Shining Online

Development

Commit Log

2021-02-13
  • Ty

    Fix a couple of errors in base entity systems

    Ty committed at 22:22

    620
  • Ty

    Add --strict option to main game ...

    This will enable strict checking of resources and rules. Will cause fatal errors, so it should only be used when testing

    Ty committed at 20:18

    619
  • Ty

    Tidy PathfinderNodeBag

    Ty committed at 20:14

    618
  • Ty

    Fix incorrect data types in FontStyleResource

    Ty committed at 20:13

    617
  • Ty

    Add additional helpers to ResourceService

    Ty committed at 20:13

    616
  • Ty

    Clean up all systems to remove unused functions

    Ty committed at 20:12

    615
2020-12-06
  • Ty

    Add placeholder for battle cutscene

    Ty committed at 10:28

    614
  • Ty

    Update UI panels to support relative positioning and on/off positions

    Ty committed at 10:27

    613
2020-10-13
  • Ty

    Update PortraitHelperService to use new client base service type

    Ty committed at 07:36

    611
  • Ty

    Update main game to autoload component definitions in services ...

    Uses `GameKernel`'s new `applyFunctionToServices` method to autoload them

    Ty committed at 07:36

    610
  • Ty

    Add base ShiningOnlineService for client services to extend ...

    This must not be used for shared services, but it contains some common functionality and references for client services

    Ty committed at 07:35

    609
2020-10-04
  • Ty

    Add a bunch of missing client source files ...

    I really should keep on top of these commits :

    Ty committed at 07:14

    608
  • Ty

    Move getRarityColour from IconBuilderService to EntityHelperService ...

    This service is getting ridiculously large. Will probably need splitting up at some point

    Ty committed at 07:12

    607
  • Ty

    Tidy up system code

    Ty committed at 07:11

    606
  • Ty

    Rename resource_db folder to resource_types and add missing definitions

    Ty committed at 07:11

    605
  • Ty

    Update ContentDbCommand to use new getObjectTemplateList method

    Ty committed at 07:09

    604
  • Ty

    Move IconBuilderService into client services ...

    Not going to need to build graphical icons on the server

    Ty committed at 07:08

    603
2020-09-12
  • Ty

    Update all script engine functions to use injection + autoloading ...

    This also removes `get-global-flag` and `set-global-flag` as they're no longer used

    Ty committed at 08:43

    602
  • Ty

    Fix a couple of bugs in the offline drop screen ...

    * Fixes a bug when trying to drop an empty item slot would crash the game. * Dropping an item now returns to the "select item" state instead of exiting the screen

    Ty committed at 06:16

    601
2020-09-11
  • Ty

    Add UiScreenStateTransitionHandler ...

    Acts as a base class for all UI screen transitions

    Ty committed at 19:49

    600
  • Ty

    Update OfflineDropScreen to prevent quest items from being dropped

    Ty committed at 19:49

    599
2020-09-05
  • Ty

    Remove some junk code from systems

    Ty committed at 10:29

    598
  • Ty

    Whitespace/commented code cleanup

    Ty committed at 10:28

    597
  • Ty

    Tidy up EntityHelperService

    Ty committed at 10:28

    596
  • Ty

    Add tile size helpers to MapHelperService

    Ty committed at 10:27

    595
  • Ty

    Update MovementCalculatorService to use BattleHelperService for entity checks

    Ty committed at 10:27

    594
  • Ty

    Move getImpassibleEntities to BattleHelperService ...

    This was previously in the `PathfinderService`, but will also need to be used when calculating battle ranges and some AI stuff

    Ty committed at 10:26

    593
  • Ty

    Tidy up WorldSendSignal script function handler

    Ty committed at 10:24

    592
  • Ty

    Clean up a whole bunch of screens and UI elements

    Ty committed at 10:24

    591
  • Ty

    Add InitialInventory component and spawn entities when story starts ...

    Not the most elegant bit of code (should probably go in an initializer), but it works

    Ty committed at 10:23

    590
  • Ty

    Tidy up bordered box requests

    Ty committed at 10:21

    589
  • Ty

    Add injectAllServices to end of game service registrations ...

    This stops injected services being `Null` when screens are not added in a specific order

    Ty committed at 10:20

    588
  • Ty

    Add missing leave to base ShiningOnlineScreen

    Ty committed at 10:19

    587
  • Ty

    Add YesNoEvent for passing yes/no question answers

    Ty committed at 10:18

    586
2020-08-16
  • Ty

    Add IconTextUiElementBuilder

    Ty committed at 14:38

    585
2020-06-14
  • Ty

    Move town player initialization code to dedicated initializer system

    Ty committed at 10:31

    584
2020-06-13
  • Ty

    Add support for multiple attack cursor sizes

    Ty committed at 15:51

    583
2020-06-09
  • Ty

    Clean up OfflineBattleScreen and add full battle loop (minus actual actions)

    Ty committed at 17:43

    582
  • Ty

    Update BattleHelperService to calculate attack ranges using character and equipment data

    Ty committed at 17:42

    581
  • Ty

    Add min and max attack range fields to character and equipment components

    Ty committed at 17:41

    580
  • Ty

    Added range calculation to AttackRange ...

    Can pass in a min/max range and it will generate an attack diamond

    Ty committed at 17:41

    579
2020-06-04
  • Ty

    Update OfflineGameplayScreen to use custom camera bounds if set

    Ty committed at 18:36

    578
  • Ty

    Add camera boundary to GameLevelResource

    Ty committed at 18:35

    577
2020-06-01
  • Ty

    Update enemy turn to show enemy stats and movement profile

    Ty committed at 18:03

    576
2020-05-31
  • Ty

    Updated Camera to not skip co-ordinates when target changes and jumpTo is false

    Ty committed at 15:15

    575
  • Ty

    Fixed annoying camera skip when existing cursor control mode ...

    Still need to fix the camera jumping when a new target is set

    Ty committed at 15:12

    574
  • Ty

    Add additional error checks in EntityFunctions function set

    Ty committed at 14:58

    573
  • Ty

    Fix bug in movement range where squares with a land effect broke the grid ...

    Range values were not rounding correctly, so squares with a movement cost other than `1` were giving incorrect values. Meant some squares gave infinite range and others could not be walked on even if valid

    Ty committed at 14:58

    572
  • Ty

    Ty committed at 14:49

    571
  • Ty

    Add additional sprite handlers to RenderBodyComponent and clean whitespace

    Ty committed at 14:49

    570
  • Ty

    Add missing TargeterComponent

    Ty committed at 14:48

    569
  • Ty

    Add EnemyStatsInitializerSystem ...

    Sets enemy HP/MP to max whenever they are spawned. This is split off from player character initialization as we may want the option to have HP/MP carry into future battles

    Ty committed at 14:47

    568
  • Ty

    Add enemy turn handling placeholder to offline battle screen

    Ty committed at 14:46

    567
  • Ty

    Update OfflineTownScreen to use new event helper

    Ty committed at 14:46

    566
  • Ty

    Extract level entry events to a single helper in OfflineGameplayScreen

    Ty committed at 14:46

    565
  • Ty

    Fix rounding bug in BorderedBoxRequest that was causing gaps to appear

    Ty committed at 14:45

    564
  • Ty

    Add createActionQueue helper to base ShiningOnlineScreen

    Ty committed at 14:43

    563
  • Ty

    Add base type for state handlers that are attached to ShiningOnline screens

    Ty committed at 14:42

    562
  • Ty

    Add battle state handler for enemy turns

    Ty committed at 14:42

    561
2020-05-24
  • Ty

    Add quitGame method to base gameplay screen

    Ty committed at 10:53

    560
2020-05-09
  • Ty

    Player can now select other targets in battle

    Ty committed at 13:57

    559
2020-05-05
  • Ty

    Move battle entity targeting to a state handler instead of a system

    Ty committed at 18:32

    558
  • Ty

    Add service injection support to background actions

    Ty committed at 18:30

    557
  • Ty

    Add "WaitAction" background action ...

    Waits for X milliseconds before exiting. Use in `ActionQueue`'s to delay execution of tasks

    Ty committed at 18:29

    556
  • Ty

    Add additional entity helper functions for turning sprites

    Ty committed at 18:28

    555
  • Ty

    Add new action imports to OfflineBattleScreen

    Ty committed at 18:27

    554
  • Ty

    Add entity actions for moving, turning and showing entities

    Ty committed at 18:26

    553
2020-04-30
  • Ty

    Add initial target select to battle mode ...

    If selecting "attack" and an enemy is in range, targeter will move to the first enemy in range

    Ty committed at 18:28

    552
  • Ty

    Remove a bunch of duplicated/unused code

    Ty committed at 18:26

    551
2020-04-29
  • Ty

    Add ShiningOnlineConsoleCommand and update all console commands to use it ...

    New class that supports adding command handlers using method callbacks instead of using a large Select...Case block.

    Ty committed at 11:40

    550
2020-04-23
  • Ty

    Add additional states to battle screen ...

    Can now show the battle range (no target selection yet) and show a message if nobody is in range. LOADS of placeholder code, but it's coming together

    Ty committed at 21:34

    549
  • Ty

    Update SfGridRequest to render a GenericRange instead of MovementRange

    Ty committed at 17:28

    548
  • Ty

    Extract common code from MovementRange and AttackRange into GenericRange

    Ty committed at 17:27

    547
  • Ty

    Add setDefaultItem to battle menus

    Ty committed at 17:05

    546
  • Ty

    Add battle helpers for checking if enemies are in attack range of the current character ...

    Ty committed at 17:02

    545
  • Ty

    Add doEntitiesOverlap to EntityHelperService ...

    This can be used to check if a battle character is standing on top of another one

    Ty committed at 17:02

    544
  • Ty

    Add AttackRange class ...

    Pretty much the same as `MovementRange`, but is tailored for attacks and only needs to store 1 or 0

    Ty committed at 17:01

    543