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wip: add taunt generator client #93
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* feat: sentry server side * feat: sentry server side
… compiler warnings (delta#97) * fix: remove available blocks * fix: validate base artifacts and save base * fix(upgrade): upgrade all defenders and mines of same block_type_id * fix(dummy_data): change defender speed to 1 * fix: rust compiler warnings
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* wip: save unsaved changes * wip: save * feat: add defender damage using attacker bombs * feat(companion_bot): init, companion field in state, move_companion handler, priority for visible buildings * feat(companion_bot) return len in shortest path, find high prior tile according to the high prior building * refactor: handle defenders, decide target_tile, extract priority logic to a func * feat: move companion handler in state * fix: move companion dest fixes, companion priority fixes * fix: rebase fixes * feat: move companion to dest, update reach_dest, high priority tile update based on high priority building, high priority defender and second priority building * feat: send companion target tile socket response to frontend * feat: defenders attack companion, companion is alive in socker response * feat: companion bot attack timing * feat: send mapspace id to frontend response * lint: remove logs, comments * fix: rebase fixes * fix: defender target is alive fix * fix: companion not alive targets * fix: target defender even when companion is not in range * fix: visible priority for defenders * fix: mapspace id for multiple hut_defenders * fix: changed priority to float * fix: rebase fixes and artifacts and building damaged, defender damaged fixes * feat: sentry target id, sentry targets companion * feat: companion and attacker health check for sentry * fix: sentry bullet is collided fix, new defender trigger method * feat: mines damage companion bot, send target id of mine to frontend * fix: companion reached dest fix * fix: sentry range attacker companion fix * fix: frontend integration * fix: shortest path none handle and distance = zero handle * fix: and to or in defender_trigger * fix: attacker health check for trigger defender * fix: defender is alive fix --------- Co-authored-by: Shriram Umapathy <[email protected]>
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* feat: new challenges migration, model and schema for new migration * feat(db): add is_mod column to user * feat: schema and model change * feat: send is_mod to frontend in defense_base_fetch * feat: challenge base save from mod account, new mod base json in server storage, new route for admin base save * feat: save admin base with map id, fetch admin base * refactor: body to query parameters for get admin base * feat: send challenge type along with initial base fetch * feat: new get_challenge_maps route * feat: init challenge route, get challenge maps route * wip: socket handler for challenges * wip: get data for challenge validator from json, fetch_emp_type in defense util * feat: socket handler for challenges * feat: route for challenge socket handler * feat: send attacker_types, emp_types and max_bombs in challenge init endpoint * feat: delete admin base route * feat(challenge): new challenge field in state * feat: new challenge mods, maze logic * feat: challenge score to game logs, terminate challenges conditional * feat: challenge terminate, new challenge response model * feat: completed field to challenge maps response * feat: remove maze.rs and handle maze logic in challenge mod.rs * wip: fallguys challenge, logic for range and frequency increase * fix: route order change * feat(maze) coin as a mine * feat: get challenge type in challenges socket handler * feat: leaderboard routes for challenges * feat: fallguys endtile validation * fix: attacker coin collided maze fix * fix: score fix for socket response, update state attacker position * feat: attacker_type, bomb type, start tile and end tile in json for challenges and attacker type and emp type for challenges from json for validator * refactor: instead of attacker_type and emp_type in json for challenge store attacker_health and bomb_damage in json * feat: move start tile and endtile from maze and fallguys to challenge in validator and get start and end tile for challenge validator from json * feat: fallguys score logic, fall guys game end logic * feat: send attacker type and bomb type from json for challenge init * fix: attacker speed set to 1 * feat: score for early completion of maze * fix: challenge maps completed fix * feat: socket response for invalidation messages * fix: remove validation * feat: send challenge score after invalidation * fix: rebase fixes * chore: commented insignificant logs * fix: finally fixed idle companion. Was attacking dead defender * feat: handle no companion for challenges * fix: fix sending None for base_items_damaged in move_attacker if companion is none * feat: companion priority entirely based on shortest path distance, good code structure for get_companion_priority * fix: double artifacts * fix: is possible fix in get challenge maps * fix: sentry working in challenges * fix: fixes * feat: leaderboard for challenges * fix(db): remove foreign key constraint in challenge_maps for map_id * fix(db): sql errors * Fix: Ranged defender attacking companion * Fix: Defender not dying bug * fix: maze thatchin log * fix: kumaravel skill issue fixes * fix: defender_ranged_attack hut defender skip * feat(db): migration to add attempts to challenge response tabel * feat: challenges attempts * fix: 100% * feat: self attack server side * feat: update avatar id in db * fix: companion target * fix: defender dummy data --------- Co-authored-by: thatchinkumar2005 <[email protected]> Co-authored-by: SKsai <[email protected]> Co-authored-by: SaiSakthidar <[email protected]> Co-authored-by: KUMARAVEL04 <[email protected]>
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