eqemu-server/zone/tradeskills.cpp
Chris Miles e7dd8d49a9
[Shared Tasks] Shared Tasks System Implementation (#1451)
* Shared tasks WIP; lots of logging; shared tasks and tasks work internally the same for now; lots to cleanup yet

* Update task_manager.cpp

* Add tables

* World message handler

* Zone message handler

* More messaging

* More rearranging

* Task creation work (wip)

* Tweaks

* Decoupled things, added a shared task manager, moved logic to the manager, created the shared task object, now creating a sense of state on creation and members, zero validation, happy path

* Cleanup unnecessary  getter

* More work on shared task persistence and state loading

* Add int64 support into repositories

* More state handling, creation loads all tables

* Wrap up shared task state creation and removal

* Move more lookup operations to preloading (memory). Restore shared task state during world bootup

* Implement shared task updates

* Add members other than just leader in task confirmations

* Update shared_task_manager.cpp

* Hook task cancellation for shared task removal (middleware)

* Remove dynamic_zone_id from SharedTasks model in repositories (for now) since we will likely be one to many with DZ objects

* Get members to show up in the window on creation

* Add opcodes, cleanup

* Add opcode handlers

* Split some methods out, self removal of shared task and updating members

* Implement offline shared task sync

* Style changes

* Send memberlist on initial login; implement remove player from shared task window

* Refactorings, cleanup

* Implement make leader in shared tasks window

* Implement add player, sync shared task state after add

* Add opcodes for remaining clients

* Shared task invite dialogue window implementation and response handling (including validation)

* Logging

* Remove comment

* Some cleanup

* Pass NPC context through shared task request logic

* Remove extra SharedTaskMember fields

* Add message constants

* Remove static

* Only use dz for expedition request

This passes expedition creation parameters through DynamicZone instead
of injecting ExpeditionRequest since it can hold creation data now

* Store expedition leader on dz

This shifts to using the leader object that exists in the core dynamic
zone object. It will be moved to the dynamic zone table later with other
columns that should just be on the dz to make loading easier.

Expeditions are probably the only dz type that will use this for window
updates and command auth. Other systems on live do fill the window but
don't keep it updated

* Store expedition name on dz

This uses the name stored on dz (for window packets) instead of
duplicating it. This will be moved completely to dz table later

* Store uuid on dynamic zone

This lets dynamic zones generate the uuid instead of expeditions. Other
dz type systems may want to make use of this. Lockouts should also be
moved to dynamic zones at some point in the future so this will be
necessary for that

* Move expedition db columns to dz

These columns should just belong to the core dynamic zone. This will
simplify loading from the database and in the future a separate
expedition table may no longer be necessary.

* Move window packet methods to dz

It makes more sense for these methods to be in the core

This will also allow support for other systems to use the window, though
live behavior that updates the window for shared task missions when not
in an expedition is likely unintended since it's not updated on changes.

* Store dynamic zone ids on clients

These will now be used for client dynamic zone lookups to remove
dependency on any dz type system caches

* Move member management to dz

This moves server messaging for adding and removing members to internal
dynamic zone methods

Set default dz member status to Unknown

* Move member status caching to dz

This moves world member status caching into internal dz methods

Zone member updates for created expeditions are now async and sent after
world replies with member statuses. Prior to this two memberlist packets
were sent to members in other zones on creation to update statuses.

This also fixes a bug with member statuses being wrong for offline raid
members in the zone that created an expedition. Note that live kicks
offline players out of raids so this is only to support emu behavior.

* Move member status updates to dz

* Set dz member status on all client dzs

This also renames the zone entry dz update method and moves window
update to a dynamic zone method. Eventually expedition components
should just be merged with dz and handled as another dz type

* Save instance safe return on characters

Add character_instance_safereturns table and repository

Previously dz safe return only worked for online characters via the dz
kicktimer or offline characters with a workaround that moved them when
an expedition was deleted. There were various edge cases that would
cause characters to be moved to bind instead (succoring after removal,
camping before kick timer, removed while offline, bulk kickplayers
removal with some offline)

This updates a character's instance safereturn every time they enter a
zone. If a character enters world in an instance that expired or are no
longer part of they'll be moved to their instance safereturn (if the
safereturn data is for the same zone-instance). Bind is still a fallback

This may also be used for non-dz instancing so it's named generically

This removes the expedition MoveMembersToSafeReturn workaround which
deprecates the is_current_member column of dynamic_zone_members and
will be removed in a followup patch.

* Remove is_current_member from dz members

This was only being used in the workaround to move past members to
dz safereturns if they were still inside the dz but not online

* Let dz check leader in world

This moves expedition leader processing in world to the dynamic zone.
This is a step in phasing out the separate expedition class for things
that can run off the dynamic zone core with simple dz type checks

This greatly simplifies checking leader on member and status changes
without needing callbacks. Other dz types that may use the dz leader
object can just handle it directly on the dz the same as expeditions

* Let dz handle member expire warnings

This moves expire warning checks to dz. This will make it easier for
other dz types to issue expire warnings if needed

* Use separate dynamic zone cache

Dynamic zones are no longer member objects of expeditions and have been
placed into their own cache. This was done so other dz types can be
cached without relying on their systems. Client and zone dz Lookups are
now independent of any system

This continues the process of phasing out a separate expedition cache.
Eventually expeditions can just be run directly as dynamic zones
internally with a few dz type checks.

Add dz serialization methods (cereal) for passing server dz creation

Modify #dz list to show cache and database separately. Also adds #dz
cache reload. This command will reload expeditions too since they
currently hold references to the dz in their own zone cache.

Add a dynamic zone processing class to world to process all types and
move expedition processing to it

* Move expedition makeleader processing to dz

* Let dz handle expedition deletions

This removes the need for separate expedition cache in world

This will greatly simplify world dynamic zone caching and processing.
Dynamic zones that are expeditions can just handle this directly. Once
lockouts and other components are completely moved to dynamic zones the
separate expedition cache in zone will also no longer be necessary

* Remove ExpeditionBase class

Since world no longer caches expeditions this will not be necessary

* Fix windows compile

* Implement task dz creation

Prototype dz creation for shared tasks

* Add and remove shared task members from dz

Also keep leader updated (used in choose zone window)

* Fix client crash on failed shared task

* Fix linux compile and warning

* Check client nullptr for dz message

This was accidently removed when expedition makeleader was moved

* Disable dz creation for solo tasks

* Add shared task repository headers to CMakeLists

* Add shared task dynamic zones table

* Add shared task dz database persistence

* Get members from db on shared task dz creation

This fixes a case where removing a member from a shared task dz would
fail if the member's name was empty. This could happen if the shared
task dz was created while a member was offline.

This also changes the dz member removal method to only check id. It
might be possible to change all dz member validations to only check
ids since names are primarily for window updates, but shared task dz
member names need to be non-empty anyway to support possible live-like
dz window usage in the future.

* Add character message methods to world

Add simple and eqstr message methods to ClientList

Add shared task manager methods to message all members or leader

* Add SyncClientSharedTaskState and nested sync strategies to cover M3 work

* Fix whitespace

* Implement task request cooldown timer

This implements the task request cooldown (15 seconds) that live uses
when a task is accepted. This will also need to be set when shared
tasks are offered (likely due to additional group/raid validations)

* Implement shared task selector validation

This implements the validation and filtering that occurs before the task
selection window is sent to a client for shared tasks

To keep things live-like, task selectors that contain a shared task will
be run through shared task validation and drop non-shared tasks. Live
doesn't mix types in task selections and this makes validation simpler.

Also note that live sends shared task selectors via a different opcode
than solo tasks but that has not been implemented yet

* Add separate shared task select opcodes

Live uses separate opcodes for solo and shared task selection windows

* Convert ActivityType to enum class

* Refactor task selector serialization

This adds serializer methods to task and task objective structs for the
task selection windows. This combines the duplicate task selector
methods to reduce code duplication and simplify serialization

* Add shared task selector

This sends shared task selection window using the shared task specific
opcode and adds an opcode handler for shared task accepts which are sent
by client in response to setting selection window to shared task type.

* Refactor task objective serialization

This adds a serialization method to the task objective struct for
serializing objectives in the window list and combines the separate
client-based methods to reduce duplicated code.

* Add task level spread and player count columns

* Implement shared task accept validation

This adds a common method for shared task character request queries

* Add task replay and request timer columns

* Add character task timers table

* Use shared task accept time on clients

This overrides client task accept time with shared task's creation time.
This is needed for accurate window task timers and lockout messages
especially for characters added to shared tasks post creation

* Implement task timer lockouts

This implements replay and request task timers for solo and shared tasks

* Add solo and shared task timer validation

* Remove logging of padding array

This gets interpreted as a c string which may not be null terminated

* Implement /kickplayers task

This also fixes current CancelTask behavior for leader which was
performing kickplayers functionality through the remove task button

* Implement /taskquit command

* Implement shared task invite validation

Remove active invitation before invite accept validation

* Remove local client db persistence during SyncClientSharedTaskRemoveLocalIfNotExists

* Add missing accept time arg to assign task

* Only validate non-zero task invite requirements

* Fix task error log crash

* Separate task cooldown timer messaging

* Use method to check for client shared task

* Avoid unneeded task invite validation query

Only need to query character data for levels for non-zero level spread

* Implement /tasktimers command

May want to add some type of throttled caching mechanism for this in
the future

* Add /tasktimers rate limiter

* Intercept shared task completion; more work to come

* Change SharedTaskActivityState and SharedTasks time objects to datetime

* Add updated_time updates to SharedTaskActivities

* Mark shared tasks as complete when all activities are completed

* Save a database query on shared task completion and use the active record in memory

* Don't record shared task completions to the quest log

* Implement RecordSharedTaskCompletion, add tables, repositories

* Update shared_task_manager.cpp

* Update shared_task_manager.cpp

* Add shared task replay timers

This is still not feature complete. On live any past members that ever
joined the shared task will receive a replay timer when it's completed

* Create FindCharactersInSharedTasks that searches through memory

* Remove namespace shorthand and formatting

* More minor cleanup

* Implement PurgeAllSharedTasks via #task command

* Add #task purgetimers

* Decrease m_keepalive time between processes

* Remove type ordering in /tasktimer query

* Add comment for task packet reward multiplier

This is likely a reward multiplier that changes text color based on
value to represent any scaled bonus or penalty

* Add replay timers to past members

This implements the live behavior that adds replay timers to any
previous member of a shared task. This likely exists to avoid possible
exploits.

Shared task member history is stored in memory and is used to assign
replay timers. This history will be lost on world crashes or restarts
but is simpler than saving past member state in database.

This also makes world send shared task replay timer messages since
past members need to be messaged now

* Move PurgeTaskTimers client method to tasks.cpp

* Remove dz members when purging shared tasks

Server dz states need to be updated before shared tasks are deleted

* Use exact name in shared task invites

This removes the wildcards from shared task invite character queries
which was sometimes selecting the wrong character

Taskadd validation is called even for invalid characters to allow for
proper messages to occur

* Clear declined active shared task invitations

This also notifies leader for declined shared task invites

* Store shared task member names

This adds back the character name field to SharedTaskMember. This should
make serialization easier in the future and reduce database lookups when
names are needed for /task commands

* Implement /taskplayerlist command

* Replace queries with member name lookups

Now that shared task members store names these queries are unnecessary

This also adds not-a-member messages for /taskremove and /taskmakeleader

* Implement shared task member change packet

This avoids sending the full member list to members when a single member
is added or removed and lets the client generate chat messages for it.

* Serialize shared task member list from world

This uses cereal to serialize the full member list from world and
removes the zone query workarounds

* Initialize client task state array

This was causing sql query errors on client state reloads

The client task information array was uninitialized resulting in being
filled with 0xcdcdcdcd values in msvc debug builds. Under release builds
this may have resulted in indeterminate values

A better fix would be to refactor some of this legacy code

* Add shared task command messages

Add messages for non-leader task commands

This adds taskadd, taskremove, taskmakeleader, and taskquit messages

The leader receives double messages for taskremove like live due to the
client generated message as well as the explicit one. It also receives
double server messages if the leader /taskremoves self.

* Replace some task messages with eqstrs

This also updates to use live colors

* Avoid shared task invite leader lookup query

Since member names are stored now this query is also unnecessary

* Avoid reloading client state on shared task accept

This was unnecessarily reloading client task state when added to a
shared task.

This also resulted in all active tasks being resent to shared task
members on creation. The shared task itself is the only task that
needs to be sent which is handled by AcceptNewTask.

* Remove active shared task invite on zone

Live doesn't re-send shared task invites after zoning like it does for
expeditions so there's no need to keep these around. This fixes active
invitations never getting reset on characters that zone or go offline.

* Choose new shared task leader if leader removed

* Add separate shared task kickplayers method

* Enable EVENT_CAST_ON for clients

This will be required for a shared task objective (The Creator) in DoN

* Revert "Avoid reloading client state on shared task accept"

This reverts commit 3af14fee2de8b109ffb6c2b2fc67731e1531a665.

Without this clients added to a task after some objectives have been
completed don't get updated state. Will need to investigate this later

* Disallow looting inside a dz by non-members

Non-members of a dynamic zone should not be allowed to loot npcs inside
it. This should have been disabled for expeditions already but was still
allowed due to an oversight (or live behavior changed). This is less
critical for shared tasks since members can be added and removed at will
without leaving a dz but still an important feature.

* Change load where criteria

* Increase task completion emote column size

* Use eqstr for task item reward message

* Implement radiant and ebon crystal rewards

This adds reward columns for radiant and ebon crystals to the tasks
table and updates task description serialization

* Send task completion emote before rewards

This matches live and makes it a little easier to see item rewards when
tasks have a long completion emote. This also changes it to send via the
same normal message opcode that live uses.

* Do not send a shared task in completed task history

* Allow EVENT_TASK_STAGE_COMPLETE for quest goals

This invokes event_task_stage_complete for task elements flagged with a
quest controlled goal method. It should be expected behavior that a
completed task stage always fires this event even if a quest controls it

* Add SyncSharedTaskZoneClientDoneCountState

* Swap return for continue in this case

* Formatting

* Simplify

* Formatting

* Formatting

* Formatting

* Remove errant check

* Formatting, add setter for shared tasks

* Remove debugging

* Comments in PR

* More PR follow up

* Formatting

* Cleanup

* Update packet comments

* Comments

* More cleanup

* Send command error message if not in shared task

/taskadd is the only command with this feedback on live. Newer live
clients also generate this instead of the server sending the message

* Implement expire_time on SharedTask object and add a purge on world bootup

* Comment

* Add SyncClientSharedTaskStateToLocal where clients fall out of sync and no longer have a task locally

* Clamp shared task activity updates to max done count and discard updates out of bounds

* Fix packet send

* Revert packet send

* Adjust clamping OOO for completed time check. Add completed tables to purge truncation

* Refactor kill update logic so that shared task kill updates only update one client instead of all clients

* Cleanup how we're checking for active tasks

* Forward task sets that contain shared tasks

This forwards task sets that contain a shared task to shared task
selector validation like normal task selectors

* Change eqstr for empty solo task offers

This is the message live appears to use if all task offers are filtered
out by solo task validation

* Fix max active tasks client message

This message starts at the third argument. It was maybe intended to be
an npc say message but live just sends it as a normal eqstr with the
first two arguments nulled.

* Load client task state after zoning complete

This fixes a possible race where a character removed from a shared task
while zoning would be stuck with an incorrect character activities state
after zoning was completed.

This was caused by the character loading task state to early on zone
entry but never receiving the remove player message from world since
they are missing from the world cle until zoning is completed.

Loading client state after zone connection is completed makes sure the
client has the latest state and available to the world cle

* Send message to clients removed while zoning

This message should usually only be sent to characters that were
removed from a shared task while zoning but will occur for any sync
state removals where a message wouldn't have already occured.

* Post rebase fix

* HG comment for checking active task

* Addressing HG comments around zeroing out a shared task id

* Remove errant comment

* Post rebase database manifest updates

* Update eqemu_logsys_log_aliases.h

* More rebase catches

* Bump database version for last commit

Co-authored-by: hg <4683435+hgtw@users.noreply.github.com>
2021-09-05 01:21:23 -05:00

1678 lines
52 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2004 EQEMu Development Team (http://eqemulator.net)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "../common/global_define.h"
#include <stdlib.h>
#include <list>
#ifndef WIN32
#include <netinet/in.h> //for htonl
#endif
#include "../common/rulesys.h"
#include "../common/string_util.h"
#include "queryserv.h"
#include "quest_parser_collection.h"
#include "string_ids.h"
#include "titles.h"
#include "zonedb.h"
#include "zone_store.h"
#include "../common/repositories/character_recipe_list_repository.h"
#include "../common/repositories/tradeskill_recipe_repository.h"
extern QueryServ* QServ;
static const EQ::skills::SkillType TradeskillUnknown = EQ::skills::Skill1HBlunt; /* an arbitrary non-tradeskill */
void Object::HandleAugmentation(Client* user, const AugmentItem_Struct* in_augment, Object *worldo)
{
if (!user || !in_augment)
{
LogError("Client or AugmentItem_Struct not set in Object::HandleAugmentation");
return;
}
EQ::ItemInstance* container = nullptr;
if (worldo)
{
container = worldo->m_inst;
}
else
{
// Check to see if they have an inventory container type 53 that is used for this.
EQ::InventoryProfile& user_inv = user->GetInv();
EQ::ItemInstance* inst = nullptr;
inst = user_inv.GetItem(in_augment->container_slot);
if (inst)
{
const EQ::ItemData* item = inst->GetItem();
if (item && inst->IsType(EQ::item::ItemClassBag) && item->BagType == 53)
{
// We have found an appropriate inventory augmentation sealer
container = inst;
// Verify that no more than two items are in container to guarantee no inadvertant wipes.
uint8 itemsFound = 0;
for (uint8 i = EQ::invbag::SLOT_BEGIN; i < EQ::invtype::WORLD_SIZE; i++)
{
const EQ::ItemInstance* inst = container->GetItem(i);
if (inst)
{
itemsFound++;
}
}
if (itemsFound != 2)
{
user->Message(Chat::Red, "Error: Too many/few items in augmentation container.");
return;
}
}
}
}
if(!container)
{
LogError("Player tried to augment an item without a container set");
user->Message(Chat::Red, "Error: This item is not a container!");
return;
}
EQ::ItemInstance *tobe_auged = nullptr, *auged_with = nullptr;
int8 slot=-1;
// Verify 2 items in the augmentation device
if (container->GetItem(0) && container->GetItem(1))
{
// Verify 1 item is augmentable and the other is not
if (container->GetItem(0)->IsAugmentable() && !container->GetItem(1)->IsAugmentable())
{
tobe_auged = container->GetItem(0);
auged_with = container->GetItem(1);
}
else if (!container->GetItem(0)->IsAugmentable() && container->GetItem(1)->IsAugmentable())
{
tobe_auged = container->GetItem(1);
auged_with = container->GetItem(0);
}
else
{
// Either 2 augmentable items found or none found
// This should never occur due to client restrictions, but prevent in case of a hack
user->Message(Chat::Red, "Error: Must be 1 augmentable item in the sealer");
return;
}
}
else
{
// This happens if the augment button is clicked more than once quickly while augmenting
if (!container->GetItem(0))
{
user->Message(Chat::Red, "Error: No item in slot 0 of sealer");
}
if (!container->GetItem(1))
{
user->Message(Chat::Red, "Error: No item in slot 1 of sealer");
}
return;
}
bool deleteItems = false;
EQ::ItemInstance *itemOneToPush = nullptr, *itemTwoToPush = nullptr;
// Adding augment
if (in_augment->augment_slot == -1)
{
if (((slot=tobe_auged->AvailableAugmentSlot(auged_with->GetAugmentType()))!=-1) &&
(tobe_auged->AvailableWearSlot(auged_with->GetItem()->Slots)))
{
tobe_auged->PutAugment(slot, *auged_with);
EQ::ItemInstance *aug = tobe_auged->GetAugment(slot);
if(aug) {
std::vector<EQ::Any> args;
args.push_back(aug);
parse->EventItem(EVENT_AUGMENT_ITEM, user, tobe_auged, nullptr, "", slot, &args);
args.assign(1, tobe_auged);
parse->EventItem(EVENT_AUGMENT_INSERT, user, aug, nullptr, "", slot, &args);
}
itemOneToPush = tobe_auged->Clone();
deleteItems = true;
}
else
{
user->Message(Chat::Red, "Error: No available slot for augment");
}
}
else
{
EQ::ItemInstance *old_aug = nullptr;
bool isSolvent = auged_with->GetItem()->ItemType == EQ::item::ItemTypeAugmentationSolvent;
if (!isSolvent && auged_with->GetItem()->ItemType != EQ::item::ItemTypeAugmentationDistiller)
{
LogError("Player tried to remove an augment without a solvent or distiller");
user->Message(Chat::Red, "Error: Missing an augmentation solvent or distiller for removing this augment.");
return;
}
EQ::ItemInstance *aug = tobe_auged->GetAugment(in_augment->augment_slot);
if (aug) {
if (!isSolvent && auged_with->GetItem()->ID != aug->GetItem()->AugDistiller)
{
LogError("Player tried to safely remove an augment with the wrong distiller (item [{}] vs expected [{}])", auged_with->GetItem()->ID, aug->GetItem()->AugDistiller);
user->Message(Chat::Red, "Error: Wrong augmentation distiller for safely removing this augment.");
return;
}
std::vector<EQ::Any> args;
args.push_back(aug);
parse->EventItem(EVENT_UNAUGMENT_ITEM, user, tobe_auged, nullptr, "", slot, &args);
args.assign(1, tobe_auged);
args.push_back(&isSolvent);
parse->EventItem(EVENT_AUGMENT_REMOVE, user, aug, nullptr, "", slot, &args);
}
if (isSolvent)
tobe_auged->DeleteAugment(in_augment->augment_slot);
else
old_aug = tobe_auged->RemoveAugment(in_augment->augment_slot);
itemOneToPush = tobe_auged->Clone();
if (old_aug)
itemTwoToPush = old_aug->Clone();
deleteItems = true;
}
if (deleteItems)
{
if (worldo)
{
container->Clear();
auto outapp = new EQApplicationPacket(OP_ClearObject, sizeof(ClearObject_Struct));
ClearObject_Struct *cos = (ClearObject_Struct *)outapp->pBuffer;
cos->Clear = 1;
user->QueuePacket(outapp);
safe_delete(outapp);
database.DeleteWorldContainer(worldo->m_id, zone->GetZoneID());
}
else
{
// Delete items in our inventory container...
for (uint8 i = EQ::invbag::SLOT_BEGIN; i < EQ::invtype::WORLD_SIZE; i++)
{
const EQ::ItemInstance* inst = container->GetItem(i);
if (inst)
{
user->DeleteItemInInventory(EQ::InventoryProfile::CalcSlotId(in_augment->container_slot, i), 0, true);
}
}
// Explicitly mark container as cleared.
container->Clear();
}
}
// Must push items after the items in inventory are deleted - necessary due to lore items...
if (itemOneToPush)
{
user->PushItemOnCursor(*itemOneToPush, true);
}
if (itemTwoToPush)
{
user->PushItemOnCursor(*itemTwoToPush, true);
}
}
// Perform tradeskill combine
void Object::HandleCombine(Client* user, const NewCombine_Struct* in_combine, Object *worldo)
{
if (!user || !in_combine) {
LogError("Client or NewCombine_Struct not set in Object::HandleCombine");
return;
}
LogTradeskills(
"[HandleCombine] container_slot [{}] guildtribute_slot [{}]",
in_combine->container_slot,
in_combine->guildtribute_slot
);
EQ::InventoryProfile &user_inv = user->GetInv();
PlayerProfile_Struct &user_pp = user->GetPP();
EQ::ItemInstance *container = nullptr;
EQ::ItemInstance *inst = nullptr;
uint8 c_type = 0xE8;
uint32 some_id = 0;
bool worldcontainer = false;
if (in_combine->container_slot == EQ::invslot::SLOT_TRADESKILL_EXPERIMENT_COMBINE) {
if(!worldo) {
user->Message(
Chat::Red,
"Error: Server is not aware of the tradeskill container you are attempting to use"
);
return;
}
c_type = worldo->m_type;
inst = worldo->m_inst;
worldcontainer = true;
// if we're a world container with an item, use that too
if (inst) {
const EQ::ItemData *item = inst->GetItem();
if (item) {
some_id = item->ID;
}
}
}
else {
inst = user_inv.GetItem(in_combine->container_slot);
if (inst) {
const EQ::ItemData* item = inst->GetItem();
if (item && inst->IsType(EQ::item::ItemClassBag)) {
c_type = item->BagType;
some_id = item->ID;
}
}
}
if (!inst || !inst->IsType(EQ::item::ItemClassBag)) {
user->Message(Chat::Red, "Error: Server does not recognize specified tradeskill container");
return;
}
container = inst;
if (container->GetItem() && container->GetItem()->BagType == EQ::item::BagTypeTransformationmold) {
const EQ::ItemInstance *inst = container->GetItem(0);
bool AllowAll = RuleB(Inventory, AllowAnyWeaponTransformation);
if (inst && EQ::ItemInstance::CanTransform(inst->GetItem(), container->GetItem(), AllowAll)) {
const EQ::ItemData *new_weapon = inst->GetItem();
user->DeleteItemInInventory(EQ::InventoryProfile::CalcSlotId(in_combine->container_slot, 0), 0, true);
container->Clear();
user->SummonItem(
new_weapon->ID,
inst->GetCharges(),
inst->GetAugmentItemID(0),
inst->GetAugmentItemID(1),
inst->GetAugmentItemID(2),
inst->GetAugmentItemID(3),
inst->GetAugmentItemID(4),
inst->GetAugmentItemID(5),
inst->IsAttuned(),
EQ::invslot::slotCursor,
container->GetItem()->Icon,
atoi(container->GetItem()->IDFile + 2)
);
user->MessageString(Chat::LightBlue, TRANSFORM_COMPLETE, inst->GetItem()->Name);
if (RuleB(Inventory, DeleteTransformationMold)) {
user->DeleteItemInInventory(in_combine->container_slot, 0, true);
}
}
else if (inst) {
user->MessageString(Chat::LightBlue, TRANSFORM_FAILED, inst->GetItem()->Name);
}
auto outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
LogTradeskills(
"[HandleCombine] inst_item [{}] container_item [{}]",
inst->GetItem()->ID,
container->GetItem()->ID
);
return;
}
if (container->GetItem() && container->GetItem()->BagType == EQ::item::BagTypeDetransformationmold) {
LogTradeskillsDetail("[HandleCombine] Check 1");
const EQ::ItemInstance* inst = container->GetItem(0);
if (inst && inst->GetOrnamentationIcon() && inst->GetOrnamentationIcon()) {
const EQ::ItemData* new_weapon = inst->GetItem();
user->DeleteItemInInventory(EQ::InventoryProfile::CalcSlotId(in_combine->container_slot, 0), 0, true);
container->Clear();
user->SummonItem(new_weapon->ID, inst->GetCharges(), inst->GetAugmentItemID(0), inst->GetAugmentItemID(1), inst->GetAugmentItemID(2), inst->GetAugmentItemID(3), inst->GetAugmentItemID(4), inst->GetAugmentItemID(5), inst->IsAttuned(), EQ::invslot::slotCursor, 0, 0);
user->MessageString(Chat::LightBlue, TRANSFORM_COMPLETE, inst->GetItem()->Name);
}
else if (inst) {
user->MessageString(Chat::LightBlue, DETRANSFORM_FAILED, inst->GetItem()->Name);
}
auto outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
DBTradeskillRecipe_Struct spec;
if (!content_db.GetTradeRecipe(container, c_type, some_id, user->CharacterID(), &spec)) {
LogTradeskillsDetail("[HandleCombine] Check 2");
user->MessageString(Chat::Emote,TRADESKILL_NOCOMBINE);
auto outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
// Character hasn't learnt the recipe yet.
// must_learn:
// bit 1 (0x01): recipe can't be experimented
// bit 2 (0x02): can try to experiment but not useable for auto-combine until learnt
// bit 5 (0x10): no learn message, use unlisted flag to prevent it showing up on search
// bit 6 (0x20): unlisted recipe flag
if ((spec.must_learn & 0xF) == 1 && !spec.has_learnt) {
LogTradeskillsDetail("[HandleCombine] Check 3");
// Made up message for the client. Just giving a DNC is the other option.
user->Message(Chat::LightBlue, "You need to learn how to combine these first.");
auto outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
// Character does not have the required skill.
if(spec.skill_needed > 0 && user->GetSkill(spec.tradeskill) < spec.skill_needed ) {
LogTradeskillsDetail("Check 4");
// Notify client.
user->Message(Chat::LightBlue, "You are not skilled enough.");
auto outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
//changing from a switch to string of if's since we don't need to iterate through all of the skills in the SkillType enum
if (spec.tradeskill == EQ::skills::SkillAlchemy) {
if (user_pp.class_ != SHAMAN) {
user->Message(Chat::Red, "This tradeskill can only be performed by a shaman.");
return;
}
else if (user_pp.level < MIN_LEVEL_ALCHEMY) {
user->Message(Chat::Red, "You cannot perform alchemy until you reach level %i.", MIN_LEVEL_ALCHEMY);
return;
}
}
else if (spec.tradeskill == EQ::skills::SkillTinkering) {
if (user_pp.race != GNOME) {
user->Message(Chat::Red, "Only gnomes can tinker.");
return;
}
}
else if (spec.tradeskill == EQ::skills::SkillMakePoison) {
if (user_pp.class_ != ROGUE) {
user->Message(Chat::Red, "Only rogues can mix poisons.");
return;
}
}
// final check for any additional quest requirements .. "check_zone" in this case - exported as variable [validate_type]
if (parse->EventPlayer(EVENT_COMBINE_VALIDATE, user, fmt::format("check_zone {}", zone->GetZoneID()), spec.recipe_id) != 0) {
user->Message(Chat::Emote, "You cannot make this combine because the location requirement has not been met.");
auto outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
// Send acknowledgement packets to client
auto outapp = new EQApplicationPacket(OP_TradeSkillCombine, 0);
user->QueuePacket(outapp);
safe_delete(outapp);
//now clean out the containers.
if(worldcontainer){
container->Clear();
outapp = new EQApplicationPacket(OP_ClearObject, sizeof(ClearObject_Struct));
ClearObject_Struct *cos = (ClearObject_Struct *)outapp->pBuffer;
cos->Clear = 1;
user->QueuePacket(outapp);
safe_delete(outapp);
database.DeleteWorldContainer(worldo->m_id, zone->GetZoneID());
} else{
for (uint8 i = EQ::invbag::SLOT_BEGIN; i < EQ::invtype::WORLD_SIZE; i++) {
const EQ::ItemInstance* inst = container->GetItem(i);
if (inst) {
user->DeleteItemInInventory(EQ::InventoryProfile::CalcSlotId(in_combine->container_slot, i), 0, true);
}
}
container->Clear();
}
//do the check and send results...
bool success = user->TradeskillExecute(&spec);
// Learn new recipe message
// Update Made count
if (success) {
if (!spec.has_learnt && ((spec.must_learn&0x10) != 0x10)) {
user->MessageString(Chat::LightBlue, TRADESKILL_LEARN_RECIPE, spec.name.c_str());
}
database.UpdateRecipeMadecount(spec.recipe_id, user->CharacterID(), spec.madecount+1);
}
// Replace the container on success if required.
//
if (success && spec.replace_container) {
if (worldcontainer) {
//should report this error, but we dont have the recipe ID, so its not very useful
LogError("Replace container combine executed in a world container");
}
else {
user->DeleteItemInInventory(in_combine->container_slot, 0, true);
}
}
if (success) {
parse->EventPlayer(EVENT_COMBINE_SUCCESS, user, spec.name.c_str(), spec.recipe_id);
}
else {
parse->EventPlayer(EVENT_COMBINE_FAILURE, user, spec.name.c_str(), spec.recipe_id);
}
}
void Object::HandleAutoCombine(Client* user, const RecipeAutoCombine_Struct* rac) {
//get our packet ready, gotta send one no matter what...
auto outapp = new EQApplicationPacket(OP_RecipeAutoCombine, sizeof(RecipeAutoCombine_Struct));
RecipeAutoCombine_Struct *outp = (RecipeAutoCombine_Struct *)outapp->pBuffer;
outp->object_type = rac->object_type;
outp->some_id = rac->some_id;
outp->unknown1 = rac->unknown1;
outp->recipe_id = rac->recipe_id;
outp->reply_code = 0xFFFFFFF5; //default fail.
//ask the database for the recipe to make sure it exists...
DBTradeskillRecipe_Struct spec;
if (!content_db.GetTradeRecipe(rac->recipe_id, rac->object_type, rac->some_id, user->CharacterID(), &spec)) {
LogError("Unknown recipe for HandleAutoCombine: [{}]\n", rac->recipe_id);
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
// Character hasn't learnt the recipe yet.
// This shouldn't happen.
if ((spec.must_learn&0xf) && !spec.has_learnt) {
// Made up message for the client. Just giving a DNC is the other option.
user->Message(Chat::LightBlue, "You need to learn how to combine these first.");
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
//pull the list of components
std::string query = StringFormat("SELECT tre.item_id, tre.componentcount "
"FROM tradeskill_recipe_entries AS tre "
"WHERE tre.componentcount > 0 AND tre.recipe_id = %u",
rac->recipe_id);
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
if(results.RowCount() < 1) {
LogError("Error in HandleAutoCombine: no components returned");
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
if(results.RowCount() > 10) {
LogError("Error in HandleAutoCombine: too many components returned ([{}])", results.RowCount());
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
uint32 items[10];
memset(items, 0, sizeof(items));
uint8 counts[10];
memset(counts, 0, sizeof(counts));
//search for all the items in their inventory
EQ::InventoryProfile& user_inv = user->GetInv();
uint8 count = 0;
uint8 needcount = 0;
std::list<int> MissingItems;
uint8 needItemIndex = 0;
for (auto row = results.begin(); row != results.end(); ++row, ++needItemIndex) {
uint32 item = (uint32)atoi(row[0]);
uint8 num = (uint8) atoi(row[1]);
needcount += num;
//because a HasItem on items with num > 1 only returns the
//last-most slot... the results of this are useless to us
//when we go to delete them because we cannot assume it is in a single stack.
if (user_inv.HasItem(item, num, invWherePersonal) != INVALID_INDEX)
count += num;
else
MissingItems.push_back(item);
//dont start deleting anything until we have found it all.
items[needItemIndex] = item;
counts[needItemIndex] = num;
}
//make sure we found it all...
if(count != needcount)
{
user->QueuePacket(outapp);
safe_delete(outapp);
user->MessageString(Chat::Skills, TRADESKILL_MISSING_COMPONENTS);
for (auto it = MissingItems.begin(); it != MissingItems.end(); ++it) {
const EQ::ItemData* item = database.GetItem(*it);
if(item)
user->MessageString(Chat::Skills, TRADESKILL_MISSING_ITEM, item->Name);
}
return;
}
//now we know they have everything...
//remove all the items from the players inventory, with updates...
int16 slot;
for(uint8 r = 0; r < results.RowCount(); r++) {
if(items[r] == 0 || counts[r] == 0)
continue; //skip empties, could prolly break here
//we have to loop here to delete 1 at a time in case its in multiple stacks.
for(uint8 k = 0; k < counts[r]; k++) {
slot = user_inv.HasItem(items[r], 1, invWherePersonal);
if (slot == INVALID_INDEX) {
//WTF... I just checked this above, but just to be sure...
//we cant undo the previous deletes without a lot of work.
//so just call it quits, this shouldent ever happen anyways.
user->QueuePacket(outapp);
safe_delete(outapp);
return;
}
const EQ::ItemInstance* inst = user_inv.GetItem(slot);
if (inst && !inst->IsStackable())
user->DeleteItemInInventory(slot, 0, true);
else
user->DeleteItemInInventory(slot, 1, true);
}
}
//otherwise, we found it all...
outp->reply_code = 0x00000000; //success for finding it...
user->QueuePacket(outapp);
safe_delete(outapp);
//now actually try to make something...
bool success = user->TradeskillExecute(&spec);
if (success) {
if (!spec.has_learnt && ((spec.must_learn & 0x10) != 0x10)) {
user->MessageString(Chat::LightBlue, TRADESKILL_LEARN_RECIPE, spec.name.c_str());
}
database.UpdateRecipeMadecount(spec.recipe_id, user->CharacterID(), spec.madecount+1);
}
//TODO: find in-pack containers in inventory, make sure they are really
//there, and then use that slot to handle replace_container too.
if(success && spec.replace_container) {
// user->DeleteItemInInventory(in_combine->container_slot, 0, true);
}
if (success)
parse->EventPlayer(EVENT_COMBINE_SUCCESS, user, spec.name.c_str(), spec.recipe_id);
else
parse->EventPlayer(EVENT_COMBINE_FAILURE, user, spec.name.c_str(), spec.recipe_id);
}
EQ::skills::SkillType Object::TypeToSkill(uint32 type)
{
switch(type) { // grouped and ordered by SkillUseTypes name - new types need to be verified for proper SkillUseTypes and use
/*SkillAlchemy*/
case EQ::item::BagTypeMedicineBag:
return EQ::skills::SkillAlchemy;
/*SkillBaking*/
//case EQ::item::BagTypeMixingBowl: // No idea...
case EQ::item::BagTypeOven:
return EQ::skills::SkillBaking;
/*SkillBlacksmithing*/
case EQ::item::BagTypeForge:
//case EQ::item::BagTypeKoadaDalForge:
case EQ::item::BagTypeTeirDalForge:
case EQ::item::BagTypeOggokForge:
case EQ::item::BagTypeStormguardForge:
//case EQ::item::BagTypeAkanonForge:
//case EQ::item::BagTypeNorthmanForge:
//case EQ::item::BagTypeCabilisForge:
//case EQ::item::BagTypeFreeportForge:
//case EQ::item::BagTypeRoyalQeynosForge:
//case EQ::item::BagTypeTrollForge:
case EQ::item::BagTypeFierDalForge:
case EQ::item::BagTypeValeForge:
//case EQ::item::BagTypeErudForge:
//case EQ::item::BagTypeGuktaForge:
return EQ::skills::SkillBlacksmithing;
/*SkillBrewing*/
//case EQ::item::BagTypeIceCreamChurn: // No idea...
case EQ::item::BagTypeBrewBarrel:
return EQ::skills::SkillBrewing;
/*SkillFishing*/
case EQ::item::BagTypeTackleBox:
return EQ::skills::SkillFishing;
/*SkillFletching*/
case EQ::item::BagTypeFletchingKit:
//case EQ::item::BagTypeFierDalFletchingKit:
return EQ::skills::SkillFletching;
/*SkillJewelryMaking*/
case EQ::item::BagTypeJewelersKit:
return EQ::skills::SkillJewelryMaking;
/*SkillMakePoison*/
// This is a guess and needs to be verified... (Could be SkillAlchemy)
//case EQ::item::BagTypeMortar:
// return SkillMakePoison;
/*SkillPottery*/
case EQ::item::BagTypePotteryWheel:
case EQ::item::BagTypeKiln:
//case EQ::item::BagTypeIksarPotteryWheel:
return EQ::skills::SkillPottery;
/*SkillResearch*/
//case EQ::item::BagTypeLexicon:
case EQ::item::BagTypeWizardsLexicon:
case EQ::item::BagTypeMagesLexicon:
case EQ::item::BagTypeNecromancersLexicon:
case EQ::item::BagTypeEnchantersLexicon:
//case EQ::item::BagTypeConcordanceofResearch:
return EQ::skills::SkillResearch;
/*SkillTailoring*/
case EQ::item::BagTypeSewingKit:
//case EQ::item::BagTypeHalflingTailoringKit:
//case EQ::item::BagTypeErudTailoringKit:
//case EQ::item::BagTypeFierDalTailoringKit:
return EQ::skills::SkillTailoring;
/*SkillTinkering*/
case EQ::item::BagTypeToolBox:
return EQ::skills::SkillTinkering;
/*Undefined*/
default:
return TradeskillUnknown;
}
}
void Client::SendTradeskillSearchResults(
const std::string &query,
unsigned long objtype,
unsigned long someid
)
{
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
if (results.RowCount() < 1) {
return;
}
auto character_learned_recipe_list = CharacterRecipeListRepository::GetLearnedRecipeList(CharacterID());
for (auto row = results.begin(); row != results.end(); ++row) {
if (row == nullptr || row[0] == nullptr || row[1] == nullptr || row[2] == nullptr || row[3] == nullptr ||
row[5] == nullptr) {
continue;
}
uint32 recipe_id = (uint32) atoi(row[0]);
const char *name = row[1];
uint32 trivial = (uint32) atoi(row[2]);
uint32 comp_count = (uint32) atoi(row[3]);
uint32 tradeskill = (uint16) atoi(row[5]);
// Skip the recipes that exceed the threshold in skill difference
// Recipes that have either been made before or were
// explicitly learned are excempt from that limit
if (RuleB(Skills, UseLimitTradeskillSearchSkillDiff) &&
((int32) trivial - (int32) GetSkill((EQ::skills::SkillType) tradeskill)) >
RuleI(Skills, MaxTradeskillSearchSkillDiff)) {
LogTradeskills("Checking limit recipe_id [{}] name [{}]", recipe_id, name);
auto character_learned_recipe = CharacterRecipeListRepository::GetRecipe(
character_learned_recipe_list,
recipe_id
);
if (character_learned_recipe.made_count == 0) {
continue;
}
}
auto outapp = new EQApplicationPacket(OP_RecipeReply, sizeof(RecipeReply_Struct));
RecipeReply_Struct *reply = (RecipeReply_Struct *) outapp->pBuffer;
reply->object_type = objtype;
reply->some_id = someid;
reply->component_count = comp_count;
reply->recipe_id = recipe_id;
reply->trivial = trivial;
strn0cpy(reply->recipe_name, name, sizeof(reply->recipe_name));
FastQueuePacket(&outapp);
}
}
void Client::SendTradeskillDetails(uint32 recipe_id) {
std::string query = StringFormat("SELECT tre.item_id,tre.componentcount,i.icon,i.Name "
"FROM tradeskill_recipe_entries AS tre "
"LEFT JOIN items AS i ON tre.item_id = i.id "
"WHERE tre.componentcount > 0 AND tre.recipe_id = %u",
recipe_id);
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
if(results.RowCount() < 1) {
LogError("Error in SendTradeskillDetails: no components returned");
return;
}
if(results.RowCount() > 10) {
LogError("Error in SendTradeskillDetails: too many components returned ([{}])", results.RowCount());
return;
}
//biggest this packet can ever be:
// 64 * 10 + 8 * 10 + 4 + 4 * 10 = 764
auto buf = new char[775]; // dynamic so we can just give it to EQApplicationPacket
uint8 r,k;
uint32 *header = (uint32 *) buf;
//Hell if I know why this is in the wrong byte order....
*header = htonl(recipe_id);
char *startblock = buf;
startblock += sizeof(uint32);
uint32 *ffff_start = (uint32 *) startblock;
//fill in the FFFF's as if there were 0 items
for(r = 0; r < 10; r++) { // world:item container size related?
*ffff_start = 0xFFFFFFFF;
ffff_start++;
}
char * datastart = (char *) ffff_start;
char * cblock = (char *) ffff_start;
uint32 *itemptr;
uint32 *iconptr;
uint32 len;
uint32 datalen = 0;
uint8 count = 0;
for(auto row = results.begin(); row != results.end(); ++row) {
//watch for references to items which are not in the
//items table, which the left join will make nullptr...
if(row[2] == nullptr || row[3] == nullptr)
continue;
uint32 item = (uint32)atoi(row[0]);
uint8 num = (uint8) atoi(row[1]);
uint32 icon = (uint32) atoi(row[2]);
const char *name = row[3];
len = strlen(name);
if(len > 63)
len = 63;
//Hell if I know why these are in the wrong byte order....
item = htonl(item);
icon = htonl(icon);
//if we get more than 10 items, just start skipping them...
for(k = 0; k < num && count < 10; k++) { // world:item container size related?
itemptr = (uint32 *) cblock;
cblock += sizeof(uint32);
datalen += sizeof(uint32);
iconptr = (uint32 *) cblock;
cblock += sizeof(uint32);
datalen += sizeof(uint32);
*itemptr = item;
*iconptr = icon;
strncpy(cblock, name, len);
cblock[len] = '\0'; //just making sure.
cblock += len + 1; //get the null
datalen += len + 1; //get the null
count++;
}
}
//now move the item data over top of the FFFFs
uint8 dist = sizeof(uint32) * (10 - count);
startblock += dist;
memmove(startblock, datastart, datalen);
uint32 total = sizeof(uint32) + dist + datalen;
auto outapp = new EQApplicationPacket(OP_RecipeDetails);
outapp->size = total;
outapp->pBuffer = (uchar*) buf;
QueuePacket(outapp);
DumpPacket(outapp);
safe_delete(outapp);
}
//returns true on success
bool Client::TradeskillExecute(DBTradeskillRecipe_Struct *spec) {
if(spec == nullptr)
return(false);
uint16 user_skill = GetSkill(spec->tradeskill);
float chance = 0.0;
float skillup_modifier = 0.0;
int16 thirdstat = 0;
int16 stat_modifier = 15;
uint16 success_modifier = 0;
// Rework based on the info on eqtraders.com
// http://mboards.eqtraders.com/eq/showthread.php?t=22246
// 09/10/2006 v0.1 (eq4me)
// 09/11/2006 v0.2 (eq4me)
// Todo:
// Implementing AAs
// Success modifiers based on recipes
// Skillup modifiers based on the rarity of the ingredients
// Some tradeskills are more eqal then others. ;-)
// If you want to customize the stage1 success rate do it here.
// Remember: skillup_modifier is (float). Lower is better
switch(spec->tradeskill) {
case EQ::skills::SkillFletching:
skillup_modifier = RuleI(Character, TradeskillUpFletching);
break;
case EQ::skills::SkillAlchemy:
skillup_modifier = RuleI(Character, TradeskillUpAlchemy);
break;
case EQ::skills::SkillJewelryMaking:
skillup_modifier = RuleI(Character, TradeskillUpJewelcrafting);
break;
case EQ::skills::SkillPottery:
skillup_modifier = RuleI(Character, TradeskillUpPottery);
break;
case EQ::skills::SkillBaking:
skillup_modifier = RuleI(Character, TradeskillUpBaking);
break;
case EQ::skills::SkillBrewing:
skillup_modifier = RuleI(Character, TradeskillUpBrewing);
break;
case EQ::skills::SkillBlacksmithing:
skillup_modifier = RuleI(Character, TradeskillUpBlacksmithing);
break;
case EQ::skills::SkillResearch:
skillup_modifier = RuleI(Character, TradeskillUpResearch);
break;
case EQ::skills::SkillMakePoison:
skillup_modifier = RuleI(Character, TradeskillUpMakePoison);
break;
case EQ::skills::SkillTinkering:
skillup_modifier = RuleI(Character, TradeskillUpTinkering);
break;
default:
skillup_modifier = 2;
break;
}
// Some tradeskills take the higher of one additional stat beside INT and WIS
// to determine the skillup rate. Additionally these tradeskills do not have an
// -15 modifier on their statbonus.
if (spec->tradeskill == EQ::skills::SkillFletching || spec->tradeskill == EQ::skills::SkillMakePoison) {
thirdstat = GetDEX();
stat_modifier = 0;
}
else if (spec->tradeskill == EQ::skills::SkillBlacksmithing) {
thirdstat = GetSTR();
stat_modifier = 0;
}
int16 higher_from_int_wis = (GetINT() > GetWIS()) ? GetINT() : GetWIS();
int16 bonusstat = (higher_from_int_wis > thirdstat) ? higher_from_int_wis : thirdstat;
std::vector< std::pair<uint32,uint8> >::iterator itr;
//calculate the base success chance
// For trivials over 68 the chance is (skill - 0.75*trivial) +51.5
// For trivial up to 68 the chance is (skill - trivial) + 66
if (spec->trivial >= 68) {
chance = (user_skill - (0.75*spec->trivial)) + 51.5;
} else {
chance = (user_skill - spec->trivial) + 66;
}
int16 over_trivial = (int16)GetRawSkill(spec->tradeskill) - (int16)spec->trivial;
//handle caps
if(spec->nofail) {
chance = 100; //cannot fail.
LogTradeskills("This combine cannot fail");
} else if(over_trivial >= 0) {
// At reaching trivial the chance goes to 95% going up an additional
// percent for every 40 skillpoints above the trivial.
// The success rate is not modified through stats.
// Mastery AAs are unaccounted for so far.
// chance_AA = chance + ((100 - chance) * mastery_modifier)
// But the 95% limit with an additional 1% for every 40 skill points
// above critical still stands.
// Mastery modifier is: 10%/25%/50% for rank one/two/three
chance = 95.0f + (float(user_skill - spec->trivial) / 40.0f);
MessageString(Chat::Emote, TRADESKILL_TRIVIAL);
} else if(chance < 5) {
// Minimum chance is always 5
chance = 5;
} else if(chance > 95) {
//cap is 95, shouldent reach this before trivial, but just in case.
chance = 95;
}
LogTradeskills("Current skill: [{}] , Trivial: [{}] , Success chance: [{}] percent", user_skill , spec->trivial , chance);
LogTradeskills("Bonusstat: [{}] , INT: [{}] , WIS: [{}] , DEX: [{}] , STR: [{}]", bonusstat , GetINT() , GetWIS() , GetDEX() , GetSTR());
float res = zone->random.Real(0, 99);
int aa_chance = 0;
aa_chance = spellbonuses.ReduceTradeskillFail[spec->tradeskill] + itembonuses.ReduceTradeskillFail[spec->tradeskill] + aabonuses.ReduceTradeskillFail[spec->tradeskill];
const EQ::ItemData* item = nullptr;
chance = mod_tradeskill_chance(chance, spec);
if (((spec->tradeskill==75) || GetGM() || (chance > res)) || zone->random.Roll(aa_chance)) {
success_modifier = 1;
if (over_trivial < 0) {
CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);
}
MessageString(Chat::LightBlue, TRADESKILL_SUCCEED, spec->name.c_str());
LogTradeskills("Tradeskill success");
itr = spec->onsuccess.begin();
while(itr != spec->onsuccess.end() && !spec->quest) {
SummonItem(itr->first, itr->second);
item = database.GetItem(itr->first);
if (item) {
if (GetGroup()) {
entity_list.MessageGroup(this, true, Chat::Skills, "%s has successfully fashioned %s!", GetName(), item->Name);
}
}
else {
Log(
Logs::General,
Logs::Tradeskills,
StringFormat(
"Failure (null item pointer [id: %u, qty: %u]) :: recipe_id:%i tskillid:%i trivial:%i chance:%4.2f in zoneid:%i instid:%i",
itr->first,
itr->second,
spec->recipe_id,
spec->tradeskill,
spec->trivial,
chance,
this->GetZoneID(),
this->GetInstanceID()
).c_str()
);
}
/* QS: Player_Log_Trade_Skill_Events */
if (RuleB(QueryServ, PlayerLogTradeSkillEvents)) {
std::string event_desc = StringFormat("Success :: fashioned recipe_id:%i tskillid:%i trivial:%i chance:%4.2f in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
}
if (RuleB(TaskSystem, EnableTaskSystem)) {
UpdateTasksForItem(TaskActivityType::TradeSkill, itr->first, itr->second);
}
++itr;
}
return(true);
}
/* Tradeskill Fail */
else {
success_modifier = 2; // Halves the chance
if(over_trivial < 0)
CheckIncreaseTradeskill(bonusstat, stat_modifier, skillup_modifier, success_modifier, spec->tradeskill);
MessageString(Chat::Emote,TRADESKILL_FAILED);
LogTradeskills("Tradeskill failed");
if (this->GetGroup())
{
entity_list.MessageGroup(this, true, Chat::Skills,"%s was unsuccessful in %s tradeskill attempt.",GetName(),this->GetGender() == 0 ? "his" : this->GetGender() == 1 ? "her" : "its");
}
/* QS: Player_Log_Trade_Skill_Events */
if (RuleB(QueryServ, PlayerLogTradeSkillEvents)){
std::string event_desc = StringFormat("Failed :: recipe_id:%i tskillid:%i trivial:%i chance:%4.2f in zoneid:%i instid:%i", spec->recipe_id, spec->tradeskill, spec->trivial, chance, this->GetZoneID(), this->GetInstanceID());
QServ->PlayerLogEvent(Player_Log_Trade_Skill_Events, this->CharacterID(), event_desc);
}
itr = spec->onfail.begin();
while(itr != spec->onfail.end()) {
//should we check these arguments?
SummonItem(itr->first, itr->second);
++itr;
}
/* Salvage Item rolls */
// Rolls on each item, is possible to return everything
int SalvageChance = aabonuses.SalvageChance + itembonuses.SalvageChance + spellbonuses.SalvageChance;
// Skip check if not a normal TS or if a quest recipe these should be nofail, but check amyways
if(SalvageChance && spec->tradeskill != 75 && !spec->quest) {
itr = spec->salvage.begin();
uint8 sc = 0;
while(itr != spec->salvage.end()) {
for(sc = 0; sc < itr->second; sc++)
if(zone->random.Roll(SalvageChance))
SummonItem(itr->first, 1);
++itr;
}
}
}
return(false);
}
void Client::CheckIncreaseTradeskill(int16 bonusstat, int16 stat_modifier, float skillup_modifier, uint16 success_modifier, EQ::skills::SkillType tradeskill)
{
uint16 current_raw_skill = GetRawSkill(tradeskill);
if(!CanIncreaseTradeskill(tradeskill))
return; //not allowed to go higher.
float chance_stage2 = 0;
//A successfull combine doubles the stage1 chance for an skillup
//Some tradeskill are harder than others. See above for more.
float chance_stage1 = (bonusstat - stat_modifier) / (skillup_modifier * success_modifier);
//In stage2 the only thing that matters is your current unmodified skill.
//If you want to customize here you probbably need to implement your own
//formula instead of tweaking the below one.
if (chance_stage1 > zone->random.Real(0, 99)) {
if (current_raw_skill < 15) {
//Always succeed
chance_stage2 = 100;
} else if (current_raw_skill < 175) {
//From skill 16 to 174 your chance of success falls linearly from 92% to 13%.
chance_stage2 = (200 - current_raw_skill) / 2;
} else {
//At skill 175, your chance of success falls linearly from 12.5% to 2.5% at skill 300.
chance_stage2 = 12.5 - (.08 * (current_raw_skill - 175));
}
}
chance_stage2 = mod_tradeskill_skillup(chance_stage2);
if (chance_stage2 > zone->random.Real(0, 99)) {
//Only if stage1 and stage2 succeeded you get a skillup.
SetSkill(tradeskill, current_raw_skill + 1);
if(title_manager.IsNewTradeSkillTitleAvailable(tradeskill, current_raw_skill + 1))
NotifyNewTitlesAvailable();
}
LogTradeskills("[CheckIncreaseTradeskill] skillup_modifier: [{}] , success_modifier: [{}] , stat modifier: [{}]", skillup_modifier , success_modifier , stat_modifier);
LogTradeskills("[CheckIncreaseTradeskill] Stage1 chance was: [{}] percent", chance_stage1);
LogTradeskills("[CheckIncreaseTradeskill] Stage2 chance was: [{}] percent. 0 percent means stage1 failed", chance_stage2);
}
bool ZoneDatabase::GetTradeRecipe(
const EQ::ItemInstance *container,
uint8 c_type,
uint32 some_id,
uint32 char_id,
DBTradeskillRecipe_Struct *spec
)
{
if (container == nullptr) {
LogTradeskills("[GetTradeRecipe] Container null");
return false;
}
std::string containers;// make where clause segment for container(s)
if (some_id == 0) {
containers = StringFormat("= %u", c_type); // world combiner so no item number
}
else {
containers = StringFormat("IN (%u,%u)", c_type, some_id);
} // container in inventory
//Could prolly watch for stacks in this loop and handle them properly...
//just increment sum and count accordingly
bool first = true;
std::string buf2;
uint32 count = 0;
uint32 sum = 0;
for (uint8 i = 0; i < 10; i++) { // <watch> TODO: need to determine if this is bound to world/item container size
LogTradeskills("[GetTradeRecipe] Fetching item [{}]", i);
const EQ::ItemInstance *inst = container->GetItem(i);
if (!inst) {
continue;
}
const EQ::ItemData *item = database.GetItem(inst->GetItem()->ID);
if (!item) {
LogTradeskills("[GetTradeRecipe] item [{}] not found!", inst->GetItem()->ID);
continue;
}
if (first) {
buf2 += StringFormat("%d", item->ID);
first = false;
}
else {
buf2 += StringFormat(",%d", item->ID);
}
sum += item->ID;
count++;
LogTradeskills(
"[GetTradeRecipe] Item in container index [{}] item [{}] found [{}]",
i,
item->ID,
count
);
}
//no items == no recipe
if (count == 0) {
return false;
}
std::string query = StringFormat("SELECT tre.recipe_id "
"FROM tradeskill_recipe_entries AS tre "
"INNER JOIN tradeskill_recipe AS tr ON (tre.recipe_id = tr.id) "
"WHERE tr.enabled AND (( tre.item_id IN(%s) AND tre.componentcount > 0) "
"OR ( tre.item_id %s AND tre.iscontainer=1 ))"
"GROUP BY tre.recipe_id HAVING sum(tre.componentcount) = %u "
"AND sum(tre.item_id * tre.componentcount) = %u",
buf2.c_str(), containers.c_str(), count, sum);
auto results = QueryDatabase(query);
if (!results.Success()) {
LogError("Error in GetTradeRecipe search, query: [{}]", query.c_str());
LogError("Error in GetTradeRecipe search, error: [{}]", results.ErrorMessage().c_str());
return false;
}
if (results.RowCount() > 1) {
//multiple recipes, partial match... do an extra query to get it exact.
//this happens when combining components for a smaller recipe
//which is completely contained within another recipe
first = true;
uint32 index = 0;
buf2 = "";
for (auto row = results.begin(); row != results.end(); ++row, ++index) {
uint32 recipeid = (uint32)atoi(row[0]);
if(first) {
buf2 += StringFormat("%u", recipeid);
first = false;
} else
buf2 += StringFormat(",%u", recipeid);
//length limit on buf2
if(index == 214) { //Maximum number of recipe matches (19 * 215 = 4096)
LogError("GetTradeRecipe warning: Too many matches. Unable to search all recipe entries. Searched [{}] of [{}] possible entries", index + 1, results.RowCount());
break;
}
}
query = StringFormat("SELECT tre.recipe_id "
"FROM tradeskill_recipe_entries AS tre "
"WHERE tre.recipe_id IN (%s) "
"GROUP BY tre.recipe_id HAVING sum(tre.componentcount) = %u "
"AND sum(tre.item_id * tre.componentcount) = %u", buf2.c_str(), count, sum
);
results = QueryDatabase(query);
if (!results.Success()) {
LogError("Error in GetTradeRecipe, re-query: [{}]", query.c_str());
LogError("Error in GetTradeRecipe, error: [{}]", results.ErrorMessage().c_str());
return false;
}
}
if (results.RowCount() < 1)
return false;
if (results.RowCount() > 1) {
//The recipe is not unique, so we need to compare the container were using.
uint32 containerId = 0;
if (some_id) { //Standard container
containerId = some_id;
}
else if (c_type) {//World container
containerId = c_type;
}
else { //Invalid container
return false;
}
query = StringFormat(
"SELECT tre.recipe_id "
"FROM tradeskill_recipe_entries AS tre "
"WHERE tre.recipe_id IN (%s) "
"AND tre.item_id = %u;", buf2.c_str(), containerId
);
results = QueryDatabase(query);
if (!results.Success()) {
LogError("Error in GetTradeRecipe, re-query: [{}]", query.c_str());
LogError("Error in GetTradeRecipe, error: [{}]", results.ErrorMessage().c_str());
return false;
}
if (results.RowCount() == 0) { //Recipe contents matched more than 1 recipe, but not in this container
LogError("Combine error: Incorrect container is being used!");
return false;
}
if (results.RowCount() > 1) { //Recipe contents matched more than 1 recipe in this container
LogError(
"Combine error: Recipe is not unique! [{}] matches found for container [{}]. Continuing with first recipe match",
results.RowCount(),
containerId
);
}
}
auto row = results.begin();
uint32 recipe_id = (uint32)atoi(row[0]);
//Right here we verify that we actually have ALL of the tradeskill components..
//instead of part which is possible with experimentation.
//This is here because something's up with the query above.. it needs to be rethought out
bool has_components = true;
query = StringFormat("SELECT item_id, componentcount "
"FROM tradeskill_recipe_entries "
"WHERE recipe_id = %i AND componentcount > 0",
recipe_id);
results = QueryDatabase(query);
if (!results.Success()) {
return GetTradeRecipe(recipe_id, c_type, some_id, char_id, spec);
}
if (results.RowCount() == 0) {
return GetTradeRecipe(recipe_id, c_type, some_id, char_id, spec);
}
for (auto row = results.begin(); row != results.end(); ++row) {
int component_count = 0;
for (int x = EQ::invbag::SLOT_BEGIN; x < EQ::invtype::WORLD_SIZE; x++) {
const EQ::ItemInstance* inst = container->GetItem(x);
if(!inst)
continue;
const EQ::ItemData* item = database.GetItem(inst->GetItem()->ID);
if (!item)
continue;
if (item->ID == atoi(row[0])) {
component_count++;
}
LogTradeskills(
"[GetTradeRecipe] Component count loop [{}] item [{}] recipe component_count [{}]",
component_count,
item->ID,
atoi(row[1])
);
}
if (component_count != atoi(row[1])) {
return false;
}
}
return GetTradeRecipe(recipe_id, c_type, some_id, char_id, spec);
}
bool ZoneDatabase::GetTradeRecipe(
uint32 recipe_id,
uint8 c_type,
uint32 some_id,
uint32 char_id,
DBTradeskillRecipe_Struct *spec
)
{
std::string container_where_filter;
if (some_id == 0) {
// world combiner so no item number
container_where_filter = StringFormat("= %u", c_type);
}
else {
// container in inventory
container_where_filter = StringFormat("IN (%u,%u)", c_type, some_id);
}
std::string query = StringFormat(
SQL (
SELECT
tradeskill_recipe.id,
tradeskill_recipe.tradeskill,
tradeskill_recipe.skillneeded,
tradeskill_recipe.trivial,
tradeskill_recipe.nofail,
tradeskill_recipe.replace_container,
tradeskill_recipe.name,
tradeskill_recipe.must_learn,
tradeskill_recipe.quest
FROM
tradeskill_recipe
INNER JOIN tradeskill_recipe_entries ON tradeskill_recipe.id = tradeskill_recipe_entries.recipe_id
WHERE
tradeskill_recipe.id = %lu
AND tradeskill_recipe_entries.item_id %s
AND tradeskill_recipe.enabled
GROUP BY
tradeskill_recipe.id
)
,
(unsigned long) recipe_id,
container_where_filter.c_str()
);
auto results = QueryDatabase(query);
if (!results.Success()) {
LogError("Error in GetTradeRecipe, query: [{}]", query.c_str());
LogError("Error in GetTradeRecipe, error: [{}]", results.ErrorMessage().c_str());
return false;
}
if (results.RowCount() != 1) {
return false;
}
auto row = results.begin();
spec->tradeskill = (EQ::skills::SkillType) atoi(row[1]);
spec->skill_needed = (int16) atoi(row[2]);
spec->trivial = (uint16) atoi(row[3]);
spec->nofail = atoi(row[4]) ? true : false;
spec->replace_container = atoi(row[5]) ? true : false;
spec->name = row[6];
spec->must_learn = (uint8) atoi(row[7]);
spec->quest = atoi(row[8]) ? true : false;
spec->has_learnt = false;
spec->madecount = 0;
spec->recipe_id = recipe_id;
auto character_learned_recipe_list = CharacterRecipeListRepository::GetLearnedRecipeList(char_id);
auto character_learned_recipe = CharacterRecipeListRepository::GetRecipe(
character_learned_recipe_list,
recipe_id
);
if (character_learned_recipe.made_count > 0) {
LogTradeskills("[GetTradeRecipe] made_count [{}]", character_learned_recipe.made_count);
spec->has_learnt = true;
spec->madecount = (uint32)character_learned_recipe.made_count;
}
//Pull the on-success items...
query = StringFormat("SELECT item_id,successcount FROM tradeskill_recipe_entries "
"WHERE successcount > 0 AND recipe_id = %u", recipe_id);
results = QueryDatabase(query);
if (!results.Success()) {
return false;
}
if(results.RowCount() < 1 && !spec->quest) {
LogError("Error in GetTradeRecept success: no success items returned");
return false;
}
spec->onsuccess.clear();
for(auto row = results.begin(); row != results.end(); ++row) {
uint32 item = (uint32)atoi(row[0]);
uint8 num = (uint8) atoi(row[1]);
spec->onsuccess.push_back(std::pair<uint32,uint8>(item, num));
}
spec->onfail.clear();
//Pull the on-fail items...
query = StringFormat(
"SELECT item_id, failcount FROM tradeskill_recipe_entries "
"WHERE failcount > 0 AND recipe_id = %u", recipe_id
);
results = QueryDatabase(query);
if (results.Success()) {
for (auto row = results.begin(); row != results.end(); ++row) {
uint32 item = (uint32) atoi(row[0]);
uint8 num = (uint8) atoi(row[1]);
spec->onfail.push_back(std::pair<uint32, uint8>(item, num));
}
}
spec->salvage.clear();
// Don't bother with the query if TS is nofail
if (spec->nofail) {
return true;
}
// Pull the salvage list
query = StringFormat(
"SELECT item_id, salvagecount "
"FROM tradeskill_recipe_entries "
"WHERE salvagecount > 0 AND recipe_id = %u", recipe_id
);
results = QueryDatabase(query);
if (results.Success()) {
for (auto row = results.begin(); row != results.begin(); ++row) {
uint32 item = (uint32) atoi(row[0]);
uint8 num = (uint8) atoi(row[1]);
spec->salvage.push_back(std::pair<uint32, uint8>(item, num));
}
}
return true;
}
void ZoneDatabase::UpdateRecipeMadecount(uint32 recipe_id, uint32 char_id, uint32 madeCount)
{
std::string query = StringFormat("INSERT INTO char_recipe_list "
"SET recipe_id = %u, char_id = %u, madecount = %u "
"ON DUPLICATE KEY UPDATE madecount = %u;",
recipe_id, char_id, madeCount, madeCount);
QueryDatabase(query);
}
void Client::LearnRecipe(uint32 recipe_id)
{
std::string query = fmt::format(
SQL(
select
char_id,
recipe_id,
madecount
from
char_recipe_list
where
char_id = {}
and recipe_id = {}
LIMIT 1
),
CharacterID(),
recipe_id
);
auto results = database.QueryDatabase(query);
if (!results.Success()) {
return;
}
auto tradeskill_recipe = TradeskillRecipeRepository::FindOne(content_db, recipe_id);
if (tradeskill_recipe.id == 0) {
LogError("Invalid recipe [{}]", recipe_id);
return;
}
LogTradeskills(
"[LearnRecipe] recipe_id [{}] name [{}] learned [{}]",
recipe_id,
tradeskill_recipe.name,
results.RowCount()
);
auto row = results.begin();
if (results.RowCount() > 0) {
return;
}
MessageString(Chat::LightBlue, TRADESKILL_LEARN_RECIPE, tradeskill_recipe.name.c_str());
database.QueryDatabase(
fmt::format(
"REPLACE INTO char_recipe_list (recipe_id, char_id, madecount) VALUES ({}, {}, 0)",
recipe_id,
CharacterID()
)
);
}
bool Client::CanIncreaseTradeskill(EQ::skills::SkillType tradeskill) {
uint32 rawskill = GetRawSkill(tradeskill);
uint16 maxskill = MaxSkill(tradeskill);
if (rawskill >= maxskill) //Max skill sanity check
return false;
uint8 Baking = (GetRawSkill(EQ::skills::SkillBaking) > 200) ? 1 : 0;
uint8 Smithing = (GetRawSkill(EQ::skills::SkillBlacksmithing) > 200) ? 1 : 0;
uint8 Brewing = (GetRawSkill(EQ::skills::SkillBrewing) > 200) ? 1 : 0;
uint8 Fletching = (GetRawSkill(EQ::skills::SkillFletching) > 200) ? 1 : 0;
uint8 Jewelry = (GetRawSkill(EQ::skills::SkillJewelryMaking) > 200) ? 1 : 0;
uint8 Pottery = (GetRawSkill(EQ::skills::SkillPottery) > 200) ? 1 : 0;
uint8 Tailoring = (GetRawSkill(EQ::skills::SkillTailoring) > 200) ? 1 : 0;
uint8 SkillTotal = Baking + Smithing + Brewing + Fletching + Jewelry + Pottery + Tailoring; //Tradeskills above 200
//New Tanaan AA: Each level allows an additional tradeskill above 200 (first one is free)
uint8 aaLevel = spellbonuses.TradeSkillMastery + itembonuses.TradeSkillMastery + aabonuses.TradeSkillMastery;
switch (tradeskill) {
case EQ::skills::SkillBaking:
case EQ::skills::SkillBlacksmithing:
case EQ::skills::SkillBrewing:
case EQ::skills::SkillFletching:
case EQ::skills::SkillJewelryMaking:
case EQ::skills::SkillPottery:
case EQ::skills::SkillTailoring:
if (aaLevel == 6)
break; //Maxed AA
if (SkillTotal == 0)
break; //First tradeskill freebie
if ((SkillTotal == (aaLevel + 1)) && (rawskill > 200))
break; //One of the tradeskills already allowed to go over 200
if ((SkillTotal >= (aaLevel + 1)) && (rawskill >= 200))
return false; //One or more tradeskills already at or beyond limit
break;
default:
break; //Other skills unchecked and ability to increase assumed true
}
return true;
}
bool ZoneDatabase::EnableRecipe(uint32 recipe_id)
{
std::string query = StringFormat("UPDATE tradeskill_recipe SET enabled = 1 "
"WHERE id = %u;", recipe_id);
auto results = QueryDatabase(query);
if (!results.Success())
return results.RowsAffected() > 0;
return false;
}
bool ZoneDatabase::DisableRecipe(uint32 recipe_id)
{
std::string query = StringFormat("UPDATE tradeskill_recipe SET enabled = 0 "
"WHERE id = %u;", recipe_id);
auto results = QueryDatabase(query);
if (!results.Success())
return results.RowsAffected() > 0;
return false;
}