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.