* [Zone] Zone State Automated Testing and Improvements
* Spawn condition
* Update zone.cpp
* Remove redundant logic
* Update zone_state.cpp
* TestZLocationDrift
* Protect NPC resumed NPC's from being able to die
* Save spawns
* Update base_zone_state_spawns_repository.h
* Zone state save work
* Code cleanup
* More cleanup
* Database migration
* Update database_update_manifest.cpp
* Revert decay at storage model
* Code cleanup
* More cleanup
* More cleanup
* More cleanup
* Entity variables
* Add entity variables to the schema
* Post rebase
* Checkpoint
* Serialize / deserialize buffs
* Current hp / mana / end save / load
* Save / load current_waypoint
* Add zone spawn protection
* Finishing touches
* Cleanup
* Update zone_save_state.cpp
* Cleanup
* Update zone_save_state.cpp
* Update npc.cpp
* Update npc.cpp
* More
* Update perl_npc.cpp
* Update zone_loot.cpp
* First pass of player_event_loot_items
* Second pass of player_event_loot_items
* Third pass of player_event_loot_items
* Example without RecordDetailEvent template
* Cleanup the removal of the template
* Fourth Pass
Add retention for etl tables
Rename tables/fields to etl nomenclature
Combine database work to one atomic load
* Reposition to reduce db tasks
* Refactor etl processing for easier additions
* Add merchant purchase event
testing passed though appears that the event itself has a few bugs. Will fix them in another commit
* Fix PlayerEventMerchantPurchase in client_packet.cpp
* WIP - Handin
* Handin Event added
* Cleanup
* All a rentention period of 0 days which deletes all current records.
* Updates
Cleanup and refactor a few items.
* Cleanup and Formatting
Cleanup and Formatting
* Add etl for
Playerevent::Trade
PlayerEvent::Speech (new event to mirror functionality of qs_speech
* Add etl for
Playerevent::KilledNPC, KilledNamedNPC and KilledRaidNPC
* Add etl for Playerevent::AA_purchase
Add etl for Playerevent::AA_purchase
* Cleanup before PR
* Review comment updates.
* Add world cli etl:settings to output a json on all player event details.
* Add reserve for all etl_queues
Correct a failed test case for improper next id for etl tables when table is first created.
* Potential solution for a dedicated database connection for player events.
* Simple thread for player_events. Likely there is a better way to do this.
* Add zone to qs communications for recordplayerevents
First pass of enabling zone to qs direct transport to allow for PlayerEvents to bypass world.
* Cleanup a linux compile issue
* Add augments to LOOT ITEM and DESTROY ITEM
* Add augments to ITEMCREATION, FORAGESUCCESS, FISHSUCCESS, DESTROYITEM, LOOTITEM, DROPPEDITEM, TRADERPURCHASE, TRADERSELL, GUILDTRIBUTEDONATE and cleaned up the naming convention of augments
* Formatting fixes
* Swap out GetNextTableId
* Statically load counter
* Add counter.clear() since the counter is static
* Upload optional QS conversion scripts
* Remove all qs_tables and code referencing them
* Update database.cpp
* Simplify ProcessBatchQueue
* Simplify PorcessBatchQueue
* Simplify event truncation
* Build event truncation to bulk query by retention groups
* Post rebase
* Update player_events.h
* Fix build
* Update npc.cpp
* First pass of direct zone to qs sending for player events
* Remove keepalive logic
* Fix event ordering
* Cleanup
* Update player_event_logs.cpp
* Wipe event data after ETL processed
* Split up database connections, hot reload logs for QS
* Load rules from database vs qs_database
* Update player_event_logs.cpp
* Hot toggle queryserv connect
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Implement spell AI pulling, fix throw stone
* more pull tweaks
* holding check at start of ai process
* fully implement ^pull logic to always return, can still be overidden by ^attack
* Rewrite ^pull logic and handling. **MORE**
Add ^setassistee command to set who your bots will assist. Bots will always assist you first before anyone else.
If the rule Bots, AllowCrossGroupRaidAssist is enabled bots will assist the group or raid main assists.
Rewrites logic in handling of pull and returning to ensure bots make it back to their location.
* Move HateLine to a better ID
* cleanup ST_Self logic in CastChecks
* Removed unused BotSpellTypeRequiresLoS
* Move fizzle message to define
* add timer checks to Idle/Engaged/Pursue CastCheck to early terminate
* Add back !IsBotNonSpellFighter() check to the different CastCheck
* Correct IsValidSpellRange
* Implement AAs and harmtouch/layonhands to ^cast --- fix IsValidSpellRange
* Add PetDamageShields and PetResistBuffs to IsPetBotSpellType()
* Add priorities to HateLine inserts for db update
* Remove SpellTypeRequiresCastChecks
* Add bot check to DetermineSpellTargets for IsIllusionSpell
* merge with previous
* Correct bot checks for ST_GroupClientAndPet
* Remove misc target_type checks
* Add lull/aelull to ^cast
* Add more checks for CommandedSubTypes::AETarget
* remove unneeded checks on IsValidSpellTypeBySpellID
* add to aelull
* rewrite GetCorrectSpellType
* Add IsBlockedBuff to CastChecks
* Add spellid option to ^cast to allow casting of a specific spell by ID
* ^cast adjustments for spellid casts
* Add missing alert round for ranged attacks
* More castcheck improvements
* CanUseBotSpell for ^cast
* remove ht/loh from attack ai
* remove SetCombatRoundForAlerts that triggered every engagement
* Add RangedAttackImmunity checks before trying to ranged attack
* move bot backstab to mob
* fix MinStatusToBypassCreateLimit
* more backstab to mob cleanup
* add bot checks to tryheadshot / tryassassinate
* adjust version number for bots
* add back m_mob_check_moving_timer, necessary?
* add sanity checks for classattacks
* Get rid of Bots:BotGroupXP and change logic to support Bots:SameRaidGroupForXP
Bots won't do anything if not in the same group so this should more accurately control only when in the same raid group.
* add "confirm" check to ^delete
* Update bot.cpp
* Remove `id` from bot_settings, correct types
* Implement blocked_buffs and blocked_pet_buffs
* more blocked buff tweaks
* add beneficial check to ^blockedbuffs
* command grammar
* missing )
* Move getnames for categories and settings to mob, rename hptomed/manatomed
* add GetBotSpellCategoryIDByShortName and CopyBotBlockedPetBuffs, update ^defaultsettings command
* cls cleanup
* Allow bots to clear HasProjectIllusion flag
* Add PercentChanceToCastGroupCure
* Implmenet PetCures, add some missing types for defaults/chance to cast
* Change GetRaidByBotName to GetRaidByBot
* Typo on PetBuffs implement
* Change GetSpellListSpellType to GetParentSpellType
* missing from GetChanceToCastBySpellType
* Fix performance in IsValidSpellRange by flipping HasProjectIllusion
* merge with prev
* merge with cls cleanup
* Reorder IsTargetAlreadyReceivingSpell/CheckSpellLevelRestriction/IsBlockedBuff
* Combine GatherGroupSpellTargets and GatherSpellTargets
* Cleanup IsTargetAlreadyReceivingSpell
* Fix ^petsettype to account for usable levels of spells and remove hardcoded level limits.
* Remove Bot_AICheckCloseBeneficialSpells and use AttemptCloseBeneficialSpells for better performance
* remove default hold for resist buffa
* move IsValidSpellRange further down castchecks
* raid optimizations
* correct name checking to match players
* more name checks and add proper soft deletes to bots
* organize some checks in IsImmuneToBotSpell
* Fix GetRaidByBotName and GetRaidByBot checks to not loop unnecessarily
* Move GatherSpellTargets to mob
* Change GetPrioritizedBotSpellsBySpellType to vector
Some slipped through in "organize some checks in IsImmuneToBotSpell"
* Move GatherSpellTargets and Raid to stored variables.
Missing some in "organize some checks in IsImmuneToBotSpell"
* comment out precheck, delays, thresholds, etc logging
missed some in "organize some checks in IsImmuneToBotSpell"
* Missing IsInGroupOrRaid cleanup
* Implement AIBot_spells_by_type to reduce looping when searching for spells
* Add _tempSpellType as placeholder for any future passthru
* todo
* Move bot_list from std::list to std::unordered_map like other entities
* Fix missing raid assignment for GetStoredRaid in IsInGroupOrRaid
* TempPet owned by bots that get the kill will now give exp like a client would
* Remove unnecessary checks in bot process (closescanmoving timer, verify raid, send hp/mana/end packet
* Fix client spell commands from saving the wrong setting
* Cleanup ^copysettings command and add new commands
* Add pet option to ^taunt
No longer has toggle, required on/off option and an optional "pet" option to control pets' taunting state
* Allow pet types to ^cast, prevent failure spam, add cure check
* more raid optimizations, should be final.
10 clients, 710 bots, 10 raids, ~250 pets sits around 3.5% CPU idle
* Move spell range check to proper location
* Implement ^discipline
* remove ^aggressive/^defensive
* remove this for a separate PR
* cleanup
* Add BotGroupSay method
* todo list
* Add missing bot_blocked_buffs to schema
* Remove plural on ^spelltypeidsand ^spelltypenames
* Move spelltype names, spell subtypes, category names and setting names to maps.
* move los checks to mob.cpp
* Bot CampAll fix
* Bots special_attacks.cpp fix
* Add zero check for bot spawn limits
If the spawn limit rule is set to 0 and spawn limit is set by bucket, if no class buckets are set, it defaults to the rule of 0 and renders the player unable to spawn bots.
This adds a check where if the rule and class bucket are 0, it will check for the spawn limit bucket
* Add HasSkill checks to bot special abilities (kick/bash/etc)
* code cleanup 1
* code cleanup 2
* code cleanup 3
* code cleanup 4
* fix ^cast wirh commanded types
* Remove bcspells, fix helper_send_usage_required_bots
* linux build fix
* remove completed todo
* Allow inventory give to specific ID slots
* Update TODO
* Correct slot ranges for inventorygive
* Add zone specific spawn limits and zone specific forced spawn limits
* remove bd. from update queries where it doesn't exist
* Rename _spellSettings to m_bot_spell_settings
* Add IsPetOwnerOfClientBot(), add Lua and Perl methods
* Make botOwnerCharacterID snakecase
* Throw bot_camp_timer behind Bots:Enabled rule
* Move various Bot<>Checks logging to BotSpellChecks
* Remove from LogCategoryName
* Consolidate IsInGroupOrRaid
* Consolidate GatherSpellTargets
* Add missing Bot Spell Type Checks to log
* Add GetParentSpellType when checking spelltypes for idle, engaged, pursue CastChecks.
* Consolidate AttemptForcedCastSpell
* Consolidate SetBotBlockedBuff/SetBotBlockedPetBuff
* Add list option to ^spellpriority commands.
* Move client functions to client_bot
* Move mob functions to mob_bot
* Move bot spdat functions to spdat_bot
* Move SendCommandHelpWindow to SendBotCommandHelpWindow and simplify
* Change char_id to character_id for bot_settings
* update todo
* Fix typo on merge conflict
* Cleanup command format changes, remove hardcoded class IDs in examples.
* Set #illusionblock for players to guide access
* Move client commands for bot spells from gm commands to existing bot commands
* Fix alignment issues
* More alignment fixes
* More cleanup 1
* More cleanup 2
* Fix BotMeditate to med at proper percentages
* Correct GetStopMeleeLevel checks for some buff checks
* Add back hpmanaend update to bot raid, force timer update to prevent spamming
* Remove log
* Cleanup ranged and ammo calculations - Adds throwing check for match
* Add check in distance calculations to stay at range if set even if no ammo or ranged
* Move melee distance calculations to better function
* Add GetBuffTargets helper
* Missing p_item, s_item in CombatRangeInput
* Linux test?
* Reduce GetCorrectBotSpellType branching slightly
This is still an ugly ass function but my brain is melted
* Line fixes
* Make bot pets only do half damage in pvp
* Add bot pet pvp damage to tune
* Add bot pet check for AIYellForHelp
* Add bots to UseSpellImpliedTargeting
* Move toggleranged, togglehelm and illusionblock to new help window. Add actionable support
* Add bot and bot pet checks to various spells, auras and targeting checks that were missing.
* update todo
* New lines
* Correct DoLosChecks
* Remove Log TestDebug
* Remove _Struct from struct declarations
* Add bot check to IsAttackAllowed for GetUltimateOwner to skip entity list where possible
* Wrap SaveBotSettings in Bots Enabled check
* Remove comment
* Wrap bot setting loading for clients in bots enabled rule
* Cleanup BlockedBuffs logic in SpellOnTarget
* Rename BotSpells_Struct/BotSpells_Struct_wIndex
* Rename spawn/create status bypass rules, fix return for spawn limit
* Remove unnecessary return in CanBuffStack, cleanup
* Enable recastdelay support for clients
* Remove unused variables
* Rename _assistee to bot_assistee
* hardcode BotCommandHelpWindow colors
* todo
* Fix ^cast summoncorpse
* todo
* Reimplement secondary colors to BotSendCommandHelpWindow
* Give ^copysettings/^defaultsettings more options, cleanup.
* Cleanup some commands
* Add comment to CheckLosCheat/CheckLosCheatExempt
* Make struct BotSpellSettings snake case
* Allow duplicate casts of same spell on target for heals and cures
* Add default delay to cures
* Remove unused methods
* Implement missing ^spellresistlimits/^resistlimits command
* Move functions out of mob.h and cleanup
* Return for GetRawBotList
This checks offline bots too
* Rename BotGroupSay to RaidGroupSay
* Prevent bots from forming their own group if a bot that is a group leader is removed from the raid
* Linux fix?
* IsPetOwner fixes
* Add remove option to list for ^blockedbuffs / ^blockedpetbuffs
* Implement ^spellannouncecasts to toggle announcing casts of spell types
* Remove rule Bots:BardsAnnounceCasts
* Update bot.h
* Remove unused no_pets option from GatherSpellTargets
* Move ^attack response back to normal chat window (other)
* Set lower limit of spell delays to 100 rather than 1
* Correct pet checks on GetUltimateSpell functions
* Add rules (Bots, AICastSpellTypeDelay, Bots, AICastSpellTypeHeldDelay) to prevent spamming of failed spell type AI casts
* Correct pet buff type logic to catch DS/Resists with other spell effects in them
* Fix defaults for clients
* Add more logic for necros/shaman for default heal thresholds due to lich and canni
* Rename SpellHold, SpellDelay, SpellMinThreshold, SpellMaxThreshold, SpellRecastDelay to fit SpellType style naming
* Use GetTempSpellType() for announce check in RaidGroupSay
* Make all spell shortnames plural where applicable
* Update bot.cpp
* Bots:BotsUseLiveBlockedMessage filter to spell failure
* Move GetSpellTargetList to only get called when necessary to reduce overhead
* formatting
* Formatting
* Simplify case SE_Illusion and SE_IllusionCopy for GetIllusionBlock
* Clean up InterruptSpell
* Cleanup IsBot() checks for DetermineSpellTargets->ST_GroupClientAndPet
* Cleanup range/aoe_range check in SpellFinished
* Cleanup DetermineSpellTargets->ST_GroupNoPets
* Cleanup DetermineSpellTargets->ST_Self for bot summon corpse
* Cleanup DetermineSpellTargets->ST_Pet
* Cleanup bot logic in TryBackstab
* Cleanup IsAttackAllowed checks for bots and their pets
* Cleanup StopMoving for bots
* Cleanup CanThisClassTripleAttack
* Fix casting for GetIllusionBlock checks
* Formatting
* Fix DetermineSpellTargets for group spells (this also wasn't properly checking the rule Character:EnableTGB in master)
* Cleanup spelltarget grabbing logic, consolidate group heals in to GetNumberNeedingHealedInGroup
* Throw added client los pet checks behind LoS cheat rule for bots
* CLeanup give_exp on npc death logic and ensure client pets always pass.
* Undo unintended rename from previous refactor
* Remove pointless Bots, SameRaidGroupForXP rule
* Revision to 0690783a9d1e99005d6bee0824597ea920e26df9
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Zone optimizations
* More changes
* More
* Update entity.cpp
* Beautiful
* Amazing
* Feature flag all logic
* Broadcast to group
* Update mob.cpp
* Updates
* Update client.cpp
* Update client.cpp
* Add rule Zone:EnableEntityClipping
* Little bit of cleanup
* Don't send update to self while in group
* Remove visibility work and feature flags
* Cleanup
* Logging
* Improve CheckSendBulkNpcPositions
* No need to cast
* Field cleanup
* Build initial list on zone-in
* [Performance] Minor improvements to ScanCloseMobs
* Remove timer checks one level up to reduce branching
* Reserve memory in m_close_mobs to avoid frequent re-allocations if not already reserved.
This adds a flag to mobs that are told to attack by their owner to prevent unintended attacks.
Previously, if you were to send your bots to attack a target and then switch targets: before casters land their spell or if melee (especially anyone with pets) hasn't engaged before the target switch, they could switch to your new target and attack.
This adds a flag upon attack and bots will only attack flagged targets.
* Changes to npcspawn create command so it takes more stats from the target npc
* Add see invis stats to npccreate command
* WIP npcspawn command changes
* Add npcspawn clone and help args, fix some broken things with npcspawn
* Cleanup comments and add apostraphes to zone shortname query
* Make it so npcspawn remove only removes spawn2 row and optionally removes spawngroup and spawnentry, make create and add spawn the npc at client loc
* Make npcspawn create use the same syntax for spawngroup naming as npcspawn add
* Revert npcspawn create and add to use npc location rather than client, other misc tweaks
* [Quest API] Add Restore Methods for Health, Mana, and Endurance to Perl/Lua
- Add `$mob->RestoreEndurance()`.
- Add `$mob->RestoreHealth()`.
- Add `$mob->RestoreMana()`.
- Add `mob:RestoreEndurance()`.
- Add `mob:RestoreHealth()`.
- Add `mob:RestoreMana()`.
- Allows operators to easily restore a mob to full health, mana, or endurance.
- `RestoreHealth` is just a more verbosely named `Heal`.
- Convert spots in source to use these short hands instead of directly using `SetEndurance(GetMaxEndurance())`, `SetHP(GetMaxHP())`, or `SetMana(GetMaxMana())`.
* Update mob.h
* Update mob.h
* [Quest API] Add Bot Special Attacks for Immune Aggro/Damage
# Notes
- Adds `IMMUNE_AGGRO_BOT` and `IMMUNE_DAMAGE_BOT` for uses in special abilities.
* Cleanup
* Update attack.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>
* [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
* [Commands] Cleanup #appearance Command
# Notes
- Cleanup messages and logic.
- Cleanup appearance type constants to use a namespace with constexpr instead.
- Cleanup animation constants to use a namespace with constexpr instead.
* Update emu_constants.cpp
* Cleanup
* [Cleanup] Gender constants cleanup
# Notes
- Convert to a `Gender` namespace using `constexpr`.
- Cleanup spots where we were using magic numbers for gender values.
* Cleanup
* [forage rule feature] add a rule to disabled using common_food_ids from the list in forage.cpp. currently set to enabled.
* NPC database emotes now supports basic variables. More than one variable can be used at a time.
* Format manifest
* Formatting
* Formatting
* Formatting
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Bug Fix] Fix Appearance Issues
# Notes
- Changing race, gender, or texture of a Mob could result in it changing sizes due to use not sending the size as part of the appearance packet.
- Also converts the parameterized method to a struct parameter so that we can optionally send things without back-filling multiple arguments.
* Gender cleanup.
* Fix.
* Formatting.