* [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
* Make utils/scripts/generators/repository-generator.pl aware of more
datatypes
This adds support for unsigned and more integer types. It also avoids
using parsing functions that require casting (still needed in some
cases)
Having the data types in the Repository structs better map to the types
in the database will allow us to avoid casting when we pull data out of
them. And as a benefit, assume something is wrong if we do :)
Hopefully clean up some warnings due to casting too.
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [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
* [Bug] Loot Drop Randomization adjustment
Loot Table currently favors the first item in the loot drop. This should help remove that condition.
Code by Ailia.
* snake_case
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Add std::string_view overloads for std::from_chars
std::from_chars floating point support is still pour, so we provide some
fall backs. These fall backs currently lack error handling.
(since GCC 11 and MSVC 2019 16.4 FP support is added, clang with libc++
still doesn't support FP)
GCC's floating point support is still rather pour (performance) and
probably shouldn't be used, but we have support to if people want to
now.
Probably need more test cases ...
* Fix issue with std::chars_format define lacking
My test case for lacking FP support was clang with libc++ which defined
this enum anyways.
* [Quest API] Allow CreateInstance to be used without a Client initiator.
Currently, you have to create the instance with a client initiator, whether that's in an NPC's EVENT_SAY /EVENT_ITEM or in a player script.
This will allow you to create instances without needing a client, but if there is one and there are errors, the messages will be sent to the client.
* Update questmgr.h
* Instance version.
- Add $client->GetRecipeMadeCount(recipe_id) to Perl.
- Add $client->HasRecipeLearned(recipe_id) to Perl.
- Add quest::getrecipemadecount(recipe_id) to Perl.
- Add quest::getrecipename(recipe_id) to Perl.
- Add quest::hasrecipelearned(recipe_id) to Perl.
- Add client:GetRecipeMadeCount(recipe_id) to Lua.
- Add client:HasRecipeLearned(recipe_id) to Lua.
- Add eq.get_recipe_made_count(recipe_id) to Lua.
- Add eq.get_recipe_name(recipe_id) to Lua.
- Add eq.has_recipe_learned(recipe_id) to Lua.
* [Bug Fix] Fix Silent Saylinks Sending Message to Others.
Silent saylinks wouldn't send to sender, but to everyone else, so they could see what your saylinks were.
Added an optional `is_silent` bool to ChannelMessageReceived to account for this where necessary.
* Nullptr fix.
Some live tasks make new elements available without requiring all
currently active ones to be completed first.
This adds the `req_activity_id` field to task activities which will mark
an element active if its required activity id is completed. If a valid
value is set then it's used instead of checking the current step.
The `step` field may still be set on rows with a valid `req_activity_id`
to specify its logical step and prevent later steps from becoming active
until completed. It's only ignored when deciding if the current element
is active.
The legacy task logic for unlocking activities was completely refactored
for this. A common method has been added so both zone and world can make
use of it to determine which elements are currently active. The previous
step system should remain unchanged.
The world logic for locking shared tasks when an element became active
did not account for "sequential" mode (all steps 0), unordered steps, or
gaps in step numbers. This also resolves that issue.
* [Quest API] Add Player Teleport Methods.
These methods will allow server operators to teleport players directly to other players via the quest API using the #goto command's functionality.
- Add $client->TeleportToPlayerByCharID(character_id) to Perl.
- Add $client->TeleportToPlayerByName(player_name) to Perl.
- Add $client->TeleportGroupToPlayerByCharID(character_id) to Perl.
- Add $client->TeleportGroupToPlayerByName(player_name) to Perl.
- Add $client->TeleportRaidToPlayerByCharID(character_id) to Perl.
- Add $client->TeleportRaidToPlayerByName(player_name) to Perl.
- Add client:TeleportToPlayerByCharID(character_id) to Lua.
- Add client:TeleportToPlayerByName(player_name) to Lua.
- Add client:TeleportGroupToPlayerByCharID(character_id) to Lua.
- Add client:TeleportGroupToPlayerByName(player_name) to Lua.
- Add client:TeleportRaidToPlayerByCharID(character_id) to Lua.
- Add client:TeleportRaidToPlayerByName(player_name) to Lua.
* Simplify by using repositories
* Simplify
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [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.
* [Feature] Add Instance Version Support to Experience Modifiers.
Allows Operators to set experience modifiers to be instance version specific so that you can have different versions of the same zone have different modifiers. If there is not one found, it defaults to zone_id 0 for global and instance_veresion -1 for global.
* Update zonedb.cpp
* Typo.
* [Bug Fix] Fix Bot Group Loading
There were some weird cases where this code would falsely say a bot group did not exist and this would disallow summoning this botgroup as well as deleting it.
* Typo.
* [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 was causing #task reloadall to desync state for shared tasks.
Characters were removed from the shared task but remained in the
character_tasks table. This CancelTask is cosmetic only to reload
the client window.
This wasn't safe since the erase would invalidate iterators used
internally by the range loops.
Shared tasks with no members are now also cleaned up
Make GetMembers return reference instead of copy (this is used a lot)
Add rule for shared task terminate time for easier debugging
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.