This begins figuring out how we are going to be propagating actor
control state: e.g. targets, poses, and other misc effects. I ended up
sending client triggers to the global server state, who then creates the
needed actor control packet for the other players.
Now players can see what other players are targeting!
There was two problems I was running into:
1. The move packet changed slightly, using a different way to encode the
rotation. In hindsight, it should seem obvious they would encode it the
same way for CommonSpawn and ActorMove.
2. write_quantized_rotation did it's order of operations wrong, and
it would spit out nonsensical rotations.
Both issues are fixed and you can see the other player's rotation
correctly now!
This means the three ARR inns are now "functional" (as in, you can enter
and exit them.) I also added some code to give you control of your
character in case you hit an unimplemented event.
The inn bed is the most complex script we have written so far, and needs
a little bit more logic to when it finishes. I also made it play the bed
animation, although you *will* sleep forever as we don't know how to
disconnect you yet.
I wanted to add armory chest support but the current state of the
inventory was a little frustrating. Adding new containers was too
difficult, so I made the system *even more* generic and easier to use. I
have also split it up into it's own module with a nicer file layout.
Oh yeah, and armory chest works too now.
Everyone's favorite copying mechanism/purchasable item is now functional
in Kawari. The item doesn't disappear once you use it, because there's
no API for that yet.
I wanted to make the lobby screen reflect your currently equipped items,
but that doesn't yet for some reason. These are still good refactorings
though!
There's no point in doing this yet:
1. This *crashes* the client, nice. Most likely because we're not
actually obsfucating anything, only tricking the client into thinking we
were. Why this can crash the client is beyond me?
2. Obsfucation is still optional.
This is to workaround a bigger bug where I don't properly enclose actors
in their zone, so you can hit an assert while traveling between zones.
But this is something that has been needed anyway, and also fixes that.
Instead of one single slot available in your inventory, all four pages
should be available now. Moving items around should be less buggy, and
it's now possible to discard items.
Items cannot stack still, and when given will always take up the next
free slot.
Curiously the spawned clone shows up as a player, despite not using the
NPCSpawn packet. This might be a suitable workaround for the
PlayerSpawn packet being buggy from our side.