Initial implementation of server-side bots that:
- Spawn as real Player entities with full equipment
- Move and broadcast position updates (10 tick/sec)
- Take damage and die with backpack drops
- Respawn after death
- Combat system with accuracy model (adjustment vs recoil)
Includes project documentation in bot-docs/ and Claude agent helpers.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* reverse order of protocol so that the avatar state (normal, csr) is checked first and then it calls back up to the specific avatar to perform the action
* reusing prior logic
* changed progress of damage inherit from 4->3->2->1->0 to [4,3,2]->1, 1->0
This addresses the 'stuck at authenticating' issue introduced in 662844b845, where runLoginTest() disconnected clients early if the 'PSForever' test account was missing or DB query failed.
Changes:
- Removed runLoginTest() method entirely.
- In beforeLoginBehavior, transition directly to accountLoginBehavior on ReceiveIPAddress.
- Removed context.become(idlingBehavior) calls in handleGamePktDuringLogin to prevent ignoring login packets.
Tested: Login now proceeds reliably without hangs, while preserving 662844b features like token expiration and state-based flow. THIS IS A HEAVILY ASSISTED AI COMMIT.
* differentiated between login test idling and post-message-received idling; added a messaging buffer that gets emptied during the transition to normal login behavior
* isolated behavior
* update github workflow to fix broken pipeline
* switch to sbtn command, seems like no sbt -> sbtn link is provided anymore
might just work like is...
* nope, not the link is missing, it does not pack sbt at all
does switching to sbt proper work?
* update JVM to latest LTS
* Revert "update JVM to latest LTS"
This reverts commit 75baaa52e86f88d596d98d656824672aa4e25cdf.
Support for Unk0's subtypes Unk0 and Padding have been removed in favour of the main type.
Should be reimplemented at some point, but I don't know how yet.