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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-14 11:28:08 +00:00
two tables done
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@@ -104,7 +104,12 @@ void BuffComponent::ApplyBuff(const int32_t id, const float duration, const LWOO
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if (parameter.name == "overtime") {
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auto* behaviorTemplateTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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behaviorID = behaviorTemplateTable->GetSkillByID(parameter.values[0]).behaviorID;
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auto skillInfo = behaviorTemplateTable->GetSkillByID(parameter.values[0]);
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if (skillInfo) {
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behaviorID = skillInfo->behaviorID;
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} else {
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Game::logger->Log("BuffComponent", "Failed to find skill info for skill ID %d!", parameter.values[0]);
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}
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stacks = static_cast<int32_t>(parameter.values[1]);
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tick = parameter.values[2];
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const auto unknown2 = parameter.values[3]; // Always 0
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@@ -1341,8 +1341,12 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip
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for (const auto& result : results) {
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if (result.castOnType == 1) {
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const auto entry = behaviors->GetSkillByID(result.skillID);
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if (!entry) {
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Game::logger->Log("InventoryComponent", "Buff %i not in database!", result.skillID);
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if (entry.skillID == 0) {
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continue;
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}
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if (entry->skillID == 0) {
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Game::logger->Log("InventoryComponent", "Failed to find buff behavior for skill (%i)!", result.skillID);
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continue;
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@@ -1353,7 +1357,7 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip
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}
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// If item is not a proxy, add its buff to the added buffs.
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if (item->GetParent() == LWOOBJID_EMPTY) buffs.push_back(static_cast<uint32_t>(entry.behaviorID));
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if (item->GetParent() == LWOOBJID_EMPTY) buffs.push_back(static_cast<uint32_t>(entry->behaviorID));
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}
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}
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@@ -235,7 +235,12 @@ bool SkillComponent::CastSkill(const uint32_t skillId, LWOOBJID target, const LW
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// if it's not in the cache look it up and cache it
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if (pair == m_skillBehaviorCache.end()) {
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auto skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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behaviorId = skillTable->GetSkillByID(skillId).behaviorID;
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auto skill = skillTable->GetSkillByID(skillId);
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if (!skill) {
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Game::logger->LogDebug("SkillComponent", "Tried to cast skill %i but found no skill", skillId);
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return false;
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}
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behaviorId = skill->behaviorID;
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m_skillBehaviorCache.insert_or_assign(skillId, behaviorId);
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} else {
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behaviorId = pair->second;
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@@ -127,12 +127,12 @@ void VendorComponent::SetupConstants() {
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int componentID = compRegistryTable->GetByIDAndType(m_Parent->GetLOT(), eReplicaComponentType::VENDOR);
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auto* vendorComponentTable = CDClientManager::Instance().GetTable<CDVendorComponentTable>();
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std::vector<CDVendorComponent> vendorComps = vendorComponentTable->Query([=](CDVendorComponent entry) { return (entry.id == componentID); });
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if (vendorComps.empty()) return;
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m_BuyScalar = vendorComps[0].buyScalar;
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m_SellScalar = vendorComps[0].sellScalar;
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m_RefreshTimeSeconds = vendorComps[0].refreshTimeSeconds;
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m_LootMatrixID = vendorComps[0].LootMatrixIndex;
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auto vendorCompData = vendorComponentTable->Query(componentID);
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if (!vendorCompData) return;
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m_BuyScalar = vendorCompData->buyScalar;
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m_SellScalar = vendorCompData->sellScalar;
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m_RefreshTimeSeconds = vendorCompData->refreshTimeSeconds;
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m_LootMatrixID = vendorCompData->LootMatrixIndex;
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}
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bool VendorComponent::SellsItem(const LOT item) const {
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