149 Commits

Author SHA1 Message Date
Kinglykrab
56b9b6f2c4
[Quest API] Add corpse->GetLootList() and npc->GetLootList() to Perl and Lua. (#1529)
* [Quest API] Add corpse->GetLootList() and npc->GetLootList() to Perl and Lua.
- Add $corpse->GetLootList() to Perl.
- Add $npc->GetLootList() to Perl.
- Add corpse:GetLootList() to Lua.
- Add npc:GetLootList() to Lua.

Returns an array of item IDs for use with corpse and NPC methods such as HasItem(item_id), CountItem(item_id), and GetFirstSlotByItemID(item_id).

* Categories.

* Modify Lua to use classes.
2021-09-12 22:38:38 -05:00
Chris Miles
94c1a50cc8
[GM Command] Door Manipulation Command Port (#1524)
* Initial commit

* Push latest

* Update door_manipulation.cpp

* More door work

* More doors work

* Upload notes

* Finalize changes

* Remove comment

* Add missing chat line

* Swapped URI parser with something not using deprecated C++ functions
2021-09-12 22:08:04 -05:00
Kinglykrab
26299354b6
[Quest API] Adds new methods to NPCs and Corpses (#1510)
- Add $npc->HasItem(item_id) to Perl.
- Add $npc->CountItem(item_id) to Perl.
- Add $npc->GetItemIDBySlot(loot_slot) to Perl.
- Add $npc->GetFirstSlotByItemID(item_id) to Perl.
- Add $corpse->HasItem(item_id) to Perl.
- Add $corpse->CountItem(item_id) to Perl.
- Add $corpse->GetItemIDBySlot(loot_slot) to Perl.
- Add $corpse->GetFirstSlotByItemID(item_id) to Perl.
- Add npc:HasItem(item_id) to Lua.
- Add npc:CountItem(item_id) to Lua.
- Add npc:GetItemIDBySlot(loot_slot) to Lua.
- Add npc:GetFirstSlotByItemID(item_id) to Lua.
- Add corpse:HasItem(item_id) to Lua.
- Add corpse:CountItem(item_id) to Lua.
- Add corpse:GetItemIDBySlot(loot_slot) to Lua.
- Add corpse:GetFirstSlotByItemID(item_id) to Lua.

These methods will allow server operators to view the loot a current has in a slot, the first slot found by item ID, count the item by ID, and see if the NPC has the item.

With that functionality you could build a custom loot system and modify loot more dynamically.
2021-08-31 00:42:08 -05:00
KayenEQ
72056ffba3
[Spells] Focus related functions to use int32 instead of int16
Need to increase from int16 to int32 when calculating focus due it causing issues with returning spell ids for some effects which can easily be over the int16 limit. CalcAAFocus and CalcFocusEffect were doing all math in int16 also, no reason not to increase to int32.
2021-08-01 13:06:57 -05:00
Alex
3886636ec7
[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.
2021-06-13 21:41:38 -05:00
Alex
6e12d2fd49
[Commands] Add #viewzoneloot [item id] command. (#1382)
* [Commands] Add #viewzoneloot [item id] command.
- Allows GMs to search for a specific item across all the loot currently available on the spawned NPCs in the zone.
- Specifying item ID 0 will allow GMs to see all the droppable items, I tested in Sanctus Seru (a huge zone) and it sent approximately 1,200 messages, which didn't lag or desync my client.

* Adjustments.

* Adjustments.
2021-06-12 11:32:36 -05:00
RoTPvP
71e9dd5a3c
[PVP] Pvp guard assist code. (Guards will assist in PvP based on faction) (#1367)
* Added Guard Assist Code

* Added PvP Rule and Detrimental Spell Check

* Added IsGuard() Method

* Change from uint to bool

* Added a faction check to IsGuard()

* Simplified Guard Checks, reduced costs

* Added IsNPC check to guard check

* simplified pet check

* Removed Magic numbers

* Formatting Fix

* Code fixes

* Fixed constants

Co-authored-by: ProducerZekServer <go@away.com>
2021-05-30 20:22:52 -05:00
Alex
00fb9bc9f9
[Bug Fix] Zone Heading for Binds, Summons, Teleports, and Zoning. (#1328)
* For as long as I can remember people have had issues with zoning in, facing the wrong way, and walking through a zone line.

With this we will be able to set zone's safe heading as well as preserve heading on summon (NPC or GM) and teleports between zones.

This affects several pre-existing quest methods and extends their parameters to allow for the addition of heading.

The following functions have had heading added.
Lua
- client:SetBindPoint()
- client:SetStartZone()

Perl
- $client->SetBindPoint()
- $client->SetStartZone()
- quest::rebind()

SetStartZone parameter list was fixed also.

This converts some pre-existing methods from glm::vec3() to glm::vec4() and has an overload where necessary to use a glm::vec3() method versus glm::vec4() method.

This shouldn't affect any pre-existing servers and will allow PEQ and others to document safe headings for zones properly.

* Removed possible memory leaks.

* Fix SQL.

* Fix client message.

* Fix debug log.

* Fix log message.

* Fix call in rebind overload.

* Fix floats.

* Add default to column.
2021-04-22 22:49:44 -05:00
Alex
e6dee96266
Convert NPC Spell AI from int16 to uint16. (#1262) 2021-02-23 18:33:33 -06:00
Alex
bf3593a60d
[Experience] Add exp mod to npc types to let a server op change the exp modifier (#1252)
* Add exp mod to npc types to let a server op change the exp modifier a npc gives (useful for custom content)

* Updated version.h
2021-02-23 11:50:38 -06:00
Alex
8f89f38f5c
Add ScaleNPC() to Perl and Lua. (#1238) 2021-02-08 23:08:07 -06:00
Chris Miles
694d380e66
[Door Opening] Rule to let configure Animal Door Opening (#1231)
* Add rule configuration for letting animals open doors or not

* Handle one more spot

* Make adjustments and add mob property that serves as a check as to whether a mob entity can open doors or not

* Push attribute to mob window
2021-02-07 19:52:58 -06:00
Akkadius
f78828216d Add support for virtual zonepoints 2020-08-16 00:06:20 -05:00
Akkadius
9d0f7781b4 Fix compiler warnings 2020-08-15 19:03:25 -05:00
Akkadius
0e31302a7d Add an easy way to pull item saylinks 2020-08-15 17:25:09 -05:00
Akkadius
94d87584aa Lootdrop level filtering adjustments 2020-08-15 16:37:38 -05:00
Akkadius
e03ca7f65e Merge branch 'master' of https://github.com/EQEmu/Server into integration/multi-tenancy-expansions-repository 2020-06-29 00:40:27 -05:00
Noudess
4a23086183 Fixes to #grid show. Added new string utilities. 2020-05-28 08:41:10 -04:00
Akkadius
3f62da4573 Merge branch 'master' of https://github.com/EQEmu/Server into integration/multi-tenancy-expansions-repository 2020-05-23 22:33:34 -05:00
KimLS
2fbd5aaccc Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore) 2020-05-17 18:36:06 -07:00
Akkadius
373fb3f0e7 Decouple zone calls, cleanup logic 2020-04-19 04:36:39 -05:00
Akkadius
43716332aa Bulk load grids at repop and zone init instead of 2 costly individual selects per NPC, create repositories to decouple database logic from business logic 2020-03-30 05:49:43 -05:00
Akkadius
8effd671c5 Second pass through tables [skip ci] 2020-03-22 03:27:44 -05:00
Uleat
7f6414d685 Some bot-related changes (Master Wu's Technique, Tiger Claw timer) 2020-03-02 12:09:55 -05:00
Xackery Xtal
0a4429c0c0 Added NPC::RecalculateSkills 2020-02-18 09:21:18 -08:00
regneq
c2b3e85272 Added new pathgrid type 7 (GridCenterPoint). This grid causes a NPC to alternate between the first waypoint in their grid (Number 1 in the editor) and a random waypoint. (1 - 7 - 1 - 4 - 1 - 11 - 1 - 5 - 1, etc)
Changed the wandertype IDs to an enum so we know what we're looking at.
Added new pathgrid type 8 (GridRandomCenterPoint).  (SQL required) This new type causes a NPC to alternate between a random waypoint in grid_entries and a random waypoint marked with the new centerpoint column set to true. If no waypoints are marked as a centerpoint, this wandertype will not work. There is no numbering requirement or limit for centerpoints. You can have as many as you need.
New spawngroup field: wp_spawns (SQL required). Added a new spawngroup field, which is a boolean that if true changes the behavior of spawngroups this way: If the spawnpoint in the spawngroup has a grid, the NPC will spawn at a random waypoint location taken from its grid instead of the spawnpoint location.
New randompath behavior: The randompath grid type will now use the closest waypoint as its current waypoint on spawning.  This allows multiple spawn locations to use the same grid without having the undesirable behavior of walking to the first waypoint through walls and ignoring waypoint nodes. NPC::GetClosestWaypoint() was renamed to NPC::GetClosestWaypoints() as it was filling a list of multiple waypoints. a new method NPC::GetClosestWaypoint() returns a single waypoint in the form of an integer.
2020-01-24 15:11:08 -08:00
Akkadius
233f26996b Add GetCloseMobList into other calls 2019-12-29 03:15:42 -06:00
Akkadius
8cb51eb253 Scanning optimization work from over a year ago from EZ - cleaned up a bit 2019-12-25 03:16:14 -06:00
Akkadius
5381dcead1 Formatting: NPC::ModifyStatsOnCharm 2019-09-01 16:07:48 -05:00
Chris Miles
5c14bc92bd
Merge pull request #814 from EQEmu/charm_specialatk
Added Spells:CharmDisablesSpecialAbilities
2019-09-01 15:43:15 -05:00
Akkadius
05e7c473df Simplified the use of roamboxes and improved the AI for roambox pathing 2019-08-16 03:25:34 -05:00
Michael Cook (mackal)
290133803e Add a hard off for NPC scaling for Merc/Bot
They don't need it. We may want to add this to actually be in the DB for
normal NPCs in the future.
2019-06-10 00:36:18 -04:00
Xackery Xtal
44f85f140c Added Spells:CharmDisablesSpecialAbilities 2019-01-21 20:29:12 -08:00
Akkadius
11a43cd320 Texture work 2018-12-31 03:18:59 -06:00
Akkadius
9059efe98e Add proximity show to devtools 2018-12-28 02:39:08 -06:00
Akkadius
0681e6dbb2 Merge branch 'master' into movement_manager 2018-12-17 01:39:37 -06:00
Akkadius
4758c04e99 More mob_info work 2018-11-13 03:07:18 -06:00
KimLS
ab6cdd65a3 Various stuck behavior 2018-11-11 01:04:25 -08:00
Akkadius
775b5fcaf1 Mostly done with global base scaling work, dev tooling and various other works 2018-11-04 23:26:34 -06:00
KimLS
973abef1b0 Water work and work with grids (still not perfect but i think its the ai code) 2018-10-18 20:44:46 -07:00
KimLS
f76fffe622 A bunch of send position changes, rename navigateto 2018-10-15 22:02:16 -07:00
KimLS
7278c6294d Movement will now be handled by the movement manager instead of mob 2018-09-20 16:14:47 -07:00
Akkadius
3eee699a89 Calculate roambox destination z once and let navmesh pathfinding calculate it the rest of the time 2018-09-03 04:07:13 -05:00
Akkadius
4b6ab34fd9 Fix, cleanup and simplify the roambox logic and cleanup a bunch of other related code 2018-08-18 18:12:18 -05:00
Akkadius
1e0ec048af HP update adjustment that should cover a scenario when mob is feared 2018-08-11 00:12:09 -05:00
Trust
9251e6efd2 Disarm Support 2018-07-21 19:16:19 -04:00
Akkadius
0d094754db Add #grid show comand to display a targeted NPCs grid points visually 2018-07-09 01:15:57 -05:00
Uleat
c435a77813 Reintegration of inventory-based EQDictionary references 2018-07-05 21:05:26 -04:00
Michael Cook (mackal)
c5e4bb08f4 Implement global loot system Fixes #619
This should allow us to emulate lives global tables

The options available to filter tables are min_level, max_level, race,
rare, raid, race, class, bodytype, and zone.

race, class, bodytype, and zone are a pipe | separated list of IDs
2018-02-10 22:15:21 -05:00
Michael Cook (mackal)
f720e51585 Implement NPC Charm Stats
These combat stats an NPC will change to while charmed
2018-02-04 16:30:16 -05:00