* Monkey Skyway paths are now saved in a format compatible with
paths.json
* flush() is called on every periodic DB save in addition to the /flush
and /mss N export commands
* Monkeys now accept WIP routes
* Initial Group Implementation
* Request/refuse/join and leave groups.
* Chat into groups.
* Get status updates on every group member each tick.
* Owner leaving the group destroys the entire group.
* Added more nano powers
* Revive for both variants work.
* Many nano powers now have a group variant working.
* Enemy checks for aggro before retreating.
* Enemies keep aggro on dead players with revive nanos out.
* Further Nano powers + Bugfixes
* Infection damage now relies on bitcondition flags.
* Antidote power now works.
* Improved how groups handle leaving players.
* Fixed mob aggro range.
* Group Healing is now functional.
* Possibly fixed the player being unselectable bug.
* Fixed indentations.
* Dismiss nano when starting a MSS ride
* Sneak, Invisibility and Bugfixes
* Sneak and invisibility affect mob aggro.
* Possibly bugfixed equips not showing to other players.
* Aggro checking is less likely to cause nullptr related crashes.
* Group PR cleanup.
* Made sure to label all hacky workarounds
* Implemented the Antidote nano power the right way
* Cleaned up the way various little things are written
Didn't have the opportunity to actually test groups.
Co-authored-by: CakeLancelot <CakeLancelot@users.noreply.github.com>
Co-authored-by: CPunch <sethtstubbs@gmail.com>
Co-authored-by: dongresource <dongresource@protonmail.com>
* This should fix the problem with some completed missions being
forgotten
* We no longer explicitly shuffle bits around. Instead we just cast
and copy the full buffer
* Character creation initializes the quest blob with 128 zeroes, since
that happens later on anyway, but we're robust against different quest
flag sizes just in case
* I haven't looked at the actual flag-setting logic, so if the bug is in
there, this won't fix that one, but it does fix the one where the least
significant bit of every 64-bit flag doesn't get saved to the blob
* I'm still cautious about storing the various bitfields as signed
values even though the client does it that way, since while shifting
into the sign bit is undefined behaviour in C/C++, it may *not* be in
C#. And of course the client implementation may just be buggy as well.
* Nano missions should now stop repeating.
* Bitwise operators are now used to handle buff/debuff bitfields.
* Changing nano powers will no longer grant you infinite buffs.
* Mobs now heal up client-side after retreating, this comes with candy effect being played however.
* Lower level mobs now hit harder.
* Nanos drain stamina quicker when they grant passive powers.
* Healing, damage and leech powers scale up with your level.
* Player on player damage now accounts for damage and armor.
All DB functions that are called outside of Database.cpp are now locked
by the same mutex. This might be a bit overkill, but it's not a hot code
path, so it doesn't matter. Better to avoid the potential deadlocks if
we made it too granular.
From now on a clear distinction must be made between external and
internal functions in Database.cpp, or else deadlock will occur.
Note that sqlite database operations are already locked, but if execute
multiple transactions within the same operation, it could have still
caused problems.
I also removed the DbPlayer fetch when writing to DB by making it a part
of the Player struct. This, by itself, should have fixed the crash we found.
This fixes the "dancing in Fusion Matter" bug.
Also (temporarily?) added updateNPCPosition() to the suppression list.
Might want to take it out again (along with some of the other ones) if
we do end up implementing Chunk GC.
* Mobs should account for height when aggroing on nearby players
* We don't need to keep track of lastHealTime for each player separately
* Warp attendants no longer steal the players weapon and money
* Mobs now move at a tickrate per second of 2 as opposed to less than 1 before.
* How lerping works was changed slightly, mobs are bumped down to half the speed to account for the higher tickrate.
* Damage formula was altered to more closely match the OG game.
* Player weapons and armor ratings are taken into account when damaging/getting damaged by mobs.
* Players have a 5% chance to critical strike mobs, this doubles the player's weapon power.
* Aside from player and mob stat based damage variance, there is also an inherent 20% variance to any damage.