* DRAFT - Classic Taunt (Pre 2006) style of taunt
RULE: ClassicTauntSystem
Completely seperate logic for each system. Could potentially be re-writte to be more inline but there are a good bit of minor differences.
* Consolidate Logic
Still needs in-game testing
* Feedback Request
* Updates per feedback
# Corpse Overhaul
Changelog:
- Player corpses now have two timers, one specific to the rezability of the corpse and the other to cover the overall rot timer of the player corpse.
- The rezability timer is based on the online presence of the player/account and is not affected by being offline.
- The rot timer is not affected by offline/online status and will count to the rot status of the corpse.
- Corpses can be rezzed multiple times, however only the first rez that yeilds returned xp will be counted. Not other rez will return any xp. This allows for a "Poor mans COTH" as was used many times in the early eras.
- All Corpse class private/protected member variables are all now prefixed with m_
- Added Corpses logging category along with many debug logs
- Removed LoadCharacterCorpseData
- Removed LoadCharacterCorpseEntity
- Added LoadCharacterCorpse(const CharacterCorpsesRepository::CharacterCorpses, const glm::vec4 &position) which simplifies areas of consumption and reduces double queries from removing LoadCharacterCorpseData and replacing LoadCharacterCorpseEntity
- All parameters that were prefixed with in_ have been dropped
- Removed two queries from CheckIsOwnerOnline and have it query the world's CLE by account_id since that is how live works
- Regenerated repository character_corpses
- Cleaned up many list iterators to use range based for loops
- Rate limit Corpse::Process m_is_rezzable with a 1 second check timer
- General code cleanup
- Added a Server Up check to bury all corpses in instances to prevent lost corpses if an instance is released during server down. This facilitates player recovery via shadowrest or priests of luclin.
This PR also now fixes a long standing issue with HasItem performance in our script plugins. It is significantly faster, we will need to coordinate quest changes and comms with operators.
```lua
if ($client->HasItemOnCorpse($item_id)) {
return 1;
}
```
```lua
--corpse
if self:HasItemOnCorpse(itemid) then
return true
end
```
Testing Completed:
- Create a Corpse
- Standard rezzing
- Ghetto Coth (No Extra XP)
- Rezzing after graveyard move
- Divine Rez works as intended
- No XP Rez (Corpse Call) does not give XP
- Corpse Burying
- Cross Instance Graveyard Corpse movement/Rezzing
- DZ End/Quit Corpse Movement/Rezzing
- Server Shutdown/Reinit DZ Corpse Movement/Rezzing
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Base Data] Remove from shared memory and simplify
- Removes Base Data loading from shared memory and puts it into zone.
- Changes type of `level` and `class` to `uint8_t` from `uint32_t` for consistency since we're renaming fields here anyway.
- Renames `unk1` to `hp_regen` in `base_data` table.
- Renames `unk2` to `end_regen` in `base_data` table.
- These changed fields were already mapped, we just hadn't renamed them for whatever reason.
- Regenerates Base Data repository.
- Adds `#reload base_data` to reload base data in real time.
* Cleanup
* Update shareddb.h
* Cleanup.
* Update shareddb.cpp
* Update main.cpp
* [Feature] Add optional `is_force` parameter to Zone::Repop
# Perl
- Add `quest::repopzone(is_force)`.
# Lua
- Add `eq.repop_zone(is_force)`.
# Commands
- Cleanup `#repop` to use new parameter in `Zone::Repop`.
# Notes
- Allows operators to forcefully repop a zone without using a second method to clear the respawn timers.
* is_forced
* Update repop.cpp
* Update repop.cpp
* [Commands] Add #show special_abilities
# Notes
- Allows operators to see what special abilities an NPC has.
- Move special ability values to `common/emu_constants.h`.
- Add `EQ::constants::GetSpecialAbilityMap()` and `EQ::constants::GetSpecialAbilityName()`.
- Add `NPC::DescribeSpecialAbilities(client)` to describe special abilities to a specified client.
# Images
* Update npc.cpp
* [Factions] Remove from shared memory and simplify
- Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories.
- This affects NPC Factions and Faction Associations.
* Bug fixes.
* Update client.cpp
* Update client.cpp
* Update client.cpp
* Cleanup
* Update client.cpp
* Update client.cpp
* Update client.cpp
* Final push
* Update CMakeLists.txt
* Consolidate reloading.
* [Cleanup] PR # 3999 (#4039)
* [Fixes for PR # 3999
* [Reload actual in game factions, not just the umbrella data.
* syntax
* Fix typo
* Foix bug where primary_faction not filled in when no hits
* Fix typos
* Fix splash factions for kills.
* Fix typo
* Fix more variable names to be accurate
* Fix Loads to load new ones as they come in.
* Load npc_factions without primary (tasks) and support old task faction
* Rename to make way for new LoadFactionAssocition (by faction_id)
* Fix some review comments
* Add code to load factions for splash tasks and quests.
* Fix issue with sign and RewardFaction, fix Log Message
---------
Co-authored-by: Paul Coene <noudess@gmail.com>
* [Objects] Add is_floating column to objects/ground spawns
# Notes
- Allows ground spawns/objects to float without having `FixZ()` called.
* Remove from object.
* Database version
* Fix
* Change to fix_z
* [Bug Fix] Move break in ServerOP_WWSpell handler
# Notes
- This break was cancelling loop early, m
* [Feature] Add support to crosszone/worldwide spells to affect bot pets
# Notes
- These were not displaying because bots pass the `attacker && attacker->GetOwner()` check which assumes they're a pet because we weren't confirming it wasn't a bot.
# Image
* [Cleanup] Cleanup cross-zone/world-wide OPCode handling
# Notes
- Cleans up the logic greatly for cross-zone/world-wide methods since we were doing extraneous status checks and needlessly allocating memory for variables.
* Update worldserver.cpp
* [Pets] Convert Load of Pets Beastlord Data to Repositories
# Notes
- Convert `GetBeastlordPetData()` to repositories.
- Add support for `unsigned` versions of `float`, `double`, and `decimal`, without this we defaulted to `std::string`, such as with `pets_beastlord_data`.
* Update repository-generator.pl
---------
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Bug Fix] Fix NPC After Death Emotes
- `DoNPCEmote` was being called on the corpse, not the NPC, so it wasn't working for some reason despite it working for years.
- Cleaned up some other logic and variable names in `NPC::Death` while I was in there.
* Update attack.cpp
* Update npc.cpp
* Update attack.cpp
* Update attack.cpp
# Notes
- Adds an expansion settings update to the `Mercs:Enable` command, only updates if the expansion setting isn't already `-1` or doesn't already contain the bitmask for Seeds of Destruction (16384).
- This will enable Mercenary Liaisons spawning properly in Plane of Knowledge for the hiring of mercenaries.
- Adds support to `#petitems` to allow you to target bot's pets to view their items, defaults to your pet if you have one.
- If you have no pet or no bot pet targeted it won't function.
# Notes
- Use constants where possible.
- Change `resist_adjust` parameter in `Beacon::AELocationSpell` from `resist_adjust` to `in_resist_adjust` so we're not possibly causing parameter shadowing.
* [Bug Fix] Fix issue in character_corpses Repository Query
# Notes
- Query had an extra ` inside of it, causing it to fail.
* Update character_corpses_repository.h
* [Bug Fix] Player Taunt Distance
Previously this was not regulated on the server side and allowed players to exploit situations where the client did not enforce Z distance checks.
Rule Name: MaximumTauntDistance
Rule Default: 150
Calculation is Rule Squared
* remove `this`
* [Bug Fix] Limit pet taunt distance
Previously this was not regulated and allowed players to exploit unlimited taunt distance.
Rule Name: PetTauntRange
Rule Default: 150
Calculation is Rule Squared.
* Remove `this`
* [Crash Fix] Fix crash when creating Frogloks/Drakkin
# Notes
- https://github.com/EQEmu/Server/pull/3920 introduced an issue where we were using `uchar` for `race_selection` and `class_selection` which was not functioning properly within `IsPlayerRace()`.
* Update client.cpp