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4
.github/workflows/check-builds.yaml
vendored
4
.github/workflows/check-builds.yaml
vendored
@ -53,7 +53,7 @@ jobs:
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- name: Upload build artifact
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- name: Upload build artifact
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uses: actions/upload-artifact@v2
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uses: actions/upload-artifact@v2
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with:
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with:
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name: 'ubuntu20_04-bin-x64-${{ env.SHORT_SHA }}'
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name: 'ubuntu22_04-bin-x64-${{ env.SHORT_SHA }}'
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path: bin
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path: bin
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windows-build:
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windows-build:
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@ -112,7 +112,7 @@ jobs:
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copy-artifacts:
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copy-artifacts:
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if: github.event_name != 'pull_request' && github.ref == 'refs/heads/master'
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if: github.event_name != 'pull_request' && github.ref == 'refs/heads/master'
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runs-on: ubuntu-latest
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runs-on: ubuntu-22.04
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needs: [windows-build, ubuntu-build]
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needs: [windows-build, ubuntu-build]
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env:
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env:
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BOT_SSH_KEY: ${{ secrets.BOT_SSH_KEY }}
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BOT_SSH_KEY: ${{ secrets.BOT_SSH_KEY }}
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@ -13,13 +13,13 @@ OpenFusion is a reverse-engineered server for FusionFall. It primarily targets v
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### Getting Started
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### Getting Started
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#### Method A: Installer (Easiest)
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#### Method A: Installer (Easiest)
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1. Download the client installer by clicking [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.4/OpenFusionClient-1.4-Installer.exe) - choose to run the file.
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1. Download the client installer by clicking [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.5/OpenFusionClient-1.5-Installer.exe) - choose to run the file.
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2. After a few moments, the client should open: you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
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2. After a few moments, the client should open: you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
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3. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
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3. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
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4. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 3.
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4. Make a new character, and enjoy the game! Your progress will be saved automatically, and you can resume playing by entering the login details you used in step 3.
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#### Method B: Standalone .zip file
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#### Method B: Standalone .zip file
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1. Download the client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.4/OpenFusionClient-1.4.zip).
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1. Download the client from [here](https://github.com/OpenFusionProject/OpenFusion/releases/download/1.5/OpenFusionClient-1.5.zip).
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2. Extract it to a folder of your choice. Note: if you are upgrading from an older version, it is preferable to start with a fresh folder rather than overwriting a previous install.
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2. Extract it to a folder of your choice. Note: if you are upgrading from an older version, it is preferable to start with a fresh folder rather than overwriting a previous install.
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3. Run OpenFusionClient.exe - you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
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3. Run OpenFusionClient.exe - you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
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4. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
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4. To create an account, simply enter the details you wish to use at the login screen then click Log In. Do *not* click register, as this will just lead to a blank screen.
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@ -29,7 +29,7 @@ Instructions for getting the client to run on Linux through Wine can be found [h
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### Hosting a server
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### Hosting a server
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1. Grab `OpenFusionServer-1.4-original.zip` or `OpenFusionServer-1.4-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.4).
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1. Grab `OpenFusionServer-1.5-original.zip` or `OpenFusionServer-1.5-academy.zip` from [here](https://github.com/OpenFusionProject/OpenFusion/releases/tag/1.5).
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2. Extract it to a folder of your choice, then run `winfusion.exe` (Windows) or `fusion` (Linux) to start the server.
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2. Extract it to a folder of your choice, then run `winfusion.exe` (Windows) or `fusion` (Linux) to start the server.
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3. Add a new server to the client's list:
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3. Add a new server to the client's list:
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1. For Description, enter anything you want. This is what will show up in the server list.
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1. For Description, enter anything you want. This is what will show up in the server list.
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@ -97,31 +97,47 @@ static void racingEnd(CNSocket* sock, CNPacketData* data) {
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if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0)
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if (EPData.find(mapNum) == EPData.end() || EPData[mapNum].EPID == 0)
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return; // IZ not found
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return; // IZ not found
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uint64_t now = getTime() / 1000;
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EPInfo& epInfo = EPData[mapNum];
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EPRace& epRace = EPRaces[sock];
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// if there are no divide-by-zero dangers, and at least one factor has been specified
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// we switch over to OG scoring
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bool useOGScoring = (epInfo.maxPods > 0) && (epInfo.maxTime > 0) && (
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(epInfo.scaleFactor > 0.0) || (epInfo.podFactor > 0.0) || (epInfo.timeFactor > 0.0));
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int timeDiff = now - EPRaces[sock].startTime;
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uint64_t now = getTime() / 1000;
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int score = 500 * EPRaces[sock].collectedRings.size() - 10 * timeDiff;
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int timeDiff = now - epRace.startTime;
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if (score < 0) score = 0; // lol
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int podsCollected = epRace.collectedRings.size();
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int fm = score * plr->level * (1.0f / 36) * 0.3f;
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int score = 0, fm = 0;
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if (useOGScoring) {
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score = std::min(epInfo.maxScore, (int)std::exp(
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(epInfo.podFactor * podsCollected) / epInfo.maxPods
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- (epInfo.timeFactor * timeDiff) / epInfo.maxTime
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+ epInfo.scaleFactor));
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fm = (1.0 + std::exp(epInfo.scaleFactor - 1.0) * epInfo.podFactor * podsCollected) / epInfo.maxPods;
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} else {
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score = std::max(0, 500 * podsCollected - 10 * timeDiff);
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fm = score * plr->level * (1.0f / 36) * 0.3f;
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}
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// we submit the ranking first...
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// we submit the ranking first...
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Database::RaceRanking postRanking = {};
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Database::RaceRanking postRanking = {};
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postRanking.EPID = EPData[mapNum].EPID;
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postRanking.EPID = epInfo.EPID;
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postRanking.PlayerID = plr->iID;
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postRanking.PlayerID = plr->iID;
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postRanking.RingCount = EPRaces[sock].collectedRings.size();
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postRanking.RingCount = podsCollected;
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postRanking.Score = score;
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postRanking.Score = score;
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postRanking.Time = timeDiff;
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postRanking.Time = timeDiff;
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postRanking.Timestamp = getTimestamp();
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postRanking.Timestamp = getTimestamp();
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Database::postRaceRanking(postRanking);
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Database::postRaceRanking(postRanking);
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// ...then we get the top ranking, which may or may not be what we just submitted
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// ...then we get the top ranking, which may or may not be what we just submitted
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Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(EPData[mapNum].EPID, plr->iID);
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Database::RaceRanking topRankingPlayer = Database::getTopRaceRanking(epInfo.EPID, plr->iID);
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INITSTRUCT(sP_FE2CL_REP_EP_RACE_END_SUCC, resp);
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INITSTRUCT(sP_FE2CL_REP_EP_RACE_END_SUCC, resp);
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// get rank scores and rewards
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// get rank scores and rewards
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std::vector<int>* rankScores = &EPRewards[EPData[mapNum].EPID].first;
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std::vector<int>* rankScores = &EPRewards[epInfo.EPID].first;
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std::vector<int>* rankRewards = &EPRewards[EPData[mapNum].EPID].second;
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std::vector<int>* rankRewards = &EPRewards[epInfo.EPID].second;
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// top ranking
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// top ranking
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int topRank = 0;
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int topRank = 0;
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@ -5,7 +5,11 @@
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#include "servers/CNShardServer.hpp"
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#include "servers/CNShardServer.hpp"
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struct EPInfo {
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struct EPInfo {
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int zoneX, zoneY, EPID, maxScore, maxTime;
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// available through XDT (maxScore may be updated by drops)
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int zoneX, zoneY, EPID, maxScore;
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// (maybe) available through drops
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int maxTime = 0, maxPods = 0;
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double scaleFactor = 0.0, podFactor = 0.0, timeFactor = 0.0;
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};
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};
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struct EPRace {
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struct EPRace {
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@ -572,8 +572,35 @@ static void loadDrops(json& dropData) {
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continue;
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continue;
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}
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}
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EPInfo& epInfo = Racing::EPData[EPMap];
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// time limit isn't stored in the XDT, so we include it in the reward table instead
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// time limit isn't stored in the XDT, so we include it in the reward table instead
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Racing::EPData[EPMap].maxTime = race["TimeLimit"];
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epInfo.maxTime = (int)race["TimeLimit"];
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// update max score (if present)
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if (race.find("ScoreCap") != race.end()) {
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epInfo.maxScore = (int)race["ScoreCap"];
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}
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// update max pods (if present)
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if (race.find("TotalPods") != race.end()) {
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epInfo.maxPods = (int)race["TotalPods"];
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}
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// update scale factor (if present)
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if (race.find("ScaleFactor") != race.end()) {
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epInfo.scaleFactor = (double)race["ScaleFactor"];
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}
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// update pod factor (if present)
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if (race.find("PodFactor") != race.end()) {
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epInfo.podFactor = (double)race["PodFactor"];
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}
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// update time factor (if present)
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if (race.find("TimeFactor") != race.end()) {
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epInfo.timeFactor = (double)race["TimeFactor"];
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}
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// score cutoffs
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// score cutoffs
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std::vector<int> rankScores;
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std::vector<int> rankScores;
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