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two tables done
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@ -1,8 +1,6 @@
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#include "CDSkillBehaviorTable.h"
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void CDSkillBehaviorTable::LoadValuesFromDatabase() {
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m_empty = CDSkillBehavior();
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// First, get the size of the table
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unsigned int size = 0;
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auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM SkillBehavior");
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@ -49,12 +47,8 @@ void CDSkillBehaviorTable::LoadValuesFromDatabase() {
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tableData.finalize();
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}
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const CDSkillBehavior& CDSkillBehaviorTable::GetSkillByID(unsigned int skillID) {
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std::map<unsigned int, CDSkillBehavior>::iterator it = this->entries.find(skillID);
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if (it != this->entries.end()) {
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return it->second;
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}
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return m_empty;
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const std::optional<CDSkillBehavior> CDSkillBehaviorTable::GetSkillByID(unsigned int skillID) {
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auto it = this->entries.find(skillID);
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return it != this->entries.end() ? std::make_optional(it->second) : std::nullopt;
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}
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@ -28,12 +28,10 @@ struct CDSkillBehavior {
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class CDSkillBehaviorTable : public CDTable<CDSkillBehaviorTable> {
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private:
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std::map<unsigned int, CDSkillBehavior> entries;
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CDSkillBehavior m_empty;
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public:
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void LoadValuesFromDatabase();
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// Gets an entry by skillID
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const CDSkillBehavior& GetSkillByID(unsigned int skillID);
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const std::optional<CDSkillBehavior> GetSkillByID(unsigned int skillID);
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};
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@ -5,6 +5,7 @@
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#include "DluAssert.h"
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#include <functional>
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#include <optional>
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#include <string>
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#include <vector>
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#include <map>
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@ -1,50 +1,24 @@
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#include "CDVendorComponentTable.h"
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void CDVendorComponentTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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unsigned int size = 0;
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auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM VendorComponent");
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while (!tableSize.eof()) {
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size = tableSize.getIntField(0, 0);
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tableSize.nextRow();
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}
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tableSize.finalize();
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// Reserve the size
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this->entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM VendorComponent");
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while (!tableData.eof()) {
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CDVendorComponent entry;
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entry.id = tableData.getIntField("id", -1);
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uint32_t id = tableData.getIntField("id", -1);
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entry.buyScalar = tableData.getFloatField("buyScalar", -1.0f);
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entry.sellScalar = tableData.getFloatField("sellScalar", -1.0f);
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entry.refreshTimeSeconds = tableData.getFloatField("refreshTimeSeconds", -1.0f);
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entry.LootMatrixIndex = tableData.getIntField("LootMatrixIndex", -1);
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this->entries.push_back(entry);
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this->entries.insert_or_assign(id, entry);
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tableData.nextRow();
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}
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tableData.finalize();
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}
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//! Queries the table with a custom "where" clause
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std::vector<CDVendorComponent> CDVendorComponentTable::Query(std::function<bool(CDVendorComponent)> predicate) {
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std::vector<CDVendorComponent> data = cpplinq::from(this->entries)
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>> cpplinq::where(predicate)
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>> cpplinq::to_vector();
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return data;
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const std::optional<CDVendorComponent> CDVendorComponentTable::Query(uint32_t id) {
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const auto& iter = entries.find(id);
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return iter != entries.end() ? std::make_optional(iter->second) : std::nullopt;
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}
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//! Gets all the entries in the table
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const std::vector<CDVendorComponent>& CDVendorComponentTable::GetEntries() const {
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return this->entries;
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}
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@ -4,7 +4,6 @@
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#include "CDTable.h"
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struct CDVendorComponent {
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unsigned int id; //!< The Component ID
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float buyScalar; //!< Buy Scalar (what does that mean?)
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float sellScalar; //!< Sell Scalar (what does that mean?)
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float refreshTimeSeconds; //!< The refresh time
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@ -13,13 +12,11 @@ struct CDVendorComponent {
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class CDVendorComponentTable : public CDTable<CDVendorComponentTable> {
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private:
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std::vector<CDVendorComponent> entries;
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std::map<uint32_t, CDVendorComponent> entries;
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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std::vector<CDVendorComponent> Query(std::function<bool(CDVendorComponent)> predicate);
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const std::vector<CDVendorComponent>& GetEntries(void) const;
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const std::optional<CDVendorComponent> Query(uint32_t id);
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};
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@ -2,8 +2,6 @@
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#include "CDTable.h"
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#include <optional>
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struct CDZoneTable {
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unsigned int zoneID; //!< The Zone ID of the object
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unsigned int locStatus; //!< The Locale Status(?)
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@ -1628,9 +1628,9 @@ void Entity::PickupItem(const LWOOBJID& objectID) {
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std::vector<CDObjectSkills> skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == p.second.lot); });
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for (CDObjectSkills skill : skills) {
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CDSkillBehaviorTable* skillBehTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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CDSkillBehavior behaviorData = skillBehTable->GetSkillByID(skill.skillID);
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SkillComponent::HandleUnmanaged(behaviorData.behaviorID, GetObjectID());
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auto behaviorData = skillBehTable->GetSkillByID(skill.skillID);
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if (!behaviorData) continue;
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SkillComponent::HandleUnmanaged(behaviorData->behaviorID, GetObjectID());
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auto* missionComponent = GetComponent<MissionComponent>();
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@ -42,7 +42,8 @@ void OverTimeBehavior::Load() {
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// Since m_Action is a skillID and not a behavior, get is correlated behaviorID.
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CDSkillBehaviorTable* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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m_ActionBehaviorId = skillTable->GetSkillByID(m_Action).behaviorID;
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auto skillData = skillTable->GetSkillByID(m_Action);
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if (skillData) m_ActionBehaviorId = skillData->behaviorID;
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m_Delay = GetFloat("delay");
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m_NumIntervals = GetInt("num_intervals");
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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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@ -288,7 +288,12 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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}
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CDSkillBehaviorTable* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;
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auto skill = skillTable->GetSkillByID(startSkill.skillID);
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if (!skill) {
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Game::logger->Log("GameMessageHandler", "Failed to find skill %d in the skill table!", startSkill.skillID);
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return;
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}
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unsigned int behaviorId = skill->behaviorID;
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bool success = false;
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@ -301,7 +306,7 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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if (success && entity->GetCharacter()) {
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DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
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destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
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destComp->SetImagination(destComp->GetImagination() - skill->imaginationcost);
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}
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delete bs;
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@ -131,11 +131,12 @@ void ItemSet::OnEquip(const LOT lot) {
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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auto skillData = skillTable->GetSkillByID(skill);
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if (!skillData) continue;
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missionComponent->Progress(eMissionTaskType::USE_SKILL, skill);
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skillComponent->HandleUnmanaged(behaviorId, m_InventoryComponent->GetParent()->GetObjectID());
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skillComponent->HandleUnmanaged(skillData->behaviorID, m_InventoryComponent->GetParent()->GetObjectID());
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}
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}
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@ -163,9 +164,10 @@ void ItemSet::OnUnEquip(const LOT lot) {
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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auto skillData = skillTable->GetSkillByID(skill);
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if (!skillData) continue;
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skillComponent->HandleUnCast(behaviorId, m_InventoryComponent->GetParent()->GetObjectID());
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skillComponent->HandleUnCast(skillData->behaviorID, m_InventoryComponent->GetParent()->GetObjectID());
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}
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}
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@ -23,9 +23,10 @@ void QbEnemyStunner::OnRebuildComplete(Entity* self, Entity* target) {
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// For each skill, cast it with the associated behavior ID.
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for (auto skill : skills) {
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CDSkillBehaviorTable* skillBehaviorTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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CDSkillBehavior behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
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auto behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
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if (!behaviorData) continue;
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skillBehaviorMap.insert(std::make_pair(skill.skillID, behaviorData.behaviorID));
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skillBehaviorMap.insert(std::make_pair(skill.skillID, behaviorData->behaviorID));
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}
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// If there are no skills found, insert a default skill to use.
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@ -17,10 +17,11 @@ void FireFirstSkillonStartup::OnStartup(Entity* self) {
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// For each skill, cast it with the associated behavior ID.
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for (auto skill : skills) {
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CDSkillBehaviorTable* skillBehaviorTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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CDSkillBehavior behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
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auto behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
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if (!behaviorData) continue;
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// Should parent entity be null, make the originator self.
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const auto target = self->GetParentEntity() ? self->GetParentEntity()->GetObjectID() : self->GetObjectID();
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skillComponent->CalculateBehavior(skill.skillID, behaviorData.behaviorID, LWOOBJID_EMPTY, false, false, target);
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skillComponent->CalculateBehavior(skill.skillID, behaviorData->behaviorID, LWOOBJID_EMPTY, false, false, target);
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}
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}
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