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4 commits

Author SHA1 Message Date
WiseDev
7a0ba1b652 give the server its own battle clock and end condition
LogicBattle::isEndConditionMatched, transcribed: the battle is over when
end_counter is positive, when either king is dead, when tick/20 seconds
reach MatchLength + OvertimeSeconds, or - once past MatchLength - when
the crowns differ. the divisor is the 0x66666667/2^35 multiply in the
client, which is a divide by twenty, so the battle runs at 20 ticks a
second.

crowns come from LogicSummoner::getStars: three when the enemy king is
down, otherwise two minus the enemy princess towers still standing,
which is exactly what leader_towers holds.

BattleRegistry keeps the LogicGameMode we built for each account and
advances it on the tick the client reports in its turn message, so the
server now tracks the clock, the crowns and whether the battle is over,
and drops the session when the player goes home. the two isSummoner
guards in the overtime branch are left out: they only fire for an object
that is not a summoner, which a king tower always is.
2026-08-23 12:01:26 +03:00
WiseDev
6c5295bc07 fix the LogicGameObject field mapping
the base object writes owner index, component mask, position and z, in
that order. we had the first field unnamed and were writing the owner
into the z slot, so every object belonged to player 0, and the mask slot
carried a zero.

the mask matters: getHitpointComponent tests bit 2 of it before touching
components[2], so a zero mask made every tower report no hitpoints,
LogicCharacter::isAlive fell through to the z field, shouldDestruct went
true and the towers were destroyed on the first tick - which then hit
"cant find summoner tower" in LogicBattle::removeGameObjectReferences.

entries are built through LogicGameObjectEntry::new now so the mask is
derived from the component array and cannot drift from it.

also rename the first character flag after what sets it: kamikaze
death and morph both raise it right before the object is removed.
2026-08-23 11:17:10 +03:00
WiseDev
774e7c60cf build and send the battle sector state
npc missions used to get a ServerErrorMessage back. now StartMission builds a
LogicGameMode snapshot off the arena tilemap and answers 21903.

towers come from assets/locations/*.csv the way initDefaultSector does it: tile
coordinates times 500, leader index decided by which half of the map the tower
sits in. the two king towers must be there, the client dereferences them without
a null check. they live in buildings.csv, not characters.csv.

LogicCharacter puts the base object fields fourth, not first. the buff component
writes a fixed array sized by the character_buffs row count even with no buffs.

training_arena parses to 2 kings, 4 princess towers, 36x64 subtiles. snapshot is
602 bytes over 6 objects. the real client has not seen it yet.
2026-08-23 10:24:20 +03:00
WiseDev
41eca5b620 battle model: LogicBattle, the object manager and BattleResultMessage
field order taken straight off LogicBattle::encode. the object manager is
columnar, not object major: 6 counters, a count, then all data refs, then all
global ids, then all objects, then four component passes. global ids must be
ascending, the client binary searches them.

LogicRandom moved out of the shop into its own module. its abs was
checked_abs().unwrap_or(0), the binary uses NEGS so i32::MIN stays i32::MIN.
one seed in four billion, but it would have desynced the card shop.

per object subclass encodes and the component payloads are still missing, so no
snapshot can be sent yet.
2026-08-23 10:00:16 +03:00