This macro makes it use the stdcall calling convention when compiling
for 32-bit Windows. Its absence was technically a bug, but it's a no-op
on 64-bit Windows.
For a while we had made the temporary rapid-fire anti-cheat optional on
master, but had removed it entirely on the refactor branch. The
modification on master was acidentally only applied to the regular
(non-projectile) combat handler, while the removal on refactor removed
both that and the projectile check.
When the refactor branch was merged, that resulted in the removal of
only the projectile rapid-fire check, while the conditional regular
combat rapid-fire check was kept.
This change restores the projectile rapid-fire check such that it is
conditional, just like for regular combat.
- PR builds will now run even if they weren't opened as drafts
- PR builds will now re-run when they get new commits
- Builds can now be manually triggered from GitHub
This was initially a merge commit that got ironed out by rebase cleanup.
Notable changes are:
- Copying EntityRef instead of referencing it
- Some changes to includes
Get rid of `iConditionBitFlag` in favor of a system of individual buff
objects that get composited to a bitflag on-the-fly.
Buff objects can have callbacks for application, expiration, and tick,
making them pretty flexible. Scripting languages can eventually use
these for custom behavior, too.
TODO:
- Get rid of bitflag in BaseNPC
- Apply buffs from passive nano powers
- Apply buffs from active nano powers
- Move eggs to new system
- ???
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
Mobs and CombatNPCs still need theirs in order to properly set their
roaming and spawn coords. Assignment of the latter has been moved to the
CombatNPC constructor, where it should have already been.
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.
We were technically already using 22.04 for a bit, it got updated without us noticing since the version was set to `ubuntu-latest`.
Affix the version to 22.04 so that it doesn't get unexpectedly updated again, and update the artifact's zip to reflect the change.
This fixes an issue where there server would start up fine even if NPC
types from a later build were found in the gruntwork file. Because of
the semantics of the C++ array indexing operator, the index into NPCData
in loadGruntworkPost() would silently create extra entries in the
nlohmann::json array, which would break future NPC type limit checks and
subsequently crash the server at the next invocation of /summonW, and
likely other places.
We fix this by refusing to start the server if any invalid NPC types are
found, because simply skipping them in the gruntwork file would silently
omit them from further writes to the gruntwork file, which would be
undesirable data loss.