It still looks like doctrine doesn't "know" about the column names in a cascade=remove relationship and assumes the property name to be also the column name - which is usually not true (by default, it's propertyname_id).
This update changes the column name so that doctrine's assumptions are correct again and adds tests so any changes which invalidates this relationship can be gecocnized easily.
The parent<=>child relationship of scenes was removed. Instead, this commit introduces the concept of a connection.
A connection is used to connect two scenes. Depending on which entity the connect-method is called, one is defined as the "outgoing" scene, the other as the ingoing scene:
```
$a->connect($b);
```
In this case, $a will be the outgoing part of the connection, $b the incoming.
Furthermore, in order to support action groups, this commit introduces SceneConnectionGroups which can be created in scenes and checked wether they exist or not. Using these, it is possible to specifiy to which part of the scenes are connected to each other.
```
$a->getConnectionGroup("scene-A/marketsquare")->connect($b);
```
In this case, $a will have the action to access $b under the ActionGroup of scene-A/marketsquare. On the other hand, $b, which doesn't have a connection group specified, will have the connection back to $a in the default group.
Connect also accepts the return value of getConnectionGroup as the argument, thus allowing the connection _to_ a certain part of $b as well:
```
$a->connect($b->getConnectionGroup("scene-B/back"));
```
The tests for scenes were updates in order to reflect this change.
Adds attack, defense and damage modifiers for both "goodguy" (self) and
"badguy" (target) as well as a handler for goodguy/badguy invulnurability.
Modified the battle calculation to not recalculate if noone does damage as
long as at least 1 buff is active. This prevets infinite loops.
This commit introduces basic buff handling: Adding buffs, removing buffs,
expiring buffs. The Battle procedure controls the buffs and activates them
every round, expires them one round per round and removes the buff if the
number of rounds left is 0.
The BattleTest suite tests for the correct sequence and the correct
messages.
If a battle is over or not can now be tested using this->isOver(). If the
battle is over, battle->getWinner() can be used to get the winner of this
fight, battle->getLooser() for the looser.
The class Battle takes two participants (player and monster) that both
need to implement the FighterInterface. Right now, rounds are
completed by the fightNRounds method.
Since all enemies in the old code follow the same default scaling,
monsters and masters use a AutoScaleFighter trait for now.
This commit adds the MotD model for storing and retrieving
messages-of-the-day.
It also adds a model for messages. Messages have an author as well as a
thread they belong to, the thread can be read by a specific number of
authors. FUrthermore, the message model supports system messages.
This commit introduces a number of needed changes:
- Character is now implementing the CharacterInterface
- MissingCharacter and SystemCharacter are supporting "pseudo-characters"
- trait MockCharacter implements non-implemented methods for
MissingCharacter and SytemCharacter
- Characters are now soft-deletable. Models wanting to load soft-deleted
characters need to fetch them eagerly.
Closes#17
This commit introduces the GameConfiguration, a model that is not an
entity. It also introduces GameConfigurationElement which is a doctrine
entity.
The two models make use of the traits introduced for CharacterProperty.
They also use the new OneToManyCollection class, which implements the
doctrine collection interface to a certain, limited extend. It mimicks
doctrine's PersisentCollection.