Christof Petig
61384aaf0e
implement /home to return to home town
2020-11-04 00:55:15 +01:00
Marcel Märtens
e24f908280
Undo one Componenet per Stream
and instead use Client
.
...
In order to keep the performance we made it Internal Mutability and use a `Mutex` per Stream, till `Stream.send` is no longer `&mut self`.
The old solution didn't rely on this, but needed multiple Components instead which zest didn't liked
2020-11-03 08:56:08 +01:00
Marcel Märtens
dc26a6e36f
extract a Presence Component, which is server
only and has state of Player
and Client
. Presence is only valid for Clients that are in game
2020-11-03 08:56:02 +01:00
Marcel Märtens
3efcca88af
Fix an error that a failed initialization of a client lead to a Kill of the gameserver. Instead we just log a msg now.
2020-11-03 08:55:56 +01:00
Marcel Märtens
93451d12ed
Fix clients are disconnecting GRACEFULLY by removing the Disconnect Request from a client, a client now sends a TERMINATE message directly
2020-11-03 08:55:54 +01:00
Marcel Märtens
50ac07c752
review:
...
- fix wording in error msg
- find better name for structs
- unify errors and cleanup code with `(|| {foo?; Some(())})()` pattern
- fix the negative PlayersOnline, it was caused by having a gracefull shutdown AND a timeout error. we now unregister the client when he issues TERMINATE
2020-11-03 08:55:51 +01:00
Marcel Märtens
b11ee10b9c
implement lazy_msg which only serialize + compress AT MAX ONCE if the same msg is send to multiple participants
2020-11-03 08:55:46 +01:00
Marcel Märtens
cc6f094e8a
remove clippy warnings no longer needed
2020-11-03 08:55:44 +01:00
Marcel Märtens
bfe623fe8d
replace the single message
system with 5 message systems. one per stream to handle less ECS systems PER msg system.
...
As the MAIN message system was already on 25 of the max of 26 possible Ressources
2020-11-03 08:55:42 +01:00
Marcel Märtens
378b769999
working on implementing seperated msg system.
...
Does compile, but only reach connection till character screen.
Full play not yet possible
2020-11-03 08:55:36 +01:00
Marcel Märtens
3cbde52735
remote all streams from Client
and put it directly in the ecs system.
...
This commit does not run compile as the message sys now would requiere 30 imput parameters which is over the max of 26 :/
2020-11-03 08:55:35 +01:00
Imbris
9ec29c5465
Merge branch 'bbenton91/add-mount-range-check' into 'master'
...
Fixes #814 . Added range check to mounting
Closes #814
See merge request veloren/veloren!1466
2020-10-31 03:50:00 +00:00
Brad
647f000b0a
Added range check to mounting
2020-10-30 22:34:44 -04:00
Brad
7a698f5fbc
Added range check to block pickup
2020-10-30 19:50:36 -04:00
Imbris
5660cd6961
Allow interacting with nearby blocks without pointing at them, unify selection of block/entity interactors so that only one is select at once, rearrange pickup and mount range consts
2020-10-29 18:40:11 -04:00
Imbris
20c6b171d6
Log where the userdata folder is in binary crates, fix bug where the old
...
path was logged instead of the new path when renaming invalid settings
2020-10-29 18:30:49 -04:00
Sam
824a5e0aa7
Transitioned damage and healing from u32/i32s to enums.
2020-10-28 18:15:25 -05:00
Sam
074e44c0e7
Addressed more comments. Changed how buffs were sorted so that duration was also taken into account.
2020-10-26 19:30:18 -05:00
Adam Whitehurst
e83942fecd
add maxhealthmodifier
...
oops variable
2020-10-26 19:30:18 -05:00
Sam
02f5f0facd
Transitioned buff storage from a vec to a hashmap. Addressed other comments. Only continuous buff effects are handled right now.
2020-10-26 19:30:17 -05:00
Sam
f95a0411d8
Cleaned up UI code. Removed stuff added for testing. Added 10% for melee attacks to inflict a bleeding debuff. Renamed BuffId to BuffKind. Fixed memory leak. Set event emission to false when timer is decremented.
2020-10-26 19:30:10 -05:00
Sam
6619ac8c0f
Cleaned up logic used to handle buff addition. Old active buffs now get deleted if they had a smaller duration and weaker strength.
2020-10-26 19:28:26 -05:00
Monty Marz
ac17c57975
Initial implementation of buffs UI
...
player buffs animation
more testing debuffs
sorting and display limit fix
overhead buffs
fix
WIP buff removal function
fmt
Update buffs.rs
Now with compiling: WIP group UI buffs
positioning
Update group.rs
Update group.rs
Small optimizations.
Fixed positioning of buffs in group panel. Broke buff tooltips in group panel.
buff frame visuals
added setting for displaying buffs at minimap
2020-10-26 19:28:24 -05:00
Sam
e83e219d4b
Buffs now get removed on death by default. Buffs are now required to have either the 'Buff' or 'Debuff' tag. RemoveByCategory function now has support for blacklisting certain categories. Support for UI stuffs.
2020-10-26 19:28:23 -05:00
Samuel Keiffer
bf3e41a3ad
Addressed comments.
2020-10-26 19:28:22 -05:00
Sam
a414ddf830
Moved duration to inside BuffId enum to future-proof for when buffs are persisted.
2020-10-26 19:28:20 -05:00
Sam
3bcec0c409
Server event used to deal damage/heal with buffs. Buff kills now award xp.
2020-10-26 19:28:20 -05:00
Sam
1d008dca33
Added functionality to remove buffs by category.
2020-10-26 19:28:19 -05:00
Sam
ddebad6a73
Separated buffs into active and inactive buffs. There can only be 1 active buff at a time of a particular buff id. If a new buff is stronger than an active buff, it moves the active buff to inactive buffs. When active buffs are removed, it checks inactive buffs for any buffs of the same id and moves the strongest one to active buffs.
2020-10-26 19:28:18 -05:00
Sam
d7f1ffc991
When buffs expire from duration, now only they expire rather than ending all buffs of the same type.
2020-10-26 19:28:17 -05:00
Sam
ddce5b78fc
Creatures and playrs now have buffs component, buffs that expire now only end their particular buff instead of every buff with the same type.
2020-10-26 19:28:16 -05:00
Sam
7ae25e1e56
Move addition/removal of buffs to server event.
2020-10-26 19:28:15 -05:00
BottledByte
4c10491263
Initial WIP implementation of the Buff system
2020-10-26 19:28:14 -05:00
Marcel Märtens
b02f8428fb
fix clippy after toolchain update
2020-10-26 22:30:51 +01:00
Marcel
5b50819436
Merge branch 'xMAC94x/fix-tarpaulin' into 'master'
...
xMAC94x/fixTarpaulin
See merge request veloren/veloren!1427
2020-10-26 16:54:37 +00:00
Marcel Märtens
27cf6d8439
Fixing Tarpaulin isn't easy.
...
So first off all we had to update the toolchain, i think everything in september is okay, but we got with this current version.
Then we had to update several dependencies, which broke:
- need a specific fix of winit, i think we want to get rid of this with iced, hopefully, because its buggy as hell. update wayland client to 0.27
- use a updated version of glutin which has wayland-client 0.27 and no longer the broke version 0.23
- update conrod to use modern copypasta 0.7
- use `packed_simd_2` instead of `packed_simd` as the owner of the create abandoned the project.
- adjust all the coding to work with the newer glutin and winit version. that also includes fixing a macro in one of the dependencies that did some crazy conversion from 1 event type to another event type.
It was called `convert_event`
- make a `simd` feature which is default and introduce conditional compiling.
AS I HAVE NO IDEA OF SIMD AND THE CODE. AND I DIDN'T INTRODUCE THE ERROR IN THE FIRST PLACE, WE PANIC FOR NON SIMD CASE FOR NOW. BUT IT WORKS FOR TESTS.
- tarpaulin doesnt support no-default-features. so we have to `sed` them away. semms fair.
2020-10-26 17:04:20 +01:00
Brad
08c74d1322
Removed else branch and ran fmt and clippy
2020-10-25 16:43:07 -04:00
Brad
29daae6cc2
Updated code to be more consistent with codebase
2020-10-25 15:54:08 -04:00
Brad
f7f1445b2a
Added is_dead check to item pickup
2020-10-25 03:40:34 -04:00
Imbris
c83cb2707f
Fix crash with unicode characters
2020-10-24 16:03:53 -04:00
jshipsey
9503cf9cb9
roshwalr fix
2020-10-19 16:20:59 +02:00
jiminycrick
ad5dd0b043
Added secondary skills to agent code (except bow)
2020-10-19 16:20:58 +02:00
Enrico Marconi
04effe8db1
Fix #793
2020-10-18 11:03:02 +02:00
Sam
fb2e94360d
Made ability key not hardcoded in tool.rs.
2020-10-15 20:05:58 -05:00
Sam
90a1185096
Moved explsion struct from within comp to common.
2020-10-14 21:06:55 -05:00
Sam
fbd91918e7
Addressed playtesting feedback.
2020-10-14 21:06:52 -05:00
Sam
6672b5cd91
Fixed shockwaves hitting entities multiple times. Explosions can now regen energy. Staff M1 now has particles instead of using bomb particles.
2020-10-14 20:56:23 -05:00
Sam
42d5e91540
Reworked explosions. Tweaked staff fireball.
2020-10-14 20:56:21 -05:00
Marcel Märtens
69b3d8616c
rename a file, fix error msg, dont spam persistence by default
2020-10-13 00:06:24 +02:00
Marcel Märtens
e8e6e7e49a
pack together InGame, CharacterScreen and General variant in a single enum, as requested by zesterer.
...
His reason to reqeust that is, that there might not be a perfect disctinction in the future.
Now we need to send ServerGeneral over streams and do additional checking at various places to verify that not the wrong variant is send.
2020-10-12 11:27:21 +02:00