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.
47 lines
1.3 KiB
C#
47 lines
1.3 KiB
C#
// <copyright file="CastleSiegeNpcState.Generated.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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//------------------------------------------------------------------------------
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// <auto-generated>
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// This source code was auto-generated by a roslyn code generator.
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// </auto-generated>
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//------------------------------------------------------------------------------
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// ReSharper disable All
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namespace MUnique.OpenMU.Persistence.BasicModel;
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using MUnique.OpenMU.Persistence.Json;
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/// <summary>
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/// A plain implementation of <see cref="CastleSiegeNpcState"/>.
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/// </summary>
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public partial class CastleSiegeNpcState : MUnique.OpenMU.DataModel.Entities.CastleSiegeNpcState, IIdentifiable, IConvertibleTo<CastleSiegeNpcState>
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{
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/// <inheritdoc/>
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public override bool Equals(object obj)
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{
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var baseObject = obj as IIdentifiable;
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if (baseObject != null)
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{
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return baseObject.Id == this.Id;
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}
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return base.Equals(obj);
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}
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/// <inheritdoc/>
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public override int GetHashCode()
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{
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return this.Id.GetHashCode();
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}
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/// <inheritdoc/>
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public CastleSiegeNpcState Convert() => this;
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}
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