* Add database quest API
API functions are named to be similar to LuaSQL and perl DBI
New connections are made for Database objects. These can either use
credentials from the server eqemu_config or manual connections.
* Add option to use zone db connections
This update resolves two bazaar issues that have been reported.
- If parcel delivery is used to purchase an item, and the seller has several of the same items, that have various charges, the item would not be removed from the db. This allowed for incorrect purchases.
- If a player 'reclaims' an alt currency item that they also have for sale with an active trader, the item would remain for sale, and be reclaimed. This impacted custom alt currency items that were no trade.
* [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.
- Adds a perl::ref alias for perl::reference
- Optimizes array return pushes by accessing SV* values directly instead
of using operator[] scalar_proxy
- Allows functions with a perl::hash parameter to accept hashes with any
scalar key type instead of requiring explicit string keys
e.g., foo(123 => 1) will now work on functions accepting a perl::hash
This adds support for using prepared statements for MySQL queries. It is
intended for use in a database quest API but it can be used in source
with some caveats:
- It uses exceptions for error handling instead of returning a fake
result that needs checked. Usage must be wrapped in try/catch.
- DBcore has a connection mutex which indicates the connection might be
shared with other threads. This mutex is locked for certain stmt
operations in an attempt to make it safe to use with multi threaded
connections.
- Prepared statements should only be used on the main thread since the
internal logging is not synchronized.
- Unlike the current query API which retrieves all results as strings,
results are stored in buffers that represent the db field type.
Getter functions are available to retrieve values as desired types.
* Add Rule Spells:AllowFocusOnSkillDamageSpells
* Currently, focus mods defaults to 0 when processing spell effect 193.
* The default value for this rule is false.
* When false, the rule will retain the current default behavior.
* When true, the aforementioned focus effects will allow focus effects (185, 459, and 482) to modify spell effect 193.
* Removed undesirable whitespace
* Update spell_effects.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Bots] Fix pet buffs from saving duplicates every save
Previously we were not checking the pet index properly when clearing buffs in the database before saving which resulted in no prior data being deleted.
This corrects the logic for the save and also will clean up any buffs for pets that don't exist in the table.
* Changes
* Update world_boot.cpp
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Loginserver will auto create the opcodes file if it doesn't exist on load.
* Use path manager in login opcodes.
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
Timers were not properly checking their expiration time on spawn and load and could cause invalid timers to load if the server was restarted resulting in improper lockouts.
* [Bug Fix] Spells - Self Only (Yellow) cast when non group member is targeted
When using a Yellow gem invis spell, it should cast on yourself regardless of the targetted entity.
* Update spells.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
When zoning or forming a raid, bots would spam their spawn message. They will now be muted.
Adds an optional argument "silent" to the ^spawn command. This will bypass ^oo spawnmessage settings and not send a spawn message. Example: ^spawn Warbot silent
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.
* [Feature] Teach npcs how to cast sacrifice
* [Feature] Teach npcs how to cast sacrifice
- Remove the hardcoded limit preventing npcs from casting sacrifice. The
npc will receive as loot an emerald essence as expected.
* Update client.cpp
* Update client_packet.cpp
* Update spell_effects.cpp
* rename Client::SacrificeCaster to Client::sacrifice_caster_id
Current version only looks at your unspent AAs, meaning if you have 2000 spent AAs and 1 unspent AA, your scaling will be based on the 1 unspent AA instead of the 2001 total AA.
Here's the original log which is custom code found in the ModernAAScalingEnabled function:
[Wed Sep 11 14:10:19 2024] [AA] [ScaleAAXPBasedOnCurrentAATotal] AA Experience Calculation: add_aaxp = 660796, Base Bonus = 256.000000, Half-Life = 64.000000, Minimum Bonus = 1.000000, Earned AA = 1, Calculated Bonus = 253.242371
Custom code looks like this:
uint64 totalWithExpMod = add_aaxp;
if (RuleB(AA, EnableLogrithmicClasslessAABonus)) {
float base_bonus = RuleR(AA, InitialLogrithmicClasslessAABonus);
float half_life = RuleR(AA, HalfLifeLogrithmicClasslessAABonus);
float min_bon = RuleR(AA, MinimumLogrithmicClasslessAABonus);
float bonus_expon = earnedAA / half_life;
float bonus = base_bonus * std::pow(0.5, bonus_expon);
Log(Logs::General,
Logs::AA,
"AA Experience Calculation: add_aaxp = %d, Base Bonus = %f, Half-Life = %f, Minimum Bonus = %f, Earned AA = %d, Calculated Bonus = %f",
add_aaxp, base_bonus, half_life, min_bon, earnedAA, bonus);
if (bonus < min_bon) bonus = min_bon;
totalWithExpMod = (uint64)(totalWithExpMod * bonus);
}
After the fix, the log becomes:
[Wed Sep 11 14:10:19 2024] [AA] [ScaleAAXPBasedOnCurrentAATotal] AA Experience Calculation: add_aaxp = 660796, Base Bonus = 256.000000, Half-Life = 64.000000, Minimum Bonus = 1.000000, Earned AA = 1, Calculated Bonus = 253.242371
Which is much closer to the expected behavior
* initial work porting this to upstream
* more
* track complete connect
* it sucks to suck
* Few optimizations
* Move sent_inventory init
* Move var
* Adjustments
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Add an exception process to assigning item serial numbers to correct a bug in the client hot bar clicky system.
* fixed missing guid in replace statement
* added snapshot support
* upate #show inventory command to protect against crash conditions
* [Feature] Add Optional Return to EVENT_DAMAGE_TAKEN
# Description
- Allows operators to return a value from `EVENT_DAMAGE_TAKEN` to override the amount of damage taken based on any arbitrary criteria they'd like to apply.
* Update attack.cpp
When using a method that leverages client_max_level (e.g. Max Level by bucket / qglobal / quest API) it would stop xp at 0% into the level rather than maximum xp for the level.
This could pose an issue where: If you had a max level of 65 via a databucket and a raid zone required level 65, one death would de-level them and potentially prevent them from entering the zone.
I reorganized the code to leverage the existing max_level logic which allows max xp in the max level.
I also cleaned up the overall functions formating (Mostly brackets and implied if statements).
* [Improvment] Filtered Messages Extension
Added:
ItemSpeech 25
Strikethrough 26
Stuns 27
BardSongsOnPets 28
I wired up Strikethrough and Stuns as they already had message entries.
ItemSpeech and BardSongsOnPets do not appear to be currently used in the source.
Note: There are still 5 unknown Filters in RoF2 that need to be investigated:
Achievments
Fellowships
Mercenary Messages
PVP Messages
Spam
* Spelling Error
* Missed some stun calls
* Add Barter/Buyer Features
Adds barter and buyer features, for ROF2 only at this time including item compensation
* Remove FKs from buyer tables
Remove FKs from buyer tables
* Bug fix for Find Buyer and mutli item selling
Update for quantity purchases not correctly providing multi items.
Update for Find Buyer functionality based on zone instancing.
Update buyer messaging
Update buyer LORE duplicate check
* Revert zone instance comment
* Revert zone_id packet size field
* Add zone instancing to barter/buyer
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Implement Move Multiple Items
* Send LinkDead on invalid packet
* structure this more like MoveItem
* implement all modes
* remove un-needed debug message
* handle mode 3 swaps in bank\shared bank correctly.
* Revert "handle mode 3 swaps in bank\shared bank correctly."
This reverts commit ce01fbfde70d52e88381772a6c7a77b4b650c7c5.
* Revert "remove un-needed debug message"
This reverts commit f4b662459e11a60c3a46a97e5320757c4b2b9a84.
* handle mode 3 swaps without extra unintended code
* correct variable type
* remove magic numbers
* forgot a semicolon in emu_constants.h
* fix bad rebase artifact
* Remove unused struct
* apply changes discussed in PR
* last rebase conflict
* last rebase conflict
fix more inventory type enum refs
* fix windows build error
* fix other windows build error.
* fix duplication bug
* [Cleanup] Mask GM Show Buff message behind EntityVariable
Removes the spam of "Your GM flag allows you to always see your targets' buffs." for GMs every time a buff lands on a target.
It will now lock to an Entity Variable and only show once per zone.
* Convert string to constexpr
* Switch from string to char
* [Bug Fix] Prox aggro for frustrated and undead.
If mob is frustrated (Rooted and has no one to kill or is undead will add prox aggro to hate list.
* Update aggro.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Corpse Call removing Rez Effects
When calling a corpse, it should not remove rez effects.
* Update client_process.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Rules] Add HasteCap and Hastev3Cap rules for NPCs, Bots and Mercs
Previously NPCs, bots and mercs all had a flat haste cap of 150 whereas clients were capped at 100.
NPCs, bots and mercs used the character rule for v3 cap, they now each have their own.
Rules for v3 cap are the default of 25 as they were using.
Rules for haste caps are the default of 150 for NPCs they were using but lowered to 100 for bots and mercs, the same as clients.
This also adds haste output to the GM target stat window
* Fix for stat windows to account for client haste
Code Credit TAKP:
Bug Post: https://discord.com/channels/212663220849213441/1258430167764832319
Resolved issue with split message being sent to group members when no split is present which creates an "Unknown Split".
Also added the random remainder split portion unless using a manual /split
Converted manual messages to Strings
* fix stacking issues with Aegolism spell line
Issue: When casting buffing a player with aegolism spell line, who already has cleric AC, symbol and heroism spell, it would overwrite heorism buff and leave other two.
Aegolism spell line when applied when a client has Heroism spell line, AC spell line, and symbol spell line. Should overwrite the Heroism spell and fade the AC and Symbol buffs.
* Update spdat.cpp
Previous change did not account for the modern slay undead and holyforge spells.
Reverted some of the changes and cleaned up others.
Rule Renamed (Default value was incorrect, this was a clean way to fix that) - SlayDamageAdjustment -> SlayDamageMultiplier
Also added a rate multiplier
RULE_REAL(Combat, SlayRateMultiplier, 1.0, "Slay Rate Adjustments - Multiply final slay rate check by this value. Default: 1.0")
Fixed the ordering of the constants for the slay undead SPA that were backwards and causing major headaches with tuning and setting up slay undead correctly.
Base = Damage Mod (100 is base, so 240 = 140% more)
Limit = Proc Rate - Value is divided by 10000 for a Float %. e.g. 1700 becomes 0.17 (Or 17% proc rate).
Damage bonus should be additive not std::max as AA, Spells and Item bonuses should stack.
e.g. Slay Undead RK3 240 + Holy Forge 140 should = 380 (280% damage)
* Fix bazaar trading
* Update `constexpr`
* Added world trader table truncate on boot to ensure that the trader table is always empty when world starts.
---------
Co-authored-by: Mitch Freeman <65987027+neckkola@users.noreply.github.com>
* [Rule] Classic Harm Touch Formula
Pre 2007 Harm Touch was handled differently with base harm Touch ( Ability or 2 ranks aa) and Improved Harm Touch AA. It was converted into 10 ranks of Harm Touch -
http://www.tski.co.jp/baldio/patch/20071113.html
It was further refined in 2008 to have a DoT component.
http://www.tski.co.jp/baldio/patch/20080709.html
This rule focuses on the pre 2007 version and allows the damage to properly scale
* Updated logic
* Update per feedback.
MendAlwaysSucceedValue allows you to adjust skill at which mend will always succeed its check.
SneakAlwaysSucceedOver100 allows sneak to always succeed when over skill 100 (Higher skill increases the movement speed).
* Potential fix for players having empty bazaar window dropdown list, even though trader is tagged as a trader.
* Update the truncate of the trader table to avoid inappropriate deletions if an instance of bazaar was started.
* [Bug] Prevent Ressurection Spells from being resisted
Added IsRessurectionSpell(uint16 spell_id) to assist with checking on a spell is a ressurection spell.
This was noticed when Dragons of Norrath launched and the Tier 5 Progression AA provided SPA 180 2% SE_ResistSpellChance
* Helps if I spell it correctly
* Update per feedback
* [Rule] Snare Override Movement Bonus
This rule allows snare to override any movement bonuses.
RULE_BOOL(Spells, AllowSnareEffectsOverrideBonus, false, "Enabling will allow snares to override any speed bonuses the entity may have. Default: False")
Default: False
* Rule name
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [NPC Spells} fixed an issue where the repository spell adj value was overriding the spell difficulty default value.
[Command] Add resist adj to #show spells_list command to see the resist value.
* True fix, do IsValidSpell on actual spell
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Rule] Legacy Compute Defense against modern agi based defense.
In new code, AGI becomes a large contributor to avoidance at low levels, since AGI isn't capped by Level but Defense is A scale factor is implemented for PCs to reduce the effect of AGI at low levels. This isn't applied to NPCs since they can be easily controlled via the Database.
* `snake_case`
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* Add RoF2 Bazaar Support
Enable RoF2 bazaar features
* Add augments to Trader Items
* Cleanup
Cleanup of formatting and unused functions
* Update PlayerProfile for correct char_id in trader transactions. Further cleanup.
* Add parcel delivery price functionality
Add parcel delivery price functionality via rules and new delivery cost struct.
* Add RoF support for bazaar window outside of bazaar with parcel delivery
* Further Testing and ActiveTransaction added
Further testing and a few fixes and messages added. Add active transaction check to ensure two clients cannot purchase from the bazaar window at the same time
* Cleanup and Formatting updates
Cleanup and Formatting updates
* Update database manifest for the trader table against default peq trader table
* Logs and formatting
* Update bazaarsearch to be content_db aware
* Fix crash
* Simplify search
* Search fixes
* Push up more search logging
* More search fixes
* Formatting
* Update trader_repository.h
* Add Rule for Bazaar Parcel Delivery
Add a rule Bazaar:EnableParcelDelivery to enable/disable bazaar parcel delivery. Default is True.
* Fix crash
* Update Bazaar Search
Adds/Tested bazaar search with move to content_db
- race, class, money, number of returned items, stats, name, slot, level, traders, local traders, specific trader.
Outstanding
- type, more stats to add (heroic, etc)
* Formatting
* Push
* Update bazaarsearch to include all stats that are available in RoF2
* Update BazaarSearch
Updates the bazaar search for item types. They should be working as per RoF2+ types.
* Formatting
* Final updates to BazaarSearch
Add search by augmentation slots available on the item.
This enables all but Prestige, which I believe are not implemented yet.
* Add Titanium functionality correct ItemType Search
Add Titanium /trader /bazaar functionality.
Added itemtype=armor bazaar search. It was missed in the search work
* Close off for loops
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
- Haste should only provide a max of a 2 s reduction to Backstab cooldown, but it seems that while BackstabReuseTimer can be reduced, there is another timer (repop on the button) that is controlling the actual cooldown. I'm not sure how this is implemented, but it is impacted by spell haste (including bard v2 and v3), but not worn haste. This code applies an adjustment to backstab accuracy to compensate for this so that Rogue DPS doesn't significantly outclass other classes.
* [Bug] Raid Targets should not be Blindable as this will break all spell casting AI.
* Add rule.
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Feature] Add SE_IncreaseArchery and rules to tune archery
* Adjustments per comments, also added to the tune system.
* Update bonuses.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Accuracy, Avoidance and Atk adjustments
- Applied Fix to Attack Power contributing too much to damage.
Rule of thumb for era was 100 attack = 10% damage increase, but I was seeing closer to 15-25%. Found that in the GetATK() function it seemed to be double counting attack power from items and spells, so I applied a /2 to remedy this.
* Update Tune
* [Merchants] Add New Classic Greed/Faction/Charisma Prices Rule
* Fix size of greed field.
* Fix { formatting and add {} to one liners
* Fix return type of GetGreedPercent
* Remove code that slipped in from another patch
* Fix greed to be unsigned
* Update client.cpp
* Update client_packet.cpp
* Update client.cpp
Fix bad name in extra log message added manually from merge.
* Update client_packet.cpp
Spacing.
* Update client.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* Add parcel container support
This allows sending containers with items as a parcel
When sending a item via a parcel, if the player had multiples of that item, the wrong item would be removed from inventory.
* Rebase updates
* 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
When depositing an item in the guild bank with an unlimited charge (-1) a db error would occur resulting in a duplication issue.
Can test with item id 70208
* Fix for world crash with over 1500 guilds
There was an existing issue with certain clients (RoF2) if there were more than 1500 guilds. This also enhances the loading of guilds in both world and zone for performance if there are large number of guilds as RoF2 will support 1500+ guilds.
* Safely access permissions map
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Database] Break out changes to `npc_types` from parcels
# Description
Breaking out changes to `npc_types` table to its own update since we need to alter the content schema. See #4198.
## Type of change
- [X] Bug fix (non-breaking change which fixes an issue)
# Testing
Clients tested: N/A
# Checklist
- [X] I have tested my changes
- [X] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [X] I own the changes of my code and take responsibility for the potential issues that occur
- [X] If my changes make database schema changes, I have tested the changes on a local database. Updated version.h CURRENT_BINARY_DATABASE_VERSION to the new version.
* Remove extra line
* [Bug Fix] All NPC classes could stun with kick/only warriors could be stunned.
* Fix default NPCKickStun value to match existing code
* Remove else and make NPC the default.
* assign stun_level in declaration.
* Add Parcel Feature
Add the parcel system for RoF2 client
* Fixed a duplicate define
* Reformat
reformating and review changes
* Further Formatting
* Memory Mgmt Updates
Refactored to using unique_ptr/make_unique/etc to avoid manual memory mgmt.
Other format changes
* Refactor db structure
Refactor for db structure of parcels to character_parcels
Removal of parcel_merchants
Addition of npc_types.is_parcel_merchant
Cleanup as a result
* Refactor to use item id 99990 for money transfers. Removed the money string function as a result, though simplified the messaging related to money. Other updates based on feedback.
* Move prune routine out of scheduler and into a world process.
Removed RuleI from #define
* Update
* Update database.cpp
* Update database_update_manifest.cpp
* Update main.cpp
* Update client_process.cpp
* Update parcels.cpp
* Remove parcel merchant content to optional sql instead of manifest.
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Hopefully fix glaa
* Potential Fix for GroupAA Issues
This seems to resolve the GroupAA issue. Tested with two characters joining a group. Functions the same as previous builds like 22.45, 22.46, etc.
* Fix for GLAA issue - For testing.
* Redo fix for GLAA
* Cleanup GLAA fix and move savng to repo
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
This fixes corpses "disappearing" by fixing the graveyard check. Prior to the corpse overhaul (#3938), moving corpses to graveyards was assumed successful and automatically removed from the process.
Note: Will open a separate issue for the graveyard timer handling.
## Type of change
Please delete options that are not relevant.
- [x] Bug fix (non-breaking change which fixes an issue)
# Testing
Attach images and describe testing done to validate functionality.
Clients tested: RoF2
# Checklist
- [x] I have tested my changes
- [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [x] I own the changes of my code and take responsibility for the potential issues that occur
# Description
The client appears to generate its own taunt message, so I removed the additional server side generated message.
## Type of change
Please delete options that are not relevant.
- [x] New feature (non-breaking change which adds functionality)
- [ ] This change requires a documentation update
# Testing
Clients tested: RoF2
# Checklist
- [x] I have tested my changes
- [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [ ] I have made corresponding changes to the documentation (if applicable, if not delete this line)
- [x] I own the changes of my code and take responsibility for the potential issues that occur
* Allow SPA69 to work on worn effects.
Update to allow SPA69 to work on worn effects which the client accepts and calculates properly.
Updated spell effect related Max HP change variables. 1) We had stat bonuses defined that did same function. Without updating would have had to create another variable for above to work. 2) Negate bonuses spell effect end up negating item HPs. which is not intended since using same variable for items and spells.
* HP variable updates
fixes
* HP variable updates
fixes
* HP variable updates
fixes
* Update mob.cpp
* [Bug Fix] Hero forge armor bug on login and show helm toggle.
* Merge in KayenEQ provided revert of original work around
* Fix botched merge section.
* [Bug Fix] Using %T in channel messages on fresh corpse yields mob/player name, not corpse name.
* Undo changes to PC corpse.
* Use rename to fix %T usage on client for those in zone
* Fix indentation spacing
* Update to consolidate Rename as suggested.
* Fix for mobs with ` in name
* Fix to use GetName() instead of GetCleanName()
* [Bug Fix] HP Bar not updating when applying HP Buff with a heal.
Bug: When an HP buff with a heal effect is applied for first time, the heal portion of the effect heals the client and updates HPs currently server side, but client side the HP bar does not register it as a heal thus you display as less than full HP. However due to server thinking your healed, you are unable to correct it by healing.
Solution: You need to resend the HP update after buff completed and action packet resent.
* add SE_MaxHPChange to fix
would result in same bug
* [Bug Fix] HP Bar not updating when applying HP Buff with a heal.
Bug: When an HP buff with a heal effect is applied for first time, the heal portion of the effect heals the client and updates HPs currently server side, but client side the HP bar does not register it as a heal thus you display as less than full HP. However due to server thinking your healed, you are unable to correct it by healing.
Solution: You need to resend the HP update after buff completed and action packet resent.
* add SE_MaxHPChange to fix
would result in same bug
* [Bug Fix] SPA214 Percent HP change calculation fix
Fix how spell and item bonuses using SPA 214 are calculated. Will now be calculated consistent with client.
* [Bug Fix] SPA214 SE_MaxHPChange calculation errors corrected.
removed code from other PR
# Notes
- Creating bots was failing because were checking for `false` on `Database::CheckUsedName()` in `BotDatabase::QueryNameAvailability`.
- `Database::CheckUsedName()` is now `Database::IsNameUsed()` and checks for both bots and character name usages.
- We were checking for `false` which was always happening when there were no entries for the supplied name, meaning we were never allowed to create a bot.
* [Spells] Add Unblockable Spell Table and Spell Blocked Event
- Add `EVENT_SPELL_BLOCKED`, exports `$blocking_spell_id`, `$cast_spell_id`, `$blocking_spell`, and `$cast_spell`.
- Add `event_spell_blocked`, exports `e.blocking_spell_id`, `e.cast_spell_id`, `e.blocking_spell`, and `e.cast_spell`.
- Adds `spells_unblockable` table with a `spell_id` and `is_unblockable` column.
- This table will need to be populated based on known spells that should be unblockable.
- This event will allow operators to perform events when spells are blocked.
* Cleanup
* Cleanup
* Update spells.cpp
* Remove unused repositories.
* Finalize
* Update lua_parser_events.cpp
If a mob has a target when a zone is shutdown it will crash while trying
to dispatch EVENT_TARGET_CHANGE when the Mob destructor cleans up hatelists
if a quest interface isn't loaded for the type (in this case no bot scripts):
zone.exe!fmt::v10::format<std::string const &,char const *>(fmt::v10::basic_format_string<char,std::string const &,char const *> fmt={...}, const std::string & <args_0>={...}, const char * && <args_1>=0x0000000000000000) Line 2835 C++
> zone.exe!QuestParserCollection::GetQIByBotQuest(std::string & filename={...}) Line 1138 C++
zone.exe!QuestParserCollection::BotHasQuestSubLocal(QuestEventID event_id=EVENT_TARGET_CHANGE) Line 353 C++
zone.exe!QuestParserCollection::BotHasQuestSub(QuestEventID event_id=EVENT_TARGET_CHANGE) Line 389 C++
zone.exe!Mob::SetTarget(Mob * mob=0x0000000000000000) Line 5431 C++
zone.exe!NPC::SetTarget(Mob * mob=0x0000000000000000) Line 575 C++
zone.exe!Mob::RemoveFromHateList(Mob * mob=0x000001bfbdc66040) Line 4894 C++
zone.exe!EntityList::RemoveFromTargets(Mob * mob=0x000001bfbdc66040, bool RemoveFromXTargets=true) Line 1530 C++
zone.exe!Mob::~Mob() Line 547 C++
zone.exe!NPC::~NPC() Line 537 C++
zone.exe!NPC::`scalar deleting destructor'(unsigned int) C++
zone.exe!EntityList::RemoveAllMobs() Line 2678 C++
zone.exe!EntityList::Clear() Line 3090 C++
zone.exe!Zone::~Zone() Line 1103 C++
zone.exe!Zone::`scalar deleting destructor'(unsigned int) C++
zone.exe!Zone::Shutdown(bool quiet=false) Line 928 C++
This is caused by the Zone destructor deleting short_name before calling
entity_list.Clear(). With an unloaded quest interface BotHasQuestSubLocal
calls GetQIByBotQuest which gets a null zone->GetShortName() and crashes
while formatting strings.
The immediate regressing commit for this crash is because a check for
zone->IsLoaded() was removed in 74f1eac4 with others that were removed
to fix a regression by #4025. GetQIByBotQuest and GetQIByPlayerQuest
always had this check and should have remained for them.
This restores the zone->IsLoaded() checks for GetQIByBotQuest/PlayerQuest.
The other functions cannot have that check added until the other issues
mentioned in #4149 are addressed.
## Type of change
Please delete options that are not relevant.
- [x] Bug fix (non-breaking change which fixes an issue)
# Checklist:
- [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [x] I have tested my changes
- [x] I own the changes of my code take responsibilities for the potential issues that occur
# Notes
- Bots were reportedly being bypassed by NPCs due to not taking into consideration their raid group's damage.
- Must have been missed when bot raids were implemented.
SPA 463 SE_SHIELD_TARGET
Live description: "Shields your target, taking a percentage of their damage".
Only example spell on live is an NPC who uses it during a raid event "Laurion's Song" expansion. SPA 54492 'Guardian Stance' Described as 100% Melee Shielding
Example of mechanic. Base value = 70. Caster puts buff on target. Each melee hit Buff Target takes 70% less damage, Buff Caster receives 30% of the melee damage.
Added mechanic to cause buff to fade if target or caster are separated by a distance greater than the casting range of the spell. This allows similar mechanics to the /shield ability, without a range removal mechanic it would be too easy to abuse if put on a player spell. *can not confirm live does this currently
Can not be cast on self.
* [Feature] Additive Spell Focus from Worn slot with limits
New rule (UseAdditiveFocusFromWornSlotWithLimits) allows you place to focus effects in worn slots which will apply the focus additively and perform normal limit checks on those focus. This differs from regular focus behavior that only takes highest value.
This is a new version of an old rule "UseAdditiveFocusFromWornSlot"
which allowed similar behavior but ignored focus limits. Thus hindering its full potential for itemization.
* Update spell_effects.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Fix Luabind Double Class Register
# Notes
- These two methods were registering to the same class as another method, causing an error seen by @neckkola and others.
# Error
```
zone: /home/eqemu/source_jas/libs/luabind/src/class_registry.cpp:151: void luabind::detail::class_registry::add_class(const luabind::type_id&, luabind::detail::class_rep*): Assertion `(m_classes.find(info) == m_classes.end()) && "you are trying to register a class twice"' failed.
```
* Update lua_general.cpp
* [Bug Fix] Fix Group Leadership
# Notes
- We were not sending anything to `group_leaders` table if we did not already have an existing row.
# Video
* Update database.cpp
* [LUA] Add Zone and Language Constants
This will add Zone:
```lua
if eq.get_zone_id() == Zone.Qeynos then
foo()
end
```
It will also add Language:
```lua
if e.language == Language.ElderElvish and e.other:GetLanguageSkill(Language.ElderElvish) >= 100 then
e.self:Say("You know my language!", Language.ElderElvish);
end
```
These changes should help avoid magic numbers in quests and aide in readability without the need for -- comments to clarify.
* Adjust to lower case
* [Bug Fix] Fix Auto Login Issue
# Notes
- We were setting `live_name` value regardless of if we were zoning, causing us to automatically log in to the last character we'd logged in to before.
* Remove &
Update to SPA148 which acts to block spells buffs that are of lesser value than the current buff for specific effect slots. This effected was preventing detrimental debuffs from being applied that were using same effect slot. This bug affected a very small amount of spell interactions and was fixed on live in 2018. Example being Vishmitars Corruption (6642) being blocked by SteelOak Skin (5352)
I confirmed the behavior on live myself. The detrimental buff if in conflict should now be applied instead of blocked.
Fix regression from #4008 where the item count wasn't being incremented
Move the zone table chance to a rule
General cleanup of some initializers and variable types
* [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
* [Bug Fix] Fix Bot/Character ID Overlap in Groups
- Attempt to fix bot/character ID overlap in groups keeping bots with the same unique identifier as players from not spawning on zone.
- Adds `bot_id` to `group_id` to differentiate bots from characters and hopefully alleviate this issue.
* Update base_group_id_repository.h
* Final push
* [Bug] Radiant/Ebon Crystals should only extract to 1000
Creating a stack larger than 1000 can cause potential dupe issues further down the stream if other tasks are performed on the stack.
* Use stacksize instead
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Rules] Add World:Rules Rule
# Notes
- Adds `World:Rules` rule to take the place of the variables table value.
* Update client.cpp
* Update client.cpp
* [Quest API] Add Restore Methods for Health, Mana, and Endurance to Perl/Lua
- Add `$mob->RestoreEndurance()`.
- Add `$mob->RestoreHealth()`.
- Add `$mob->RestoreMana()`.
- Add `mob:RestoreEndurance()`.
- Add `mob:RestoreHealth()`.
- Add `mob:RestoreMana()`.
- Allows operators to easily restore a mob to full health, mana, or endurance.
- `RestoreHealth` is just a more verbosely named `Heal`.
- Convert spots in source to use these short hands instead of directly using `SetEndurance(GetMaxEndurance())`, `SetHP(GetMaxHP())`, or `SetMana(GetMaxMana())`.
* Update mob.h
* Update mob.h
This uses the book scribe button to learn recipes in SoF+ clients. For
Titanium clients the button is not available so a workaround will need
to be added later.
Note live gives no feedback when scribing books (at least those tested).
# Notes
- We were not passing `override_special_abilities` in the right parameter slot.
- Default `always_scale` to `true` when using the Perl/Lua method.
* [Bug Fix] Fix #serverrules Command
# Notes
- This command was effectively disabled as it was not included nor was the command itself defined within a `command_add`
* Update command.cpp
* [Bug Fix] Fix EVENT_KILLED_MERIT firing before NPC removal
# Notes
- NPCs were parsing this event too early and anything that checked if they were still alive in `EVENT_KILLED_MERIT` would show them still alive because of this.
# Image
* Code cleanup
* Update client.h
* Add GetRaidOrGroupOrSelf() to Perl/Lua
* Update to luabind::object, fix logic per comments.
* Fix
* Fix per comments.
# Perl
- Add `$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.
* [Bug Fix] Fix GetLeaderName() for Groups
# Notes
- We were getting bogus data in this.
- Made it its own method.
* Remove ExpeditionRequest::GetGroupLeaderName()
# Perl
- Add `quest::silent_saylink(text)`.
- Add `quest::silent_saylink(text, link_name)`.
# Lua
- Add `eq.silent_say_link(text)`.
- Add `eq.silent_say_link(text, link_name)`.
# Notes
- Allows operators to more easily use silent saylinks without an optional silent parameter in the traditional saylink methods.
- Sets `silent` parameter default to `false` so we do not need to pass `false` when we are not using a a silent saylink.
- Changes all places that used `EQ::SayLinkEngine::GenerateQuestSaylink` to `Saylink::Create` where possible.
- Removed `questmgr` method that is no longer necessary.
- Cleaned up Lua methods to use the strings directly instead of building one out.
* [Bots] IsValidTarget crash fix
This addresses crashes related to IsValidTarget on multiple servers.
Unsure of the exact reason if anyone can explain why changing from const bool to bool in this situation fixes the problem.
Is it because the const is somehow crashing on a bad pointer or is it attempting to be force changed?
* Update bot.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Quest API] Add RemoveAAPoints() and AA Loss Event to Perl/Lua
# Perl
- Add `$client->RemoveAAPoints(points)`.
- Add `EVENT_AA_LOSS`, exports `$aa_lost`.
# Lua
- Add `client:RemoveAAPoints(points)`.
- Add `event_aa_loss`, exports `e.aa_lost`.
# Notes
- Allows operators to more easily remove AA Points.
- Has a bool return type that will return false if the player does not have enough AA Points to complete the removal.
* Update client.cpp
### Perl
- Add $bot->DeleteBot().
```
sub EVENT_SAY {
if ($text =~/#deletebot/i && $client->Admin() >= 100) {
my @bot_list = $entity_list->GetBotList();
foreach $ent (@bot_list) {
if ($ent) {
quest::shout("Deleting " . $ent->GetCleanName());
$ent->DeleteBot();
$ent->Camp(0);
}
}
}
}
```
### Lua
- Add bot:DeleteBot().
```
function event_say(e)
if(e.message:findi("#deletebot")) then
local bot_list = eq.get_entity_list():GetBotList();
for ent in bot_list.entries do
if (ent) then
e.self:Message(7,"Deleting " .. ent:GetCleanName() .. "");
ent:DeleteBot();
ent:Camp(false);
end
end
end
end
```
### Notes
- Allows operators to delete bots.
# Notes
- The `-1.0f` was causing these modifiers to be set to `0.0` and when people would enable them they would get no experience.
- We now use the zone based grabbed methods when setting which will default to a value of `1.0f` if there is not a value found.
- Add `$mob->IsBoat()`.
- Add `$mob->IsControllableBoat()`.
- Add `mob:IsBoat()`.
- Add `mob:IsControllableBoat()`.
- Allows operators to determine if a mob is a boat or a controllable boat.
# Perl
- Add `$mob-.IsDestructibleObject()`.
# Lua
- Add `mob:IsDestructibleObject()`.
# Notes
- Allows operators to determine if a mob is a destructible object.
* [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
# Notes
- We were getting a warning for returning `std::string()` from this method as it's a temporary reference.
- Change from `const std::string&` to `const std::string` to avoid this.
```
/home/eqemu/source/zone/bot_database.cpp: In member function ‘const std::string& BotDatabase::GetBotNameByID(uint32)’:
/home/eqemu/source/zone/bot_database.cpp:2374:25: warning: returning reference to temporary [-Wreturn-local-addr]
2374 | return e.bot_id ? e.name : std::string();
```
* Exempt zone from IP checks
* [Feature] Add Support for String-based Rules
# Notes
- Add support for string-based rules.
# Images
* convert to comma-seperated list
* Forgot to convert the zone to a string
* Update lua_general.cpp
* fixed rule name
* use the local string methods instead
* I think this will work as desired without the extra condition
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Cleanup NPC Mana Tap Logic
Mana Tap rule logic was invalid - Cleaned up and simplified, either we care about npc mana or we dont.
* Updated for bypass all rule
* Change so melee targets get blocked even with requiremana rule off
---------
Co-authored-by: Trust <fryguy503@gmail.com>
Helper template was not deducing float for lower/upper values allowing invalid sizes
Limit to sane values of 1-255 unrestricted and 3-15 for clients and pets
* [Commands] Add #fish Command
# Notes
- Adds `#fish` command.
- Allows operators to simulate fishing to see what they would get, consumes no bait.
* `use_bait`
* Update fish.cpp
* [Bug Fix] Fix issue with NPC heads
# Notes
- We were overwriting head material within this secondary loop which caused NPC's heads to show their body texture in some places or no texture if their `showhelm` was not flagged.
# Images
* Update mob.cpp
* Update mob.cpp
* Update mob.cpp
Forage was not properly incrementing the total chance of items when more than one was found and would result in the final chance roll being based off the last item found rather than the total. This would cause the first item returned to be chosen in most cases when the chances are the same in the table.
* test against vanilla branch
* use existing methods to validate name instead of raw sql
* Revert "use existing methods to validate name instead of raw sql"
This reverts commit 43750c6f4f.
* ReserveName doesn't work like that. Oops. Well, check against Name Filter at least.
* That db access condition was wrong.
* that isn't how CheckNameFilter works, either.
* apply editorconfig w/ trivial change
* Actually apply editorconfig changes.
Issue: guild creation routine does not update world memory holding guild details until the player zones.
Between the creation of a new guild, and a guild member zones, a /who all displays 'Invalid Guild' instead of the actual guild name.
# Perl
- Add `$combat_start_time`, `$combat_end_time`, `$damage_received`, and `$healing_received` to death events for NPCs.
# Lua
- Add `e.combat_start_time`, `e.combat_end_time`, `e.damage_received`, and `e.healing_received` to death events for NPCs.
# Notes
- Allows operators to hook in to the combat record logic so they can log the start and end of combat as well as the damage/healing received over the course of the fight.
# Notes
- Bot weapons that have no races were not causing damage and saying the target was invulnerable because we were not checking the `Bots:AllowBotEquipAnyRaceGear` rule.
# Perl
- Add `$questitem->GetAugmentIDs()`.
# Lua
- Add `iteminst:GetAugmentIDs()`.
# Notes
- Allows operators to get a list of augment IDs from an item instance directly without using the inventory method.
Updates guild bank functionality
- Allows QTY 100 in guild bank
- Removes bug when deposit area is full and a UF or RoF2 client attempts to deposit another item
- Attempt to deposit a nodrop item in RoF2 creates a dupe situation
Ubuntu 22.04 as of Feb 25 2024 was crashing when sending guild tributes on zone in. Issue was caused by an overrun on string copies.
Updated to use strn0cpy, crash was resolved.
# Perl
- Add `$mob->GetHateListCount()`.# Perl
- Add `$mob->GetHateListCount()`.
- Add `$mob->GetHateListBotCount()`.
- Add `$mob->GetHateListClientCount()`.
- Add `$mob->GetHateListNPCCount()`.
# Lua
- Add `mob:GetHateListCount()`.
- Add `mob:GetHateListBotCount()`.
- Add `mob:GetHateListClientCount()`.
- Add `mob:GetHateListNPCCount()`.
# Notes
- Allows operators to more easily get a total entity count of a Mob's hate list, can do an overall count, or specifically bots, clients, or NPCs.
* [Feature] Add Augments to Starting Items for Bots/Players
- Adds support for augments to `bot_starting_items` and `starting_items`.
- Will allow operators to kit bots/players out with augmented gear from the start if they so choose.
* Update database_update_manifest.cpp
* Update client.cpp
* [Bug Fix] Revert https://github.com/EQEmu/Server/commit/2df7d19f975cb21dd4eb7d6c7d40656cf58ed138
This change breaks lich-type spells as seen in #4098. Per comment on original change, also don't see where Runes come into play.
* Revert invis change
* [Bug Fix] Correct Rune damage check location for invis break.
Correct the location of the CommonBreakInvis for runes. Appologize for the incorrect location. Thank you JJ for pointing me to the PR that caused the issue.
---------
Co-authored-by: Trust <fryguy503@gmail.com>
* [Repositories] Cleanup and Convert Character Creation to Repositories
# Notes
- Converts `Database::GetCharacterID()`, `Database::SaveCharacterCreate()`, and `Client::OPCharCreate` to repositories.
- Cleanup a spot we were doing a queries in a loop.
* Cleanup
* Update database.cpp
* Update database.cpp
# Notes
- Add `eq.cast_spell(spell_id)` and `eq.self_cast(spell_id)` to Lua.
- Lua did not have a `quest::castspell(spell_id)` or `quest::selfcast(spell_id)` equivalent, so this adds them.
* [Bots] Cleanup empty `bot_commands` files
# Notes
- These files were part of the conversion of bot commands to individual files, these commands are part of overarching commands and therefore do not have their own files.
- These were not removed when initially committed.
* Update bot_command.cpp
* Update bot_command.cpp
This adds an error msg handler for lua calls to add a stack trace to
error messages. Lua 5.1 does not have luaL_traceback like luajit and lua
5.2+ so debug.traceback() is used directly as the msg handler.
The traceback will add more detail to errors than just logging package
and event names. Exceptions in C++ binds and luabind errors will now
show script context instead of just the error message.
e.g., for a luabind overload error:
No matching overload found, candidates:
void signal(int,int,int)
void signal(int,int)
stack traceback:
[C]: in function 'signal'
quests/arena/player.lua:10: in function 'somefn'
quests/arena/player.lua:27: in function <quests/arena/player.lua:17>
# Perl
- Add `$client->IsInAGuild()`.
# Lua
- Add `client:IsInAGuild()`.
# Notes
- Allows operators to more accurately tell if a player is in a group.
- `GuildID()` returns `uint32` max value if the player isn't in a guild so conditions using it must check for a value over a certain point, this is just a bool that simplifies that logic.
* [Bots] Remove Alt Combat Functionality
# Notes
- This functionality needlessly complicates bot targeting logic and causes crashes and unintended behavior for players when accidentally enabled or enabled by default.
* Cleanup
* [Database] Fix default value for `time_of_death` in `character_corpses`
* Extra `NULL`
* Update repository
* Repositories with updated structure this time
* [Feature] Add additional Guild Features
This adds the following guild features and design pattern
- the existing guild system was used
- guild features are based on RoF2 within source with translaters used to converted between client differences
- backward compatible with Ti and UF, and allows for mixed client servers
- Guild Back for Ti and UF is based on RoF2 Permissions for banking if Guild Leader does not use Ti/UF
- Guild Ranks and Permissions are enabled.
- Guild Tributes are enabled.
- Event logging via rules for donating tribute items and plat
- Rules to limit Guild Tributes based on max level of server
- Rewrote guild communications to client using specific opcodes
-- Server no longer sends a guild member list on each zone
-- Guild window is updated when a member levels, rank changes, zone changes, banker/alt status using individual opcodes
-- When a member is removed or added to a guild, a single opcode is sent to each guild member
-- This reduces network traffic considerably
Known issues:
- Visual bug only. Guild Tributes window will display a 0 for level if tribute is above max level rule setting.
- Visual bug only. Guild Mgmt Window will not display an online member if the player has 'show offline' unchecked and a guild member zones within the Notes/Tribute tab. This is resolved by selecting and de-selecting the 'Show Offline' checkbox.
* Updated RoF2 Guild Comms
Updated RoF2 Guild Comms
Update RoF2 Opcodes
Rewrote RoF2 Guild Communications using specific opcodes.
Added database changes - they are irreversible
* Formatting
* Update base_guild_members_repository.h
* Format GuildInfo
* Format GuildAction enum
* Formatting in clientlist
* quantity vs quantity
* desc vs description
* Format structs
* Inline struct values
* Formatting
* Formatting
* Formatting fixes
* Formatting items
* Formatting
* Formatting
* struct formatting updates
* Updated formatting
* Updated
- std:string items
- naming conventions
- magic numbers
* Repo refactors
Other formatting updates
* Remove test guild commands
* Updated #guild info command
* Add new repo methods for Neckolla ReplaceOne and ReplaceMany
* Fix guild_tributes repo
* Update database_update_manifest.cpp
* Phase 1 of final testing with RoF2 -> RoF2.
Next phase will be inter compatibility review
* Remove #guild testing commands
* Fix uf translator error
Rewrite LoadGuilds
* Use extended repository
* FIx guild window on member add
* LoadGuild Changes
* Update guild_base.cpp
* Few small fixes for display issue with UF
* Update guild_base.cpp
* Update guild_members_repository.h
* Update zoneserver.cpp
* Update guild.cpp
* Update entity.h
* Switch formatting
* Formatting
* Update worldserver.cpp
* Switch formatting
* Formatting switch statement
* Update guild.cpp
* Formatting in guild_base
* We don't need to validate m_db everywhere
* More formatting / spacing issues
* Switch format
* Update guild_base.cpp
* Fix an UF issue displaying incorrect guildtag as <>
* Updated several constants, fixed a few issues with Ti/UF and guild tributes not being removed or sent when a member is removed/disbands from a guild.
* Formatting and logging updates
* Fix for Loadguilds and permissions after repo updates.
* Cleanup unnecessary m_db checks
* Updated logging to use player_event_logs
* Updated to use the single opcodes for guild traffic for Ti/UF/RoF2. Several enhancements for guild functionality for more reusable code and readability.
* Update to fix Demote Self and guild invites declining when option set to not accept guild invites
* Potential fix for guild notes/tribute display issues when client has 'Show Offline' unchecked.
* Updates to fox recent master changes
Updates to fix recent master changes
* Updates in response to comments
* Further Updates in response to comments
* Comment updates and refactor for SendAppearance functions
* Comment updates
* Update client spawn process for show guild name
Add show guild tag to default spawn process
* Update to use zone spawn packets for RoF2
Removed several unused functions as a result
Updated MemberRankUpdate to properly update guild_show on rank change.
Updated OP_GuildURLAndChannel opcode for UF/RoF2
* Cleanup of world changes
Created function for repetitive zonelist sendpackets to only booted zones
Re-Inserted accidental delete of scanclosemobs
* Fixes
* Further world cleanup
* Fix a few test guild bank cases for backward compat
Removed a duplicate db call
Fixed a fallthrough issue
* Update guild_mgr.cpp
* Cleanup
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
If a task was deleted or had new elements added to it without updating
character states to match changes, client state for the task was not
loaded into memory and a "contact a GM" warning was sent to the client.
This caused an issue if a client later accepted a new task because it
could be placed in the same client state slot as a non-loaded task. The
table does not have constraints so this was also inserted into the db.
The next time client task state was reloaded after zoning, the new task
would not be loaded since it occupied a used slot, even though that used
slot was also not being loaded. The client could not remove or reacquire
the original task without GM intervention and an entry was left in the
db for the new task.
This makes the following changes to client task state loading:
- If a task id no longer exists it is deleted from client state tables
instead of only being removed from memory.
- If a task occupies the same client state slot as another task, it is
deleted from client state tables instead of being ignored.
- If new elements have been added to a task, client state will keep the
task in memory. The new activity states will be inserted into the db
when necessary for updates (may not be immediate).
These changes also fix two smaller bugs as a consequence:
- If a character was at the 20 quest limit the last quest wasn't being
processed for activity count changes. The task would continue to show
to clients but any added new elements couldn't be completed.
- Deleted tasks that occupied slot 0 in client state would fallback to
loading it as a solo task of type 0. This prevented a client's real
solo task from being loaded if the deleted task was processed first.
Note clients may receive or lose credit for completed elements if new
ones are added in the middle of tasks. Server ops will still need to
update character state tables manually on task changes to prevent this.
Only the first element was being serialized to show the start zone of
tasks. This was resulting in a blank description for tasks that only
have element descriptions.
Live sends all initial active elements for the task when sending this
packet. Any bracket text with these elements as a requirement will be
appended to the description.
* DRAFT - Classic Taunt (Pre 2006) style of taunt
RULE: ClassicTauntSystem
Completely seperate logic for each system. Could potentially be re-writte to be more inline but there are a good bit of minor differences.
* Consolidate Logic
Still needs in-game testing
* Feedback Request
* Updates per feedback
# Corpse Overhaul
Changelog:
- Player corpses now have two timers, one specific to the rezability of the corpse and the other to cover the overall rot timer of the player corpse.
- The rezability timer is based on the online presence of the player/account and is not affected by being offline.
- The rot timer is not affected by offline/online status and will count to the rot status of the corpse.
- Corpses can be rezzed multiple times, however only the first rez that yeilds returned xp will be counted. Not other rez will return any xp. This allows for a "Poor mans COTH" as was used many times in the early eras.
- All Corpse class private/protected member variables are all now prefixed with m_
- Added Corpses logging category along with many debug logs
- Removed LoadCharacterCorpseData
- Removed LoadCharacterCorpseEntity
- Added LoadCharacterCorpse(const CharacterCorpsesRepository::CharacterCorpses, const glm::vec4 &position) which simplifies areas of consumption and reduces double queries from removing LoadCharacterCorpseData and replacing LoadCharacterCorpseEntity
- All parameters that were prefixed with in_ have been dropped
- Removed two queries from CheckIsOwnerOnline and have it query the world's CLE by account_id since that is how live works
- Regenerated repository character_corpses
- Cleaned up many list iterators to use range based for loops
- Rate limit Corpse::Process m_is_rezzable with a 1 second check timer
- General code cleanup
- Added a Server Up check to bury all corpses in instances to prevent lost corpses if an instance is released during server down. This facilitates player recovery via shadowrest or priests of luclin.
This PR also now fixes a long standing issue with HasItem performance in our script plugins. It is significantly faster, we will need to coordinate quest changes and comms with operators.
```lua
if ($client->HasItemOnCorpse($item_id)) {
return 1;
}
```
```lua
--corpse
if self:HasItemOnCorpse(itemid) then
return true
end
```
Testing Completed:
- Create a Corpse
- Standard rezzing
- Ghetto Coth (No Extra XP)
- Rezzing after graveyard move
- Divine Rez works as intended
- No XP Rez (Corpse Call) does not give XP
- Corpse Burying
- Cross Instance Graveyard Corpse movement/Rezzing
- DZ End/Quit Corpse Movement/Rezzing
- Server Shutdown/Reinit DZ Corpse Movement/Rezzing
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [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
* [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>
* [Objects] Add is_floating column to objects/ground spawns
# Notes
- Allows ground spawns/objects to float without having `FixZ()` called.
* Remove from object.
* Database version
* Fix
* Change to fix_z
* [Bug Fix] Move break in ServerOP_WWSpell handler
# Notes
- This break was cancelling loop early, m
* [Feature] Add support to crosszone/worldwide spells to affect bot pets
# Notes
- These were not displaying because bots pass the `attacker && attacker->GetOwner()` check which assumes they're a pet because we weren't confirming it wasn't a bot.
# Image
* [Cleanup] Cleanup cross-zone/world-wide OPCode handling
# Notes
- Cleans up the logic greatly for cross-zone/world-wide methods since we were doing extraneous status checks and needlessly allocating memory for variables.
* Update worldserver.cpp
* [Pets] Convert Load of Pets Beastlord Data to Repositories
# Notes
- Convert `GetBeastlordPetData()` to repositories.
- Add support for `unsigned` versions of `float`, `double`, and `decimal`, without this we defaulted to `std::string`, such as with `pets_beastlord_data`.
* Update repository-generator.pl
---------
Co-authored-by: Chris Miles <akkadius1@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
# Notes
- Adds an expansion settings update to the `Mercs:Enable` command, only updates if the expansion setting isn't already `-1` or doesn't already contain the bitmask for Seeds of Destruction (16384).
- This will enable Mercenary Liaisons spawning properly in Plane of Knowledge for the hiring of mercenaries.
- Adds support to `#petitems` to allow you to target bot's pets to view their items, defaults to your pet if you have one.
- If you have no pet or no bot pet targeted it won't function.
# Notes
- Use constants where possible.
- Change `resist_adjust` parameter in `Beacon::AELocationSpell` from `resist_adjust` to `in_resist_adjust` so we're not possibly causing parameter shadowing.
* [Bug Fix] Fix issue in character_corpses Repository Query
# Notes
- Query had an extra ` inside of it, causing it to fail.
* Update character_corpses_repository.h
* [Bug Fix] Player Taunt Distance
Previously this was not regulated on the server side and allowed players to exploit situations where the client did not enforce Z distance checks.
Rule Name: MaximumTauntDistance
Rule Default: 150
Calculation is Rule Squared
* remove `this`
* [Bug Fix] Limit pet taunt distance
Previously this was not regulated and allowed players to exploit unlimited taunt distance.
Rule Name: PetTauntRange
Rule Default: 150
Calculation is Rule Squared.
* Remove `this`
* [Crash Fix] Fix crash when creating Frogloks/Drakkin
# Notes
- https://github.com/EQEmu/Server/pull/3920 introduced an issue where we were using `uchar` for `race_selection` and `class_selection` which was not functioning properly within `IsPlayerRace()`.
* Update client.cpp
* [forage rule feature] add a rule to disabled using common_food_ids from the list in forage.cpp. currently set to enabled.
* [Quest] change QuestReward summonitem to SummonItemToInventory.
* add closing brackets in QuestReward functions.
# Notes
- Mercenaries were disappearing on zoning because they were saving to slot `1` and being loaded from slot `0`.
- Mercenaries were not displaying properly in group window because of this as well.
- Mercenary buffs were saving even when they did not have any buffs.
* [Merchants] Change database structure for merchant slots
The `slot` field should be unsigned int. The temp slot is currently limited to 127. The client will limit the visible slots.
* Update version.h
* [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
* [Zones] Convert Get/Set of Zone Timezone to Repositories
- Convert `GetZoneTimezone()` and `SetZoneTimeZone()` to repositories.
* Update time_zone.cpp
* DRAFT: [Feature] Add Lore Item Trade Error
I had lots of feedback from players to add feedback when doing player to player trades to include what items were causing the trade block.
I quickly added this check, however if multiple lore items are being traded, this will only output the first. So far it has worked well, but not sure if we want to:
- Expand this to list all lore items in the trade.
- Enable this by default and do not provide a rule?
* Credit to @KinglyKrab for the assist on making this output a list.
Ruled this off but enabled by default.
* [AAs] Convert Loading of AAs to Repositories
- Convert `LoadAlternateAdvancementAbilities()` to repositories.
- Regenerate repositories since a column was added to `aa_ability`.
* Update aa.cpp
* Update aa.cpp
* [Rules] Classic Spell Data SPA Calc variability
When using lucy imports of older more classic data, they lack the limit values which provides Focus Random Effectiveness.
Example:
Bazu Plauge (6472) went from a 40 limit to 0 limit on the 2006 lucy import.
Lucy does have limit value data, but it appears the affected SPAs sony handled in source vs in spell data.
* Requested Changes
* [Bug Fix] Rampage Number of Hits Limit
Rampage should Hit 1-2 times (Primary / Secondary) should not be Triple/Quadable
* requested name convention changes
* [Rule] Classic Tracking Skillups
Rule: TrackingAutoRefreshSkillUps
Default: True
Disable rule to prevent skillups from happening on auto refresh of tracking window.
* typo
* [Bug Fix] Increase percision on CheckDoubleAttack.
On DA Checks where class was a non skill based DA Attacker (Bard or BST with granted DA) The DA check was too steep and should not have been dividing by 500 but rather 100. Also adjusted logic percision to use floats so loss of data does not occur.
* logging var names update
* Update attack.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
I have been informed that this was proven to be false, but the AA is pretty useless without some adjustment.
Adding this as a rule to allow server owners to adjust as needed.
Update Sinister Strikes
tapatalk.com/groups/monklybusiness43508/leksikon-s-half-assed-guide-to-monkly-aas-oow-incl-t510-s20.html?sid=a9c7745f287f3e89301c960c20f33248
Sinister Strikes:
19 Delay weapon -- Gives a 5 damage bonus to all hits
20 Delay weapon -- Gives a 6 damage bonus to all hits
24 Delay weapon -- Gives a 7 damage bonus to all hits
Given Quarm hammer with maxed non-GoD AAs:
0.7 HPS offhand = 4.9 DPS increase.
* [Bug] Limit MeleeMitigationEffect to defender if only client.
* Fix MeleeMitigation to properly Add (Substract due to negative values).
* defender fix
* [Rule] Allow GMs to silently summon
Disable to silently summon players with #summon.
Converted SummonPC to a MessageString
* Implementing an automatic detection of gm hidden mode and silent summoning.
* [Bug] HT Crit Ratio
This is used to tune and bring HT Crits more in line with the correct values as proven in screenshots.
* requested changes
* mistakenly kept mob::
When using `UseLiveBlockedMessage` rule, bard will get massively spammed when doing aoe songs that are blocked. Not sure it is resonable to try and filter out all stacking messages from songs, but rather just block bards as a whole. I can not think of many cases where bards care of songs land or not when using this rule.
Elements that share a group are placed in the same list section and
separated from other groups with a divider.
Live appears to only use this for optional elements in some tasks and
when used each optional always gets its own group. This might indicate
it's done automatically under certain criteria to ensure optionals are
never grouped with non-optionals regardless of index.
Since groups are available in captures and there's very few tasks that
use this, we don't need to worry about trying to replicate any automatic
behavior since this allows more customization.
* [Crash Fix] Character Creation Class/Race out of Range.
Known bug to crash the world server from character creation.
You can send a packet with a manual race or class entry below 0 or above 255 will cause world crash.
* Requested changes
* Compile fixes and logging change
* Fixed compile issues
Rule: BashTwoHanderUseShoulderAC
Default: False
Allows server operators to choose if they want two handed bash to utilize the shoulder armor or not.
Rule: BashACBonusDivisor
Default: 25.0
Allows adjustment for bash AC value contributions. Lower to increase damage.
* [Rule] Over taunt hate rule
Rule to add additional hate when taunt succeeds. This can help tune snap aggro on taunt classes. Only works when taunt succeeds and not already top hate.
* Requested Adjustments
* Add default +1 on rule
* Revert back to 0 default on rule with +1 on the standard formula
* formatting fix
Ignoring the Z axis allows you to attack mobs on target from wildly inappropriate Z distances.
Example you can pull mobs to the cy in bothunder from the towers you are under when many 1000's of units away by Z only.
* [Bug Fix] TGB - Added logic to stop bard errors on group songs.
Occasionally bards would get an error when singing songs with another group member targetted.
* Logic Fix
* Fixed missing brace
* [Rule] Classic Triple Attack
Classic Triple attack pre-dates skill based triple attack.
Originally it was only for a few classes but was expanded to Warrior, Monks, Berserkers and finally rangers for Dragons of Norrath. After which it was converted to a skill based feature.
These were innate starting level 60 and had a flat % to trigger.
* Requested Changes
* [Bug Fix] depop charm pet and detach debuffs on evac.
This will depop charm pets and deteach debuffs to prevent some social aggro issues and exploitable conditions with charming and pulling a mob across the zone with no aggro concerns.
* Added Rules
* [Rule] RequireMnemonicRetention for Spells 9-12 Rule
Rule is default false to maintain current server setup.
Enabling will require clients to have the required ranks of Mnemonic Retention in order to cast.
This is a stopgap as on live, the buttons are not even available to use. This will mimic the functionality but denying the cast.
* Change to default true
* Cleanup Logic - Thank you @KinglyKrab
* To aggressive on the cleanup
* True != true
* fix duplicated rule after rebase.
* [Bug Fix] Clear Ramp when Clearing hate
When clearing a client from the hatelist, also clear them from ramp
* Add additional calls missed
* requested changes
* extra tabs
* [Bug Fix] Swiming rules adjustment and racial
We need to set all character default swiming prior to working through racials. Added racial check so if starting rule is over the racial default it will not over-ride the starting rule.
* operator fix
* [Feature] Legacy Manaburn Rule
Enabling this rule allows the legacy style Manaburn and LifeBurn early 2003 and earlier.
* Requested Changes
* Requested Change
* [Rules] PC Push and NPCtoNPC Push
Added knobs to increase/decrease push for players/clients by percentage.
Added toggle to enable or disable (disabled by default) NPCtoNPC push (2013 patch)
* Requested Changes
* Fix build errors
* [Rule] Classic Invite Requires Target
Default is false, when enabled, group invites will require a hard target to invite.
`/invite charname` will no longer function when enabled.
* Updates including raid errors
* String Suggestion
* [Bug Fix] Harm Touch Unholy Disc Type
Added an small if block in the ResistSpell() function to set the correct resist type, disease,when HT is casted while the Unholy Disc is up.
* Remove Extra Space
* [Bug Fix] Vampiric Embrace Fixes
Fixed the difference of procs for Vampiric Embrace between Necros and Shadow Knights.
* Space
* Cleanup
* Update spdat.h
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Dire Charm Reset
Added Druid and Necro Dire Charm to Failure Check
* [Rule] RequireMnemonicRetention for Spells 9-12 Rule
Rule is default false to maintain current server setup.
Enabling will require clients to have the required ranks of Mnemonic Retention in order to cast.
This is a stopgap as on live, the buttons are not even available to use. This will mimic the functionality but denying the cast.
* Revert "[Rule] RequireMnemonicRetention for Spells 9-12 Rule"
This reverts commit c65e86223d.
* [Feature] Legacy Fizzle Code
Enabling UseLegacyFizzleCode will enable the legacy fizzle code system.
New fizzle codes modeled on extensive testing in 2001/2002 (thank you druid's grove and graffe)
* requested adjustments
* Requested Changes
* [Bug Fix] Class Trainers dont steal your money!
Class trainers log an error when you have reached your max train in the specific skill. They will continue to "Appear" to eat money and practices however they will be returned on logout/in or zone.
* Remove un-needed logic due to legacy code.
* more cleanup
* [Rule] Mounts will wear off on zone
Allows server admins to toggle if they want to prevent players from retaining mounts on zone. false is default to maintain current feature set.
* Added Date for mount zoning added
* [Bug Fix] DI/Death Pact Fix
Divine Intervention/Death Pact buffs were always fading the moment a person dropped below 16% regardless if it healed or not. It will now only fade if it succeeds in healing, and it will only check to heal when a person drops below 16%
* Requested Updates
If aggro goes negative, it resets the counter from the max value, so having a negative aggro will give massive aggro. This was happening with bane attacks from monk special abilities being set to -5 damage so they don't hit, and since aggro was set to the same, instant aggro from monks on bane mobs. Set all monk special attacks to generate 0 aggro if it is less than 0.
* [Feature] Break Trader if moved
If the player moves while in trader mode, it will end the mode, this prevents traders from moving outside of the trader area after entering trader mode.
* Fix spacing
* [Tuning] FD and Sneak break when cast on adjustments.
Rules added:
RULE_REAL(Spells, BreakFeignDeathWhenCastOn, 50.0) // percentage that fd will break when you resist a spell
RULE_REAL(Spells, BreakSneakWhenCastOn, 2.0) // percentage that sneak will break when you resist a spell
* Fix default value to be peq default and spacing
* [Character] Convert NoRentExpired to Repositories
- Create a custom `GetSecondsSinceLastLogin` repository method to use in `NoRentExpired`.
* Update character_data_repository.h
- Convert `LoadAltCurrencyValues` and `UpdateAltCurrencyValue` to repositories.
- Cleanup some other code and logic as well.
- Add `AlternateCurrencyMode` namespace for `AltCurrencyPopulate_Struct` opcode magic numbers.
* [Pets] Convert Save/Load of Pet Info to Repositories
- Convert `LoadPetInfo` to repositories.
- `SavePetInfo` already used repositories, cleanup logic.
* Update repositories.
* Update zonedb.cpp
* [Character] Convert Delete/Load/Remove/Save of Character AA to Repositories
- Convert `DeleteCharacterAAs`, `LoadAlternateAdvancement`, `RemoveExpendedAA` and `SaveAA` to repositories.
- Add `AACategory` namespace for AA Categories.
- Cleanup some logic/formatting in modified methods.
* Move namespace.
* [Character] Convert Load/Save of Character Currency to Repositories
- Convert `LoadCharacterCurrency` and `SaveCharacterCurrency` to repositories.
* Update zonedb.cpp
* [Character] Convert Load/Save of Character Potion Belt to Repositories
- Converts `LoadCharacterPotionBelt` and `SaveCharacterPotionBelt` to repositories.
* Update zonedb.cpp
* Update zonedb.cpp
* [Character] Convert Load/Save of Character Skills to Repositories
- Converts `LoadCharacterSkills` and `SaveCharacterSkill` to repositories.
* Update zonedb.cpp
* [Character] Convert Delete/Load/Save of Character Spells to Repositories
- Converts `DeleteCharacterSpell`, `LoadCharacterSpellBook`, and `SaveCharacterSpell` to repositories.
* Update zonedb.cpp
* [Character] Convert Load/Save of Characters to Repositories
# Notes
- `LoadCharacterData` and `SaveCharacterData` now use repositories.
* Update zonedb.cpp
* [Character] Convert Delete/Load/Save of Character Material to Repositories
- Convert `DeleteCharacterMaterialColor`, `LoadCharacterMaterialColor`, and `SaveCharacterMaterialColor` to repositories.
* Cleanup
# Notes
- Cleanup messages and logic.
- Add a confirmation so operators don't accidentally shutdown the zone they're in thinking this is `#worldshutdown` instead.
* [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
# Perl
- Add `$client->ClearXTargets()`.
# Lua
- Add `client:ClearXTargets()`.
# Notes
- Add `#clearxtargets` command for players.
- Allows operators/players to clear their XTargets if something get stuck on it.
* [Languages] Cleanup languages constants
# Notes
- Cleanup formatting and logic where necessary.
- Cleaned up constants to use a namespace with `constexpr` instead.
- Changed `LoadCharacterLanguages` to use a repository instead.
* Lua GroupMessage uint8/language_id
* Lua More uint8/language_id
* [UCS] Consolidate configuration block
* Update eqemu_config.cpp
* Single indent config
* reload config internally
* Make sure port is a string to be consistent with previous fields
* Move conversion logic to function CheckUcsConfigConversion
Bots were not casting the highest level spell with ^resist. Base_value was being used to compare resist spells, but this is typically the same value for all resist spells. This fix should be easier than calculating the caster bots level adjusted "resist_total".
* [Crash] Fix a crash where a raid invite could be accepted affter joining a group with the invitor.
* [Crash] Fix a crash where a raid invite could be accepted after joining a group with the invitor.
* [Database] Database update improvements, content db and terminal checks
* Update manifest entries with content flag
* Update database_update_manifest.cpp
# Perl
- Add `$client->HasItemOnCorpse(item_id)`.
# Lua
- Add `client:HasItemOnCorpse(item_id)`.
# Notes
- Allows operators to see if a player has an item on any of their corpses.
- May need to address having to allocate and deallocate memory for every corpse that could possibly exist for a player.
* [Cleanup] Gender constants cleanup
# Notes
- Convert to a `Gender` namespace using `constexpr`.
- Cleanup spots where we were using magic numbers for gender values.
* Cleanup
* [Cleanup] Delete errmsg.h in common and zone
# Notes
- These files were mostly unused.
- Moved the stuff that was used to the `dbcore.h` file since it's already used.
* Remove references
* [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>
* [Cleanup] Consolidate GetHateRandomBot(), GetHateRandomClient(), and GetHateRandomNPC()
# Notes
- These were separate methods and duplicated a lot of code, consolidated into the singular method using the `EntityFilterType`.
* Simplify random logic. Use filtered hate list.
* D
* D
Optional update to bring database up-to-date with Live data which includes Froglok and Drakkin data which was previously missing.
Raw data can be found in the Live client at Resources\Faction\FactionAssociations.txt
See discussion at #3678
This error is not necessary as it can be triggered when clicked spells have secondary effects that run through the same spell checks for clicked items but aren't actually clicked by the item. Spells that trigger other spell effects and some Bard scaling songs could trigger this after the initial click.
# Note
- `can_riposte` logic was reverse, setting to `true` caused the attack to not be able to be riposted, the opposite of the intended functionality.
Previously bots were only scanning for nearby clients so any AE spells or procs didn't have mobs to hit.
This changes that to scan for mobs instead of clients so their close entity list supports AEs with mobs to hit.
* [Bug Fix] Send Entity ID in Death Events to resolve#3721
# Notes
- Due to some pointers becoming invalid you may get an invalid entity ID on the killed mob if we don't just directly send the entity ID in the export string.
* Update attack.cpp
* Remove GetID() export.
* Experiment with PCH
* Another run
* GCC test
* Different test
* Another one
* Another one
* Lua headers
* PCH main zone primitives
* Tweaks
* Tweaks
* Tweaks
* Add EQEMU_BUILD_PCH option default to ON
* [Bots][Quest API] Add ^clickitem, ^timer, revamp bot timers, fix GetBestBotSpellForCure
This adds the command **^clickitem** for bots.
Bots can click items they are wearing with the provided slot ID, players can use **^invlist** on their bots to see items and slot IDs.
This supports actionables.
**^itemclick 13 byclass 11** would command all Necromancer bots to attempt to click their Primary item.
This adds and supports charges for items to bots, when an item is used, it will lose a charge and cannot be clicked once no charges remain.
This adds the following rules:
**Bots, BotsClickItemsMinLvl** - Minimum level bots can use **^clickitem**.
**Bots, BotsCanClickItems** - Whether or not **^clickitem** is allowed for bots.
**Bots, CanClickMageEpicV1** - Whether or not players are allowed to command their bots to use the Magician Epic 1.0
This adds quest methods to Perl/Lua for:
ClearDisciplineReuseTimer, ClearItemReuseTimer, ClearSpellRecastTimer
GetDisciplineReuseTimer, GetItemReuseTimer, GetSpellRecastTimer
SetDisciplineReuseTimer, SetItemReuseTimer, SetSpellRecastTimer
Discipline and Spell methods use the spell_id to check, get and set. Item uses the item_id.
Clear and Get support wildcards (no spell/item id) to clear all timers of the type or get the first timer of the type.
Get will return the remaining time on the chosen timer, if any.
Set supports a wildcard (no recast/reuse provided) to use the default of the provided type, you can also specify a recast/reuse timer to set that timer to the chosen value.
**^timer** has been added as a bot command, defaulted for GM access.
This can be used to set, get and clear timers of different types. Use **^timer help** for info.
This revamps the way timers are set, stored, loaded for bots.
**GetBestBotSpellForCure** was previously checking only the first spell found and not properly iterating through the checks.
This requires modifications to the **bot_timers** table and is included in this commit.
* Rebase Conflicts
* Update queries to use repositories
* Minor adjustment
* Formatting
* Handle delete as well
* Cleanup.
* Adjust primary keys to prevent conflicts
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [BUG] Fixed the discrepacy with time using command #time and in quests. https://github.com/EQEmu/Server/issues/3700
* removed comments and paratheses from previous commit.
* fixed typos.
* made some adjustment so #time, /time, scripting, and log all match.
* Update lua_general.cpp
* [Quest API] Add EVENT_LEVEL_UP and EVENT_LEVEL_DOWN to bots
# Notes
- Bots did not have these events, this will allow operators to perform events on bot level up/down.
* Update bot.cpp
Adds additional options to **^itemuse** to narrow down the list of accepting bots.
You can now specify by class, casters, hybrids, melee, WIS caster, INT caster or plate/chain/leather/cloth wearing.
Bots and especially their pets could get in a loop where they try to attack an invalid target. This would result in their pets spamming "That is not a legal target" messages.
* [Rules] Add DOT and HOT Rules
# Notes
- Add `Spells:DOTDamageBonusSplitOverDuration` rule.
- Allows operators to disable the DOT bonus damage being split over duration and instead adds the full amount every tic.
- Add `Spells:HOTBonusHealingSplitOverDuration` rule.
- Allows operators to disable the HOT bonus healing being split over duration and instead adds the full amount every tic.
* Update effects.cpp
* Update effects.cpp
Adds the rule **Bots, AutosaveIntervalSeconds** to control the frequency of the autosave of bots. Currently they only fully save on camp/zone.
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
**Bots, CazicTouchBotsOwner** is a rule that will toggle whether or not DT will hit the targeted bot or the owner. Similar to how **Spells, CazicTouchTargetsPetOwner** functions except for bots.
```
CMake Deprecation Warning at client_files/CMakeLists.txt:1 (CMAKE_MINIMUM_REQUIRED):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument <min> value or use a ...<max> suffix to tell
CMake that the project does not need compatibility with older versions.
```
* [Database] Add primary key to keyring table
# Notes
- Adds a primary key of `id` to `keyring` table so we can use it with repositories.
* Update version.h
* Update client.cpp
* Update client.cpp
* [Cleanup] Remove hard-coded Status Checks
# Notes
- Removed the hard-coded GM status checks since if you have access to the command we can now limit access to subcommands if necessary.
* Update client_packet.cpp
* [Database] Modify `updated` column in `items` table with proper default.
From https://mariadb.com/kb/en/datetime/, `datetime` can be ZERO_DATE (`0000-00-00` with no time component) or between `1000-01-01 00:00:00.000000` and `9999-12-31 23:59:59.999999`. Currently, `updated` is the only datetime field that is `NOT NULL` and improperly defaulted to `0000-00-00 00:00:00`. This change matches existing structures of the other `datetime` columns.
* Update items_repository.h
* Update base_items_repository.h
* Revert "Update items_repository.h"
This reverts commit 3599f26818.
* [Database] Consolidate Starting Items Table
# Notes
- Convert `class`, `deityId`, `race`, and `zoneid` columns to `|` separated columns.
- Consolidates up to 15 rows per item down to a singular row.
- Allows ease of use for operators.
- Entire process is automated and creates a backup of pre-existing table.
* Update shareddb.cpp
* Unnecessary.
Mail to 'Guild' was failing after after 50ish members.
The buffer was set at 512, which cut truncated the message and caused the issue.
Refactored to adjust the size of the buffer based on the inbound message size.
* [Commands] Cleanup #list Command
# Notes
- Cleanup messages and logic.
- Introduce a struct so we don't have to duplicate so much code.
* Update list.cpp
# Perl
- Add `$mob->GMMove(x, y, z, heading, save_guard_spot)`.
# Lua
- Add `mob:GMMove(x, y, z, heading, save_guard_spot)`.
# Notes
- Operators weren't able to disable saving guard spots, so moving with `GMMove` meant NPCs stayed where they were moved.
Hate Reduction, Slow and DoT spells were failing IsValidSpellRange checks due to improper spell IDs being checked.
They were using the first spell in a bot's spell list by checking botSpell.id vs the proper spells in the loop.
* Updates login table to support tickets in a way that makes more sense.
* Change to snake_case as requested by Akka
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
* [Bug] NPC Faction War prevention.
This should assist with prevention of NPC Faction waring. I have been using this code on my server for over 5 years with no coredumps or any noted bugs. This was brought up as users have reported a few events where they can trigger NPC's to fight each other.
* Correct a few entries to line up with updated code.
* Re-add missing RestTimer functionality
This adds raid support to actionables for bot commands.
This also addresses Issue #3567
If in a group, group based commands will function as normal, however if in a raid they will support raids and use the group of the bot that fits the criteria.
This adds new actionables as well; namely, **ownerraid**, **byclass** and **byrace**.
**byclass** and **byrace** use the int of the chosen class/race. IE Shadowknight is 5, Barbarian is 2. **^create help** is an easy way for players to identify numbers associated with classes and races.
**targetgroup** will now select all bots that meet the criteria within a raid group in addition to the current functionality of groups.
**namesgroup** will now select all bots that meet the criteria within a raid group in addition to the current functionality of groups.
**ownerraid** will select all bots in the raid owned by the player.
**byclass** will selects all bots in the group or raid owned by the player that match the class.
**byrace** will selects all bots in the group or raid owned by the player that match the race
This adds actionables to **^casterrange** and **^camp** as well.
* [Cleanup] Cleanup #show currencies Command
# Notes
- Cleans up messages.
- Adds `AA Points` as a viewable currency.
- Adds an enum for `MoneyTypes` and `MoneySubtypes` so we're not using magic numbers for `GetMoney` anymore.
- Converts money amounts to `uint64`.
* Update currencies.cpp
* Update currencies.cpp
* Added mintime and maxtime to spawnentry. This will prevent a NPC from spawning outside of the times specified. NPCs spawned in this way will then behave like normal NPCs. They will not despawn on their own, unlike spawn_events/spawn_conditions. NPCs using this that are alone in their spawngroup will attempt to spawn after their respawn timer has expired if the time of day is outside their range. Otherwise, another NPC in the spawngroup will be chosen to spawn. The normal rules (chance, spawn_limit) still apply to these NPCs, this is just another rule added to the system.
mintime and maxtime both represent the in-game EQ Hour. Valid values are 1-24. If either or both of the values are 0, then the NPC will not have any time restriction.
Added a new rule World:BootHour. This allows server admins to specify the EQ hour the server will boot to. Valid options are 1-24. Setting this rule to 0 (default) disables it and world will use whatever time is specified in the DB.
* generated base_spawnentry_repository.h from script
* removed the rule insert from database_update_manifest.cpp.
* Add logging, initializers, minor cleanup
* Remove if/else branch
* Update eqtime.cpp
* Initializers, logging
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Feature] Add Comment to Item Data/Quest API
# Perl
- Add `quest::getitemcomment(item_id)`.
- Add `quest::getitemlore(item_id)`.
- Add `$questitemdata->GetComment()`.
# Lua
- Add `eq.get_item_comment(item_id)`.
- Add `eq.get_item_lore(item_id)`.
- Add `item:Comment()`.
# Notes
- Added the ability for operators to pull these fields from item data without a database hit.
- Fixed a bug in `embparser_api.cpp` where `GetZoneGravity` was connected to the wrong methods.
* Update embparser_api.cpp
Previously this check allowed bots of invalid races to be created. If a race was neither a valid combination or a valid player race, it would pass the check and allow bots of any race to be created.
**^create 1 123 0** could create a Male Innoruuk Warrior
* [CRASH] Fix crash on CentOS
Update raid crash in CentOS. raid constructors and learnmembers used a memset that was overwriting std::string structure.
Added default initializers to RaidMember struct
* Update based on feedback
* Added IsNightOnly for Dance of the Fireflies spell which should only be cast at night from 7pm to 4pm.
* Update to include IsDayTime and replace magic numbers.
* [Logs] Convert Loot Messages to Error Logs
# Notes
- These messages were sending to users and not being logged.
- `Message(Chat::Red, "Error: OP_EndLootRequest: Corpse not found (ent = 0)");` sends often when corpse expires right as you try to loot, so it makes the user think there's a true error.
* Update zoning.cpp
* 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
Perl wasn't implementing quest interface's Init which is called by
Zone::Bootup. This should fix zone's that were in standby not using the
latest version of perl plugin scripts.
* [Bug Fix] Fix issue with subcommand settings not working
# Notes
- We were checking for `arguments >= 2` when we should just be checking for if there are any arguments and comparing `sep.arg[0]` (the command) and `sep.arg[1]` (the subcommand) to our `command_subsettings` to see if it exists and if we pass the requirements.
- This fix will let operators properly set a subcommand to a lower or higher status level than the parent command.
* Remove debug message.
* [Feature] Add Expansion and Content Flag support to Blocked Spells
# Notes
- Allows operators to filter blocked spells behind expansions or content flags.
- Requested in https://github.com/EQEmu/Server/issues/3582
* [Tradeskills] Add learned_by_item_id field (#3637)
* [Feature] Add Expansion and Content Flag support to Blocked Spells
- Allows operators to filter blocked spells behind expansions or content flags.
- Requested in https://github.com/EQEmu/Server/issues/3582
---------
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Feature] Add Bot Starting Items
# Notes
- This table is similar to the player starting items table, however it uses bitmasks.
- Allows operators to give bots gear on creation.
- `races` of `0` for all races.
- `classes` of `0` for all classes.
* Update bot.cpp
* Update database_update_manifest_bots.cpp
* [Scripts] Update 13th Floor importer
Overhaul to script.
- Now uses `eqemu_config.json`
- More descriptive during the process
- Accounts for adjustments (`idfile`, `prockunk1`)
- No longer needs to adjust `UNK132`
* [DB] Adjust `items` structure for import (#3629)
Our `items` table has 5 fields that need to adjust in order to pull data from 13th Floor.
* [DB] Update `version.h`
* Update Raid Functions
Updated various raid features for:
Titanium
- Raid window now functional, including with BOTS
- Raid delegate assist/mark work
- Raid notes work
- Raid /rmark, /clearmarks work
Underfoot
- Raid window was already functional
- Raid delegate assist/mark work
- Raid notes work
- Raid /rmark, /clearmarks work
* Updates to resolve feedback
* Slight update for overlooked case in encode for RaidUpdate for clients above Ti.
* Updates to further address feedback. Only updated translators for Ti/RoF2. Once ok, I will update the others.
* Update linux-build.sh
* Final updates for other translators and the strncpy_s issue.
* Fix for strn0cpy in raids.cpp, translators, and defines. Updated all in raids.cpp as well.
* Reveted defines change.
* Reverted accidental change
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Notes
- Bots were having a hard time keeping up with players.
- Part of this was due to using walk until a certain distance.
- Another part was their ctor only having `0.7f` run speed versus our Mob sanity check of `1.25f`.
- We check movement stuff now before idle checks so bots are more likely to start moving earlier.
# Command
- Add optional `level` argument to `#grantaa` so you can grant AAs up the specified level.
# Perl
- Add `$client->GrantAllAAPoints()`.
- Add `$client->GrantAllAAPoints(level)`.
# Lua
- Add `client:GrantAllAAPoints()`.
- Add `client:GrantAllAAPoints(level)`.
# Notes
- Grants all AA abilities up to client's current level or a specified level.
* [Feature] Add Extra Kick Classes
# Notes
- Allows operators to add extra classes to the "Kick" skill.
- Without this only Warrior, Ranger, Monk, Beastlord, and Berserker could kick.
* Remove gotos.
* [Quest API] Add Caster ID Parameter to FindBuff in Perl/Lua
# Perl
- Add `$mob->FindBuff(spell_id, caster_id)`.
# Lua
- Add `mob:FindBuff(spell_id, caster_id)`.
# Notes
- Allows operators to check if the spell ID is cast by a specific entity ID.
- We don't use `Mob*` reference here since the mob may have died, left zone, etc.
* Formatting.
# Notes
- Entities killed by a spell with #cast were not reporting their pre-death entity ID properly.
- Added an `entity_id_override` to `GetTargetDescription()` and added a pre-defined entity ID variable to the cast command so we can message the proper pre-death entity ID.
# Notes
- Allows operators to modify the level gap penalty and level gap required for the penalty for defensive procs' level gap penalty.
- Setting `Spells:DefensiveProcPenaltyLevelGap` to `-1` will disable the penalty.
This is just the packet framework for the Scribe button on recipe books
and the Cast Spell button on books that allow casting spells on
targets. It will need to be hooked up to a content implementation
* -Always load AAs beyond our current expansion (Will need this for refunding invalid AAs).
-AAs beyond our current expansion will no longer be buyable or sendable to clients.
* #reload aa will now reload character aa data.
* Base Implementation of auto grant AA
* -Add DB manifest entry
-Made has already purchased fn a bit better
-Added auto grant to db entry
* -Added grantaa command.
-Reworked grantaa to not spam the client with packets, it still does spam messages because the feedback is important.
* Port suggested changes for Finish AA purchase.
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
* [Instances] Refine id selection
Since the IDs start above the minimum, we needed to check if the first slot was available.
* Remove else by returning early, add validation before accessing row
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Instances] Honor reserved instances
Logic to select next available instance id was incorrect.
The correct logic selected the max id + 1 or max reserved + 1, but then it would overwrite if we enabled recycling ids.
Additionally, it was incrementing the reserved ids and assigning ids to the max reserved id vice the next available.
Finally, it was running the logic twice.
* Fix updated SQL to use fmt
* [Charm] Fix to update target windows on charm on/off
* Removed accidental change
* Removed magic #
* reformated brace style in function that was modified
* Use better names for clear variables
* Forgot header with name change
* More header name changes
* [Feature] Change #reload zone to reload zone headers globally.
# Notes
- This allows operators to globally reload zone headers without going to every zone individually to do so.
* Update worldserver.cpp
* Update worldserver.cpp
* [Feature] Add adjustability for AERampage Range.
This functionality is needed for fights like Ture to be accurate, where their ramp range was 101% of their melee safe range.
Example in lua of utilizing this scripting
```
e.self:SetSpecialAbilityParam(SpecialAbility.area_rampage,8,101;
```
* Updates to address comments
* [Bug Fix] Bots will now load AAs properly when spawned.
* formatting
* formatting
* formatting
* formatting
* formatting (for real this time)
* formatting (for real this time)
* Formatting
This isn't designed well and wasn't handled correctly since the perlbind
library was getting built and linked with default options while zone was
using PERLBIND_NO_STRICT_SCALAR_TYPES. This was probably leading to some
unspecified behavior.
* [Bug] Escape item name in trader audit.
Quick fix to escape the item names in Trader Audit.
* Update trading.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Character] Record character stats to
* Record stats on disconnect as well
* Record later in connect process
* Move enter zone code path so we're after bonuses
* Ok this spot for real
* Adjust recording
* Update client_packet.cpp
* Timestamps
* Update database_update_manifest.cpp
* Update client_packet.cpp
* Fix stat bonuses
* Fix for GENERIC_9_STRINGS
* Add Bot Heal Message Display
Creates a new rule to display Bot heal messages to the Bot Owner
* 2021-03-25 11L04pm
Spell and Heal Rule added to allow for Bot spell and heal damage to be sent to the Bot Owner's Group. Also added a check to remove duplicate message for #damage on self.
* Update .gitignore
* BOT work
Added BOT logging damage/heals to owner
Added BOT message to owner for harmony fails
Made var Critical global to remove duplicate crit messages
Added a NULL check to Mob:GetCleanname()
* Bot Group Work
Fixed botid=charid spawn on zone issue
Added a group_list update on zone to refresh from database to fix a dangling pointer to a Bot object that was camped but was previously in a group within the zone being entered.
Modified Bot::ProcessBotGroupInvite to use the client of the bot when doing the Bot initialization so that a leader can invite another owner's Bot
* Jan 4
Basic structure in place for Raid::AddBot though not working
* Basement Jan 5
* End of day Jan 5
Working Raid Invite to a Bot.
* Update to Client::QueuePacket to not attempt to send a packet to a BoT. Not clean, but a broad solution.
* Updated Raid::VerifyRaid
* Some Bot Raid working
* Before VS Crash
* Use Case 1, 2, 3,4,7 working.
Need to fix 5, 6, 8
* Work on usecase 5
* A few more use cases working
* New work on Raid invite with a invitor having a group
* Bot Raid inviting working for all use cases
* A few changes
* end of day jan 10
* Jan 11
* end of day Jan 11
* Bot Invite/Accept cleanup
* Start of moving raid bot functions to their own methods
* More bot raid changes
* More raid spell work
* end of day Jan 16
* spawn work
* Spawn on login working
* End of Day Jan 18
* Raid leader and mana/hp updates fixed
* Spell Tracking
* Issue with Bot Death in raid when casted upon. 1741 raid.cpp
* Bot Death fixed and few other crashes
* Working on botgroup removal
* Bot Disbanding Work 90%
* Looks like BOTs are working
* Fixed a bot crash
* bug tracing on entity list mismatch
* safe_delete resoves problem. No to track down leak
* seems to be working
* Memory corruption found - sending packets to BoTs using Client class
* added Raid::IsRaidMemberBot()
* Update p_raid_instance
* g3
* Final - Bot Raid Working
* Fixed IsRaidMemberBot to remove memory leak
Fixed altcombat crash though RaidMainAssist (428) needs fixing
* add RaidMember.IsBot
* Repaired IsBot function to be more preformant. Now works on standard performance machine
* Fixed Bard AE Target Spells
Removed assert for buffs
* updated based on Feb 2022 master updates
* Added bot_db_updates and version increment
* Cleanup of bot raid work and inclusion of bot_raid in cmake
* Fix repop crash
* Bot databse change to not use view
* Revert "Merge branch 'master' of https://github.com/neckkola/Server"
This reverts commit 1826830637, reversing
changes made to 7c1a139991.
* Updated syntax for 9230
Updated this syntax as to run on maria 10.1
* Revert "Updated syntax for 9230"
This reverts commit ffdd46c8b2.
* Fix for cross zone mark npc when entity ids are reused.
* Fixed and tested
added db change
and tested across zones
* Transition to direct attributes instead of encode
Update the pattern to utilize direct raid object attributes for entity id, zone id and instance id instead of an encoded single field.
* [Cleanup] Cleanup #view zone_loot Command
# Notes
- An item ID was being required, we don't want to do that.
- Cleanup messages to only show item name/item ID
* Update zone_loot.cpp
# Notes
- Fixes an issue where Drakkin illusions that used different Drakkin Heritages were not properly applying the Drakkin Heritage due to not sending the Face Appearance.
* [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.
* [Data Buckets] Zone-Based Data Bucket Caching
# Notes
- Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value.
* Cleanup and unify GetData access patterns
* Cache work
* Push
* Add to cache when we fetch and do a db hit
* Handle bucket misses in cache
* Formatting
* Logging
* [Data Buckets] Zone-Based Data Bucket Caching
- Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value.
* Cleanup and unify GetData access patterns
* Cache work
* Push
* Add to cache when we fetch and do a db hit
* Handle bucket misses in cache
* Formatting
* Remove redundant fetches from cache since GetData does the same thing
* Push progress
* Distributed cache work
* Logging
* Fix issue with scoping where same named keys could return overlapping results
* Misses cache tweak, logging, comments
* Add bot, client, and NPC bucket methods to Lua.
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Fix bugs in skills
-Add rule for allowing pickpocket
-Fix method that is supposed to check rule
-Changed Z axis range for pickpocket (was failing on giants)
* Add zoffset to account for taller models
* [Bug Fix] Fix Tradeskill Combines with augmented items
# Notes
- Keeps players from doing tradeskill combines with augmented items.
- Behavior is Live-like, we don't need a rule since `EVENT_COMBINE` is separate and processed prior to the recipe check.
* Update tradeskills.cpp
* Update tradeskills.cpp
* Cleanup
* Update tradeskills.cpp
* [Feature] Add Support for item textures higher than 65,535
# Notes
- We were previously using `uint16` which has a max of `65,535`, but some of the new Live textures that are being used have values way beyond this.
- Updates quest API, commands, and database tables that also used `uint16`.
* Update version.h
* [RAID] Add Raid Features
[RAID] Add Raid Features
- Add delegate main assist
- Add delegate main marker
- Add target ring for main assisters. Uses MA1, then MA2, then MA3
- Add /assist raid respecting /assist on and /assist off
- Add Raid Notes. Functions across zones
- Add Raid XTarget functional
- Raid Leader can mark without being delegated Main Marker. Must have the appropriate AA
* Update to new db routines
* Updated several formatting issues based on review
* Update to pp->tribute_time_remaining to avoid edge case. Unrelated to raid updates.
* Updates to resolve comments/review.
Added a few edge case updates as well.
* Refactored to use database repositories for raid_details and raid_members. Other updates as noted in review.
* Updated database manifest and fixed potential leak within Client::Handle_OP_AssistGroup
* Update for remaining review items
* Refactor SendAssistTarget to use struct/vector loop
* Have IsAssister use range based for loop and return bool
* General cleanup
* Simplify SendRaidAssistTarget to use struct / vector
* Formatting in Handle_OP_RaidDelegateAbility
* Format SendRemoveRaidXTargets and clean up error statements
* Format SendRemoveAllRaidXTargets
* Formatting
* Default return FindNextRaidDelegateSlot to -1
* Change fields to marked_npc_1/2/3 (missing last underscore)
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Cleanup] Consolidate #show commands into a singular #show command
# Notes
- All `#show` commands like `#showbuffs` are now subcommands of `#show`.
- All aliases like `#showbuffs` still function.
* Push up progress.
* Final push.
* Cleanup.
* Update ip_lookup.cpp
* emotes not emote
* Cleanup
* Update servertalk.h
* Update show.cpp
* Fix
* Final push.
* #aggro
* #who
* [Strings] Add Strings::BeginsWith() and Strings::EndsWith()
# Notes
- These are useful so that we don't have to manually calculate size or perform a substring.
* Update questmgr.cpp
* Update client.cpp
* [Quest API] Add GetClassPlural() and GetRacePlural() to Perl/Lua
# Perl
- Add `$mob->GetClassPlural()`.
- Add `$mob->GetRacePlural()`.
# Lua
- Add `mob:GetClassPlural()`.
- Add `mob:GetRacePlural()`.
# Notes
- Allows operators to get the plural of a player class or race, example being `Warrior` as `Warriors` or `Dark Elf` as `Dark Elves`.
* Update mob.cpp
* Update bot_command.cpp with botcreate check
Check for underscores in bot names as the server will replace with a space and add to the database. The bot can't be deleted/summoned or changed except by editing the database
* Update bot_command.cpp
* Update bot_command.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Bug Fix] Fix NPC Item Stat Bonuses
# Notes
- Due to https://github.com/EQEmu/Server/pull/3136 NPCs/Mercs were not receiving stat bonuses from their items, this fixes that.
* Update npc.h
* Changes.
* Cleanup
* Cleanup
* Update loottables.cpp
* Update npc.cpp
* Update loottables.cpp
* [Rules] Add ClientPetsUserOwnerNameInLastName rule
# Notes
- This rule defaults to `true` and maintains `Kinglykrab's Pet` as my pet's name, disabling allows you to manually modify the last name or have pets with no last name.
* Update npc.cpp
* [Commands] Consolidate #merchant_close_shop and #merchant_open_shop to #merchantshop
# Notes
- `#merchant_close_shop` and `#merchant_open_shop` are now consolidated into `#merchantshop`.
- Command now works on any type of merchant instead of just regular merchants.
- Can be used on Merchants, Discord Merchants, Adventure Merchants, Norrath's Keepers Merchants, Dark Reign Merchants, and Alternate Currency Merchants.
* Update merchantshop.cpp
* Update merchantshop.cpp
* Update merchantshop.cpp
* [Commands] Add #showspells Command
# Notes
- Add `#showspells` command to show your or your target's memorized spells or learned disciplines.
* Update client.cpp
# Notes
- We default to `28` in the database, so we need to default to this in `#npcedit meleetype` in case the operator only sets the first melee type this avoids the NPC hitting with `1H Blunt (Skill ID 0)`.
* [Feature] Add Water Line of Sight Checks
This adds rules to enable or disable checks for spells and autofire to prevent casting or autofire from landing if the player or bot do not match their targets plane in regards to water.
Currently players and bots can cast or autofire if they are not in the water but their target is and vice versa, this should not be possible.
RuleB(Combat, WaterMatchRequiredForAutoFireLoS) set to True (default) checks that both parties are in or out of the water for AutoFire to work.
RuleB(Spells, WaterMatchRequiredForLoS) set to True (default) checks that both parties are in or out of the water for spells to land.
* Cleanup.
* Cleanup.
* Cleanup.
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
# Perl
- Add `$client->GetEXPForLevel(check_level)`.
# Lua
- Add `client:GetEXPForLevel(check_level)`.
# Notes
- This allows operators to see the required experience for a level based on the client provided, this takes race/class modifiers into account as well if enabled.
* [Cleanup] Add GMFind_Struct to packet structures
# Notes
- X and Y were swapped in GMSummon_Struct so it displayed XYZ incorrectly in /find, adding its own struct fixes this.
* Update eq_packet_structs.h
* Update eq_packet_structs.h
* [Commands] Add entity variable commands
# Commands
- Add `#clearentityvariables` to clear all entity variables from yourself or your target.
- Add `#deleteentityvariable [Variable Name]` to delete an entity variable from yourself or your target.
- Add `#setentityvariable [Variable Name] [Variable Value]` to set an entity variable for yourself or your target.
- Add `#viewentityvariables [Search Criteria]` to view your or your target's entity variables.
# Notes
- `#setentityvariable` can use multi-word names/values by using double quotes like `#setentityvariable "Test Variable" "Test Value"`.
- `#viewentityvariable` does not require a search criteria, not using one shows all entity variables on yourself or your target.
* Update viewentityvariables.cpp
* Unnecessary parameter.
* Consolidate commands.
* Update entityvariable.cpp
* Update command.cpp
* Proper arguments.
* [Performance] Character tribute is now bulk saved
This pull request combines individual `character_tribute` queries during `Save()` into one.
This pull request also adds a primary key of `id` to `character_tribute` and renames the pre-existing `id` column to `character_id`, this allows us to use repositories for this table.
* Update zonedb.cpp
* Update zonedb.cpp
* [Commands] Add #findcurrency Command
# Notes
- Allows you to find alternate currencies by item ID or name.
- Has a saylink for summoning a stack of the currency if the GM can use the `#summonitem` command.
* Update findcurrency.cpp
* Update findcurrency.cpp
# Notes
- `#npcedit special_attacks` and `#npcedit special_abilities` send duplicate messages since the `d` variable wasn't being set and a message was being sent instead, meaning a message was sent inside the condition as well as a blank message at the bottom of the command.
* [Rules] Add World:MaximumQuestErrors Rule
# Notes
- Allows operators to display more than 30 errors with #questerrors if they want.
* Update quest_interface.h
# Notes
- NPCs when spawned with this command have 0 health by default, requiring operators to manually edit their health if they're using this NPC as an NPC in their hub.
* [Rules] ResurrectionEffectsBlock to prevent/allow/move buffs.
This removes the rule ResurrectionEffectsBlock (Bool) and creates ResurrectionEffectsBlock (Int)
Default = 2
Setting to 0 = Functions as it did before any blocking changes, Focus of Spirit and Strength buffs can overwrite Resurrection Effects.
Setting to 1 = Blocks all buffs that could overwrite Resurrection Effects.
Setting to 2 = Allows all buffs that would overwrite Resurrection Effects to land, however they will be moved to a new buff slot if one is available to allow both the beneficial buff to land and detrimental effects of Resurrection Effects to stay in effect until the duration is expired.
* Update logging
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Notes
- Before this, quests/plugins would be cached in an old state, so you'd have to either enter the zone and `#reload quest` or `#reload world` to get them to update.
* [Bug Fix] #augmentitem bypasses augment restrictions
# Notes
- `Object::HandleAugmentation` did not properly check for `augrestrict` values. This allowed augment restrictions to be bypassed with `#augmentitem` or anything else that uses this method.
- `Client::SummonItem` already properly checked these, so I just broke it out into a `Client::IsAugmentRestricted()` method.
* Update item_instance.h
* [Quest API] Add HasSpellEffect() to Perl/Lua
# Perl
- Add `$mob->HasSpellEffect(effect_id)`.
# Lua
- Add `mob:HasSpellEffect(effect_id)`.
# Notes
- Allows operators to see if a Mob has an effect ID from any of their buffs.
* Update mob.cpp
* [Cleanup] Remove unused methods in zone/client.cpp and zone/client.h
# Notes
- Remove `CheckAccess()` in `zone/client.cpp`.
- Remove `CheckAccess()` in `zone/client.h`.
- Remove `CheckQuests()` in `zone/client.h`.
- Remove `MakeCorpse()` in `zone/client.h`.
- Remove `HPTick()` in `zone/client.h`.
- These methods are unused.
* Update client.h
# Perl
- Add `$mob->GetDefaultRaceSize(race_id)`.
- Add `$mob->GetDefaultRaceSize(race_id, gender_id)`.
# Lua
- Add `mob:GetDefaultRaceSize(race_id)`.
- Add `mob:GetDefaultRaceSize(race_id, gender_id)`.
# Notes
- This allows you to get a default size for a race and gender that isn't the current mob's race and gender.
# Notes
- These methods were ignoring the sixth augment slot and could cause item to be summoned attuned being `EQ::invslot::slotCursor` is a non-zero value.
* [Cleanup] Breaks in wrong spot in cases in spell_effects.cpp
# Notes
- These breaks were inside conditions, meaning the case wasn't always broken.
* Update spell_effects.cpp
* [Feature] Make ornamentations work with any augment type
# Notes
- On Live there are augments that are not type 20/21 and are ornamentations.
- We also only allow a singular augment type to be ornamentation augment types, this will allow you to use any augment type as an ornamentation if it has a proper Hero's Forge model or a non-IT63/non-IT64 idfile.
* Update ruletypes.h
* Update client_packet.cpp
* Update item_instance.cpp
* Cleanup.
# Notes
- Duplicate outcome cases in `Client::Handle_OP_ZoneChange`.
- Use `.length()` over `strlen` in array defintition.
- Remove unnecessary `else if` in `Client::ZonePC`
# Notes
- Remove unused `query` and `item` variable.
- Use a reference for task data instead of calling `cts->m_completed_tasks[task_index]` over and over.
# Perl
- Add `quest::removeldonloss(theme_id)`.
- Add `quest::removeldonwin(theme_id)`.
# Lua
- Fix `eq.remove_ldon_win(theme_id)` as it was using `quest_manager.addldonwin(theme_id)` instead of `quest_manager.removeldonwin(theme_id)`.
# Perl
- Add `$mob->GetBuffSpellIDs()`.
# Lua
- Add `$mob->GetBuffSpellIDs()`.
# Notes
- These methods allow operators to get a list of a mob's buff IDs without having to loop through their buffs themselves.
* [Cleanup] Remove always true/false conditions from bot.cpp
# Notes
- Some of these conditions were always true or false based on previous conditions.
* Update bot.cpp
* [Cleanup] Fix ornamentation augment icons in inspect requests
# Notes
- We were not setting `aug_item` to the ornamentation augment when we found one.
* Update client.cpp
* [Cleanup] Fix shared_tasks.cpp/shared_tasks.cpp variable named same as class member
# Notes
- This variable was named `m_db_shared_task` which is the same as `SharedTask:;m_db_shared_task`.
* Single letter receiver of complex type.
# Notes
- This code was unreachable since it was inside the switch and should have been checked on its own in the condition where we verify we are using AISpellEffects.
* [Cleanup] Use .empty() in Client::ScribeSpells() and Client::LearnDisciplines()
# Notes
- Use `.empty()` instead of using a variable storing size in condition.
* Update client.cpp
* [Cleanup] Remove unreachable code in Client::SendMercPersonalInfo()
# Notes
- This cannot be reached due to prior returns.
* Update client.cpp
* Update client.cpp
* [Bug Fix] Fix issues with Lua tables not starting at index 1
# Notes
- This would cause the first item in the table to be inaccessible since Lua tables start at index `1` instead of index `0`.
- All other spots using Lua tables have their indexes starting at `1`.
* Update lua_general.cpp
* [Bug Fix] Check for Rule "Bots Enabled" to prevent bot database calls if not enabled.
* formatting
* check if LoadBotsList failed, or is bots_list empty
* [Fix] Fix an issue with EVENT_DISCONNECT not firing on regular /camp
# Notes
- We were only sending `EVENT_DISCONNECT` on GM instant camps or linkdeads.
* Update client_process.cpp
* [Crash] Add Checks for out of bounds/nullptr dereferences
* formatting
* formatting
* formatting
* Update bot.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Feature] Add support for -1 extradmgskill to allow all skills to be scaled.
- `$mob->GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.
- `statbonuses:GetSkillDamageAmount(skill_id)` now uses `-1` properly.
- `mob:GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.
- A `-1` value in `extradmgskill` denotes the ability to scale all skills at once.
- Consolidated `AddItemBonuses()`, `AdditiveWornBonuses()`, `CalcItemBonuses()`, and `CalcRecommendedLevelBonus()` to mob-based methods to avoid code duplication.
- Bots, NPCs, and Mercs can now use additive worn effects if the rule is enabled, as well as all other proper stat bonuses that only clients had before.
- No SQL update required to change `extradmgskill` and `extradmgamt` to `int` as they already are this type in the database, just had to adjust `item_data.h` and `shareddb.cpp`.
* Update mob.cpp
* Cleanup.
* Cleanup.
* Move #include <vector> to header.
* Add method for GetExtraDamageSkills
* fix additembonuses
* Update bonuses.cpp
* Update mob.cpp
* Out of bounds.
* Update bonuses.cpp
---------
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
* [Crash] Fix for crash in Raid::QueuePacket
* bots can't be a part of BalanceMana
* corrected additions
* adding additional is_bot gates
* updating raid for loops to be range based.
* typo
* formatting
* formatting
* Convert ZoneDb::LoadCharacterCorpseData to use a cleaner api that has a better layout.
* Update corpse save methods to use a new cleaner api.
* Add item to corpse will use a few new fields that don't yet save.
* Fix for some issues moving data to corpses.
* Make CreateItem more explicit to avoid overlooking places it's used and add more arguments.
* DB changes
* Revert of the changes to the database.CreateItem api change.
* Missed one.
* Fixes for mr Krab
* Small formatting
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Feature] Add Item Extra Skill Damage Percent Modifier
# Notes
- Allows `Character:ItemExtraDmgCap` to be disabled if set to `-1` or lower.
- Allows operators to set `Character:ItemExtraSkillDamageCalcAsPercent` to `true` to allow skill damage for Frenzy, Backstab, Bash, Slam, Kick, and all Monk attacks to scale with a percentage based on `extradmgamt` values from items and spells.
* > 0
* [Cleanup] Remove LoginOnNewConnection(), LoginOnPacketRecv(), and LoginOnStatusChange() from loginserver/client.h
# Notes
- These are unused.
* Cleanup.
* Fix for GENERIC_9_STRINGS
* Add Bot Heal Message Display
Creates a new rule to display Bot heal messages to the Bot Owner
* 2021-03-25 11L04pm
Spell and Heal Rule added to allow for Bot spell and heal damage to be sent to the Bot Owner's Group. Also added a check to remove duplicate message for #damage on self.
* Update .gitignore
* BOT work
Added BOT logging damage/heals to owner
Added BOT message to owner for harmony fails
Made var Critical global to remove duplicate crit messages
Added a NULL check to Mob:GetCleanname()
* Bot Group Work
Fixed botid=charid spawn on zone issue
Added a group_list update on zone to refresh from database to fix a dangling pointer to a Bot object that was camped but was previously in a group within the zone being entered.
Modified Bot::ProcessBotGroupInvite to use the client of the bot when doing the Bot initialization so that a leader can invite another owner's Bot
* Jan 4
Basic structure in place for Raid::AddBot though not working
* Basement Jan 5
* End of day Jan 5
Working Raid Invite to a Bot.
* Update to Client::QueuePacket to not attempt to send a packet to a BoT. Not clean, but a broad solution.
* Updated Raid::VerifyRaid
* Some Bot Raid working
* Before VS Crash
* Use Case 1, 2, 3,4,7 working.
Need to fix 5, 6, 8
* Work on usecase 5
* A few more use cases working
* New work on Raid invite with a invitor having a group
* Bot Raid inviting working for all use cases
* A few changes
* end of day jan 10
* Jan 11
* end of day Jan 11
* Bot Invite/Accept cleanup
* Start of moving raid bot functions to their own methods
* More bot raid changes
* More raid spell work
* end of day Jan 16
* spawn work
* Spawn on login working
* End of Day Jan 18
* Raid leader and mana/hp updates fixed
* Spell Tracking
* Issue with Bot Death in raid when casted upon. 1741 raid.cpp
* Bot Death fixed and few other crashes
* Working on botgroup removal
* Bot Disbanding Work 90%
* Looks like BOTs are working
* Fixed a bot crash
* bug tracing on entity list mismatch
* safe_delete resoves problem. No to track down leak
* seems to be working
* Memory corruption found - sending packets to BoTs using Client class
* added Raid::IsRaidMemberBot()
* Update p_raid_instance
* g3
* Final - Bot Raid Working
* Fixed IsRaidMemberBot to remove memory leak
Fixed altcombat crash though RaidMainAssist (428) needs fixing
* add RaidMember.IsBot
* Repaired IsBot function to be more preformant. Now works on standard performance machine
* Fixed Bard AE Target Spells
Removed assert for buffs
* updated based on Feb 2022 master updates
* Added bot_db_updates and version increment
* Cleanup of bot raid work and inclusion of bot_raid in cmake
* Delete .gitignore
* Revert "Delete .gitignore"
This reverts commit 8523658d3b.
* Fixed a packet issue
* Merged upstream/master
Merged upstream/master and removed ifdef BOTS as per recent dev approach for BOTS. Functionality is there, compiles and tests ok. A few problems to be resolved though this is a good baseline.
* Added sql update for raid_members to add isbot
* Updated Bot Follow Function
Bot will now follow the Group Leader if IsClient, otherwise follows the Bot Owner
* Updates to Bot Raid System
When camping a client, remove them from the raid. If they are leader, place leadership to the next client.
Update a few crash checks in bot_raid.cpp
* [BOTS] Added RuleB Enabled checks and updated base repo for raid_members
Updated several RuleB(Bots, Enabled) checks
Updated the base repo to be autogenerated.
Raid functionality should work with a non-bots enabled database.
* Few quick updates
* Updates
Corrected a number of comments. Compiled and tested against bot and non-bot database though requires the isbot column in raid_members for both.
Moved the db update out of the bot stream to make bot check code easier.
* Formatting and other small updates
* A few more RuleB(Bots, Enabled) additions
* Fix issue with conflict of bot ID versus character ID.
* Delete CMakeSettings.json
* Comment Updates and other
Several updates including
- fixed comments from PR
- added id to raid_members and unique index on name to avoid botid and charid conflicts
- updated a few raid functions for iterators
- reordered several raid operations to ensure send leader packet to be the last item to ensure proper updating on the client
- update sql to use Replace instead of Insert for botid conflicting with charid
* Exploit fix for Raid Bots
Added item from @Nite to disallow spawning or camping bots if Raid is engaged. Avoids abusive situations.
* Initial Commit
* fix Raid Window after zoning
The raid window was not fully updating for clients not in the zone.
* Cleanup
* Update
Fixed comments
* Resolve crash for MOTD
Fixed a crash situation sending a raid MOTD to BOTS.
* Update ruletypes.h
* Updated to resolve a few recent comments
Fixed some comments within attack.cpp
* fix sql query
* update repository
* prevent duplicate entries in raid after group invite, and cleanup
* fixes for botgroups not following, and add already in raid messages.
* fix messagestring
* fixes
* Cleanup, and resolving issues with disbanding
* refactoring
* more cleanup/fixing.
* fixes for removing from ground in raid
* Refactoring/fixing multiple clients
* fix for compiling
* Bugs from refactoring fixed
* Testing completed, cleaning up unwanted items/duplicate code.
* Cleaned up AICastSpell
* fix typos
* Refactoring
* Adding Raid checks to AI_Process/cleanup
* Fix a typo
Was getting a SQL error on BOT spawn. Fixed typo.
* fix for crash
* Fixed crash when inviting player, more refactoring
* AI_Process Refactoring work
* More Refactoring/fixes for follow
* Finish Refactoring AI_Process
* cleanup
* cleanup
* cleanup
* cleanup
* fix melee attack loop
* fix for leashowner.
* fix for leashowner.
* Bots persist in raid after client death/LD/Camp
* Fix Bot Groups when zoning after death.
* Fix Bots in group following after client death
* remove unnecessary query
* Allow Raid members to invite Bots if owner is in raid. cleanup
* optimization of raid verification
* remove this
* Code Cleanup
* formatting
* formatting
* formatting
* fix for macro
* add return for TryClassAttacks
* fix query
* fix for crash
* restrict camping/spawn in combat.
* Fix other crash issue.
* update learnmembers to use Strings::To, cleanup magic numbers
* fix for merge.
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
Notes:
Bots currently do not do a mana check until the spell cast has already been started which results in an interrupt immediately after. If it is the last spell for a bot to cast, it tends to result in interrupt spam until the bot has enough mana. This will block the interrupt spam if the spell is invalid.
* [Feature] Add Heroic Strikethrough to NPC Scaling
# Notes
- Adds Heroic Strikethrough support to NPC scaling.
- Cleans up `std::stoul` to use `Strings::ToUnsignedInt` since recent changes.
- Sets default values to sane values and removes support for `NULL` values.
* Update 2023_03_04_npc_scale_global_base_heroic_strikethrough.sql
* [Commands] Remove #equipitem Command
# Notes
- This command causes issues with cursor and inventory slot desynchronizations and seems to largely be unused/unnecessary.
* Remove from command files.
* [Commands] Cleanup #haste Command
# Notes
- Cleanup messages and logic.
- No longer requires you to re-equip your weapon for the haste to take effect.
- Can now use on targeted client if you have `#gm on` enabled.
* Update haste.cpp
* [Rules] Add ResurrectionEffectsBlock
Notes:
This adds the rule Spells:ResurrectionEffectsBlock that will prevent anything from overwrites Resurrection Sickness Effects. Currently they are able to be overwritten by certain spells.
Default state: Disabled/False.
* Update ruletypes.h
---------
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Scaling] Add support for pipe-separated zone IDs and versions
# Notes
- Allows `|` separated zone IDs and instance versions within the scaling data.
- Loads scaling data on zone bootup as well, without needing to repop for it to initialize.
* Cleanup
* [Strings] Add more number formatters
# Notes
- Adds `Strings::ToUnsignedInt` for `uint32` support.
- Adds `Strings::ToBigInt` for `int64` support.
- Adds `Strings::ToUnsignedBigInt` for `uint64` support.
- Adds `Strings::ToFloat` for `float` support.
- Replaces all `std::stoi` references with `Strings::ToInt`.
- Replaces all `atoi` references with `Strings::ToInt`.
- Replaces all `std::stoul` references with `Strings::ToUnsignedInt`.
- Replaces all `atoul` references with `Strings::ToUnsignedInt`.
- Replaces all `std::stoll` references with `Strings::ToBigInt`.
- Replaces all `atoll` references with `Strings::ToBigInt`.
- Replaces all `std::stoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `atoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `std::stof` references with `Strings::ToFloat`.
* [Strings] Add more number formatters
- Adds `Strings::ToUnsignedInt` for `uint32` support.
- Adds `Strings::ToBigInt` for `int64` support.
- Adds `Strings::ToUnsignedBigInt` for `uint64` support.
- Adds `Strings::ToFloat` for `float` support.
- Replaces all `std::stoi` references with `Strings::ToInt`.
- Replaces all `atoi` references with `Strings::ToInt`.
- Replaces all `std::stoul` references with `Strings::ToUnsignedInt`.
- Replaces all `atoul` references with `Strings::ToUnsignedInt`.
- Replaces all `std::stoll` references with `Strings::ToBigInt`.
- Replaces all `atoll` references with `Strings::ToBigInt`.
- Replaces all `std::stoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `atoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `std::stof` references with `Strings::ToFloat`.
* Rebase cleanup
* Changes/benchmarks/tests
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* fix to desync between pet taunt state and button
* Update npc.h
* Update npc.cpp
* Update npc.h
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* Fix log message when players join channels
* Formatting
* More formatting
* Update CurrentPlayerChannels to use vector of channel names
* Put log statement back in place
* Remove channel limit in db query
* Formatting tweak
* [Fix] Fix issue where quest saylink responses would occur before the NPC's response
* Update client_packet.cpp
* Revert "[Fix] Fix issue where quest saylink responses would occur before the NPC's response"
This reverts commit a09e1bbbe9.
# Perl
- Add `$mob->IsFindable()`.
- Add `$mob->IsTrackable()`.
# Lua
- Add `mob:IsFindable()`.
- Add `mob:IsTrackable()`.
# Notes
- Allows operators to see if a mob is findable or trackable.
* [Bug Fix] Fix for Lore Components where component is returned.
* Refactor, and take into account loregroups above 0 properly
* Update tradeskills.cpp
* formatting for suggestions.
* commenting, update formatting.
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
# Perl
- Add `$mob->GetDefaultRaceSize()`.
# Lua
- Add `mob:GetDefaultRaceSize()`.
# Notes
- Allows operators to get the default race size of a race if they want to use it in a script.
* [Scaling] Add support for zone ID and instance version to NPC Scaling
# Notes
- Adds `zone_id` and `instance_version` to `npc_scale_global_base` table to allow for zone and version-specific scaling.
- Defaults back to `zone_id` of `0` and `instance_version` of `0` for global scaling.
- Scaling load precedence is as follows:
- `zone_id` of current zone and `instance_version` of current instance
- `zone_id` of current zone and `instance_version` of `0`
- `zone_id` of `0` and `instance_version` of `0`
* Remove debug comment.
* Use zone not NPC.
* SQL
* MYSQL objects cannot be copied in a well defined way, this removes the copy and replaces it with another connection
* Change to share underlying pointers.
* Push up mutex changes
* Post rebase
* Formatting
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
Notes:
Previously, the server-side reuse of Mend was set to 290 seconds rather than 360 seconds (6 minutes).
Mend was not accepting reduction timers from potential items, buffs or AAs (Hastened Mend).
Mend was outputting duplicate success messages on critical mends, it will now only output a regular Mend message upon success (You mend your wounds and heal some damage) or the critical message upon critical success (You magically mend your wounds and heal considerable damage), not both.
Co-authored-by: toxin06 <53322305+toxin06@users.noreply.github.com>
# Perl
- Add `$client->IsAutoAttackEnabled()`.
# Lua
- Add `client:IsAutoAttackEnabled()`.
# Notes
- Allows operators to check if a client has auto attack enabled.
# Perl
- Add `$client->IsAutoFireEnabled()`.
# Lua
- Add `client:IsAutoFireEnabled()`.
# Notes
- Allows operators to check if a client has auto fire enabled.
* [Tradeskills] Check if Combine would result in Lore Conflict.
* formatting
* Add Saylinks to lore message output.
* Aknowledgement packets to prevent client issues.
* [Bug Fix] Fix crash in EVENT_DISCOVER_ITEM
# Notes
- `const` didn't like the `std::any_cast`, also was passing `EQ::ItemData*` instead of `EQ::ItemInstance*`.
* Update client.cpp
* [Bots & Merrcs] Add Support for TrySympatheticProc
* [Bots & Merrcs] Add Support for TrySympatheticProc
* [Bots & Merrcs] Add Support for TrySympatheticProc
* Cleanup
* formatting
* auto
* [Quest API] Export target to EVENT_TARGET_CHANGE in Perl/Lua.
- Export `$target` to `EVENT_TARGET_CHANGE`.
- Export `e.other` to `event_target_change`.
- Allows operators to not have to grab bot, Client, or NPC's target in Perl with `GetTarget()`.
- Allows operators to not have to grab Client's target in Lua with `GetTarget()`.
* Update mob.cpp
* Update mob.cpp
* Update mob.cpp
* [Quest API] Export $item to EVENT_PLAYER_PICKUP in Perl.
# Notes
- Exports `$item` to `EVENT_PLAYER_PICKUP` in Perl so that you have access to the item itself.
* Optional parsing.
* Update object.cpp
* Update object.cpp
* [Quest API] Export $spawned to EVENT_SPAWN_ZONE in Perl
# Notes
- Exports `$spawned` to `EVENT_SPAWN_ZONE` in Perl.
- Allows operators to use the mob reference instead of having to grab it from entity list.
* Optional parsing.
* [Quest API] Export $item and $corpse to EVENT_LOOT and EVENT_LOOT_ZONE in Perl
# Notes
- Exports `$item` and `$corpse` to `EVENT_LOOT` in Perl.
- Exports `$item` and `$corpse` to `EVENT_LOOT_ZONE` in Perl.
* Optional parsing.
* Update corpse.cpp
* Cleanup
* Export changes
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Quest API] Add $target export to EVENT_INSPECT in Perl
# Notes
- Exports `$target` to `EVENT_INSPECT`.
- Allows operators to get information from target directly instead of using entity list.
* Update client_packet.cpp
* [Quest API] Export $item and $augment to augment events in Perl
# Notes
- Exports `$item` and `$augment` to `EVENT_AUGMENT_INSERT_CLIENT` in Perl.
- Exports `$item` and `$augment` to `EVENT_AUGMENT_REMOVE_CLIENT` in Perl.
- Allows operators to use item and augment reference instead of just item IDs.
* Cleanup
# Perl
- Export `$target` to `EVENT_CONSIDER`.
- Export `$corpse` to `EVENT_CONSIDER_CORPSE`.
# Lua
- Export `e.other` to `EVENT_CONSIDER`.
- Export `e.corpse` to `EVENT_CONSIDER_CORPSE`.
# Notes
- Allows operators to grab the target or corpse a player is considering.
* Plumbing
* Batch processing in world
* Cleanup
* Cleanup
* Update player_event_logs.cpp
* Add player zoning event
* Use generics
* Comments
* Add events
* Add more events
* AA_GAIN, AA_PURCHASE, FORAGE_SUCCESS, FORAGE_FAILURE
* FISH_SUCCESS, FISH_FAILURE, ITEM_DESTROY
* Add charges to ITEM_DESTROY
* WENT_ONLINE, WENT_OFFLINE
* LEVEL_GAIN, LEVEL_LOSS
* LOOT_ITEM
* MERCHANT_PURCHASE
* MERCHANT_SELL
* SKILL_UP
* Add events
* Add more events
* TASK_ACCEPT, TASK_COMPLETE, and TASK_UPDATE
* GROUNDSPAWN_PICKUP
* SAY
* REZ_ACCEPTED
* COMBINE_FAILURE and COMBINE_SUCCESS
* DROPPED_ITEM
* DEATH
* SPLIT_MONEY
* TRADER_PURCHASE and TRADER_SELL
* DISCOVER_ITEM
* Convert GM_COMMAND to use new macro
* Convert ZONING event to use macro
* Revert some code changes
* Revert "Revert some code changes"
This reverts commit d53682f997e89a053a660761085913245db91e9d.
* Add cereal generation support to repositories
* TRADE
* Formatting
* Cleanup
* Relocate discord_manager to discord folder
* Discord sending plumbing
* Rename UCS's Database class to UCSDatabase to be more specific and not collide with base Database class for repository usage
* More discord sending plumbing
* More discord message formatting work
* More discord formatting work
* Discord formatting of events
* Format WENT_ONLINE, WENT_OFFLINE
* Add merchant purchase event
* Handle Discord MERCHANT_SELL formatter
* Update player_event_discord_formatter.cpp
* Tweaks
* Implement retention truncation
* Put mutex locking on batch queue, put processor on its own thread
* Process on initial bootup
* Implement optional QS processing, implement keepalive from world to QS
* Reload player event settings when logs are reloaded in game
* Set settings defaults
* Update player_event_logs.cpp
* Update player_event_logs.cpp
* Set retention days on boot
* Update player_event_logs.cpp
* Player Handin Event Testing.
Testing player handin stuff.
* Cleanup.
* Finish NPC Handin.
* set a reference to the client inside of the trade object as well for plugins to process
* Fix for windows _inline
* Bump to cpp20 default, ignore excessive warnings on windows
* Bump FMT to 6.1.2 for cpp20 compat and swap fmt::join for Strings::Join
* Windows compile fixes
* Update CMakeLists.txt
* Update CMakeLists.txt
* Update CMakeLists.txt
* Create 2022_12_19_player_events_tables.sql
* [Formatters] Work on Discord Formatters
* Handin money.
* Format header
* [Formatters] Work on Discord Formatters
* Format
* Format
* [Formatters] More Formatter work, need to test further.
* [Formatters] More Work on Formatters.
* Add missing #endif
* [Formatters] Work on Formatters, fix Bot formatting in ^create help
* NPC Handin Discord Formatter
* Update player_event_logs.cpp
* Discover Item Discord Formatter
* Dropped Item Discord Formatter
* Split Money Discord Formatter
* Trader Discord Formatters
* Cleanup.
* Trade Event Discord Formatter Groundwork
* SAY don't record GM commands
* GM_Command don't record #help
* Update player_event_logs.cpp
* Fill in more event data
* Post rebase fixes
* Post rebase fix
* Discord formatting adjustments
* Add event deprecation or unimplemented tag support
* Trade events
* Add return money and sanity checks.
* Update schema
* Update ucs.cpp
* Update client.cpp
* Update 2022_12_19_player_events_tables.sql
* Implement archive single line
* Replace hackers table and functions with PossibleHack player event
* Replace very old eventlog table since the same events are covered by player event logs
* Update bot_command.cpp
* Record NPC kill events ALL / Named / Raid
* Add BatchEventProcessIntervalSeconds rule
* Naming
* Update CMakeLists.txt
* Update database_schema.h
* Remove logging function and methods
* DB version
* Cleanup SendPlayerHandinEvent
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
* [Bots] add IsBot() to methods in attack.cpp where applicable.
* Add mercs where applicable
* Cleanup verbose if statements
* typo
* Fix other spots missed.
* [Quest API] Add Recipe-based methods to Perl/Lua.
# Perl
- Add `quest::get_recipe_component_item_ids(recipe_id)`.
- Add `quest::get_recipe_container_item_ids(recipe_id)`.
- Add `quest::get_recipe_fail_item_ids(recipe_id)`.
- Add `quest::get_recipe_salvage_item_ids(recipe_id)`.
- Add `quest::get_recipe_success_item_ids(recipe_id)`.
- Add `quest::get_recipe_component_count(recipe_id, item_id)`.
- Add `quest::get_recipe_fail_count(recipe_id, item_id)`.
- Add `quest::get_recipe_salvage_count(recipe_id, item_id)`.
- Add `quest::get_recipe_success_count(recipe_id, item_id)`.
# Lua
- Add `eq.get_recipe_component_item_ids(recipe_id)`.
- Add `eq.get_recipe_container_item_ids(recipe_id)`.
- Add `eq.get_recipe_fail_item_ids(recipe_id)`.
- Add `eq.get_recipe_salvage_item_ids(recipe_id)`.
- Add `eq.get_recipe_success_item_ids(recipe_id)`.
- Add `eq.get_recipe_component_count(recipe_id, item_id)`.
- Add `eq.get_recipe_fail_count(recipe_id, item_id)`.
- Add `eq.get_recipe_salvage_count(recipe_id, item_id)`.
- Add `eq.get_recipe_success_count(recipe_id, item_id)`.
# Notes
- Before these methods, you would have to use DBI from Perl or Lua in order to get the components and their counts, these methods allow easy access to these values via the scripting API.
- These should be used sparingly as they're each an individual database hit and could go crazy in a hot path.
* Update eq_constants.h
* Update zonedb.h
* Update tradeskills.cpp
* Reserve.
* [BOT] Add 100% Hit chance if sitting while attacked.
* [BOT] Add 100% Hit chance if sitting while attacked.
* Add Mercs correctly
* Missed usage of IsSitting() in Mob::RollD20
* [Quest API] Add rule AlternateAugmentationSealer for using a different bagtype as an alternate augmentation sealer. Use EVENT_COMBINE with UseAugmentContainer
* Default it to be off or bagtype 53 (BagTypeAugmentationSealer)
* [Quest API] Default ScaleNPC to always scale.
# Notes
- ScaleNPC will now always override stats, with the option to override special abilities.
* Update npc_scale_manager.h
# Perl
- Add `$npc->ScaleNPC(level, always_scale_stats)`.
- Add `$npc->ScaleNPC(level, always_scale_stats, always_scale_special_abilities)`.
# Lua
- Add `npc:ScaleNPC(level, always_scale_stats)`.
- Add `npc:ScaleNPC(level, always_scale_stats, always_scale_special_abilities)`.
# Notes
- Allows operators to not have to set stats to 0 in order for scaling to kick in when scripting.
- Special ability override is separate in case you don't want to override some inherent special abilities the NPC has from a script or otherwise.
* [Bug fix]#reload static should now properly fill the entity_lists for objects / doors / groundspawns
The individual #reload commands WILL still have issues when trying to use #list afterwards!
* Point ReloadDoors, ReloadGroundSpawns, ReloadObjects all to reload static to avoid entity_list data missing
* [Quest API] Add Augment Slot support to does_augment_fit
# Notes
- Allows you to check if the supplied augment ID fits in the specified augment slot of the item instance provided.
* Update item_instance.cpp
This was preventing anything other than 0 or 1 to be passed, but per the current design, the see_invis can be anything from 0 to MAX 25499, which can give you level 254 invis. See design notes in Mob::GetSeeInvisibleLevelFromNPCStat.
# Notes
- Allows operators to set a minimum and maximum status that an item will show for players.
- Allows operators to have items on a merchant that only a GM can see.
- Some servers may use status for different things, so having a minimum and a maximum will allow for more functionality.
- Default of `min_status` is `0` (Player) and default of `max_status` is `255` (Max).
* [Quest API] Add EVENT_DAMAGE_GIVEN and EVENT_DAMAGE_TAKEN to Perl/Lua.
# Perl
- Add `EVENT_DAMAGE_GIVEN`.
- Add `EVENT_DAMAGE_TAKEN`.
- Both events export `$entity_id`, `$damage`, `$spell_id`, `$skill_id`, `$is_damage_shield`, `$is_avoidable`, `$buff_slot`, `$is_buff_tic`, `$special_attack`.
# Lua
- Add `event_damage_given`.
- Add `event_damage_taken`.
- Both events export `e.entity_id`, `e.damage`, `e.spell_id`, `e.skill_id`, `e.is_damage_shield`, `e.is_avoidable`, `e.buff_slot`, `e.is_buff_tic`, `e.special_attack`, and `e.other`.
# Notes
- These events allow operators to have events fire based on damage given or taken, as well as keep better track of a Bot, Client, or NPC's damage per second or otherwise.
- Special Attack is only useful for NPCs, but allows you to see if the attack is Rampage, AERampage, or Chaotic Stab.
* Cleanup.
# Notes
- These messages were showing weirdly and inconsistently, cleaned them up to show at max 4 per line.
- `^viewcombos` now shows class name and ID in the popup title.
- `^create help` now shows proper class names and IDs instead of `{}`.
* Testing.
* Add ResetItemCooldown and port it over to perl
* This flag needs to be set for updating shared item cooldowns
* Properly set item recast for all item types, on corpses, on looting
* SummonItem properly sets recast timers of summoned items
* Rename variable to avoid confusion and change manifest to be more specific
* Sanity check item_d
* Recast -1 added as RECAST_TYPE_UNLINKED_ITEM
ResetItemCooldown will still remove cooldown of item that we don't have so when we acquire it the cooldown is reset
* change magic numbers
* more magic numbers
* More constants yay
* Remove unneeded export DeleteItemRecastTimer
* Remove duplicate message, this is handled by the client in this part of the code
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Fix nullptr spell in BCSpells::Load()
# Notes
- Fix possible `nullptr` where we didn't check if spell was valid before using it.
* Cleanup.
* [Cleanup] Cleanup #door Command.
# Notes
- Resolves an issue with `.1` versus `0.1`.
- Resolves an issue with updating a pre-existing door.
- Adds `heading` to the update/insert.
* Update doors.cpp
# Notes
- Removes duplicate critical chance roll in `Mob::GetActSpellHealing`.
- Not sure if this was Live-like or an oversight, but it seems to drastically reduce the possibility of a HOT getting a critical.
- A 1% chance becomes a 0.01% chance being we have to roll twice.
# Notes
- Adds `bot_command_init` to `#reload commands` so that operators can reload bot commands if they enable/disable bots while the server is running.
# Notes
- Removes `#guildapprove`, `#guildcreate`, and `#guildlist`.
- Removes associated functions, classes, etc. that were only used in these commands.
- These commands are unused and/or covered by the general `#guild` command.
- Approvals don't really seem to be a thing anymore and the variable itself doesn't exist in stock PEQ database anyway.
* [Cleanup] Merge Client::Attack and Bot::Attack into Mob::Attack (#11)
* Remove #ifdef Bots to go along with KK fix
* Remove method in logging
* remove method from logging
* Fixes
* Rename
* [Bots] Cleanup and remove preprocessors.
- Removes every `#ifdef BOTS` we have and locks bots behind `Bots:AllowBots` rule.
- Bot updates are now done by default similar to regular database updates.
- Modify `CMakeLists.txt`, `.drone.yml`, and `BUILD.md` to match the removal of `EQEMU_ENABLE_BOTS`.
* Cleanup
- Add SQL for enabling bots for servers with bots.
- Add message that tells players/operators bots are disabled.
* Suggested changes.
* Bot injection stuff
* Change SQL to bot SQL.
* Tweaks
* Remove `is_bot`
* Update version.h
* Update main.cpp
* Update database.cpp
* Fix name availability crash
* Remove bots from update script
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Handle channel name filter checks in memory
With this commit, name filters are loaded into memory when the server loads and new channels are compared against these memory values VS hitting the database each time.
* Minor formatting tweaks
* Initial code
* Tweak
* Rule description tweak
* More channel work
* More adjustments
* Auto-join saved permanent player channels
* Fix UCS crash if player has no channels to load from table.
* Implemented channel blocking feature
* Update database when player channel's owner or password change
* First round of requested changes.
* Logic tweak to ensure player channels are sets to permanent when appropraite
* name_filter table integration and some refactoring
* Use new `reserved_channel_names` table to block specific channel names.
* Remove some legacy channel block code
* Setup required SQL update to create `reserved_channel_names` table.
* Update db_update_manifest.txt
* Update db_update_manifest.txt
* Update chatchannel.cpp
* Code review
* Database to UCSDatabase
* Repository SaveChatChannel
* CurrentPlayerChannelCount repository
* Cleanup name filter
* CreateChannel
* Update websocketpp
* Increment CURRENT_BINARY_DATABASE_VERSION
Set to 9216
* Minor tweaks to blocked channel name checks & other related areas.
- Enforce blocked channel names on channel creation.
- Also enforce blocked channel names on channel join.
- Add channel status check to Debug logging.
- Minor formatting adjustments.
- Add single quotes to column name value in query.
* Minor log change
* Increment DB Version
* Formatting Tweaks
- Made formatting adjustments consistent with KinglyKrab's recommended changes.
- This compiles successfully with these changes, but unable to test the changes until this weekend.
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Mercs] Add Mercenary Support
# Notes
- Adds `--merc-tables` support to database dumper.
- Adds Mercenary-based repositories.
- Adds required SQL `2023_01_15_merc_data.sql` to insert the tables for those who don't already have them.
- Adds optional SQL `2023_01_15_merc_liaisons.sql` to change NPCs to the Mercenary Liaison class optionally.
* Inline.
* Trim tables_to_dump output
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Notes
- Adds `Character:EnableGroupEXPModifier`, defaults to `true`.
- Adds `Character:GroupMemberEXPModifier`, defaults to `0.2`.
- Adds `Character:FullGroupEXPModifier`, defaults to `2.16`.
- Allows operators to enable or disable the group experience modifier based on number of members.
- Allows operators to change the modifier per member in the group between `2` and `5`.
- Allows operators to change the full group experience modifier.
* [Bug Fix] Fix issue with Bot:;LoadAndSpawnAllZonedBots.
# Notes
- Bots could spawn beyond class/global limits due to being stuck in group limbo and spawning when you enter a zone properly.
* Debug messages.
* Remove unspawned bots from group.
* Update bot.cpp
* Update bot.cpp
* Update bot.cpp
* Update bot.cpp
* >= 0
# Perl
- Minor cleanup of variable types.
# Lua
- Add `bot:GetAugmentAt(slot_id, augment_index)`.
- Add `bot:GetItemAt(slot_id)`.
- Add `bot:SendSpellAnim(target_id, spell_id)`.
- Properly implemented `bot:GetItemIDAt(slot_id)`.
# Notes
- `bot:GetItemIDAt` existed in Lua, but didn't have a bind definition, so was non-functional.
- This makes Perl/Lua bot methods 1:1 as Perl had 75 and Lua had 72, they now both have 75.
# Perl
- Add `$client->CampAllBots()`.
- Add `$client->CampAllBots(class_id)`.
# Lua
- Add `client:CampAllBots()`.
- Add `client:CampAllBots(class_id)`.
# Notes
- Adds constants for `NO_CLASS` which is class `0` and uses `RACE_DOUG_0` for any spots that use race ID `0`.
- Cleans up magic number usage of race/class of `0`.
# Perl
- Add `$entity_list->SignalAllBotsByOwnerName(owner_name)`.
# Lua
- Add `eq.get_entity_list():SignalAllBotsByOwnerName(owner_name)`.
# Notes
- Adds a way to signal all bots by owner name instead of only character ID.
* [Luamod] Add CalcSpellEffectValue_formula to luamods with example code in utils/mods/spell_formula.lua
* Fix typo
* Change formula down to uint32, fix format issues and remove debug on lua file
* [Bug Fix] Fix Bot "Failed to Load" Messages.
# Notes
- Bots were producing error messages for "failing to load" spells and inventory when the bot had no spells, like a Warrior, or when the bot was naked, like a newly created bot.
* Update botspellsai.cpp
# Perl
- Add `$bot->Camp()`.
- Add `$bot->Camp(save_to_database)`.
# Lua
- Add `bot:Camp()`.
- Add `bot:Camp(save_to_database)`.
# Notes
- Saves to database by default, overload is for edge case where a user may not want bot to save to database.
* [Zones] Add Max Level Check to Zones.
# Perl
- Add `$client->CanEnterZone(zone_short_name)`.
- Add `$client->CanEnterZone(zone_short_name, instance_version)`.
# Lua
- Add `client:CanEnterZone(zone_short_name)`.
- Add `client:CanEnterZone(zone_short_name, instance_version)`.
# Notes
- Allows operators to limit zones to a maximum level.
- Allows operators to see if a player can enter a zone before sending them.
- Keeps players from entering via `#peqzone` and `#zone` as well if they do not meet the requirements or are not high enough status to bypass the requirements.
* Cleanup.
* [Bug Fix] Fix NPC Reference in EVENT_SPAWN
# Notes
- Event parsing was too early and memory wasn't fully allocated, meaning that sometimes you could use the NPC reference and other times you couldn't.
- Most people worked around this by setting timers in `EVENT_SPAWN` then using `EVENT_TIMER` to handle the stuff they wanted to do on spawn.
# Example Code in Perl
```pl
sub EVENT_SPAWN {
quest::shout($npc->GetCleanName() . " just spawned with an ID of " . $npc->GetID() . " and an NPC Type ID of " . $npc->GetNPCTypeID() . ".");
}```
* Update bot.cpp
# Perl
- Add `$bot->GetBotID()`.
- Add `EVENT_DESPAWN`.
- Add `EVENT_DESPAWN_ZONE`.
# Lua
- Add `bot:GetBotID()`.
- Add `event_despawn`.
- Add `event_despawn_zone`.
# Notes
- Allows operators to determine when a Bot or an NPC has been despawned via Depop.
- Bots call NPC::Depop on ^camp so we just put the code there.
- Adds the ability to get a bot's ID using their reference in case you're looping a list and need that value.
- Moves `DispatchZoneControllerEvent` from NPC to Mob so it can be used by any type.
# Perl
- Add `$client->CalcEXP(consider_level, ignore_modifiers)`.
# Lua
- Add `client:CalcEXP(consider_level)`.
- Add `client:CalcEXP(consider_level, ignore_modifiers)`.
# Notes
- Allows operators to calculate experience based on consider level as well as ignore modifiers to get a baseline of experience that should be expected when killing a mob.
# Commands
- Adds `#guild search [Search Criteria]` sub command.
# Notes
- Allows operators to search for a guild instead of listing all guilds at once.
- Adds a method for sending guild sub commands to make code drier.
# Commands
- Add `#findcharacter [Search Criteria]`.
# Notes
- Allows operators to search for characters by ID or a portion of their name to easily get ID/Name.
* [Commands] Add #setanon Command.
# Commands
- Adds `#setanon [Anonymous Flag]`.
# Notes
- Allows operators to turn on/off a player's anonymous flag so they can view their Magelo.
* Update eq_constants.h
* Add character ID support.
* Update setanon.cpp
* [Bug Fix] Fixed message on demote permissions check.
* Included promote fix
* Formatting consistency, grammar, use constants
* Further use of constants/consistency of error/failure message colors
# Perl
- Add `quest::does_augment_fit(item, augment_id)`.
# Lua
- Add `eq.does_augment_fit(item, augment_id)`.
# Notes
- Returns the augment slot index where the augment fits within the item instance provided, returns `-1` if it doesn't fit or has no open slot to fit in.
* [Quest API] Add Augment Slot Type/Visible to GetItemStat
# Notes
- Adds the ability to get an item's augment slot types and augment slot visibility information.
* const
# Perl
- Add `quest::do_augment_slots_match(item_one, item_two)`.
# Lua
- Add `eq.do_augment_slots_match(item_one, item_two)`.
# Notes
- Allows operators to see if augments slots across two items match for something like moving augments from one item to another.
* [Feature] Add Experience Gain Toggle.
# Perl
- Add `$client->IsEXPEnabled()`.
- Add `$client->SetEXPEnabled(is_exp_enabled)`.
# Lua
- Add `client:IsEXPEnabled()`.
- Add `client:SetEXPEnabled(is_exp_enabled)`.
# Commands
- Add `#exptoggle [Toggle] - Toggle your or your target's experience gain.`.
# Notes
- Allows operators to turn on/off a player's experience gain individually without changing their rule values.
- The command allows operators to give players access to the command to disable their own experience gain.
# Perl
- Add `$npc->GetKeepsSoldItems()`.
- Add `$npc->SetKeepsSoldItems(keeps_sold_items)`.
# Lua
- Add `npc:GetKeepsSoldItems()`.
- Add `npc:SetKeepsSoldItems(keeps_sold_items)`.
# Notes
- Allows operators to keep specific NPCs from keeping items sold to them.
- Keeps NPCs from being cluttered with stuff like Cloth Caps, Bone Chips, etc.
# Perl
- Add `$mob->IsAttackAllowed(target)`.
- Add `$mob->IsAttackAllowed(target, is_spell_attack)`.
# Lua
- Add `mob:IsAttackAllowed(target)`.
# Notes
- Lua had `mob:IsAttackAllowed(target, is_spell_attack)` but not the other overload.
- Perl had neither.
# Perl
- Add `$mob->IsAttackAllowed(target)`.
- Add `$mob->IsAttackAllowed(target, is_spell_attack)`.
# Lua
- Add `mob:IsAttackAllowed(target)`.
# Notes
- Lua had `mob:IsAttackAllowed(target, is_spell_attack)` but not the other overload.
- Perl had neither.
* [Rules] Add rule to limit single kill xp gain
Adds a rule to allow server operators to restrict XP gain/kill to a specified % of their current level.
* Logic correction
* Commenting
* Logic tweaks
* Rule description update
* Logic adjustment
Changed to allow xp cap > 100% and -1 = disabled
* Formatting
* Removed extra space
* Formatting
Renamed rule to be more clear.
Updated rule description.
Minor formatting tweaks.
Implemented use of descriptive bools.
* Data type adjustment
* Removed Bools
* Update exp.cpp
* Update exp.cpp
* Update exp.cpp
* Update exp.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Quest API] Add GetAugmentIDsBySlotID() to Perl/Lua.
# Perl
- Add `$client->GetAugmentIDsBySlotID(slot_id)`.
- Add `$inventory->GetAugmentIDsBySlotID(slot_id)`.
# Lua
- Add `client:GetAugmentIDsBySlotID(slot_id)`.
- Add `inventory:GetAugmentIDsBySlotID(slot_id)`.
# Notes
- Allows operators to get a list of augments from a specific slot instead of having to build a plugin or something to do it.
- Fix issue with Lua tables starting at index `1` versus index `0`, so you lost the first value of the table due to this.
* Update inventory_profile.cpp
* [Rules] Add backstab rules
Add rules to disable elemental and bane damage on backstab.
* Update special_attacks.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Rule] Add ManaOnDeath and EndurOnDeath
This rule allows death to fully fill Mana or Endurance.
* Updates rules to live-like
* Adjust rule names to be more descriptive of their intent, remove else cases
Co-authored-by: Akkadius <akkadius1@gmail.com>
Trade check was not checking GetBaseRace and would fail if the bot's illusion couldn't equip the item.
Co-authored-by: toxin06 <53322305+toxin06@users.noreply.github.com>
* [Bug Fix] Allow High Level Spells to be Unmemorized.
# Notes
- If you deleveled below a spell's level, you couldn't unmemorize it, this fixes that.
* Update client_process.cpp
Bots were not saving their Base Gender when saving. This could result in bots with illusions saving as gender 2 and becoming a male human model upon illusion fade.
Co-authored-by: toxin06 <53322305+toxin06@users.noreply.github.com>
# Notes
- Lua door/object create methods were `void` type instead of `uint16`, so you couldn't get the entity ID of the door you created.
- Converted Perl's door/object create methods to return `uint16` instead of `int` as well.
* [Bug Fix] Fix possible crash in ProcessSpecialAbilities.
# Notes
- Passing an invalid special ability along such as `4,1,,-1,100` currently causes a crash since every `,` assumes it's followed by a number.
- Fixed by making sure first and second parameters are numbers and then when looping additional parameters we also check if they are numbers.
* Update mob.cpp
* [Quest API] Add EVENT_LEVEL_DOWN to Perl/Lua.
# Perl
- Add `EVENT_LEVEL_DOWN`, exports `$levels_lost`.
- Add `$levels_gained` export to `EVENT_LEVEL_UP`.
# Lua
- Add `event_level_down`, exports `e.levels_lost`.
- Add `e.levels_gained` export to `event_level_up`.
# Notes
- Allows operators to perform actions on level down.
- Allows operators to tell how many levels were lost or gained in case people are gaining/losing multiple levels and they want to keep track or use this as a mechanic in their code somewhere.
* Update exp.cpp
* Update embparser.cpp
* [Commands] Add #suspendmulti Command.
# Notes
- Allows operators to suspend multiple people at once in case they have a player who is boxing and want to suspend them all at once.
* To lower.
* Update command.cpp
* Update suspendmulti.cpp
* Create suspendmulti.cpp
# Notes
- "F" or "f" weren't handled in this method, so they weren't working properly.
- Most people don't provide this parameter when setting a permanent data bucket, so wasn't noticed in testing.
* [Quest API] Add MaxSkills() to Perl/Lua.
# Perl
- Add `$client->MaxSkills()`.
# Lua
- Add `client:MaxSkills()`.
# Notes
- Allows operators an easy short hand for maxing a player's skills for their level without needing to do all the looping and stuff on their own.
* Cleanup.
* Only set if it's higher than skill level player has.
* Add constant.
* [Bug Fix] Fix case-sensitivity in #suspend Command.
# Notes
- This command required you to properly send the name as it appears in the database otherwise it wouldn't kick the player.
- Solution is to `Strings::ToLower` then `Strings::UcFirst`.
* To lower.
* [Bots] Convert Load, Save, SaveNew, and Delete to Repositories.
# Notes
- General code cleanup, as manually adding to these queries doesn't scale very well.
* FindOne.
* Update base_bot_data_repository.h
* Update template.
# Perl
- Add `$client->Signal(signal_id)`.
# Notes
- Some places still had signal as `uint32` versus `int`.
- Rename `signal` to `signal_id` where valid so we don't have conflicts.
* [Quest API] Add Entity Variable Methods to Perl/Lua.
# Perl
- Add `$mob->ClearEntityVariables()`.
- Add `$mob->DeleteEntityVariable(variable_name)`.
- Add `$object->ClearEntityVariables()`.
- Add `$object->DeleteEntityVariable(variable_name)`.
# Lua
- Add `mob:ClearEntityVariables()`.
- Add `mob:DeleteEntityVariable(variable_name)`.
- Add `object:ClearEntityVariables()`.
- Add `object:DeleteEntityVariable(variable_name)`.
# Notes
- Allows operators to clear all entity variables or delete one by name, previously you just had to set to an empty value to clear after being set.
* Cleanup.
# Perl
- Add `$client->GetGuildPublicNote()`.
# Lua
- Add `client:GetGuildPublicNote()`.
# Notes
- Allows operators to grab a player's public note in there guild if they wanted to.
* [Quest API] Adjustment to depop_all function.
Adjustment to depop_all function to no longer require an owner under all conditions (allows use inside encounters)
* More simplification
* Update questmgr.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Bot] Add Buff support for Bards under AI_IdleCastChecks
* Add InCombatBuffSong to Idle Bard cast Logic
* Fixes a number of Buffs that would fail to land on the Bot, causing casting loops
* Accidently removed If Statement added back.
* Update bot.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Bots] Optimize inventory loading.
# Notes
- Bots previously were running 23 individual queries to load their inventory versus grabbing their inventory all at once and referencing it in memory.
* Typo.
* Update bot_database.cpp
* Update bot_database.cpp
* Update bot.cpp
* [Bots] Add Bot-specific Spell Settings.
# Notes
- Allows players to set `priority`, `min_level`, `max_level`, `min_hp`, `max_hp`, and `is_enabled` settings per spell based on targeted bot.
- Lets players disable spells they don't want their bots casting or change the criteria they cast them at if they want.
* Update botspellsai.cpp
* Update 2022_11_19_bot_spell_settings.sql
* Typo.
* Update botspellsai.cpp
* Cleanup and add Reload Methods to Perl/Lua.
* [Bot] Update Bot Logic to ignore ST_TargetsTarget when buffing
* Fix Not Operator
* Update botspellsai.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
This condition caused the variables to show twice due to the way Sprie parses the source code, and the condition itself is unnecessary since we can just use an inline ternary in this case.
* [Quest API] Add Time String to Seconds Method to Perl/Lua.
# Perl
- Add `quest::timetoseconds(time_string)`.
# Lua
- Add `eq.time_to_seconds(time_string)`.
# Notes
- Allows operators to use this method in place of hardcoded values like `3600`.
* Remove unused method.
* [Quest API] Add Entity Variable Methods to Perl/Lua.
# Perl
- Add `$mob->GetEntityVariables()`.
- Add `$object->GetEntityVariables()`.
# Lua
- Add `mob:GetEntityVariables()`.
- Add `object:GetEntityVariables()`.
# Notes
- Convert all overloads and methods to use `std::string` for entity variables.
- Allows operators to get a list of a Mob's entity variables.
* Update loottables.cpp
# Perl
- Add `$entity_list->GetBotListByClientName(client_name, class_id)`.
# Lua
- Add `eq.get_entity_list():GetBotListByClientName(client_name, class_id)`.
# Notes
- Adds overload to get bots by client name and class ID.
* [Quest API] Add Zone Flag Methods to Perl/Lua.
# Perl
- Add `$client->GetPEQZoneFlags()`.
- Add `$client->GetZoneFlags()`.
# Lua
- Add `client:GetPEQZoneFlags()`.
- Add `client:GetZoneFlags()`.
# Notes
- Allows operators to get a list of all PEQ/zone flags to be looped through or listed out easily without having to have a list of individual zone IDs to check or otherwise.
* Update zoning.cpp
* Repositories and cleanup.
* [Quest API] Add Instance Methods to Perl/Lua.
# Perl
- Add `quest::GetInstanceIDs(zone_name)`.
- Add `quest::GetInstanceIDsByCharID(zone_name, character_id)`.
- Add `quest::GetInstanceVersionByID(instance_id)`.
- Add `quest::GetInstanceZoneIDByID(instance_id)`.
# Lua
- Add `eq.get_instance_ids(zone_name)`.
- Add `eq.get_instance_ids_by_char_id(zone_name, character_id)`.
- Add `eq.get_instance_version_by_id(instance_id)`.
- Add `eq.get_instance_zone_id_by_id(instance_id)`.
# Notes
- The instance IDs methods return arrays of IDs for looping so you can check on mass the instances a player has for a zone.
- Keeps operators from having to guess which possible versions of a zone a player has an instance for or loop through them all to find out.
- Cleanup `common/database_instances.cpp` to mostly use repositories where possible.
* Update database.h
* Update character_corpses_repository.h
* [Bots] Quest API Check Spell in Bot_Spell_Entries
* Add to luabind and packages
* Change Method to be HasBotSpellEntry, change SpellID to uint16
* Ordering, and removed unused logging
* [Commands] Add #bugs Command.
- Adds a #bugs command for viewing bug reports.
- Remove unused bug related rules in favor of hard-coding the new system.
* Cleanup.
* Typo.
* Push.
* Lower status so it fits with message.
# Perl
- Add `quest::ishotzone()`.
- Add `quest::sethotzone(is_hotzone)`.
# Lua
- Add `eq.is_hotzone()`.
- Add `quest::set_hotzone(is_hotzone)`.
# Notes
- Allows operators to toggle hotzone flags within a script dynamically, for stuff like making an instance a hotzone, but not necessarily all versions of the zone.
# Notes
- Perl was sending `UpdateAdmin()` after `SetGMStatus()`, Lua wasn't, so only Perl was updating properly.
- Fix is to just put `UpdateAdmin()` inside `SetGMStatus()`.
* [Bots] Add support for Bot scripting.
# Perl
- Add support for `zone/bot.pl` and `zone/bot_v#.pl`.
- Add support for `global/global_bot.pl`.
- Add `$bot->SignalBot(signal_id)` to Perl.
- Add `$bot->OwnerMessage(message)` to Perl.
- Add `$entity_list->SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Perl.
- Add `$entity_list->SignalBotByBotID(bot_id, signal_id)` to Perl.
- Add `$entity_list->SignalBotByBotName(bot_name, signal_id)` to Perl.
- Add `EVENT_SPELL_EFFECT_BOT` to Perl.
- Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Perl.
# Lua
- Add support for `zone/bot.lua` and `zone/bot_v#.lua`.
- Add support for `global/global_bot.lua`.
- Add `bot:SignalBot(signal_id)` to Lua.
- Add `bot:OwnerMessage(message)` to Lua.
- Add `entity_list:SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Lua.
- Add `entity_list:SignalBotByBotID(bot_id, signal_id)` to Lua.
- Add `entity_list:SignalBotByBotName(bot_name, signal_id)` to Lua.
- Add `EVENT_SPELL_EFFECT_BOT` to Lua.
- Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Lua.
# Supported Bot Events
1. `EVENT_CAST`
2. `EVENT_CAST_BEGIN`
3. `EVENT_CAST_ON`
4. `EVENT_COMBAT`
5. `EVENT_DEATH`
6. `EVENT_DEATH_COMPLETE`
7. `EVENT_SAY`
8. `EVENT_SIGNAL`
9. `EVENT_SLAY`
10. `EVENT_SLAY_NPC`
11. `EVENT_SPAWN`
12. `EVENT_TARGET_CHANGE`
13. `EVENT_TIMER`
14. `EVENT_USE_SKILL`
# Common
- Convert NPC pointers in common events to Mob pointers so bots are supported.
- Convert signal IDs to `int` where it wasn't already, allowing negative signals to be sent properly.
* Add EVENT_POPUP_RESPONSE.
* Cleanup and fix EVENT_COMBAT/EVENT_SLAY/EVENT_NPC_SLAY.
* Fix DoNPCEmote calls.
* Update attack.cpp
* Update event_codes.h
* Update bot_command.cpp
* [Bots] Add Quest API Support for Limits.
# Perl
- Add `$client->GetBotCreationLimit()` to Perl.
- Add `$client->GetBotCreationLimit(class_id)` to Perl.
- Add `$client->GetBotRequiredLevel()` to Perl.
- Add `$client->GetBotRequiredLevel(class_id)` to Perl.
- Add `$client->GetBotSpawnLimit()` to Perl.
- Add `$client->GetBotSpawnLimit(class_id)` to Perl.
- Add `$client->SetBotCreationLimit(creation_limit)` to Perl.
- Add `$client->SetBotCreationLimit(creation_limit, class_id)` to Perl.
- Add `$client->SetBotRequiredLevel(required_level)` to Perl.
- Add `$client->SetBotRequiredLevel(required_level, class_id)` to Perl.
- Add `$client->SetBotSpawnLimit(spawn_limit)` to Perl.
- Add `$client->SetBotSpawnLimit(spawn_limit, class_id)` to Perl.
- Add `$entity_list->GetBotListByCharacterID(character_id, class_id)` to Perl.
# Lua
- Add `client:GetBotCreationLimit()` to Lua.
- Add `client:GetBotCreationLimit(class_id)` to Lua.
- Add `client:GetBotRequiredLevel()` to Lua.
- Add `client:GetBotRequiredLevel(class_id)` to Lua.
- Add `client:GetBotSpawnLimit()` to Lua.
- Add `client:GetBotSpawnLimit(class_id)` to Lua.
- Add `client:SetBotCreationLimit(creation_limit)` to Lua.
- Add `client:SetBotCreationLimit(creation_limit, class_id)` to Lua.
- Add `client:SetBotRequiredLevel(required_level)` to Lua.
- Add `client:SetBotRequiredLevel(required_level, class_id)` to Lua.
- Add `client:SetBotSpawnLimit(spawn_limit)` to Lua.
- Add `client:SetBotSpawnLimit(spawn_limit, class_id)` to Lua.
- Add `entity_list:GetBotListByCharacterID(character_id, class_id)` to Lua.
# Notes
- Allows operators to set creation and spawn limits based on class, as well as required level.
- Using the class-inspecific methods sets the global limit or required level.
- Global limits are checked prior to class-specific limits and if they are not met, creation or spawn is disallowed.
- Modified preexisting Quest API to make use of this new stuff under the hood.
* Update bot_command.cpp
* Add client bot file.
* [Quest API] Add GetRandomBot() to Perl/lua.
# Perl
- Add `$entity_list->GetRandomBot()` to Perl.
- Add `$entity_list->GetRandomBot(x, y, z, distance)` to Perl.
- Add `$entity_list->GetRandomBot(x, y, z, distance, exclude_bot)` to Perl.
# Lua
- Add `eq.get_entity_list():GetRandomBot()` to Lua.
- Add `eq.get_entity_list():GetRandomBot(x, y, z, distance)` to Lua.
- Add `eq.get_entity_list():GetRandomBot(x, y, z, distance, exclude_bot)` to Lua.
# Notes
- Allows operators to grab a random Bot from entity list similar to Client, Mob, and NPC.
* Cleanup and fix Perl distance.
- Perl distance was sending as already squared, Lua was not.
- Send as non-squared and square in the method so that both work the same.
* Update entity.cpp
* Update entity.cpp
* [Bots] Add Expansion Bitmask Quest APIs.
- Add `$bot->GetExpansionBitmask()` to Perl.
- Add `$bot->SetExpansionBitmask(expansion_bitmask)` to Perl.
- Add `bot:GetExpansionBitmask()` to Lua.
- Add `bot:SetExpansionBitmask(expansion_bitmask)` to Lua.
- Adds `expansion_bitmask` column to `bot_data` table.
- Allows server operators to limit expansion settings on a bot-by-bot basis.
- Allows limiting or allowing of AAs in `Bot::LoadAAs()` based on expansion bitmask.
- Default value is `-1` which just defaults to the `Bots:BotExpansionSettings` rule value.
- Setting bitmask saves to database and reloads AAs so bots automatically recalculate bonuses.
* Add save parameter.
* Typo.
* [Quest API] Add Mob Hate Methods to Perl/Lua.
# Perl
- Add `$mob->DamageHateList(damage)` to Perl.
- Add `$mob->DamageHateList(damage, distance)` to Perl.
- Add `$mob->DamageHateListPercentage(damage)` to Perl.
- Add `$mob->DamageHateListPercentage(damage, distance)` to Perl.
- Add `$mob->DamageHateListBots(damage)` to Perl.
- Add `$mob->DamageHateListBots(damage, distance)` to Perl.
- Add `$mob->DamageHateListBotsPercentage(damage)` to Perl.
- Add `$mob->DamageHateListBotsPercentage(damage, distance)` to Perl.
- Add `$mob->DamageHateListClients(damage)` to Perl.
- Add `$mob->DamageHateListClients(damage, distance)` to Perl.
- Add `$mob->DamageHateListClientsPercentage(damage)` to Perl.
- Add `$mob->DamageHateListClientsPercentage(damage, distance)` to Perl.
- Add `$mob->DamageHateListNPCs(damage)` to Perl.
- Add `$mob->DamageHateListNPCs(damage, distance)` to Perl.
- Add `$mob->DamageHateListNPCsPercentage(damage)` to Perl.
- Add `$mob->DamageHateListNPCsPercentage(damage, distance)` to Perl.
- Add `$mob->GetHateListBots()` to Perl.
- Add `$mob->GetHateListBots(distance)` to Perl.
- Add `$mob->GetHateListClients()` to Perl.
- Add `$mob->GetHateListClients(distance)` to Perl.
- Add `$mob->GetHateListNPCs()` to Perl.
- Add `$mob->GetHateListNPCs(distance)` to Perl.
# Lua
- Add `mob:DamageHateList(damage)` to Lua.
- Add `mob:DamageHateList(damage, distance)` to Lua.
- Add `mob:DamageHateListPercentage(damage)` to Lua.
- Add `mob:DamageHateListPercentage(damage, distance)` to Lua.
- Add `mob:DamageHateListBots(damage)` to Lua.
- Add `mob:DamageHateListBots(damage, distance)` to Lua.
- Add `mob:DamageHateListBotsPercentage(damage)` to Lua.
- Add `mob:DamageHateListBotsPercentage(damage, distance)` to Lua.
- Add `mob:DamageHateListClients(damage)` to Lua.
- Add `mob:DamageHateListClients(damage, distance)` to Lua.
- Add `mob:DamageHateListClientsPercentage(damage)` to Lua.
- Add `mob:DamageHateListClientsPercentage(damage, distance)` to Lua.
- Add `mob:DamageHateListNPCs(damage)` to Lua.
- Add `mob:DamageHateListNPCs(damage, distance)` to Lua.
- Add `mob:DamageHateListNPCsPercentage(damage)` to Lua.
- Add `mob:DamageHateListNPCsPercentage(damage, distance)` to Lua.
- Add `mob:GetHateListBots()` to Lua.
- Add `mob:GetHateListBots(distance)` to Lua.
- Add `mob:GetHateListClients()` to Lua.
- Add `mob:GetHateListClients(distance)` to Lua.
- Add `mob:GetHateListNPCs()` to Lua.
- Add `mob:GetHateListNPCs(distance)` to Lua.
# Notes
- Offers an extreme amount of short hands when grabbing hate list entities by a specific type or damaging a specific type of entity on an NPC's hatelist.
- Should save operators having to use `GetHateList()` then loop it to get the entries they want to do something.
* Cleanup.
* [Quest API] Add Owner methods to Perl/Lua.
# Perl
- Add `$mob->GetOwner()` to Perl.
# Lua
- Add `mob:GetOwnerID()` to Lua.
# Notes
- `GetOwner()` exists in Lua, but not Perl.
- `GetOwnerID()` exists in Perl, but not Lua.
* Update lua_mob.cpp
# Perl
- Add `$mob->RandomizeFeatures()` to Perl.
- Add `$mob->RandomizeFeatures(send_illusion)` to Perl.
- Add `$mob->RandomizeFeatures(send_illusion, set_variables)` to Perl.
# Lua
- Add `mob:RandomizeFeatures()` to Lua.
- Add `mob:RandomizeFeatures(send_illusion)` to Lua.
- Add `mob:RandomizeFeatures(send_illusion, set_variables)` to Lua.
# Notes
- Previous overload required `send_illusion` and `set_variables` despite both default values being `true`, this will allow you to just send nothing if you want both to be `true`.
- Change `RandomizeFeatures()` type to `bool` from `void` to match source method, returns `false` when used on a race that has no features to randomize.
- This allows operators to do something different if the NPC can't use this method.
* [Quest API] Add SendGMCommand() to Perl/Lua.
# Perl
- Add `$client->SendGMCommand(message)` to Perl.
- Add `$client->SendGMCommand(message, ignore_status)` to Perl.
# Lua
- Add `client:SendGMCommand(message)` to Lua.
- Add `client:SendGMCommand(message, ignore_status)` to Lua.
# Notes
- `ignore_status` allows you to have players use GM commands that they are not the required status level for through the Quest API.
- `ignore_status` is default false, so if you don't send it, it checks and makes sure the player can use the command you're sending before allowing it.
* Typo.
* Formatting.
* [Commands] Cleanup #doanim Command.
- Cleanup messages and logic.
- Allow you to use animation names or IDs, could possibly extend this to quest API in the future.
* Update dialogue_window.h
* [Quest API] Add GetRandomClient(), GetRandomMob() and GetRandomNPC() overloads to Perl/Lua.
# Perl
- Add `$entity_list->GetRandomClient()` to Perl.
- Add `$entity_list->GetRandomMob()` to Perl.
- Add `$entity_list->GetRandomNPC()` to Perl.
# Lua
- Add `eq.get_entity_list():GetRandomClient()` to Lua.
- Add `eq.get_entity_list():GetRandomMob()` to Lua.
- Add `eq.get_entity_list():GetRandomNPC()` to Lua.
# Notes
- We didn't have overloads before without XYZ, so was harder to do a zone-wide random.
* Update lua_entity_list.cpp
* [Quest API] Add Popup methods to Perl/Lua.
# Perl
- Add `quest::popupcentermessage(message)` to Perl.
- Add `quest::popupcolormessage(color, message)` to Perl.
- Add `quest::popupindent()` to Perl.
- Add `quest::popuplink(link)` to Perl.
- Add `quest::popuplink(link, message)` to Perl.
# Lua
- Add `eq.popup(title, message)` to Lua.
- Add `eq.popup(title, message, popup_id)` to Lua.
- Add `eq.popup(title, message, popup_id, buttons)` to Lua.
- Add `eq.popup_center_message(message)` to Lua.
- Add `eq.popup_color_message(color, message)` to Lua.
- Add `eq.popup_indent()` to Lua.
- Add `eq.popup_link(link)` to Lua.
- Add `eq.popup_link(link, message)` to Lua.
# Notes
- Adds the Perl plugins like PWAutoCenter, PWIndent, and PWHyperlink.
- Parses out HTML `<>` tags automatically in `popupautocenter` to properly center stuff like colored messages. (Doesn't work with links)
- This lets Lua users have similar functionality to Perl users.
* Add tables and break.
* Add indent_count to indent method.
* Move to Dialogue Window.
* [Quest API] Add CloneAppearance() to Perl/Lua.
# Perl
- Add `$client->CloneAppearance(other)` to Perl.
- Add `$client->CloneAppearance(other, clone_name)` to Perl.
# Lua
- Add `client:CloneAppearance(other)` to Lua.
- Add `client:CloneAppearance(other, clone_name)` to Lua.
# Notes
- Allows operators to easily clone appearance between mobs in a script without relying on a plugin or module.
* Update mob_appearance.cpp
* Update mob.cpp
# Perl
- Add `$group->GetAverageLevel()` to Perl.
# Lua
- Add `group:GetAverageLevel()` to Lua.
- Convert `group:GetHighestLevel()` from `int` to `uint32` in Lua.
- Convert `group:GetLowestLevel()` from `int` to `uint32` in Lua.
* Change #scribespells to be aware of spellgroups & ranks
* Formatting
* Fix Formatting, and change stored return data type to match function return type.
* Compact If Statements
* Implemented SQL Query to reduce number of iterations required.
* Cleaned up Query, and improved performance
* Cleaned up SQL Queries
* Formatting
* Indenting fix.
* Update client.cpp
* Fix Formatting in spells.cpp
* Fix ValueWithin.
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Kinglykrab <89047260+Kinglykrab@users.noreply.github.com>
This restores sending items to EVENT_TRADE that are updated by source
controlled delivery tasks which was removed in 7cf96ca2d8.
That patch filtered out items consumed by task updates to fix a few bugs
with items being returned despite incrementing a task:
- If an npc without a quest trade event handler was the target of a
delivery task for a NoDrop/non-Quest item, the npc would auto return
it due to the `ReturnNonQuestNoDropItems` rule.
- If an npc without a quest trade event handler was the target of a
delivery task for a non-NoDrop item, the item would be added to the
npc's loot.
- If an npc with an EVENT_ITEM/EVENT_TRADE quest handler used the Lua
or Perl trade plugins, the plugins would return task items unless
specific checks for the turned in slots existed.
The quest plugin item returns are problematic for this since they just
summon to return items not handled by the script
e.g. For a task to deliver N Large Fruit Bat Wings (item id 19616),
if a player turned in 1 Wing in slot 1 and a stack of 20 Wings in slot
2, the task would be incremented 21 times and the following Lua trade
handler would return the stack of 20 from the 2nd trade slot:
```lua
function event_trade(e)
local item_lib = require("items")
if item_lib.check_turn_in(e.trade, { item1 = 19616 }) then
eq.debug("Lua consumed 1 slot and will return other slots")
end
item_lib.return_items(e.self, e.other, e.trade)
end
```
This also occured with the perl plugin though slightly differently
since that plugin returns all slots unless the exact handin slot count
matches (requiring check_handin conditions for all slots):
```perl
sub EVENT_ITEM {
if (plugin::check_handin(\%itemcount, 19616 => 1)) {
# No issue if only one slot used for trade (item not returned)
}
# Perl fails handin check if multiple slots not checked and returns all
plugin::return_items(\%itemcount);
}
```
While that patch solved the issue, it's inconvenient and wrong to not
receive items in trade events used in a source task update. It breaks
existing trade scripts for tasks that aren't quest controlled and it
forces tasks to be changed to quest controlled and manually updated to
script any extra behavior.
This patch stores the task update count on the item instance before
dispatching it to quests. The burden is now on quests and plugins to
use that value in order to prevent returning items consumed by tasks.
`ItemInstance::RemoveTaskDeliveredItems` has been added to simplify
handling this in plugins which is also used for non-quest item returns.
This required some minor shared task refactoring
- Shared task expiration handling was moved to world. Previously this
was handled by zone and had clients self remove when a shared task
expired. This resulted in wrong messages when a task ended.
- FailTask is now implemented for shared tasks which previously only
made the client quit the shared task. It now fails the task for all
members by ending the shared task.
The `Client::EndSharedTask` api will end the client's current shared
task (removing all members). This is similiar to the `FailTask` api
except it doesn't require a `task_id` and the red task fail banner is
optional (live doesn't use it for shared tasks).
The global `end_dz_task` api was added for when a client context isn't
available. This will end a shared task if the current zone is a dynamic
zone for a shared task mission. Currently only shared tasks use dynamic
zones but this api can be expanded if support is added for tasks/quests.
The global `get_dz_task_id` was added to conveniently get the task id
for the current dynamic zone if it's used for a mission. Note this is
a database hit since that information is not available at zone level.
It wasn't possible to easily obtain the corpse from post-death events
because the killed entity id is assigned to the corpse and reset to 0
on the entity before the events are dispatched.
This exposes the killed entity's corpse to EVENT_DEATH_COMPLETE and
EVENT_DEATH_ZONE. Lua exports a Corpse object and perl exports a corpse
entity id.
The purpose of this is to make it easier to add items dynamically on
death. Ideally this would be done in EVENT_DEATH before the corpse is
made, but there's currently some combat system bugs that make that event
unusable since it can be dispatched multiple times.
A follow up will provide an api to reset corpse decay times since adding
items after corpse creation will require quests to manually reset the
decay timer in case the corpse had zero items.
# Perl
- Add `$from_instance_id` to EVENT_ZONE in Perl.
- Add `$from_instance_version` to EVENT_ZONE in Perl.
- Add `$target_instance_id` to EVENT_ZONE in Perl.
- Add `$target_instance_version` to EVENT_ZONE in Perl.
# Lua
- Add `e.from_instance_id` to EVENT_ZONE in Lua.
- Add `e.from_instance_version` to EVENT_ZONE in Lua.
- Add `e.instance_id` to EVENT_ZONE in Lua.
- Add `e.instance_version` to EVENT_ZONE in Lua.
# Notes
- This will allow Operators to prevent people from entering zones by Instance ID or Instance Version.
This cleans up some of the NPC::Death event dispatch code.
Adds handlers for EVENT_SPAWN_ZONE and EVENT_DEATH_ZONE used by zone
controller and fixes the death handler exports which were incorrect.
This fixes a bug that allowed looting items from a player's corpse to
increment a task if it didn't have an npc target defined. It looks
like this bug existed before the changes in 7482cfc0.
This also now passes count for task loot updates to handle item stacks.
Also fixes incorrectly casting Corpse to NPC on loot update
# Perl
- Add `$mob->GetUltimateOwner()` to Perl.
# Lua
- Add `mob:GetUltimateOwner()` to Lua.
# Notes
- Allows operators to get ultimate owner of something like a pet's pet or a pet's swarm pet.
* [Commands] Cleanup #emoteview Command.
Cleanup command messages and logic.
Add constants for Emote Events and Emote Types and replace all the old constants with the new constants.
* Update emoteview.cpp
* Cleanup #emotesearch Command.
* [Commands] Cleanup #modifynpcstat Command.
Cleanup messages and logic,
Add map and loop through it to display all stats, can add to this in the future if we add more stuff modifiable by this command.
* Delete settings.json
* Update modifynpcstat.cpp
* Update modifynpcstat.cpp
* Update questmgr.h
Returning non-zero from EVENT_TASK_COMPLETE will prevent task rewards
and completion emote. This is necessary for a DoN mission which scripts
a mission failure but still gives the lockout.
* [Bots] Initial Cleanup of Functions, moved Bot Casting out of mob_ai.cpp
* Moved Bots off NPC AI_Spells Struct, and AI_Spells private attribute.
* Formatting Fixes, fixed LogAI entries, Added LogAIModerate Alias
* Add Constants.
* Added Bot DB Struct, fixed some potential casting issues
* Formatting
* Formatting
This adds a toggle to disable the Warrior shielding ability. This will not stop the client-side message from sending when you do not have a target, but it will keep the ability from doing anything.
* [Doors] Fix Neriak PoK Stone
This augments the recent zone version heading changes where the doors for Neriak need to be corrected. The client version mask was incorrect and the locations were incorrect for the client. Tested in my sandbox.
* [Doors] Change Misty PoK Stone Destination To Old Zone
Code fix#2482 changed Misty PoK Stone destination to the new misty zone. This needed to be changed back to the old zone. Zone destination was modified along with destination coordinates.
Co-authored-by: chrisjezorek <chris@jezoreksolutions.com>
* [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 2ec85304b7.
* Revert "Revert "Added constants and cleaned up #weather command""
This reverts commit 76f4e411b6.
* Delete settings.json
* Update zone.cpp
* [Feature] AA Cap Limit
Will force unused AA points to the cap if they exceed the cap. Will also force AA Percentage to 0%. NOTE: The variable, UnusedAAPointCap, should NOT be lowered once implemented without first checking the DB for how many Unused AAs people have. The next time they gain any EXP, it WILL drop them to cap. Also, PCs should be given warning prior to this patch going to Live, to ensure they have a chance to spend any AAs above the cap, else they will lose them.
* Fix formatting on strings
* Fixes
* Change ConvertArray to fmt
* Fix formating and >= 0 aa_cap per review
* [Feature] Soft Delete Bots on Character SoftDelete
* Moved Bot Soft Delete logic to be inline with SoftDeletes rule.
* Update from feedback
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Figured out Popup Windows
* SendPopupToClient, and response works
* Added Popup logic
* Didn't use WriteSpellInfoSection function
* Misc fixes, DB String ID 11004 now referenced as a constant
* Remove use of "this"
* Added "else" statement to return if "AllowSpellMemorizeFromItem" rule is not used
* [Bug Fix] Allow Songs to be scribed from scrolls
Songs weren't capable of being scribed from scrolls because we didn't check for `Song: ` in the name.
Converted old logic to substrings, can probably do it cleaner, but it's better than it was.
Removed extraneous `initiator->IsClient()` calls as `initiator` is **always** a client.
* Fix substr logic.
* [Quest API] Add GetGMStatus() to Perl/Lua.
- Add $client->GetGMStatus() to Perl.
- Add client:GetGMStatus() to Lua.
- Fix client:Admin() using Lua_Safe_Call_Bool().
This is just a more descriptive form of $client->Admin() in Perl and client:Admin() in Lua.
* Update lua_client.cpp
* Update perl_client.cpp
- Add EVENT_ALT_CURRENCY_MERCHANT_BUY to Perl/Lua.
- Add EVENT_ALT_CURRENCY_MERCHANT_SELL to Perl/Lua.
- Add EVENT_MERCHANT_BUY to Perl/Lua.
- Add EVENT_MERCHANT_SELL to Perl/Lua.
This will allow server operators to track or do specific stuff based on if a person buys X item from Y NPC or whatever.
* Combine task_activity item and npc fields
This will make tooling easier.
While denormalizing goallists may not be ideal, it decouples tasks from
rewards which share the table and removes a redundant column in favor
of a using the delimited string which better matches live packet data.
* [Tasks] Deprecate goallists table, migrate reward goal lists, simplify logic
* Update 2022_09_25_task_concat_matchlists.sql
* Update 2022_09_25_task_concat_matchlists.sql
* Tweaks
* Fix reward column name in conversion script
* Task reward stacking
* Update task_client_state.cpp
* Implement stack counts
* Fix reward item instance memory leak
* Validate reward item instance
* Fix item reward message
* Fix findtask
Co-authored-by: Akkadius <akkadius1@gmail.com>
2022-09-28 02:31:05 -05:00
1697 changed files with 268697 additions and 181083 deletions
"command":"mkdir -p bin && cd bin && wget https://codeload.github.com/Akkadius/EQEmuMaps/zip/master -O maps.zip && unzip -o maps.zip && rm ./maps -rf && mv EQEmuMaps-master maps && rm maps.zip",
"group":{
"kind":"build",
"isDefault":true
},
"problemMatcher":[
"$gcc"
]
},
{
"label":"download quests",
"type":"shell",
"command":"mkdir -p bin && cd bin && cd server && git -C ./quests pull 2> /dev/null || git clone https://github.com/ProjectEQ/projecteqquests.git quests",
"group":{
"kind":"build",
"isDefault":true
},
"problemMatcher":[
"$gcc"
]
},
{
"label":"download eqemu_config",
"type":"shell",
"command":"mkdir -p bin && cd bin && wget --no-check-certificate https://raw.githubusercontent.com/Akkadius/EQEmuInstall/master/eqemu_config_docker.json -O eqemu_config.json",
"group":{
"kind":"build",
"isDefault":true
},
"problemMatcher":[
"$gcc"
]
},
{
"label":"rebuild database (mariadb must be started)",
"type":"shell",
"command":"mkdir -p bin && cd bin && docker run -i --rm --privileged -v ${HOST_PROJECT_PATH}/bin:/src --network=eqemu -it eqemu/server:0.0.3 bash -c './eqemu_server.pl source_peq_db && ./eqemu_server.pl check_db_updates && ./eqemu_server.pl linux_login_server_setup'",
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