Commit Graph
78 Commits
Author SHA1 Message Date
Treeku 351910c04a Various command bugfixes 2014-04-10 10:18:20 +01:00
Seefo 399cf7a535 Fixed combat commands and added a better check for combat commands 2014-04-09 16:32:15 -04:00
Seefo f60583dff2 Temporary fix for certain commands being registered as combat commands even though the are not combat commands 2014-04-08 10:30:16 -04:00
Treeku 7eaed057c7 Fixed null exception 2014-04-08 06:16:33 +01:00
Treeku c7ea253620 Equipment cmd checks 2014-04-08 05:58:04 +01:00
Treeku 74af0d5244 Forgot safety check 2014-04-08 05:09:18 +01:00
Treeku 9a18eb1eaa Few command improvements 2014-04-08 05:06:03 +01:00
Light2 ff8c22df7b command class cast fix 2014-04-07 20:44:20 +02:00
Light2 f2d42d750a fixed another command crash 2014-04-07 20:08:04 +02:00
Light2 ac39628b29 fixed command crash 2014-04-07 19:57:21 +02:00
Treeku 3928d58448 cmdSvc now accounts for different cmdTable struct 2014-04-07 18:43:31 +01:00
Treeku 69da7a4abd Commands now account for different cmdTable struct 2014-04-07 18:31:13 +01:00
Treeku 5dbabe6982 CommandSvc reads all command tables (in priority) 2014-04-07 16:42:19 +01:00
Treeku 0bbf98e209 All command tables now get read 2014-04-07 16:31:23 +01:00
Seefo f3e2498e62 Fixed some errors in the Command Service 2014-04-07 10:32:25 -04:00
Ziggeh c1486c27fe Commands - Fixed getters and setter for targetType 2014-04-07 11:29:19 +02:00
Ziggeh f221f02b59 Commands - Fixed minor variable naming error 2014-04-07 10:33:12 +02:00
Treeku d7b51621a1 Commands check LOS & distance if correct type 2014-04-07 07:19:31 +01:00
Treeku 577bbdb23b More command service improvements 2014-04-07 06:41:32 +01:00
Treeku 3eeb1bb7d5 Fixed unreachable code 2014-04-07 06:06:39 +01:00
Treeku 7008b1fd9e Few command improvements 2014-04-07 05:54:20 +01:00
Treeku 44c4d8632c Fixed issue with returning combat commands 2014-04-07 05:22:44 +01:00
Treeku b89190fd97 Fixed invalid postures/states problem 2014-04-07 05:12:43 +01:00
Treeku 92b262d828 Fixed float error properly 2014-04-07 05:02:39 +01:00
Treeku 497f290e54 Fixed cast exception (maxRangeToTarget is a float) 2014-04-07 04:53:38 +01:00
Treeku 948f4db778 Fixed a few more errors 2014-04-07 04:45:59 +01:00
Treeku 3e46e6e7d5 Fixed byte adding error in command reading 2014-04-07 04:38:03 +01:00
Treeku 53c54b983e Fixed duplicate maxRangeToTargets 2014-04-07 04:32:03 +01:00
Treeku 0bc71493ee Fixed a few more things 2014-04-07 04:27:42 +01:00
Treeku 7558d65f3a Fixed a few things 2014-04-07 04:21:32 +01:00
Treeku 2fcc4dd24b Cooldowns only added if they are more than a 1 sec
It's probably not worth it otherwise.
2014-04-07 04:15:53 +01:00
Treeku 580daaa8eb Fixed null errors 2014-04-07 04:02:52 +01:00
Treeku 6e137ab561 Commands can have custom cooldowns again 2014-04-06 23:07:30 +01:00
Treeku 863176353d Forgot something 2014-04-06 22:44:26 +01:00
Treeku 86e72f29f8 Commands refactor part 2. Read more...
- Commands no longer need to be registered.
- No need for alias registration.  Use core.callScript.callCommand() in the duplicate script.
- No need for GM cmd registration.  There is a column called godLevel for this.
- Command ranges were not checked, allowing buggy issues like buffs being applied from 2000m away!
- Buffs will be auto applied now to target or self without needing to be scripted.
- Target types and command types are in the table (whether the cmd should be used on you, ally target, enemy target or group) as described here https://github.com/ProjectSWGCore/NGECore2/issues/370 <-- This is going to save us months of wasteful scripting and combat bugs
- Invalid weapons are now checked
- Cooldowns now check for cooldown group rather than commandName
- HitType no longer needs to determine attack range; this info is in the commands table
- Locomotion is partially checked and states fully checked
- Command table breaks when it's found the command for efficiency

In general, we were hardly using any of the info in the commands table and instead struggling to script it and experiencing loads of bugs as a result.  It's a waste of time to script what is already there.
2014-04-06 22:40:02 +01:00
Treeku 0ff0c2657f Commands refactor part 1. Read more...
- Commands no longer need to be registered.
- No need for combat command registration.  This is detectable by if it has a value for characterAbility.
- No need for alias registration.  Use core.callScript.callCommand() in the duplicate script.
- No need for GM cmd registration.  There is a column called godLevel for this.
- Command ranges were not checked, allowing buggy issues like buffs being applied from 2000m away!
- Buffs will be auto applied now to target or self without needing to be scripted.
- Target types and command types are in the table (whether the cmd should be used on you, ally target, enemy target or group) as described here https://github.com/ProjectSWGCore/NGECore2/issues/370 <-- This is going to save us months of wasteful scripting and combat bugs
- Invalid weapons are now checked
- Cooldowns now check for cooldown group rather than commandName
- HitType no longer needs to determine attack range; this info is in the commands table
- Locomotion is partially checked and states fully checked
- Command table breaks when it's found the command for efficiency

In general, we were hardly using any of the info in the commands table and instead struggling to script it and experiencing loads of bugs as a result.  It's a waste of time to script what is already there.
2014-04-06 22:39:30 +01:00
Seefo 7ce731d919 Fixed problem where commands that didn't have required abilities wouldn't work 2014-04-05 22:16:25 -04:00
Waverunner 92dfe6602c Added Required Abillity check for commands 2014-04-05 19:25:18 -04:00
Waverunner 9e80b5eeae Added basis for server-side cooldown checks, added warmup checks, closed #273
Note that cooldown check is currently used only for the holoemote
command. To add a cooldown to any command, all you have to do is
CreatureObject.addCooldown(name). In this commit I also moved some
cooldown variables from CombatCommand to BaseSWGCommand since many
non-combat commands had cooldowns (Wookie Roar, Holo-Emotes). I also put
in a warmup cooldown (time before command is called) for non-combat
commands.
2014-04-03 19:23:31 -04:00
Ziggeh c4f6ad360f Combat - Added attack_rolls 2014-03-27 16:55:28 +01:00
Ziggeh 234c7d43dc Abilities - Fixed abilities that send multiple attacks
Such as Flurry for LSJ.
2014-03-27 02:20:43 +01:00
Ziggeh ae402525f5 Commands - Renamed isBypassArmor() to getBypassArmor()
It's not a actually a boolean so I changed the name to something more
appropriate.
2014-03-23 17:15:27 +01:00
Ziggeh da30107933 Commands - Fixed incorrect datatable values 2014-03-23 17:10:15 +01:00
Light2 52136c2b36 Merge branch 'master' of https://github.com/ProjectSWGCore/NGECore2
Conflicts:
	src/protocol/swg/ObjControllerMessage.java
	src/resources/objects/player/PlayerMessageBuilder.java
	src/services/travel/TravelService.java
2014-03-10 00:42:19 +01:00
Light2 807025ec0b more work on AI, added odb for object id(should hopefully fix object id duplicates), fixed tons of bugs 2014-03-10 00:33:34 +01:00
Treeku ed098357ae Catching CommandQueueRemove 2014-03-03 19:52:15 +00:00
Ziggeh 9c23fef67f Added criticalChance to CombatCommand 2013-12-20 16:02:01 +01:00
Light2 dce213cab1 Refactored disconnect handling, updated engine 2013-12-15 23:49:12 +01:00
Light2 6daca0347c Fixed double login bug, added gm permissions, added checks to gm commands, update your postgresql db 2013-12-14 22:14:45 +01:00
darkk1138 6471d7e118 add /groupdance command 2013-12-08 17:25:04 +01:00