* 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
This removes the separate Expedition class and moves lockout code and
/dz command handlers into DynamicZone classes. It also refactors some
code to reduce bloat and some database usage.
This completes the effort of moving everything to DynamicZone that
started when implementing shared tasks. It also makes sense to do this
since expeditions are just dynamic zones internally despite dzs being
used for other types. Expedition specific things are just handled with
dz type checks.
Functionally nothing should change. This is mainly internal refactoring
and moving code around along with some bug fixes and reduced database
usage.
Main changes:
- The `expeditions` database table has been removed
- Expeditions no longer use a separate id, the expedition id is just the dz id
- Expedition lock state and replay timer option were moved to the
`dynamic_zones` table
- Expeditions no longer have a separate cache from dynamic zones
- Expedition creation no longer has every zone query the database to cache it
- Expedition internal lockouts are now stored on DynamicZone
- The `expedition_lockouts` table has been renamed to `dynamic_zone_lockouts`
- Fixed a small bug with the UpdateLockoutDuration api where the
internal lockout would get the time added twice in memory in the
initiating zone (this api is likely rarely used)
- Fixed an issue where use of the group/raid DoesAnyMemberHaveExpeditionLockout
api would query once for every out of zone character.
- This api now checks all members in the current zone first and only
performs a single bulk query for out of zone members if that check
is exhausted
- Deprecated the max_check_count param of DoesAnyMemberHaveExpeditionLockout,
the quest api still exists to avoid api break but a passed arg has no effect
* 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
* [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
# Perl
- Add `$client->RemoveAlternateCurrencyValue(currency_id, amount)`.
# Lua
- Add `client:RemoveAlternateCurrencyValue(currency_id, amount)`.
# Notes
- Allows operators to more easily remove alternate currencies, returns a `bool`, `false` if failed`, `true` if succeeded.
- Added `Zone::DoesAlternateCurrencyExist` that will reject setting, removing, or adding to a currency that does not exist.
# Notes
- The `-1.0f` was causing these modifiers to be set to `0.0` and when people would enable them they would get no experience.
- We now use the zone based grabbed methods when setting which will default to a value of `1.0f` if there is not a value found.
* [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
* [Feature] Add optional `is_force` parameter to Zone::Repop
# Perl
- Add `quest::repopzone(is_force)`.
# Lua
- Add `eq.repop_zone(is_force)`.
# Commands
- Cleanup `#repop` to use new parameter in `Zone::Repop`.
# Notes
- Allows operators to forcefully repop a zone without using a second method to clear the respawn timers.
* is_forced
* Update repop.cpp
* Update repop.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>
* [Rules] Convert IDLE_WHEN_EMPTY to a rule
# Notes
- Converts `IDLE_WHEN_EMPTY` to `Zone:ZonesIdleWhenEmpty` so that we can change this on the fly or on a zone-by-zone basis instead of having to recompile to do this.
- Especially helpful for those using release binaries that do not compile their own source.
* Convert to zone column.
* Update ruletypes.h
* Update ruletypes.h
* Update entity.cpp
* Update entity.cpp
* Rename.
* Update database_update_manifest.cpp
* Update base_zone_repository.h
* Update zone.cpp
* seconds_before_idle
* Update database_update_manifest.cpp
* Getter/Setters/Private
* Update base_zone_repository.h
* IsIdle()/SetIsIdle()
* Update entity.cpp
* [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>
* Zone sidecar work
* Process management work
* Merge
* Sidecar work
* API config option
* Request proxy work
* Proxy headers and params
* Change port
* Remove code
* Sim work
* Sidecar work
* Update loot_simulator_controller.cpp
* Update loot_simulator_controller.cpp
* Formatting
* Post merge change
* Windows compile fix
* Update sidecar_api.cpp
* Update strings.cpp
* [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
* [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
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.