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[7117] Implement explicit recipe discovery abilities.
* Implement SPELL_EFFECT_CREATE_ITEM_2 (157). This alos let work many item creating spells. * Add `skill_discovery_template`.`reqClass` for allow clas specific racipes storing in table. * Make primary key for `skill_discovery_template` pair (spellId,reqSpell) that allow have duplicate recipes for different reqSpells. * Implement SPELL_EFFECT_SCRIPT (77) cases for explicit recipe discovery spells with learn spell selected by `skill_discovery_template` data. Note: as expected explicit recipe discovery abilities always return some spell while exist any not learned yet for player class.
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ac9b14d70c
commit
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10 changed files with 118 additions and 26 deletions
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@ -29,14 +29,15 @@
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struct SkillDiscoveryEntry
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{
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uint32 spellId;
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float chance;
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uint32 spellId; // discavered spell
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uint32 reqClass; // class limitation
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float chance; // chance
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SkillDiscoveryEntry()
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: spellId(0), chance(0) {}
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: spellId(0), reqClass(0), chance(0) {}
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SkillDiscoveryEntry(uint16 _spellId, float _chance)
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: spellId(_spellId), chance(_chance) {}
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SkillDiscoveryEntry(uint16 _spellId, uint32 req_class, float _chance)
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: spellId(_spellId), reqClass(req_class), chance(_chance) {}
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};
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typedef std::list<SkillDiscoveryEntry> SkillDiscoveryList;
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@ -51,8 +52,8 @@ void LoadSkillDiscoveryTable()
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uint32 count = 0;
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// 0 1 2
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QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, chance FROM skill_discovery_template");
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// 0 1 2 3
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QueryResult *result = WorldDatabase.Query("SELECT spellId, reqSpell, reqClass, chance FROM skill_discovery_template");
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if (result)
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{
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@ -67,11 +68,18 @@ void LoadSkillDiscoveryTable()
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uint32 spellId = fields[0].GetUInt32();
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int32 reqSkillOrSpell = fields[1].GetInt32();
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float chance = fields[2].GetFloat();
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uint32 reqClass = fields[2].GetInt32();
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float chance = fields[3].GetFloat();
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if( chance <= 0 ) // chance
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{
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ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " chance = " << chance << "\n";
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ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " reqClass = " << reqClass << " chance = " << chance << "(chance problem)\n";
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continue;
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}
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if(reqClass && (reqClass >= MAX_CLASSES || ((1 << (reqClass-1)) & CLASSMASK_ALL_PLAYABLE)==0))
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{
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ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell << " reqClass = " << reqClass << " chance = " << chance << "(class problem)\n";
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continue;
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}
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@ -84,13 +92,16 @@ void LoadSkillDiscoveryTable()
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continue;
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}
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if( spellEntry->Mechanic != MECHANIC_DISCOVERY )
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// mechanic discovery
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if (spellEntry->Mechanic != MECHANIC_DISCOVERY &&
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// explicit discovery ability
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!IsExplicitDiscoverySpell(spellEntry))
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{
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sLog.outErrorDb("Spell (ID: %u) not have have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc but listed in `skill_discovery_template` table",spellId);
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sLog.outErrorDb("Spell (ID: %u) not have have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc and not 100% chance random discovery ability but listed in `skill_discovery_template` table",spellId);
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continue;
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}
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SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, chance) );
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SkillDiscoveryStore[reqSkillOrSpell].push_back( SkillDiscoveryEntry(spellId, reqClass, chance) );
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}
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else if( reqSkillOrSpell == 0 ) // skill case
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{
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@ -105,7 +116,7 @@ void LoadSkillDiscoveryTable()
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for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
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{
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SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, chance) );
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SkillDiscoveryStore[-int32(_spell_idx->second->skillId)].push_back( SkillDiscoveryEntry(spellId, reqClass, chance) );
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}
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}
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else
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@ -113,6 +124,7 @@ void LoadSkillDiscoveryTable()
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sLog.outErrorDb("Spell (ID: %u) have negative value in `reqSpell` field in `skill_discovery_template` table",spellId);
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continue;
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}
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++count;
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} while (result->NextRow());
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@ -137,8 +149,45 @@ uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
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if(tab != SkillDiscoveryStore.end())
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{
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SpellEntry const* spellInfo = sSpellStore.LookupEntry (spellId);
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if(!spellInfo)
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return 0;
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// explicit discovery spell chances (alwasy success if case exist)
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if(IsExplicitDiscoverySpell(spellInfo))
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{
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float full_chance = 0;
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for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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if(!item_iter->reqClass || player->getClass ()==item_iter->reqClass)
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if(!player->HasSpell(item_iter->spellId))
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full_chance += item_iter->chance;
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float rate = full_chance / 100.0f;
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float roll = rand_chance() * rate; // roll now in range 0..full_chance
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for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if(item_iter->reqClass && player->getClass ()!= item_iter->reqClass)
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continue;
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if(player->HasSpell(item_iter->spellId))
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continue;
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if(item_iter->chance > roll)
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return item_iter->spellId;
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roll -= item_iter->chance;
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}
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return 0;
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}
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for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if(item_iter->reqClass && player->getClass ()!= item_iter->reqClass)
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continue;
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if( roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY))
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&& !player->HasSpell(item_iter->spellId) )
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return item_iter->spellId;
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@ -147,12 +196,18 @@ uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
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return 0;
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}
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if(!skillId)
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return 0;
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// check skill line case
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tab = SkillDiscoveryStore.find(-(int32)skillId);
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if(tab != SkillDiscoveryStore.end())
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{
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for(SkillDiscoveryList::iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
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{
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if(item_iter->reqClass && player->getClass ()!= item_iter->reqClass)
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continue;
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if( roll_chance_f(item_iter->chance * sWorld.getRate(RATE_SKILL_DISCOVERY))
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&& !player->HasSpell(item_iter->spellId) )
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return item_iter->spellId;
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