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[Character] Convert Delete/Load/Save of Character Disciplines to Repositories (#3850)
* [Character] Convert Delete/Load/Save of Character Disciplines to Repositories - Convert `DeleteCharacterDiscipline` and `SaveCharacterDiscipline` to repositories. - `LoadCharacterDiscipline` already used repositories, cleaned up the logic. * Update effects.cpp * Update client.cpp * Update effects.cpp * Update client.cpp * Update zonedb.cpp * Update client.cpp
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+12
-12
@@ -10742,22 +10742,22 @@ void Client::SaveSpells()
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void Client::SaveDisciplines()
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{
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std::vector<CharacterDisciplinesRepository::CharacterDisciplines> character_discs = {};
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std::vector<CharacterDisciplinesRepository::CharacterDisciplines> v;
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for (int index = 0; index < MAX_PP_DISCIPLINES; index++) {
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if (IsValidSpell(m_pp.disciplines.values[index])) {
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auto discipline = CharacterDisciplinesRepository::NewEntity();
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discipline.id = CharacterID();
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discipline.slot_id = index;
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discipline.disc_id = m_pp.disciplines.values[index];
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character_discs.emplace_back(discipline);
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for (int slot_id = 0; slot_id < MAX_PP_DISCIPLINES; slot_id++) {
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if (IsValidSpell(m_pp.disciplines.values[slot_id])) {
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auto e = CharacterDisciplinesRepository::NewEntity();
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e.id = CharacterID();
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e.slot_id = slot_id;
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e.disc_id = m_pp.disciplines.values[slot_id];
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v.emplace_back(e);
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}
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}
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CharacterDisciplinesRepository::DeleteWhere(database, fmt::format("id = {}", CharacterID()));
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if (!character_discs.empty()) {
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CharacterDisciplinesRepository::InsertMany(database, character_discs);
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if (!v.empty()) {
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CharacterDisciplinesRepository::ReplaceMany(database, v);
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}
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}
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+2
-2
@@ -690,7 +690,7 @@ bool Client::TrainDiscipline(uint32 itemid) {
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return false;
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} else if (m_pp.disciplines.values[r] == 0) {
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m_pp.disciplines.values[r] = spell_id;
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database.SaveCharacterDisc(CharacterID(), r, spell_id);
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database.SaveCharacterDiscipline(CharacterID(), r, spell_id);
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SendDisciplineUpdate();
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Message(Chat::White, "You have learned a new discipline!");
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return true;
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@@ -789,7 +789,7 @@ void Client::TrainDiscBySpellID(int32 spell_id)
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for(i = 0; i < MAX_PP_DISCIPLINES; i++) {
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if(m_pp.disciplines.values[i] == 0) {
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m_pp.disciplines.values[i] = spell_id;
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database.SaveCharacterDisc(CharacterID(), i, spell_id);
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database.SaveCharacterDiscipline(CharacterID(), i, spell_id);
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SendDisciplineUpdate();
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Message(Chat::Yellow, "You have learned a new combat ability!");
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return;
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+1
-1
@@ -5761,7 +5761,7 @@ void Client::UntrainDisc(int slot, bool update_client, bool defer_save)
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m_pp.disciplines.values[slot] = 0;
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if (!defer_save) {
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database.DeleteCharacterDisc(CharacterID(), slot);
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database.DeleteCharacterDiscipline(CharacterID(), slot);
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}
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if (update_client) {
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+30
-16
@@ -766,24 +766,27 @@ bool ZoneDatabase::LoadCharacterLeadershipAbilities(uint32 character_id, PlayerP
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bool ZoneDatabase::LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp){
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auto character_disciplines = CharacterDisciplinesRepository::GetWhere(
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const auto& l = CharacterDisciplinesRepository::GetWhere(
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database, fmt::format(
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"`id` = {} ORDER BY `slot_id`",
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character_id
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)
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);
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if (character_disciplines.empty()) {
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if (l.empty()) {
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return false;
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}
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/* Initialize Disciplines */
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memset(pp->disciplines.values, 0, (sizeof(pp->disciplines.values[0]) * MAX_PP_DISCIPLINES));
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for (auto& row : character_disciplines) {
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if (row.slot_id < MAX_PP_DISCIPLINES && IsValidSpell(row.disc_id)) {
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pp->disciplines.values[row.slot_id] = row.disc_id;
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for (int slot_id = 0; slot_id < MAX_PP_DISCIPLINES; slot_id++) { // Initialize Disciplines
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pp->disciplines.values[slot_id] = 0;
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}
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for (const auto& e : l) {
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if (IsValidSpell(e.disc_id) && e.slot_id < MAX_PP_DISCIPLINES) {
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pp->disciplines.values[e.slot_id] = e.disc_id;
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}
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}
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return true;
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}
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@@ -1018,11 +1021,16 @@ bool ZoneDatabase::SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint
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);
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}
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bool ZoneDatabase::SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id){
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std::string query = StringFormat("REPLACE INTO `character_disciplines` (id, slot_id, disc_id) VALUES (%u, %u, %u)", character_id, slot_id, disc_id);
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auto results = QueryDatabase(query);
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LogDebug("ZoneDatabase::SaveCharacterDisc for character ID: [{}], slot:[{}] disc_id:[{}] done", character_id, slot_id, disc_id);
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return true;
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bool ZoneDatabase::SaveCharacterDiscipline(uint32 character_id, uint32 slot_id, uint32 disc_id)
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{
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return CharacterDisciplinesRepository::ReplaceOne(
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*this,
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CharacterDisciplinesRepository::CharacterDisciplines{
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.id = character_id,
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.slot_id = static_cast<uint16_t>(slot_id),
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.disc_id = static_cast<uint16_t>(disc_id)
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}
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);
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}
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void ZoneDatabase::SaveCharacterTribute(Client* c)
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@@ -1316,10 +1324,16 @@ bool ZoneDatabase::DeleteCharacterSpell(uint32 character_id, uint32 slot_id)
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);
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}
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bool ZoneDatabase::DeleteCharacterDisc(uint32 character_id, uint32 slot_id){
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std::string query = StringFormat("DELETE FROM `character_disciplines` WHERE `slot_id` = %u AND `id` = %u", slot_id, character_id);
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QueryDatabase(query);
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return true;
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bool ZoneDatabase::DeleteCharacterDiscipline(uint32 character_id, uint32 slot_id)
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{
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return CharacterDisciplinesRepository::DeleteWhere(
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*this,
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fmt::format(
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"`id` = {} AND `slot_id` = {}",
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character_id,
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slot_id
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)
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);
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}
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bool ZoneDatabase::DeleteCharacterBandolier(uint32 character_id, uint32 bandolier_id)
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+2
-2
@@ -424,7 +424,7 @@ public:
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bool DeleteCharacterAAs(uint32 character_id);
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bool DeleteCharacterBandolier(uint32 character_id, uint32 bandolier_id);
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bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
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bool DeleteCharacterDiscipline(uint32 character_id, uint32 slot_id);
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bool DeleteCharacterMaterialColor(uint32 character_id);
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bool DeleteCharacterLeadershipAbilities(uint32 character_id);
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bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 slot_id);
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@@ -447,7 +447,7 @@ public:
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bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
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bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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bool SaveCharacterData(Client* c, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
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bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
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bool SaveCharacterDiscipline(uint32 character_id, uint32 slot_id, uint32 disc_id);
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bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
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bool SaveCharacterLeadershipAbilities(uint32 character_id, PlayerProfile_Struct* pp);
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bool SaveCharacterMaterialColor(uint32 character_id, uint8 slot_id, uint32 color);
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