* [Cleanup] Cleanup spell and max level bucket logic.
- Spell buckets will now allow new mob->SetBucket() buckets since most people use these now.
- Max level bucket will now allow new mob->SetBucket() bucket since most people use these now.
- Clean up GetScribeableSpells() and GetLearnableDisciplines() logic and magic numbers.
- Make GetClientMaxLevel() uint8 instead of int since it can only be 0-255.
* Fix typo from other commit.
* Lua setter.
* Update client.cpp
* [Titles] Cleanup titles, title suffix, and last name methods.
- Use strings instead of const chars*.
- Add optional parameter to SetAATitle in Lua so you can save to the database similar to Perl.
- Cleanup #lastname command.
- Cleanup #title command.
- Cleanup #titlesuffix command.
* Update npc.cpp
- Add $client->TaskSelector(task_list) to Perl.
- Add client:TaskSelector({task_list}) to Lua.
- Allow $client->AssignTask(task_id) in Perl.
- Allow client:AssignTask(task_id) in Lua.
- Can now assign tasks in scripts without the NPC ID parameter.
- Add $client->GetHealAmount() to Perl.
- Add $client->GetSpellDamage() to Perl.
- Add client:GetHealAmount() to Lua
- Add client:GetSpellDamage() to Lua.
* [Commands] Add additional #peqzone functionality.
- Add #peqzone flagging capabilities so operators don't have to blanket allow #peqzone access to zones.
- Allows you to set a zone's `peqzone` column to `2` and disallow use of `#peqzone` until they have been given the appropriate flag.
- Add #peqzone_flags command to list your #peqzone flags similar to #flags command.
- Add `character_peqzone_flags` table to database and database_schema.h.
- Required SQL update to add the new table.
- Add client:ClearPEQZoneFlag(zone_id) to Lua.
- Add client:HasPEQZoneFlag(zone_id) to Lua.
- Add client:LoadPEQZoneFlags() to Lua.
- Add client:LoadZoneFlags() to Lua.
- Add client:SendPEQZoneFlagInfo(client) to Lua.
- Add client:SetPEQZoneFlag(zone_id) to Lua.
- Add $client->ClearPEQZoneFlag(zone_id) to Perl.
- Add $client->HasPEQZoneFlag(zone_id) to Perl.
- Add $client->LoadPEQZoneFlags() to Perl.
- Add $client->SendPEQZoneFlagInfo(client) to Perl.
- Add $client->SetPEQZoneFlag(zone_id) to Perl.
* Fixes.
- Allows you to just directly use Client instead of having to grab reference to inventory.
- Add $client->CountAugmentEquippedByID(item_id) to Perl.
- Add $client->HasAugmentEquippedByID(item_id) to Perl.
- Add $client->CountItemEquippedByID(item_id) to Perl.
- Add $client->HasItemEquippedByID(item_id) to Perl.
- Add client:CountAugmentEquippedByID(item_id) to Lua.
- Add client:HasAugmentEquippedByID(item_id) to Lua
- Add client:CountItemEquippedByID(item_id) to Lua.
- Add client:HasItemEquippedByID(item_id) to Lua.
* [Quest API] Add AddPlatinum(), GetCarriedPlatinum() and TakePlatinum() to Perl/Lua.
- Allows for easier NPC interactions.
- GetCarriedPlatinum() adds together all currencies in inventory based on conversion amounts so it works easily with removals/checks.
- Add $client->AddPlatinum(platinum, update_client) to Perl.
- Add $client->GetCarriedPlatinum() to Perl.
- Add $client->TakePlatinum(platinum, update_client) to Perl.
- Add client:AddPlatinum(platinum, update_client) to Lua.
- Add client:GetCarriedPlatinum() to Lua.
- Add client:TakePlatinum(platinum, update_client) to Lua.
* Formatting.
* invulnerable
* modifier
* fix
* fix
* fix
* [API] Perl functions to set invulnerable to and modify environmental damage.
* [API] Perl and Lua functions to set invulnerable to and modify environmental damage.
credit to kinglykrab for lua
* New function to reset spellbar in perl/lua ResetCastbarCooldownsBySlot -1 for all slots and anything else to do it by slot number
* Add ResetCastbarCooldownsBySlot / ResetCastbarCooldownsBySpellID / ResetAllCastbarCooldowns
- Add #unmemspell [Spell ID] command to unmemorize a spell by ID from you or your target.
- Add #unmemspells command to unmemorize all spells from you or your target.
- Cleanup #memspell command and change arguments from #memspell [Slot] [Spell ID] to #memspell [Spell ID] [Spell Gem] for easier use.
- Add #memspell [Spell ID] functionality to memorize to first open spell gem if there are any using FindEmptyMemSlot helper method.
- Rename client->FindMemmedSpellByID(spell_id) to FindMemmedSpellBySpellID(spell_id).
- Add client->FindEmptyMemSlot() helper method.
- Add $client->FindEmptyMemSlot() to Perl.
- Add client:FindEmptyMemSlot() to Lua.
- Add $client->FindMemmedSpellBySpellID(spell_id) to Perl.
- Add client:FindMemmedSpellBySpellID(spell_id) to Lua.
* [Quest API] Simplify bulk Scribe and Train logic.
- Add $client->GetFreeDisciplineSlot(starting_slot) to Perl.
- Add $client->ScribeSpells(min_level, max_level) to Perl.
- Add $client->LearnDisciplines(min_level, max_level) to Perl.
- Add client:GetNextAvailableDisciplineSlot(starting_slot) to Lua.
- Add client:ScribeSpells(min_level, max_level) to Lua.
- Add client:LearnDisciplines(min_level, max_level) to Lua.
Convert quest::scribespells() and quest::traindisc() to use new ScribeSpells and LearnDisciplines methods for consistency.
* Update command.cpp
- Add $client->GetIPExemption() to Perl.
- Add $client->GetIPString() to Perl.
- Add $client->SetIPExemption(exemption_amount) to Perl.
- Add client:GetIPExemption() to Lua.
- Add client:GetIPString() to Lua.
- Add client:SetIPExemption(exemption_amount) to Lua.
Will make plugin::IP unnecessary and allow people to get readable IP string easier, as well as set/get IP exemptions from Perl and Lua.
- Add $client->ReadBookByName(booK_name, book_type) to Perl.
- Add client:ReadBookByName(booK_name, book_type) to Lua.
- Allows server operators to put books in to their database and read from their database instead of storing the values in a script, also allows them to read pre-existing books using a script.
* Shared tasks WIP; lots of logging; shared tasks and tasks work internally the same for now; lots to cleanup yet
* Update task_manager.cpp
* Add tables
* World message handler
* Zone message handler
* More messaging
* More rearranging
* Task creation work (wip)
* Tweaks
* Decoupled things, added a shared task manager, moved logic to the manager, created the shared task object, now creating a sense of state on creation and members, zero validation, happy path
* Cleanup unnecessary getter
* More work on shared task persistence and state loading
* Add int64 support into repositories
* More state handling, creation loads all tables
* Wrap up shared task state creation and removal
* Move more lookup operations to preloading (memory). Restore shared task state during world bootup
* Implement shared task updates
* Add members other than just leader in task confirmations
* Update shared_task_manager.cpp
* Hook task cancellation for shared task removal (middleware)
* Remove dynamic_zone_id from SharedTasks model in repositories (for now) since we will likely be one to many with DZ objects
* Get members to show up in the window on creation
* Add opcodes, cleanup
* Add opcode handlers
* Split some methods out, self removal of shared task and updating members
* Implement offline shared task sync
* Style changes
* Send memberlist on initial login; implement remove player from shared task window
* Refactorings, cleanup
* Implement make leader in shared tasks window
* Implement add player, sync shared task state after add
* Add opcodes for remaining clients
* Shared task invite dialogue window implementation and response handling (including validation)
* Logging
* Remove comment
* Some cleanup
* Pass NPC context through shared task request logic
* Remove extra SharedTaskMember fields
* Add message constants
* Remove static
* Only use dz for expedition request
This passes expedition creation parameters through DynamicZone instead
of injecting ExpeditionRequest since it can hold creation data now
* Store expedition leader on dz
This shifts to using the leader object that exists in the core dynamic
zone object. It will be moved to the dynamic zone table later with other
columns that should just be on the dz to make loading easier.
Expeditions are probably the only dz type that will use this for window
updates and command auth. Other systems on live do fill the window but
don't keep it updated
* Store expedition name on dz
This uses the name stored on dz (for window packets) instead of
duplicating it. This will be moved completely to dz table later
* Store uuid on dynamic zone
This lets dynamic zones generate the uuid instead of expeditions. Other
dz type systems may want to make use of this. Lockouts should also be
moved to dynamic zones at some point in the future so this will be
necessary for that
* Move expedition db columns to dz
These columns should just belong to the core dynamic zone. This will
simplify loading from the database and in the future a separate
expedition table may no longer be necessary.
* Move window packet methods to dz
It makes more sense for these methods to be in the core
This will also allow support for other systems to use the window, though
live behavior that updates the window for shared task missions when not
in an expedition is likely unintended since it's not updated on changes.
* Store dynamic zone ids on clients
These will now be used for client dynamic zone lookups to remove
dependency on any dz type system caches
* Move member management to dz
This moves server messaging for adding and removing members to internal
dynamic zone methods
Set default dz member status to Unknown
* Move member status caching to dz
This moves world member status caching into internal dz methods
Zone member updates for created expeditions are now async and sent after
world replies with member statuses. Prior to this two memberlist packets
were sent to members in other zones on creation to update statuses.
This also fixes a bug with member statuses being wrong for offline raid
members in the zone that created an expedition. Note that live kicks
offline players out of raids so this is only to support emu behavior.
* Move member status updates to dz
* Set dz member status on all client dzs
This also renames the zone entry dz update method and moves window
update to a dynamic zone method. Eventually expedition components
should just be merged with dz and handled as another dz type
* Save instance safe return on characters
Add character_instance_safereturns table and repository
Previously dz safe return only worked for online characters via the dz
kicktimer or offline characters with a workaround that moved them when
an expedition was deleted. There were various edge cases that would
cause characters to be moved to bind instead (succoring after removal,
camping before kick timer, removed while offline, bulk kickplayers
removal with some offline)
This updates a character's instance safereturn every time they enter a
zone. If a character enters world in an instance that expired or are no
longer part of they'll be moved to their instance safereturn (if the
safereturn data is for the same zone-instance). Bind is still a fallback
This may also be used for non-dz instancing so it's named generically
This removes the expedition MoveMembersToSafeReturn workaround which
deprecates the is_current_member column of dynamic_zone_members and
will be removed in a followup patch.
* Remove is_current_member from dz members
This was only being used in the workaround to move past members to
dz safereturns if they were still inside the dz but not online
* Let dz check leader in world
This moves expedition leader processing in world to the dynamic zone.
This is a step in phasing out the separate expedition class for things
that can run off the dynamic zone core with simple dz type checks
This greatly simplifies checking leader on member and status changes
without needing callbacks. Other dz types that may use the dz leader
object can just handle it directly on the dz the same as expeditions
* Let dz handle member expire warnings
This moves expire warning checks to dz. This will make it easier for
other dz types to issue expire warnings if needed
* Use separate dynamic zone cache
Dynamic zones are no longer member objects of expeditions and have been
placed into their own cache. This was done so other dz types can be
cached without relying on their systems. Client and zone dz Lookups are
now independent of any system
This continues the process of phasing out a separate expedition cache.
Eventually expeditions can just be run directly as dynamic zones
internally with a few dz type checks.
Add dz serialization methods (cereal) for passing server dz creation
Modify #dz list to show cache and database separately. Also adds #dz
cache reload. This command will reload expeditions too since they
currently hold references to the dz in their own zone cache.
Add a dynamic zone processing class to world to process all types and
move expedition processing to it
* Move expedition makeleader processing to dz
* Let dz handle expedition deletions
This removes the need for separate expedition cache in world
This will greatly simplify world dynamic zone caching and processing.
Dynamic zones that are expeditions can just handle this directly. Once
lockouts and other components are completely moved to dynamic zones the
separate expedition cache in zone will also no longer be necessary
* Remove ExpeditionBase class
Since world no longer caches expeditions this will not be necessary
* Fix windows compile
* Implement task dz creation
Prototype dz creation for shared tasks
* Add and remove shared task members from dz
Also keep leader updated (used in choose zone window)
* Fix client crash on failed shared task
* Fix linux compile and warning
* Check client nullptr for dz message
This was accidently removed when expedition makeleader was moved
* Disable dz creation for solo tasks
* Add shared task repository headers to CMakeLists
* Add shared task dynamic zones table
* Add shared task dz database persistence
* Get members from db on shared task dz creation
This fixes a case where removing a member from a shared task dz would
fail if the member's name was empty. This could happen if the shared
task dz was created while a member was offline.
This also changes the dz member removal method to only check id. It
might be possible to change all dz member validations to only check
ids since names are primarily for window updates, but shared task dz
member names need to be non-empty anyway to support possible live-like
dz window usage in the future.
* Add character message methods to world
Add simple and eqstr message methods to ClientList
Add shared task manager methods to message all members or leader
* Add SyncClientSharedTaskState and nested sync strategies to cover M3 work
* Fix whitespace
* Implement task request cooldown timer
This implements the task request cooldown (15 seconds) that live uses
when a task is accepted. This will also need to be set when shared
tasks are offered (likely due to additional group/raid validations)
* Implement shared task selector validation
This implements the validation and filtering that occurs before the task
selection window is sent to a client for shared tasks
To keep things live-like, task selectors that contain a shared task will
be run through shared task validation and drop non-shared tasks. Live
doesn't mix types in task selections and this makes validation simpler.
Also note that live sends shared task selectors via a different opcode
than solo tasks but that has not been implemented yet
* Add separate shared task select opcodes
Live uses separate opcodes for solo and shared task selection windows
* Convert ActivityType to enum class
* Refactor task selector serialization
This adds serializer methods to task and task objective structs for the
task selection windows. This combines the duplicate task selector
methods to reduce code duplication and simplify serialization
* Add shared task selector
This sends shared task selection window using the shared task specific
opcode and adds an opcode handler for shared task accepts which are sent
by client in response to setting selection window to shared task type.
* Refactor task objective serialization
This adds a serialization method to the task objective struct for
serializing objectives in the window list and combines the separate
client-based methods to reduce duplicated code.
* Add task level spread and player count columns
* Implement shared task accept validation
This adds a common method for shared task character request queries
* Add task replay and request timer columns
* Add character task timers table
* Use shared task accept time on clients
This overrides client task accept time with shared task's creation time.
This is needed for accurate window task timers and lockout messages
especially for characters added to shared tasks post creation
* Implement task timer lockouts
This implements replay and request task timers for solo and shared tasks
* Add solo and shared task timer validation
* Remove logging of padding array
This gets interpreted as a c string which may not be null terminated
* Implement /kickplayers task
This also fixes current CancelTask behavior for leader which was
performing kickplayers functionality through the remove task button
* Implement /taskquit command
* Implement shared task invite validation
Remove active invitation before invite accept validation
* Remove local client db persistence during SyncClientSharedTaskRemoveLocalIfNotExists
* Add missing accept time arg to assign task
* Only validate non-zero task invite requirements
* Fix task error log crash
* Separate task cooldown timer messaging
* Use method to check for client shared task
* Avoid unneeded task invite validation query
Only need to query character data for levels for non-zero level spread
* Implement /tasktimers command
May want to add some type of throttled caching mechanism for this in
the future
* Add /tasktimers rate limiter
* Intercept shared task completion; more work to come
* Change SharedTaskActivityState and SharedTasks time objects to datetime
* Add updated_time updates to SharedTaskActivities
* Mark shared tasks as complete when all activities are completed
* Save a database query on shared task completion and use the active record in memory
* Don't record shared task completions to the quest log
* Implement RecordSharedTaskCompletion, add tables, repositories
* Update shared_task_manager.cpp
* Update shared_task_manager.cpp
* Add shared task replay timers
This is still not feature complete. On live any past members that ever
joined the shared task will receive a replay timer when it's completed
* Create FindCharactersInSharedTasks that searches through memory
* Remove namespace shorthand and formatting
* More minor cleanup
* Implement PurgeAllSharedTasks via #task command
* Add #task purgetimers
* Decrease m_keepalive time between processes
* Remove type ordering in /tasktimer query
* Add comment for task packet reward multiplier
This is likely a reward multiplier that changes text color based on
value to represent any scaled bonus or penalty
* Add replay timers to past members
This implements the live behavior that adds replay timers to any
previous member of a shared task. This likely exists to avoid possible
exploits.
Shared task member history is stored in memory and is used to assign
replay timers. This history will be lost on world crashes or restarts
but is simpler than saving past member state in database.
This also makes world send shared task replay timer messages since
past members need to be messaged now
* Move PurgeTaskTimers client method to tasks.cpp
* Remove dz members when purging shared tasks
Server dz states need to be updated before shared tasks are deleted
* Use exact name in shared task invites
This removes the wildcards from shared task invite character queries
which was sometimes selecting the wrong character
Taskadd validation is called even for invalid characters to allow for
proper messages to occur
* Clear declined active shared task invitations
This also notifies leader for declined shared task invites
* Store shared task member names
This adds back the character name field to SharedTaskMember. This should
make serialization easier in the future and reduce database lookups when
names are needed for /task commands
* Implement /taskplayerlist command
* Replace queries with member name lookups
Now that shared task members store names these queries are unnecessary
This also adds not-a-member messages for /taskremove and /taskmakeleader
* Implement shared task member change packet
This avoids sending the full member list to members when a single member
is added or removed and lets the client generate chat messages for it.
* Serialize shared task member list from world
This uses cereal to serialize the full member list from world and
removes the zone query workarounds
* Initialize client task state array
This was causing sql query errors on client state reloads
The client task information array was uninitialized resulting in being
filled with 0xcdcdcdcd values in msvc debug builds. Under release builds
this may have resulted in indeterminate values
A better fix would be to refactor some of this legacy code
* Add shared task command messages
Add messages for non-leader task commands
This adds taskadd, taskremove, taskmakeleader, and taskquit messages
The leader receives double messages for taskremove like live due to the
client generated message as well as the explicit one. It also receives
double server messages if the leader /taskremoves self.
* Replace some task messages with eqstrs
This also updates to use live colors
* Avoid shared task invite leader lookup query
Since member names are stored now this query is also unnecessary
* Avoid reloading client state on shared task accept
This was unnecessarily reloading client task state when added to a
shared task.
This also resulted in all active tasks being resent to shared task
members on creation. The shared task itself is the only task that
needs to be sent which is handled by AcceptNewTask.
* Remove active shared task invite on zone
Live doesn't re-send shared task invites after zoning like it does for
expeditions so there's no need to keep these around. This fixes active
invitations never getting reset on characters that zone or go offline.
* Choose new shared task leader if leader removed
* Add separate shared task kickplayers method
* Enable EVENT_CAST_ON for clients
This will be required for a shared task objective (The Creator) in DoN
* Revert "Avoid reloading client state on shared task accept"
This reverts commit 3af14fee2de8b109ffb6c2b2fc67731e1531a665.
Without this clients added to a task after some objectives have been
completed don't get updated state. Will need to investigate this later
* Disallow looting inside a dz by non-members
Non-members of a dynamic zone should not be allowed to loot npcs inside
it. This should have been disabled for expeditions already but was still
allowed due to an oversight (or live behavior changed). This is less
critical for shared tasks since members can be added and removed at will
without leaving a dz but still an important feature.
* Change load where criteria
* Increase task completion emote column size
* Use eqstr for task item reward message
* Implement radiant and ebon crystal rewards
This adds reward columns for radiant and ebon crystals to the tasks
table and updates task description serialization
* Send task completion emote before rewards
This matches live and makes it a little easier to see item rewards when
tasks have a long completion emote. This also changes it to send via the
same normal message opcode that live uses.
* Do not send a shared task in completed task history
* Allow EVENT_TASK_STAGE_COMPLETE for quest goals
This invokes event_task_stage_complete for task elements flagged with a
quest controlled goal method. It should be expected behavior that a
completed task stage always fires this event even if a quest controls it
* Add SyncSharedTaskZoneClientDoneCountState
* Swap return for continue in this case
* Formatting
* Simplify
* Formatting
* Formatting
* Formatting
* Remove errant check
* Formatting, add setter for shared tasks
* Remove debugging
* Comments in PR
* More PR follow up
* Formatting
* Cleanup
* Update packet comments
* Comments
* More cleanup
* Send command error message if not in shared task
/taskadd is the only command with this feedback on live. Newer live
clients also generate this instead of the server sending the message
* Implement expire_time on SharedTask object and add a purge on world bootup
* Comment
* Add SyncClientSharedTaskStateToLocal where clients fall out of sync and no longer have a task locally
* Clamp shared task activity updates to max done count and discard updates out of bounds
* Fix packet send
* Revert packet send
* Adjust clamping OOO for completed time check. Add completed tables to purge truncation
* Refactor kill update logic so that shared task kill updates only update one client instead of all clients
* Cleanup how we're checking for active tasks
* Forward task sets that contain shared tasks
This forwards task sets that contain a shared task to shared task
selector validation like normal task selectors
* Change eqstr for empty solo task offers
This is the message live appears to use if all task offers are filtered
out by solo task validation
* Fix max active tasks client message
This message starts at the third argument. It was maybe intended to be
an npc say message but live just sends it as a normal eqstr with the
first two arguments nulled.
* Load client task state after zoning complete
This fixes a possible race where a character removed from a shared task
while zoning would be stuck with an incorrect character activities state
after zoning was completed.
This was caused by the character loading task state to early on zone
entry but never receiving the remove player message from world since
they are missing from the world cle until zoning is completed.
Loading client state after zone connection is completed makes sure the
client has the latest state and available to the world cle
* Send message to clients removed while zoning
This message should usually only be sent to characters that were
removed from a shared task while zoning but will occur for any sync
state removals where a message wouldn't have already occured.
* Post rebase fix
* HG comment for checking active task
* Addressing HG comments around zeroing out a shared task id
* Remove errant comment
* Post rebase database manifest updates
* Update eqemu_logsys_log_aliases.h
* More rebase catches
* Bump database version for last commit
Co-authored-by: hg <4683435+hgtw@users.noreply.github.com>
* Fix issue #1469 - remove unused variable in perl_client
* Add SetGMStatus to LUA, clean up naming in client.cpp to be consistent with the perl/lua naming, remove unneeded return in void function
* Delete PERL_CLIENT.ipch
- Add client:Popup(title, text, popup_id, negative_id, button_type, duration, button_name_one, button_name_two, sound_controls) to Lua.
- There is no overload for only using button_name_one, as the SendFullPopup requires both button names to be set.
* Add character-specific zone-based experience modifiers.
This will allow server operators to give players individual experience modifiers (regular and AA).
Zone ID 0 will server as a global modifier for players, if no rows are found the modifier defaults to 1.0 so experience is neither increased nor decreased.
Setting a zone-specific modifier will override the zone ID 0 global modifier.
Requires a SQL update: sql/git/required/2021_04_11_character_exp_modifiers.sql
- Add quest::getaaexpmodifierbycharid(character_id, zone_id) to Perl.
- Add eq.get_aa_exp_modifier_by_char_id(character_id, zone_id) to Lua.
- Add quest::getexpmodifierbycharid(character_id, zone_id) to Perl.
- Add eq.get_exp_modifier_by_char_id(character_id, zone_id) to Lua.
- Add quest::setaaexpmodifierbycharid(character_id, zone_id, aa_modifier) to Perl.
- Add eq.set_aa_exp_modifier_by_char_id(character_id, zone_id, aa_modifier) to Lua.
- Add quest::setexpmodifierbycharid(character_id, zone_id, exp_modifier) to Perl.
- Add eq.set_exp_modifier_by_char_id(character_id, zone_id, exp_modifier) to Lua.
- Add $client->GetAAEXPModifier(character_id, zone_id) to Perl.
- Add client:GetAAEXPModifier(character_id, zone_id) to Lua.
- Add $client->GetEXPModifier(character_id, zone_id) to Perl.
- Add client:GetEXPModifier(character_id, zone_id) to Lua.
- Add $client->SetAAEXPModifier(zone_id, aa_modifier) to Perl.
- Add client:SetAAEXPModifier(zone_id, aa_modifier) to Lua.
- Add $client->SetEXPModifier(zone_id, exp_modifier) to Perl.
- Add client:SetEXPModifier(zone_id, exp_modifier) to Lua.
* Removed unneeded [].
* Fix variable name,
* Fix variable name.
* Fix version.h.
* Rename 2021_04_11_character_exp_modifiers.sql to 2021_04_23_character_exp_modifiers.sql
* Update db_update_manifest.txt
* 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.
Move ExpeditionLockoutTimer to common
This simplifies expedition request conflict checks and uses repository
for the queries instead of processing the query result directly.
* Rename dynamic zone source files
* Store description and leader name on dz
Removes the DynamicZoneInfo struct used for switch list window. This
data can be stored on DynamicZone and kept updated by its owning system
* Separate create compass packet method
Cleanup MarkSingleCompassLoc
Add client GetDynamicZones method to provide a single method to get all
associated client dynamic zones
Refactor compass update and MovePCDynamicZone to use this method
instead of searching for client dzs separately
Add optional disable message arg to MovePCDynamicZone
Also supports reducing lockout duration
Add Expedition::AddLockoutDuration
Add Client::AddExpeditionLockoutDuration
Some expeditions require adding to existing lockout durations
during progression. These add the specified seconds to individual
member lockout timers instead of setting a static duration based on
internal expedition lockout like UpdateLockoutDuration.
Add static expedition methods to add or remove character lockouts
Add CreateLockout static helper to ExpeditionLockoutTimer
Refactor existing character lockout removal to allow removal of lockouts
for offline characters (was only used by #dz lockouts remove command)
Fix #dz list member count
Breaking change to the current API
has_replay_timer column removed from expedition_details table
This argument is unnecessary and just creates confusion. Expedition
replay timers use a hardcoded name precisely for this purpose and
those lockouts are already being checked on creation requests.
Make quest compass a vec3 to remove include dependency
Quest compass location doesn't require a zone id since it can only be
set in the zone that it's drawn in. Drop the DynamicZoneLocation member
and forward declare to remove the dependency on header.
Move ExpeditionInvite struct to zone common header
Including expedition.h in client.h just to use the ExpeditionInvite struct
is an unnecessary header dependency that increases incremental build time.
This allows expedition classes to be forward declared in client header.