[Merchants] Add Merchant Data Bucket capability. (#2160)

* [Merchants] Add Merchant Data Bucket capability.
- Allows server operators to limit merchant items based on data bucket values and comparisons.
- Adds 3 columns, bucket_name, bucket_value, and bucket_comparison to merchantlist table.
- Bucket is checked based on GetBucketKey()-bucket_name.
- Buckets are mass loaded when using the merchant so it's not a database call per item, just a grouping of all their buckets from the start.
- This is a nearly year old pull request redone for master.
- bucket_comparison Values are as follows:
        - bucket_comparison 0: bucket_name == bucket_value
        - bucket_comparison 1: bucket_name != bucket_value
        - bucket_comparison 2: bucket_name >= bucket_value
        - bucket_comparison 3: bucket_name <= bucket_value
        - bucket_comparison 4: bucket_name > bucket_value
        - bucket_comparison 5: bucket_name < bucket_value
        - bucket_comparison 6: bucket_name is any of  pipe(|)-separated bucket_value
        - bucket_comparison 7: bucket_name is not any of  pipe(|)-separated bucket_value
        - bucket_comparison 8: bucket_name is between first and second value of pipe(|)-separated bucket_value
        - bucket_comparison 9: bucket_name is not between first and second value of pipe(|)-separated  bucket_value

* Revert query change.
This commit is contained in:
Kinglykrab
2022-05-09 21:36:51 -04:00
committed by GitHub
parent 6e0d101457
commit 763fc82379
9 changed files with 379 additions and 169 deletions
+123 -107
View File
@@ -813,152 +813,168 @@ void Client::BulkSendInventoryItems()
}
void Client::BulkSendMerchantInventory(int merchant_id, int npcid) {
const EQ::ItemData* handyitem = nullptr;
uint32 numItemSlots = 80; //The max number of items passed in the transaction.
const EQ::ItemData* handy_item = nullptr;
uint32 merchant_slots = 80; //The max number of items passed in the transaction.
if (m_ClientVersionBit & EQ::versions::maskRoFAndLater) { // RoF+ can send 200 items
numItemSlots = 200;
merchant_slots = 200;
}
const EQ::ItemData *item = nullptr;
std::list<MerchantList> merlist = zone->merchanttable[merchant_id];
std::list<MerchantList>::const_iterator itr;
Mob* merch = entity_list.GetMobByNpcTypeID(npcid);
if (merlist.size() == 0) { //Attempt to load the data, it might have been missed if someone spawned the merchant after the zone was loaded
auto merchant_list = zone->merchanttable[merchant_id];
auto npc = entity_list.GetMobByNpcTypeID(npcid);
if (!merchant_list.size() == 0) {
zone->LoadNewMerchantData(merchant_id);
merlist = zone->merchanttable[merchant_id];
if (merlist.size() == 0)
merchant_list = zone->merchanttable[merchant_id];
if (!merchant_list.size()) {
return;
}
}
std::list<TempMerchantList> tmp_merlist = zone->tmpmerchanttable[npcid];
std::list<TempMerchantList>::iterator tmp_itr;
uint32 i = 1;
uint8 handychance = 0;
for (itr = merlist.begin(); itr != merlist.end() && i <= numItemSlots; ++itr) {
MerchantList ml = *itr;
if (ml.probability != 100 && zone->random.Int(1, 100) > ml.probability)
continue;
auto client_data_buckets = GetMerchantDataBuckets();
if (GetLevel() < ml.level_required)
continue;
if (!(ml.classes_required & (1 << (GetClass() - 1))))
continue;
int32 fac = merch ? merch->GetPrimaryFaction() : 0;
int32 cur_fac_level;
if (fac == 0 || sneaking) {
cur_fac_level = 0;
}
else {
cur_fac_level = GetModCharacterFactionLevel(fac);
auto temporary_merchant_list = zone->tmpmerchanttable[npcid];
uint32 slot_id = 1;
uint8 handy_chance = 0;
for (auto ml : merchant_list) {
if (slot_id > merchant_slots) {
break;
}
if (cur_fac_level < ml.faction_required)
continue;
auto bucket_name = ml.bucket_name;
auto bucket_value = ml.bucket_value;
if (!bucket_name.empty() && !bucket_value.empty()) {
auto full_name = fmt::format(
"{}-{}",
GetBucketKey(),
bucket_name
);
handychance = zone->random.Int(0, merlist.size() + tmp_merlist.size() - 1);
auto player_value = client_data_buckets[full_name];
if (player_value.empty()) {
continue;
}
if (!CheckMerchantDataBucket(ml.bucket_comparison, bucket_value, player_value)) {
continue;
}
}
if (ml.probability != 100 && zone->random.Int(1, 100) > ml.probability) {
continue;
}
if (GetLevel() < ml.level_required) {
continue;
}
if (!(ml.classes_required & (1 << (GetClass() - 1)))) {
continue;
}
int32 faction_id = npc ? npc->GetPrimaryFaction() : 0;
int32 faction_level = (
(!faction_id || sneaking) ?
0 :
GetModCharacterFactionLevel(faction_id)
);
if (faction_level < ml.faction_required) {
continue;
}
handy_chance = zone->random.Int(0, merchant_list.size() + temporary_merchant_list.size() - 1);
item = database.GetItem(ml.item);
if (item) {
if (handychance == 0)
handyitem = item;
else
handychance--;
int charges = 1;
if (item->IsClassCommon())
charges = item->MaxCharges;
EQ::ItemInstance* inst = database.CreateItem(item, charges);
if (!handy_chance) {
handy_item = item;
} else {
handy_chance--;
}
int16 charges = item->IsClassCommon() ? item->MaxCharges : 1;
auto inst = database.CreateItem(item, charges);
if (inst) {
auto item_price = static_cast<uint32>(item->Price * RuleR(Merchant, SellCostMod) * item->SellRate);
auto item_charges = charges ? charges : 1;
if (RuleB(Merchant, UsePriceMod)) {
inst->SetPrice((item->Price * (RuleR(Merchant, SellCostMod)) * item->SellRate * Client::CalcPriceMod(merch, false)));
item_price *= Client::CalcPriceMod(npc);
}
else
inst->SetPrice((item->Price * (RuleR(Merchant, SellCostMod)) * item->SellRate));
inst->SetCharges(item_charges);
inst->SetMerchantCount(-1);
inst->SetMerchantSlot(ml.slot);
inst->SetMerchantCount(-1); //unlimited
if (charges > 0)
inst->SetCharges(charges);
else
inst->SetCharges(1);
inst->SetPrice(item_price);
SendItemPacket(ml.slot - 1, inst, ItemPacketMerchant);
safe_delete(inst);
}
}
// Account for merchant lists with gaps.
if (ml.slot >= i) {
if (ml.slot > i)
LogDebug("(WARNING) Merchantlist contains gap at slot [{}]. Merchant: [{}], NPC: [{}]", i, merchant_id, npcid);
i = ml.slot + 1;
if (ml.slot >= slot_id) {
if (ml.slot > slot_id) {
LogDebug("(WARNING) Merchantlist contains gap at slot [{}]. Merchant: [{}], NPC: [{}]", slot_id, merchant_id, npcid);
}
slot_id = ml.slot + 1;
}
}
std::list<TempMerchantList> origtmp_merlist = zone->tmpmerchanttable[npcid];
tmp_merlist.clear();
for (tmp_itr = origtmp_merlist.begin(); tmp_itr != origtmp_merlist.end() && i <= numItemSlots; ++tmp_itr) {
TempMerchantList ml = *tmp_itr;
auto temporary_merchant_list_two = zone->tmpmerchanttable[npcid];
temporary_merchant_list.clear();
for (auto ml : temporary_merchant_list_two) {
if (slot_id > merchant_slots) {
break;
}
item = database.GetItem(ml.item);
ml.slot = i;
ml.slot = slot_id;
if (item) {
if (handychance == 0)
handyitem = item;
else
handychance--;
int charges = 1;
//if(item->ItemClass==ItemClassCommon && (int16)ml.charges <= item->MaxCharges)
// charges=ml.charges;
//else
charges = item->MaxCharges;
EQ::ItemInstance* inst = database.CreateItem(item, charges);
if (!handy_chance) {
handy_item = item;
} else {
handy_chance--;
}
auto charges = item->MaxCharges;
auto inst = database.CreateItem(item, charges);
if (inst) {
auto item_price = static_cast<uint32>(item->Price * RuleR(Merchant, SellCostMod) * item->SellRate);
auto item_charges = charges ? charges : 1;
if (RuleB(Merchant, UsePriceMod)) {
inst->SetPrice((item->Price * (RuleR(Merchant, SellCostMod)) * item->SellRate * Client::CalcPriceMod(merch, false)));
item_price *= Client::CalcPriceMod(npc);
}
else
inst->SetPrice((item->Price * (RuleR(Merchant, SellCostMod)) * item->SellRate));
inst->SetMerchantSlot(ml.slot);
inst->SetCharges(item_charges);
inst->SetMerchantCount(ml.charges);
if(charges > 0)
inst->SetCharges(item->MaxCharges);//inst->SetCharges(charges);
else
inst->SetCharges(1);
SendItemPacket(ml.slot-1, inst, ItemPacketMerchant);
inst->SetMerchantSlot(ml.slot);
inst->SetPrice(item_price);
SendItemPacket(ml.slot - 1, inst, ItemPacketMerchant);
safe_delete(inst);
}
}
tmp_merlist.push_back(ml);
i++;
temporary_merchant_list.push_back(ml);
slot_id++;
}
//this resets the slot
zone->tmpmerchanttable[npcid] = tmp_merlist;
if (merch != nullptr && handyitem) {
char handy_id[8] = { 0 };
int greeting = zone->random.Int(0, 4);
int greet_id = 0;
switch (greeting) {
case 1:
greet_id = MERCHANT_GREETING;
break;
case 2:
greet_id = MERCHANT_HANDY_ITEM1;
break;
case 3:
greet_id = MERCHANT_HANDY_ITEM2;
break;
case 4:
greet_id = MERCHANT_HANDY_ITEM3;
break;
default:
greet_id = MERCHANT_HANDY_ITEM4;
zone->tmpmerchanttable[npcid] = temporary_merchant_list;
if (npc && handy_item) {
int greet_id = zone->random.Int(MERCHANT_GREETING, MERCHANT_HANDY_ITEM4);
auto handy_id = std::to_string(greet_id);
if (greet_id != MERCHANT_GREETING) {
MessageString(Chat::NPCQuestSay, GENERIC_STRINGID_SAY, npc->GetCleanName(), handy_id.c_str(), GetName(), handy_item->Name);
} else {
MessageString(Chat::NPCQuestSay, GENERIC_STRINGID_SAY, npc->GetCleanName(), handy_id.c_str(), GetName());
}
sprintf(handy_id, "%i", greet_id);
if (greet_id != MERCHANT_GREETING)
MessageString(Chat::NPCQuestSay, GENERIC_STRINGID_SAY, merch->GetCleanName(), handy_id, GetName(), handyitem->Name);
else
MessageString(Chat::NPCQuestSay, GENERIC_STRINGID_SAY, merch->GetCleanName(), handy_id, GetName());
}
// safe_delete_array(cpi);
}
uint8 Client::WithCustomer(uint16 NewCustomer){