Commit graph

9 commits

Author SHA1 Message Date
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
12c138cb80
ThreadSafeRandom Cleanup (#2428)
This fixes the namespace for ThreadSafeRandom, from ACE -> ACE.Common.

It also adds better Summary descriptions.

The rest of the file changes are simply adding ACE.Common references.

This is mainly commenting and namespace preparation for adding a non-thread safe random class, in effort to reduce lock contention.
2019-11-21 07:22:20 -06:00
Mag-nus
4dab146548
Code cleanup (#1681)
* Flags attribute

* empty statement

* Fix Formatting

* Fix OrderBy -> ThenBy

* use OfType

* Replace with asingle call to Count(...)

* Replace with a single call to FirstOrDefault

* Merge cast with type check

* use String.IsNullOrEmpty

* use collections count property

* use format specifier (results in shorter loc)

* use Any() instead of Count() > 0

* revert ThenBy with comment
2019-04-10 20:48:34 -05:00
gmriggs
a705272f5a
Adding centralized damage calculation function (#1446)
* Adding enchantments for items wielded by monsters / NPCs

* Adding support for more motion states (still needs data fixes)

* Adding DR/DRR from base properties for ToD monsters

* Adding centralized damage calculation function

* Adding support for monster armor layering

* updating RL calcs

* additional RL updates

* removing debug logic

* Adding line for monster ranged combat

* porting fix from 1445

* Adjusting Armor Rending to also reduce physical armor
2019-02-20 17:33:48 -05:00
gmriggs
d4ad7b6359
Updating coverage mask (#1440) 2019-02-13 16:51:19 -05:00
fartwhif
fe34acc14f Moving class ACE.Server.Physics.Common.Random to ACE.ThreadSafeRandom in project ACE.Common (#1167)
* Moving ACE.Server.Physics.Common.Random to ACE.ThreadSafeRandom
replaced the thread discriminator with a lock
renamed "Random" to "ThreadSafeRandom"
renamed "RollDice" functions to the standard "Next"

* deleted Source/ACE.Server/Physics/Common/Random.cs
replaced conditionally omitted and commented code with new name

* renamed source file
2018-12-21 23:51:57 -05:00
gmriggs
ce409061d8 Improved body part / attack height formula (#969) 2018-08-24 17:59:09 -07:00
gmriggs
cafa53a6f6
Adding monster melee combat (#789)
* Adding monster melee combat

* Fixing Speed -> RunRate, DamageType message

* Removing duplicate MoveTo

* Adding IsAttackable flag
2018-05-15 00:34:53 -04:00
gmriggs
77c6bf670a Adding powerbar damage scaling, weapon skill vs. defense skill evasion, per-weapon damage, attribute damage scaling, per-body part armor/resistance scaling (#735) 2018-04-13 07:46:59 -05:00