[Commands] Modify #grid and #wp. (#1399)

- #grid add will no longer let you put in a duplicate grid.
- Grid nodes now spawn with invul/immune to damage.
- Grid nodes now set an entity variable "grid_id" on spawn.
- This allows grid nodes to be specifically despawned by "grid_id" entity variable, meaning you can view multiple grids at once and not despawn them all accidentally.
- #grid hide will despawn your targeted NPC's Grid nodes.
- #grid add, #grid show, #grid delete, and #grid hide send messages to let GM know what's going on.
- #wp add and #wp delete now send messages to let the GM know what's going on.
- #wpadd now send messages to let the GM know what's going on.
This commit is contained in:
Alex
2021-06-13 22:41:38 -04:00
committed by GitHub
parent 22333ee40b
commit 3886636ec7
7 changed files with 202 additions and 107 deletions
+18
View File
@@ -1036,6 +1036,24 @@ void ZoneDatabase::ModifyGrid(Client *client, bool remove, uint32 id, uint8 type
results = QueryDatabase(query);
}
bool ZoneDatabase::GridExistsInZone(uint32 zone_id, uint32 grid_id) {
bool grid_exists = false;
std::string query = fmt::format(
"SELECT * FROM `grid` WHERE `id` = {} AND `zoneid` = {}",
grid_id,
zone_id
);
auto results = QueryDatabase(query);
if (!results.Success()) {
return grid_exists;
}
if (results.RowCount() == 1) {
grid_exists = true;
}
return grid_exists;
}
/**************************************
* AddWP - Adds a new waypoint to a specific grid for a specific zone.
*/