… crashing the server - fixed an issue were we wouldnt be put on the regeneration timer after taking damage - the GameSystems Service properly initializes now - fixed an issue in network_map where on deleting an element the lambda wouldnt be able to access the copy of the referenced data and crashed - update Counters will now properly work for baselines too - these are NOT ALWAYS zeros - fixed multiple issues were the auto serialization would send empty updates - fixed (some) of the instances where the factory initializing the object would trigger the serialization of deltas that get send after the first delta serialization was triggered - implemented the surrender skill command - the blue frog will now grant the novic entertainer skill on request - skills skillmods and skillcommands now get properly applied or removed on learning / unlearning a skill Signed-off-by: schmunzel <firstname.lastname@example.org>
- added GameSystem Service to hold Gamesystems that are to small to warrant an own manager - fixed an issue were the command list was implemented in the creature list Commands are an element of the YALP 9 (the other skill related elements are elements of their CREOs) - added the commandlist to the yalp and removed the code from the creo - altered the handling of the command validation where we check now for the actor being a player before we check whether the command is available CREATURES HAVE NO COMMANDS! - skillcommands are now loaded in the playerfactory they now get properly displayed in the skill window after logging in - the static skillmanager now loads command info for the skills so we have relevant information for skill (command) removal - implemented the dropskill command. It will drop the skill and remove the related commands while taking care for those commands that might be granted by more than one skill. Skill mods will be altered depending on the skillmovalue granted by the skill or removed entirely when zero - still need to handle schematics
… dont need to be resend to the player when the player relogs before the playerObject is destroyed - fixed the issue with the player being alone in the world after relog without any NPCs by now properly filtering what to create out of the aware list - added special baseline routines to buildings and cells as special rules apply to their creation concernig creation order and the endbaseline of the building must only be send AFTER the creation of the last cell - added the stored procedures to persist skills, remove skills and update the experience - fixed an issue where the core tried to persist XP data without detailing for what player - fixed an issue in which the owner for certain items (playerobject inventory object tangibles etc) was set to zero in the Objecttable - player and object data now gets deleted after the player logs out. This ensures that no autopersist routine mistakenly updates these objects in the db and overwrites the container in case that cant be found - this ensures that players should now be able to load into the core much more reliably (and saves a ton of ram later on)
…build the server until vc12 is able to build the dependencies
…cks for HamSize and Updates as not to desynchronize the client - added Functions to alter Ham and Wounds and apply CommandCosts to stats and exposed them to python updateCurrentHitpoints updates the HAM mainBars (health/action/mind) applyWound applies a Wound to the HAM mainbars removeWound removes a Wound from the HAM mainbars ApplyHamCost checks and applies HAM cost for 1 mainstat ApplyHamCosts checks and applies HAM cost for all mainstats - added bluefrog functions to test Ham Functionality (still need to implement the regeneration) - fixed the logout sequence so the Player gets properly removed through the deadline_timer. The timer hasnt been able to access the ObjectController as it was given the Controller Object. I still think the naming scheme needs to change there - fixed the login/logout sequence so we can login directly after having logged out by implementing Object::__InternalReloadPlayer() which will create all the aware Objects for the freshly relogged PlayerObject in the proper sequence - fixed the db loading process for HAMBar Wounds, Basestats and Wounds - added ObjectFactory::PersistHandlerQueue as a way for the PersistMessage to identify the aspect of the creatureObject to persist so we dont have to persist the enticr Object when only a skill was added - added a function to persist skills seperately - still handlers for other aspects necessary (friends/ignores etc) - updated the skillmod serializer / deserializer so it will be called to serialize skillmods - it was ignored so far, which caused the standard serializer to be called and adding a skillmod caused the client to crash on load
This reverts commit 8284f3f.
… To build unpack the current beta to build/deps/boost_1_54_0 and then run the build_deps.bat.
…g directly from a call to AcquireLock() is an r-value
…k with both l-values and r-values passed in (instead of just l-values)