[Feature] Evolving Item Support for RoF2 (#4496)

* basic evolving items framework created

* Implement evolving tab in the inventory window

* Implement experience and number of kills

* Move zone evolving map to a evolvingitemsmanager class

* rework gm commands

* rework GetInventory

* wip

* wip loot testing

* Fix Duplicate Message

* reworked evolving item looting, swapping, etc

* reworked const functions for evolving methods

* Functioning Player Trade of evolving items test item_id is 89550

* First pass of Final Result link working

* First pass of item upgrading when reaching 100%

* Add strings and logic for displaying the evolving item xp transfer window in Corathus

* Prototype of xp transfer window sending items

* WIP for evolve xp transfer

* WIP for evolve xp transfer.  First tests passed

* XP Transfer Cleanup

* XP Transfer Cleanup

* Add Rule for evolving items equip timer/  default is 30 secs

* Add logging and player events

Add logging and player events

* Formatting

* Database updates

* Updates for linux build

* Perl/Cleanup

* Command cleanup

* Lua

* Added a crash condition check if final item id is blank or not found.

* Review Changes

Updates to resolve review comments and a rebase.

* migrate to content_db for items_evolving_details

migrate to content_db for items_evolving_details

* Simplify, don't hit database unless evolving

* Update 2025_01_19_items_evolving_details.sql

* Update client.cpp

* Update manifest with items_evolving_details

* character_id vs char_id

* Remove _Struct from structs

* Remove license header in evolving.cpp

* Move evolving constants from eq_constants.h to evolving.h since it is more specific

* Update database_schema.h

* General cleanup

* Be more specific with `evolving_items` vs `evolving`

---------

Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
Mitch Freeman
2025-01-19 20:10:19 -04:00
committed by GitHub
parent d47bf687d0
commit f21cc170df
53 changed files with 3569 additions and 183 deletions
+18 -8
View File
@@ -25,6 +25,7 @@
#include "zonedb.h"
#include "../common/events/player_event_logs.h"
#include "bot.h"
#include "../common/evolving_items.h"
#include "../common/repositories/character_corpse_items_repository.h"
extern WorldServer worldserver;
@@ -1091,7 +1092,11 @@ void Client::DeleteItemInInventory(int16 slot_id, int16 quantity, bool client_up
}
// end QS code
bool isDeleted = m_inv.DeleteItem(slot_id, quantity);
uint64 evolve_id = m_inv[slot_id]->GetEvolveUniqueID();
bool isDeleted = m_inv.DeleteItem(slot_id, quantity);
if (isDeleted && evolve_id && (slot_id > EQ::invslot::TRADE_END || slot_id < EQ::invslot::TRADE_BEGIN)) {
CharacterEvolvingItemsRepository::SoftDelete(database, evolve_id);
}
const EQ::ItemInstance* inst = nullptr;
if (slot_id == EQ::invslot::slotCursor) {
@@ -1143,6 +1148,8 @@ void Client::DeleteItemInInventory(int16 slot_id, int16 quantity, bool client_up
bool Client::PushItemOnCursor(const EQ::ItemInstance& inst, bool client_update)
{
LogInventory("Putting item [{}] ([{}]) on the cursor", inst.GetItem()->Name, inst.GetItem()->ID);
evolving_items_manager.DoLootChecks(CharacterID(), EQ::invslot::slotCursor, inst);
m_inv.PushCursor(inst);
if (client_update) {
@@ -1163,9 +1170,9 @@ bool Client::PutItemInInventory(int16 slot_id, const EQ::ItemInstance& inst, boo
if (slot_id == EQ::invslot::slotCursor) { // don't trust macros before conditional statements...
return PushItemOnCursor(inst, client_update);
}
else {
m_inv.PutItem(slot_id, inst);
}
evolving_items_manager.DoLootChecks(CharacterID(), slot_id, inst);
m_inv.PutItem(slot_id, inst);
if (client_update)
{
@@ -1173,15 +1180,16 @@ bool Client::PutItemInInventory(int16 slot_id, const EQ::ItemInstance& inst, boo
//SendWearChange(EQ::InventoryProfile::CalcMaterialFromSlot(slot_id));
}
CalcBonuses();
if (slot_id == EQ::invslot::slotCursor) {
auto s = m_inv.cursor_cbegin(), e = m_inv.cursor_cend();
return database.SaveCursor(CharacterID(), s, e);
}
else {
return database.SaveInventory(CharacterID(), &inst, slot_id);
}
CalcBonuses();
return database.SaveInventory(CharacterID(), &inst, slot_id);
//CalcBonuses(); // this never fires??
// a lot of wasted checks and calls coded above...
}
@@ -1191,6 +1199,8 @@ void Client::PutLootInInventory(int16 slot_id, const EQ::ItemInstance &inst, Loo
bool cursor_empty = m_inv.CursorEmpty();
evolving_items_manager.DoLootChecks(CharacterID(), slot_id, inst);
if (slot_id == EQ::invslot::slotCursor) {
m_inv.PushCursor(inst);
auto s = m_inv.cursor_cbegin(), e = m_inv.cursor_cend();