- using windows dependent path seperator
- Added missing EventType Handling
- add timer start event
- add robot ID to some events
- Removed wrong Robot
- spawn robots with direction of spawn field
- possible index out of bound exception
- change default attitude of robot to 1
- robot movements not executing
- crash due to new events
- Unloading mod fails
- Add energy command
- dev: add missing imports
- dev: GRP
FailIfNull
executed regaedless of pipeline state - add missing EventOportunity to ProgrammingPhase
- "random card distribution" is random now
- add preconditions to map endpoint calls
- Exponential card execution
- enable Mod-unloading (removes wrong
overwrite
message) - dev: optimize authentication
- dev: add default value for ErrorMessage (GRP)
- block actions in the wrong timeframe
- add animation delay
- enable waitig for
FetchNextEvent
operation - implement map-repository endpoints
- Add Repeat Command
- change PAT variation from 10-75 to 20-40
- optimize endpoint call
- compiling failing
- crash due to missing event passage (random card distrib=
- registers having wrong initial values
- crash on non full register execution
phase
being allways null- api: add statement_id qualifier
- crash in some robot-related endpoints
- oas: remove wrong
required
- allow default value serialization
- sync production OAS
- doc: swagger doc
- add missng robot types
- merge: resolve merge conflict
- chrash on robot falling out of map
- chrash on no enought spawn points
- add missing IMovement implementation
- wrong "missing impl." message
- experimental: not loading MovementManager
- Wrong phase order
- Register size
- MovementManager not loading
- dev: missing Interface adaption
- server hung up when creating map repo
- cards not randomly drawn
- bad indexing of robots causing chrash
- bad ending condition resulting in game error
- bad position mapping
- bad robot selection (chrash)
- robot missing type
- robots being placed wrong
- robot execution rotation
- missing game id mapping
- missing movement manager
- implement missing endpoint
- unimplemented statement exe phase
- bad id mapping
- randomize deck
- NullPtr on execution phase change
- NullPtr on PreExecutionPhase
- map loading causing crash
- dev: add
failIfNull
to GRP
- wrong compiler hint
- map serialisation over ReST
- missing default location of entities
- setting registers not working
- error when map doesnt exists
- set time on game start
- implement
passed-time
- use default map by default
- oas: add missing tile-types
- drawing shop was done from shop
- GetMap game_id unusable
- oas: Wrong auth on commit action
- Map Serialization
- client: keep up to date
- dev: Map Serialization
- modding: add event listener
- vanilla mod wasnt adding programming cards
- modding🚀
- missing "OwnershipEnsurance" Constructor
- adapt startup to modular abstraction
- add AI names
- dev: add PlayerID to PipelineContext
- dev: add abstraction layer for expansion
- map using 1D array with mapping
- map not empty
- shooting bug
- no access restriction on CommitAction
- add Upgrade selection to GRP
- add laser shooting command
- shooting physix
- rotation cards
- implement robot
active
state - internal utility methods
- remove active yield waiting (-98% CPU usage)
- better movement event system
- enable 'self'-leaving
- add password-protected info
- enable falling off the map
- emit push event
- enable robots pushig each other
- base physical rules
- enable statement execution
- add missing
clearRegister
event
- execution cycle sharing between games
- wrong game info value
- add game execution info to game info
- programming card shuffling
- implement RandomCardDistribution
- add pseudo movement
- add "DeckEmpty" Exception
- implement deck re-shuffeling
- implement
Programming Phase
- make waiting concurrent / thread save
- bad spelling
- crash due to too much health
- use ID instead of object
- add currently unused Models
- welcome message not adapting to version size
BadEventException
chrashNotImplementedException
onProgrammingPhase
- use
ImmutableSet
instead ofList
- implement pre programming phase
- use more namespaces
- add missing phase informations
- add all game phases
- add delay before game deletion
- games now store the round phase
- add empty and dummy events
- add
MapCreated
Event - adding
DiscardUpgrade
event
- missing leave event firing
- double stacking events
- inconsistency of
GamePhaseChangedEvent
- use implementation instead of interface
- stop crash on
NotImplementedException
- restrict access to change robot register
entitys
->entities
typo in path- wrong server warning
- enable robot endpoints for consumers
- crash on legal events
- enable
getPlayer
andgetPlayers
for consumers
- missing closing bracket
- null ptr on entity access
- oas: add missing authentication
- implement robot register endpoints
- implement map management
- implement
GetProgrammingCards
- implement
GetProgrammingCard
- add programming card backend
- remove redundant check
- oas: replace parameters with references
- change Map implementation
- use GameRequestPipline
- reference new client
- fix typo in AI name
- oas: replace inline definition with ref
- oas: change path of BuyUpgrade
- oas: rename ErrorMessage
- autogen: Make TimeElapsed event an event
- autogen: replace bad admin access
- add missing
time elapsed
event type - missing import
- adapt to new events
- add end of game clean
- implement end of game
- full upgrade shop phase implementation
- implement
getAvainableActions
- add entity actions
- add
TimeElapsedEvent
- add option to pass (do nothing)
- oas: add resusable path parameters
- refuse bad startgame
- commit buy upgrade events
- add empty ki
- add
name
,max-players
andcurrent-players
to game info - add missing event data classes
- events: remove typesave endpoints
- #9
- bad enum references
- autogen: adapt ActionType according to documentation
- pat datatype
- dissable admin authorisation for easy testing
- remove wrong authentication tag
- remove bad testcase
- add client as submodule
- remove client code from this repo
- autogen: replace authorisation attributes
- sync display oas
- improve startup message
- add version to main file
- add authoriation check to all endpoints
- add programming card endpoints
- add robot and register backend
- implement
getRobots
endpoint - implement robot register endpoints
- bad regex
- implement upgrade endpoints
- add upgrade phase
- add name to game status response
- add robot ownership check
- add upgrade implementation
- empty event response
- consumer not passing GRP
- implement upgrades
- adding Upgrade manager
- autogen: bad parameter mapping
- bad parameter mapping
- bad regex preventing consumer registration
- nullpointer for any event
- consumer events
- consumer pat authorisation
- consumer handling
- add consumer registration to OAS
- player id not zero
- add response to
register consumer
- insecure type conversion at authentication
- started games now "run" endlessly without exception
- lock in (pick robot) exception
- autogen: empty(null) controlled entities list
- change != to ==
- stop forwarding GamePhaseChanged to phases
- empty entity manager
- cz: broken version
- notification of general events
- action phase enum conversion
- exceptionless general phase notification
- add info to BadEventException
- NullPrt on empty password (on join)
GamePhaseChange
causing crash
- disable
hardware-attached
- enable bad event and action notifications
- implement
/v1/games/{game_id}/map
- autogen: make EntityUseUpgradeAction an event
- adapt version in OAS
- pop -> peek
- add missing name mapping
- not returning game id after creation
- add missing auth tag
- authentication crash with invald game id
- NullPrt on event
- autogen: enable RobotPickEvent
- implement robot picking/assignment
- change accessors
- autogen: replace wrongly generated attributes by extending
- fire event on join
- event-type fetching using pop instead of peek
- bad (inversed) typecheck
- add thread event notification
- add missing events
- add player display name
- add missing event types