10 Commits
Author SHA1 Message Date
mmcgarvey 58d5983ef1 [Skills] Configurable Exponential Decay Formula for Skill Up (#1887)
* [Skills] Exponential Decay Skill Up Formula

Added an exponential decay skill up formula option.
The current, linear, formula results in negative chances to skill up, which
have been mitigated via a multiplier and minimum of 1%

* [Skills]Configurable Exponential Decay Formala for Skill Up

What this fixes:
The existing formula for determining whether or not to skill up could result
in negative chances, and made an assumption around the number 252.
This would ultimately result in an override that would set the chance to 1.

My fix:
I created 2 new rules:
Character:SkillUpMaximumChancePercentage
Character:SkillUpMinimumChancePercentage

I changed the forumla to:
chance = ((max - min + skill_modification) * (.99^skill)) + min

This results in an exponential decay that starts at skill-modified maximum
and approaches minimum.

I decided that max-min+skill_modification should never be less than min
I also decided to continue to apply the Character:SkillUpModifier rule
post-calculation.  I do not really think this is necessary anymore, given
this new formula, but we can discuss removing it.
I chose 25 and 2 as default maximum and minimum based on feel.

Related method signature fix:

Client::mod_increase_skill_chance was changed to return a double and
accept a double as an input for chance.  This matches the actual data types
provided while calling the method and eliminates some type coersion and
resultant truncation.  Right now, this method doesn't do anything, but in the
future we could implement skill-specific training dummies that accelerate
skill ups.  I deduce that this is the purpose of this method call.

* [Skills]Configurable Exponential Decay Formula for Skill Up

What this fixes:
The existing formula for determining whether or not to skill up could result
in negative chances, and made an assumption around the number 252.
This would ultimately result in an override that would set the chance to 1.

My fix:
I created 2 new rules:
Character:SkillUpMaximumChancePercentage
Character:SkillUpMinimumChancePercentage

I changed the forumla to:
chance = ((max - min + skill_modification) * (.99^skill)) + min

This results in an exponential decay that starts at skill-modified maximum
and approaches minimum.

I decided that max-min+skill_modification should never be less than min
I also decided to continue to apply the Character:SkillUpModifier rule
post-calculation.  I do not really think this is necessary anymore, given
this new formula, but we can discuss removing it.
I chose 25 and 2 as default maximum and minimum based on feel.

Related method signature fix:

Client::mod_increase_skill_chance was changed to return a double and
accept a double as an input for chance.  This matches the actual data types
provided while calling the method and eliminates some type coersion and
resultant truncation.  Right now, this method doesn't do anything, but in the
future we could implement skill-specific training dummies that accelerate
skill ups.  I deduce that this is the purpose of this method call.

* fixup! [Skills]Configurable Exponential Decay Formula for Skill Up

* fixup! [Skills]Configurable Exponential Decay Formula for Skill Up
2022-01-29 20:01:58 -06:00
mmcgarvey e4f2aec11e [XTarget] Revert All XTarget Corpse Changes (#1944) 2022-01-23 20:18:38 -06:00
mmcgarvey 1a556f4451 [XTarget] Performance Improvement After Corpse Change (#1918)
Removed a conditional that was rendered obsolete by moving the addition of a
mob to the auto haters list to fire after an IsValidXTarget check.  This
made an entity_list call unnecessary.  [zone/client.cpp]

Removed said unnecessary entity_list call.  [zone/client.cpp]

Removed a superfluous call to ProcessXTargetAutoHaters [zone/attack.cpp]
2022-01-12 16:04:18 -06:00
mmcgarvey 3853c4f150 [Bug Fix] XTarget Changes Causing Crashes (#1915)
* [Bugfix] XTarget Changes Causing Crashes

Added nullptr check when processing XTargetAutoHaters for pet owner.

* [Bugfix] XTarget Changes Causing Crashes

Added another needed sanity check after the nullptr check.

* [Bugfix] XTarget Changes Causing Crashes

Added another check against nullptr.

* [Bugfix] XTarget Changes Causing Crashes

Cleaned up nullptr checks per PR comments.
2022-01-03 22:22:21 -05:00
mmcgarvey 220d8497dd [XTarget] Disallow Corpses in XTarget Auto Slots (#1881)
* [XTarget] Disallow Corpses in XTarget Auto Slots

Why:
There exists an odd state where corpses will fill up your XTarget window.
This is reproducable using a combination of a pet to kill a mob
and timely feign death to wipe the owner's aggro.

What:
Added an IsCorpse check to IsXTarget.
Added a block to mark corpse XTargets as dirty to ProcessXTargetAutoHaters

* fixup! [XTarget] Disallow Corpses in XTarget Auto Slots

* fixup! [XTarget] Disallow Corpses in XTarget Auto Slots

* [XTarget] Disallow Corpses Code Cleanup

Added some safety, performance, and code readability changes per PR request.
2022-01-02 21:07:57 -06:00
mmcgarvey 5457f30659 [Spells] Instant Heals honor IgnoreSpellDmgLvlRestriction (#1888)
Why:
Heal Over Time spells honor the Spells:IgnoreSpellDmgLvlRestriction rule,
shouldn't instant heals honor this rule too?

The fix:
Added a check for Spells:IgnoreSpellDmgLvlRestriction in the GetActSpellHealing
method.
2021-12-23 14:43:02 -06:00
mmcgarvey c79fbb99aa [Shared Tasks] Cross Zone Remove Fix (#1740)
* [Shared Tasks] Cross Zone Remove Fix

Why:
	The cross_zone_remove_task quest methods were not removing from
	shared_task_members database table and were not clearing shared task
	cache.  This resulted in a situation where a character could not
	request other shared tasks.

What:
	Shamelessly copied shared task logic from ClientTaskState::CancelTask
	into ClientTaskState::RemoveTaskByTaskID

* What:

Instead of copying code from CancelTask into RemoveTaskByTaskID, it is better
for code maintenance to simply call CancelTask from RemoveTaskByTaskID.
This is cleaner.

Note:  I chose to be explicit with the remove_from_db parameter, despite true
being the default.  I tend to do this to protect from the default value
changing in the future.

* [Shared Tasks] RemoveTaskByTaskID Cleanup

Removed unused variables.
Distinguished log messages for Shared Tasks from regular Tasks.
2021-12-23 14:20:15 -06:00
mmcgarvey 4fbb98a5f7 [Skills] Make Tracking Skill Configurable (#1784)
Added 1 rule per class that defines tracking distance multiplier for that class
Kept the defaults of 12 for ranger, 10 for druid, and 7 for bard

Created 1 method for determining class tracking distance multiplier
Created 1 method for determining if a class can track, based on multiplier

Updated tracking logic to use these methods to determine whether a tracking
packet should and can be sent or not.
2021-12-23 13:57:53 -06:00
mmcgarvey feed584a41 [Database] Escape reserved mysql keyword rank w/ backticks (#1862)
Fixes #1567
2021-12-14 13:57:35 -05:00
mmcgarvey acf5836253 [Rules] Add optional rule for lifetap heals (#1689)
What:
	Add toggle for compounding bonuses for lifetap heals.

Why:
	When spell damage and heal amount bonuses are scaled to ludicrous
	levels, this double dip results in very high heals from
	relatively weak lifetaps.

Created new rule:  Spells:CompoundLifetapHeals

If true (default):
	Apply spell damage bonuses to lifetap damage
	Pass that amount through heal bonuses
	Heal for this resulting amount
If false:
	Apply spell damage bonuses to lifetap damage
	Heal for this resulting amount
2021-11-11 19:37:14 -06:00