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Implement Player Freeze (Walk Open, Walk Close) #367

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merged 7 commits into from
Oct 19, 2024

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@miou-gh miou-gh commented Jul 28, 2024

WalkValidationActions and AttackValidationActions currently exists. FaceValidationActions, EmoteValidationActions, and SitValidationActions could exist, but wasn't sure if it'd be appropriate to create for a single feature like this.

Closes #350

@ethanmoffat ethanmoffat added this to the Version 1 milestone Jul 28, 2024
EOLib/Domain/Login/PlayerInfoRepository.cs Outdated Show resolved Hide resolved
EOLib/PacketHandlers/Walk/WalkPlayerHandler.cs Outdated Show resolved Hide resolved
EndlessClient/Controllers/ArrowKeyController.cs Outdated Show resolved Hide resolved
EOLib/Domain/Character/CharacterActions.cs Outdated Show resolved Hide resolved
EndlessClient/Controllers/ControlKeyController.cs Outdated Show resolved Hide resolved
EndlessClient/Controllers/FunctionKeyController.cs Outdated Show resolved Hide resolved
EndlessClient/Input/FunctionKeyHandler.cs Outdated Show resolved Hide resolved
EndlessClient/Input/InputHandlerBase.cs Outdated Show resolved Hide resolved
Freeze will be handled by input validators at controller level
- Use property on Character class to indicate freeze.
- Move all freeze validation logic to validator layer.
- Restructure some conditions to properly handle freeze for inputs.
- Add SFX notification on WALK_OPEN/WALK_CLOSE packets. Rename previously unknown SFX
Vanilla client does not enforce this. Also enable showing first time player message if the login code is not 'no', which handles unexpected values of the login code more closely to the vanilla client.
@ethanmoffat ethanmoffat merged commit cdffe68 into ethanmoffat:master Oct 19, 2024
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Implement "freeze" walk packets
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