* Start rewrite, add vcpkg
* Simple vcpkg manifest, will almost certainly need tweaking
* Remove cmake ext we wont be using anymore
* Update vcpkg to no longer be from 2022, update cmake lists (wip)
* Add finds to the toplevel cmakelists
* WIP, luabind and perlbind build. Common only partially builds.
* Fix common build.
* shared_memory compiles
* client files compile
* Tests and more cmake version updates
* World, had to swap out zlib-ng for now because it wasn't playing nicely along side the zlib install. May revisit.
* UCS compiles now too!
* queryserv and eqlaunch
* loginserver works
* Zone works but is messy, tomorrow futher cleanup!
* Cleanup main file
* remove old zlibng, remove perlwrap, remove hc
* More cleanup
* vcpkg baseline set for CI
* Remove pkg-config, it's the suggested way to use luajit with vcpkg but it causes issues with CI and might be a pain point for windows users
* Actually add file
* Set perlbind include dir
* Perl link got lost
* PERL_SET_INTERP causes an issue on newer versions of perl on windows because a symbol is not properly exported in their API, change the lines so it's basically what it used to be
* Remove static unix linking, we dont do automated released anymore and this was tightly coupled to that. Can explore this again if we decide to change that.
* Remove unused submodules, set cmake policy for boost
* Fix some cereal includes
* Improve some boilerplate, I'd still like to do better about getting linker stuff set.
* Going through and cleaning up the build.
* Fix world, separate out data_buckets.
* add fixes for other servers
* fix zone
* Fix client files, loginserver and tests
* Newer versions of libmariadb default to tls forced on, return to the default of not forcing that.
auto_login were breaking on linux builds
loginserver wasn't setting proper openssl compile flag
* Move set out of a giant cpp file include.
* Convert show
* convert find
* Add uuid to unix builds
* Remove some cpp includes.
* Restructure to remove more things.
* change db update manifest to header
change build yml
* Move world CLI include cpps to cmake.
* Move zone cli out of source and into cmake
* Sidecar stuff wont directly include cpp files now too.
* Fix uuid-dev missing on linux runner
* Reorg common cmake file
* Some cleanup
* Fix libsodium support (oops). Fix perl support (more oops)
* Change doc
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
* [Skill Caps] Remove from shared memory and simplify
- Removes Skill Caps loading from shared memory and puts it into zone.
- Adds `id` column to `skill_caps`.
- Remove primary keys and use `id` as primary key.
- Add unique index using `skill_id`, `class_id`, `level`, and `cap`.
- Renames `class` to `class_id` in `skill_caps` table.
- Renames `skillID` to `skill_id` in `skill_caps` table.
- Regenerates Skill Caps repository.
- Adds `#reload skill_caps` to reload skill caps in real time.
* Update groups.cpp
* Update groups.cpp
* [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
* [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>
* 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
Tools that use CMake's EXECUTABLE_OUTPUT_PATH variable to
determine which binary to launch for debugging may be confused
by a relative path, so use CMake variable PROJECT_BINARY_DIR
instead.