Commit graph

20 commits

Author SHA1 Message Date
Mag-nus
5385d19d6b
Bug fixes 1 (#4470)
* adapter fixes

* entity fixes
2026-07-29 13:03:21 -04:00
Ty Conner
dcce5cb7d5
Adjust value based on Structure for Healers, Keys, and Lockpicks (#3891)
* Adjust value based on Structure for Healers, Keys, and Lockpicks

* Update Healer.cs

* Update Lock.cs

* Update Healer.cs

* Update Lock.cs

* Update WorldObject.cs

* Update Healer.cs

* Update Lock.cs

* Update Lock.cs

* Update WorldObject.cs
2022-08-21 23:45:44 -04:00
Ty Conner
c7830fd537
Fix issue with RelativeDestination data and Position class (#3807)
* Fix issue with RelativeDestination data and Position class

* Update Position.cs
2022-02-11 14:16:40 -05:00
gmriggs
20ccf8e4d6
add support for shroud spells / multiplicative skill enchantments (#3711)
* add support for shroud spells / multiplicative skill enchantments

* v2

* fix vitae filter

* tested, added /castspell dev command
2021-10-24 17:28:43 -04:00
Ty Conner
fdb9cb2fca
Wire up proper support for Vendor CreateList Shop per transaction limiter (#3679)
* Wire up proper support for Vendor CreateList Shop per transaction limiter

* Add vendordump

* Update Vendor.cs

* Update vendordump

* .

* Update Vendor.cs

Disable dupe checking and generator profile copies in favor of data exact match
2021-09-26 14:48:37 -04:00
gmriggs
f0e48b2247
refactor vendor code, add support for PropertyInt.Unique on vendors (#3566)
* add CheckUniques to EmoteType.Give

* add CheckUniques to vendor purchases

* refactor vendor code, add support for PropertyInt.Unique on vendors

* update VerifySellItems

* use existing IsValidAmount
2021-09-20 13:45:27 -04:00
gmriggs
93fa264d5a
aerbax shield spell stack order fix (#3387)
* aerbax shield spell stack order fix

* reconfiguring

* .
2020-12-14 00:53:23 -05:00
gmriggs
ddaf8ba3cb
fix spell stack calculation issue with set spells in multiple sets (#3351) 2020-11-15 22:59:04 -05:00
Ty Conner
bceb689053
Add liveopcreate command for live op/event operations (#3327)
* Add liveopcreate command for live op/event operations

* Update AdminCommands.cs

* .
2020-10-25 14:09:04 -04:00
gmriggs
1777da026d
add support for MultiAttribute enchantments to EnchantmentManager (#3114) 2020-08-13 09:32:30 -04:00
Ty Conner
929c307dbe
Add support for Enlightenment (#3094)
* Add support for Enlightenment

* Update Enlightenment.cs

* Update Enlightenment.cs

* comments

* Update Enlightenment.cs

* Update Enlightenment.cs

* Update Specialization rules

If skill is specialized via augmentation gem and is tinkering skill, it can be removed/refunded. If retrained, it will go back to specialized.

If skill is Salvaging, it will refund xp spent only, and remain specialized.

* Update Enlightenment.cs

* Update Enlightenment.cs

* Update Player_Skills.cs

* Update appveyor.yml
2020-07-29 00:46:55 -04:00
gmriggs
be5e7624ee
adding support for EnchantmentTypeFlags.MultipleStat (#3059)
* adding support for EnchantmentTypeFlags.MultipleStat

* .

* ..
2020-07-03 21:44:42 -04:00
Ty Conner
303832cb93
Prevent create/ci from using specialized weenie types (#2969)
* Prevent create/ci from using specialized weenie types

* Disallow stuck items to be spawned in inventory
2020-05-08 01:45:03 -04:00
Mag-nus
69c8d96024
Fix EnchantmentManager Heartbeats (#2925)
Now all enchantments will have their StartTime reduced by heartbeatInterval, instead of just the TopLevel enchantments
2020-04-12 14:52:10 -05:00
Mag-nus
885ff2964d
Add order to BiotaPropertiesPalette (#2892)
This fixes corpse palette ordering after a server restart
2020-04-11 16:19:48 -05:00
Mag-nus
62c648bfe6
Improve ShardDatabaseWithCaching Locking (#2880)
* Improve ShardDatabaseWithCaching Locking

* Add biota information

* remove virtual

* remove debugging
2020-04-05 15:40:21 -05:00
Mag-nus
50d070ef5d
Step 4 hybrid weenie biota (#2864)
* Step 1. Add new adapter classes and models

All classes and objects added are in new namespaces.

This add has 0 interraction on existing ACE code.

This sets the groundwork for Step 2. Moving World DB caching to the new models

* first part of the world entity usage

* almost there

* final part

* update WeenieExtensions

* fix

* merge fixes and improvements

* ACE.Database new code

* it compiles

* InitializePropertyDictionaries

* WOrldDatabaseWithEntityCache cleanup

* ShardDatabaseWithCaching

* ShardDatabase Cleanup

* todo

* cache counts reported in serverstatus

* House InitializePropertyDictionaries

* improve ServerStatus

* BiotaModel change HousePermissions to Dictionary<uint, bool>

* PropertiesAllegiance to dictionary

* BiotaUpdater improvements

* Shard Database Cache Reporting

* More code ported from Step 3

* Remove stub CharacterCache

* Update WorldDatabaseWithEntityCache.cs

* build fixes

* code audit

* Remove non-callback functions from SerializedShardDatabase

* BiotaUpdater progress.. only emote left

* Emotes done... now need to test

* fix

* Burden/Value fix for containers

* fat fingered EncumbranceVal

* add some safety

* Don't cache player biotas for initial PlayerManager load

* Step 4. Don't duplicate common properties when copying weenie to biota

This builds on Step 3.

This is a run time optimization. It reduces RAM allocation and in turn also makes less work for the garage collector.

When a biota is instantiated from a weenie (not from a database biota), the biota will point to the weenie for the following collections nstead of duplicating them:
PropertiesCreateList
PropertiesEmote
PropertiesEventFilter
PropertiesGenerator

* Collection capacitys added to ctors (reduce resizing)

* fix override_encounter_spawn_rates

* new Projectile() -> static ProjectileCollisionHelper methods

* disable by default, working out issues...

* Fix for referencing weenie collections directly

* Reduce EnchantmentManager ToList() and clone usage

* fix

* Set ChangesDetected only when a property actually changes

* fix build

* fix

* Fix nullable Order for AnimPart and TextureMap

* FixAnimPartAndTextureMapFromPR2731
2020-04-05 15:38:56 -05:00
Mag-nus
75fc1ce23c
Step 3. Convert ShardDatabase/WorldObjects biota from the ACE.Database model to the new ACE.Entity model (#2731)
* Step 1. Add new adapter classes and models

All classes and objects added are in new namespaces.

This add has 0 interraction on existing ACE code.

This sets the groundwork for Step 2. Moving World DB caching to the new models

* first part of the world entity usage

* almost there

* final part

* update WeenieExtensions

* fix

* merge fixes and improvements

* ACE.Database new code

* it compiles

* InitializePropertyDictionaries

* WOrldDatabaseWithEntityCache cleanup

* ShardDatabaseWithCaching

* ShardDatabase Cleanup

* todo

* cache counts reported in serverstatus

* House InitializePropertyDictionaries

* improve ServerStatus

* BiotaModel change HousePermissions to Dictionary<uint, bool>

* PropertiesAllegiance to dictionary

* BiotaUpdater improvements

* Shard Database Cache Reporting

* More code ported from Step 3

* Remove stub CharacterCache

* Update WorldDatabaseWithEntityCache.cs

* build fixes

* code audit

* Remove non-callback functions from SerializedShardDatabase

* BiotaUpdater progress.. only emote left

* Emotes done... now need to test

* fix

* Burden/Value fix for containers

* fat fingered EncumbranceVal

* add some safety

* Don't cache player biotas for initial PlayerManager load

* fix null spellbook

* Add another null check

This is redundant as the check is also upstream.

This is to prevent an exception in the future if this function is called from another source.
2020-04-02 22:40:27 -05:00
Mag-nus
c1d480a01a
Step 2. Convert WorldDatabase Weenie Cache from the ACE.Database model to the new ACE.Entity model (#2702)
* Step 1. Add new adapter classes and models

All classes and objects added are in new namespaces.

This add has 0 interraction on existing ACE code.

This sets the groundwork for Step 2. Moving World DB caching to the new models

* first part of the world entity usage

* almost there

* final part

* update WeenieExtensions

* fix

* merge fixes and improvements

* More code ported from Step 3

* Update WorldDatabaseWithEntityCache.cs

* GetCachedCookbooks(recpieId) -> GetCookbooksByRecipeId(recpieId)

* build fix

* changelog
2020-03-02 08:03:50 -06:00
Mag-nus
f8ceb00f5b
Step 1. Add new adapter classes and models (#2691)
All classes and objects added are in new namespaces.

This add has 0 interraction on existing ACE code.

This sets the groundwork for Step 2. Moving World DB caching to the new models
2020-02-14 08:10:33 -06:00