Commit Graph

14 Commits

Author SHA1 Message Date
gsemaj
e9cd5db8a2 Get rid of cbf 2023-08-19 20:46:41 +00:00
gsemaj
9977907842 More skill handlers
Note: need to revisit these when active powers are implemented to make
sure they are correct. DamageNDebuff isn't even implemented yet.
2023-08-19 20:46:41 +00:00
gsemaj
306a75f469 The great re-#include
Was getting frustrated by the inconsistency in our include statements,
which were causing me problems. As a result, I went through and manually
re-organized every include statement in non-core files.

I'm just gonna copy my rant from Discord:
FOR HEADER FILES (.hpp):
- everything you use IN THE HEADER must be EXPLICITLY INCLUDED with the exception of things that fall under Core.hpp
- you may NOT include ANYTHING ELSE

FOR SOURCE FILES (.cpp):
- you can #include whatever you want as long as the partner header is included first
- anything that gets included by another include is fair game
- redundant includes are ok because they'll be harmless AS LONG AS our header files stay lean.

the point of this is NOT to optimize the number of includes used all around or make things more efficient necessarily. it's to improve readability & coherence and make it easier to avoid cyclical issues
2023-08-19 20:46:41 +00:00
gsemaj
f6094fde58 EntityType -> EntityKind 2023-08-19 20:46:41 +00:00
gsemaj
b6f15824f1 (WIP) Remove BaseNPC::barkerType to save space 2023-08-19 20:46:41 +00:00
gsemaj
ed866fbee4 (WIP) Move ICombatant functions around a bit 2023-08-19 20:46:41 +00:00
gsemaj
5ab0112298 (WIP) Initial ICombatant draft 2023-08-19 20:46:41 +00:00
gsemaj
efc00e63b3 [WIP] Replace appearance data with individual fields
Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
2023-08-19 20:46:41 +00:00
gsemaj
7ab01b098d [WIP] Rename Entity.type -> Entity.kind 2023-08-19 20:46:41 +00:00
gsemaj
588e941d3c Fix eggs not entering chunks and add update tabledata 2021-04-16 12:30:22 -04:00
9b84d9dc4d [refactor] BaseNPC now uses Entity XYZ fields for handling positions
- fixed many references to Entity.appearanceData.i[XYZ] to use the base Entity XYZ values
- BaseNPC::enterIntoViewOf grabs the position from the base Entity XYZ values
- NPCManager::updateNPCPosition updates the base Entity XYZ values
- MobAI.c/deadStep() also sends it's packet based on the Entity XYZ values
2021-04-13 20:03:51 -05:00
48fb510b53 Fix playersInView miscount for dead mobs 2021-04-08 19:25:30 +02:00
3325397d17 Remove Eggs::Eggs and rearrange Entity members a bit 2021-03-31 22:28:27 +02:00
224ffe05e7 [WIP] Convert most of Chunking to Entity-based system
Player and all NPCs now have a common superclass, with virtual functions
so smooth over shared behavior. EntityRef is a simple class that points
to an arbitrary Entity.

This commit is not yet functional.
2021-03-31 22:28:27 +02:00