/// Gets or sets the day of the week on which this state transition occurs.
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/// </summary>
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public DayOfWeek DayOfWeek { get; set; }
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/// <summary>
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/// Gets or sets the hour (0–23) at which this state transition occurs.
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/// </summary>
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public byte Hour { get; set; }
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/// <summary>
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/// Gets or sets the minute (0–59) at which this state transition occurs.
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/// </summary>
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public byte Minute { get; set; }
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/// <inheritdoc />
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public override string ToString()
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{
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return $"{this.State} on {this.DayOfWeek} at {this.Hour:D2}:{this.Minute:D2}";
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}
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}
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