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refactor(ri): use int32 instead of uint32 in all components
feat(ri): combat MVP (#58) fix: use int32 everywhere fix(ri): do not heal defenders when attacking with negative hp (lol) fix(ri): fail stamina reduction if not enough is present feat(ri): death MVP (#61) Blueprints (#64) * feat(ri): prototype MVP * fix(ri): set current stamina to 0 when spawning a soldier * refactor(ri): prototype -> blueprint feat(ri): adding path movement, moveSpeed and aStar pathfinding, remo… (#62) * feat(ri): adding path movement, moveSpeed and aStar pathfinding, removed keyboard movement * fix(ri): delete destination system, use position system for local path logic * feat(ri): change MoveSpeed from uint32 to int32 * fix(ri): delete old TODO commend * refactor(ri): remove timestamps from right click stream * fix(ri): filter right click stream correctly, remove unecessary checks in path viz * refactor(ri): clean up rightclick stream BlueprintComponents (#66) * feat(ri/contracts): add BlueprintComponentsComponent to allow dynamic construction of blueprints * fix(ri): fix BlueprintComponents getEntitiesWithValue feat: merge main to get new systems pattern (#69) * feat: merge main to get new systems pattern * refactor: move PrototypeSystem back to LibPrototype * feat: new forge test infrastructure * fix(ri/contracts): fix stamina update to allow stamina to go to 0 * fix(ri/contracts): allow combat between attackers with no health or defenders with no attack * fix(ri-contracts): fix dev dependencies and increase local gas limit * feat: use dev mode to disable cache in sync worker * fix(ri/client): pass devMode param to createSystemExecutors * fix(ri-contracts): use existing variable Co-authored-by: Andy Cernera <kooshaba@gmail.com> Co-authored-by: Andy Cernera <kooshaba@gmail.com> Co-authored-by: Big Nuge <davidkolop@gmail.com>
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