* [Quest API] Add Instance Methods to Perl/Lua.
# Perl
- Add `quest::GetInstanceIDs(zone_name)`.
- Add `quest::GetInstanceIDsByCharID(zone_name, character_id)`.
- Add `quest::GetInstanceVersionByID(instance_id)`.
- Add `quest::GetInstanceZoneIDByID(instance_id)`.
# Lua
- Add `eq.get_instance_ids(zone_name)`.
- Add `eq.get_instance_ids_by_char_id(zone_name, character_id)`.
- Add `eq.get_instance_version_by_id(instance_id)`.
- Add `eq.get_instance_zone_id_by_id(instance_id)`.
# Notes
- The instance IDs methods return arrays of IDs for looping so you can check on mass the instances a player has for a zone.
- Keeps operators from having to guess which possible versions of a zone a player has an instance for or loop through them all to find out.
- Cleanup `common/database_instances.cpp` to mostly use repositories where possible.
* Update database.h
* Update character_corpses_repository.h
* [Commands] Add #bugs Command.
- Adds a #bugs command for viewing bug reports.
- Remove unused bug related rules in favor of hard-coding the new system.
* Cleanup.
* Typo.
* Push.
* Lower status so it fits with message.
* [Commands] Cleanup #doanim Command.
- Cleanup messages and logic.
- Allow you to use animation names or IDs, could possibly extend this to quest API in the future.
* Update dialogue_window.h
* [Commands] Cleanup #emoteview Command.
Cleanup command messages and logic.
Add constants for Emote Events and Emote Types and replace all the old constants with the new constants.
* Update emoteview.cpp
* Cleanup #emotesearch Command.
* [Commands] Cleanup #modifynpcstat Command.
Cleanup messages and logic,
Add map and loop through it to display all stats, can add to this in the future if we add more stuff modifiable by this command.
* Delete settings.json
* Update modifynpcstat.cpp
* Update modifynpcstat.cpp
* Update questmgr.h
* [Quest API] Add IsRaining() and IsSnowing() to Perl/Lua.
- Add quest::IsRaining() to Perl.
- Add quest::IsSnowing() to Perl.
- Add eq.is_raining() to Lua.
- Add eq.is_snowing() to Lua.
This will allow server operators to tell if a zone is currently raining, snowing, or neither.
* Remove unnecessary quest manager stuff.
* Added constants and cleaned up #weather command
* Revert "Added constants and cleaned up #weather command"
This reverts commit 2ec85304b7407bbd4acfcc0dd7e1e5710f7bce8f.
* Revert "Revert "Added constants and cleaned up #weather command""
This reverts commit 76f4e411b6239aec9e6c8945ede0656e5e2ad9c1.
* Delete settings.json
* Update zone.cpp
* Combine task_activity item and npc fields
This will make tooling easier.
While denormalizing goallists may not be ideal, it decouples tasks from
rewards which share the table and removes a redundant column in favor
of a using the delimited string which better matches live packet data.
* [Tasks] Deprecate goallists table, migrate reward goal lists, simplify logic
* Update 2022_09_25_task_concat_matchlists.sql
* Update 2022_09_25_task_concat_matchlists.sql
* Tweaks
* Fix reward column name in conversion script
* Task reward stacking
* Update task_client_state.cpp
* Implement stack counts
* Fix reward item instance memory leak
* Validate reward item instance
* Fix item reward message
* Fix findtask
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Zone Points] Fix zone point heading data
* Update 2022_09_03_fix_zone_point_heading_data.sql
* Augment #showzonepoints with saylinks
* Add more heading fixes to zone points
* Account for 999 target_heading
* Add zone safe headings
* Add faction logging category
Probably should use this for more things
* Add FactionAssociation struct
This is simply just a struct that contains an array of faction ids and
multiplier. This can hold a maximum of 10 entries (Seru hit is 8, so 2
extra) this can be raised if need be.
* Add database changes and other data point changes
This is all the database changes and loading changes
Included is an optional SQL that will be used as a starting point, there
is likely errors or typos, but we will fix those as they are discovered.
* Add Client::RewardFaction function
This just takes the faction ID and the magnitude of the primary faction
hit and calculates the rest.
The minimum change will be either 1 or -1. We stop processing after we
see an ID of 0 and assume there will be no later entries.
The primary faction ID will always receive a hit even if there is no
faction association entries
* Add users of RewardFaction to NPC death, tasks, and QuestRewards
This will only use the new system if the magnitude is set, otherwise we
will just use the old system still
* Add quest system calls and lua QuestReward support
* Add #factionassociation command
This just calls RewardFaction, mostly useful for debugging
This allows removal of the task id limit (MAXTASKS)
There's some suspect places task data isn't verified but left unchanged
If memory use becomes too high once more live data is added tasks can be
stored in shared memory instead
The task goal system made implementing tasks a little confusing since
the goal could be ambiguous depending on type. This also didn't support
filtering on multiple goals (e.g. looting items from matching npc names
inside an area). Deliver types could specify an npc id in `delivertonpc`
but the database may have multiple npcs with the same name or a task
might want to match partial npc names.
This replaces goalids with explicit fields for npcs, items, proximity
areas, and touch switch ids. These changes make managing task data
easier without needing to update multiple tables and allows filtering
task updates by multiple criteria. To mitigate any performance impact
from merging task proximities, only clients with explore tasks in the
current zone are checked during client movement updates.
Items and npcs still support goallists but it would be possible to
denormalize entries into delimited strings to combine with the match
lists. This would also decouple task goals from reward lists.
The client task update functions were refactored to run through a single
filtering function which significantly reduces duplicated code from the
legacy task system. This will also make it easier to later implement
any unhandled types.
Since the new fields will handle filtering single entries and lists
based on having values set, `goalmethod` now only distinguishes quest
controlled from source controlled.
This is a breaking api change, `taskexploredarea` has been removed
since explore ids no longer exist.
* [Code Cleanup] Zone data loading refactor
* Update client_packet.cpp
* strcpy adjustments
* Ensure safe points get reloaded properly
* Simplify GetPEQZone and getZoneShutDownDelay
* Bring in zone_store where needed
* Update client.cpp
* Signature
* Signature
* Convert helpers to using pointers
* PR comment
* Update worlddb.cpp
* Fix loading for instances
* Fix zoning with fallback as well
* Another place for instance fallback
* [Commands] Add #findrecipe and #viewrecipe Commands.
- Add #findrecipe [Search Critieria] command.
- Add #viewrecipe [Recipe ID] command.
- #findrecipe will show #viewrecipe saylinks if the user has access to that command.
- #viewrecipe will show #summonitem saylinks if the user has access to that command.
* Cleanup
* Lexicon change.
* Remove unnecessary .c_str() and
* [Commands] Command Status Reloading
Currently command status changes require a server restart to take effect, this will allow them to be changed and use `#reload commands` without needing a restart.
Added a helper method called GetCommandStatus() for future reference when sending command saylinks to people and making sure if they're high enough status for the command before sending the link.
* Update client.cpp
* Update command.h
* Saylink cleanup.
* Remove unnecessary packet sending.
* Revert "Remove unnecessary packet sending."
This reverts commit e7e77b83af02955e6cda97fae7901620e09f9ba1.
* [Saylinks] Convert all GM Command Saylinks to Silent Saylinks.
- This cleans up all non-silent GM Command Saylinks that we had before due to the way they worked before. All saylinks like this should be silent now.
- Add source short hand capability for say links with same link as text.
* Defaults to r anyway.
* Spacing.
This allows shared tasks to create dz instances automatically through
the `dz_template_id` field instead of using quest scripts. Quest apis
were also added to create expeditions from template ids.
* [Feature] GM State Change Persistance
- Flymode and Invulnerable will now persist over zoning.
- Appended GMSpeed, Flymode and Invulnerable to the hideme message GMs see when they first login.
- Added #godmode [on/off] command to turn on or off hideme, flymode, gmspeed and invulnerable all in one shot.
- /becomenpc will now disable tells to the target player. It will also automatically disable GM States that interfere with its functionality.
- GM Command /toggle will not properly turn tells on/off
- GMs will now be notified if they are ignoring tells when they first zone-in, provided their GM flag is up.
- Added TellsOff variable to the output to #showstats
* [Bug] Fix tells when gmhideme is turned off.
* [Cleanup] Cleanup function and rename for consistancy.
Remove un-needed this->
* Tweaks
* Tweaks
* Update db_update_manifest.txt
* Move string building logic to a vector and use strings join
* Update client_packet.cpp
* Update 2022_07_28_gm_state_changes.sql
* PR comment tweaks
Co-authored-by: Akkadius <akkadius1@gmail.com>