Add exemplarily support for spells 21387(used with Ragnaros) and 62388(related to Demonic Circle)
Further table columns can be added as required.
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
Add a new table `gameobject_template_scripts` to start scripts for any type gameobject.
Scripts in this table are triggered for all gameobjects on GameObject::Use
Note: The table `gameobject_scripts` is expected to not be required very much longer, and will most likely be removed someday
Tree-like design idea by Faramir118, thanks for that!
* Add `conditions` table to store conditions.
* REPLACE current handling of conditions for the *_loot_template tables
Convert the old conditions in *_loot_template to the new system by SQL-Queries
* ADD support for new conditions to gossip_menu and gossip_menu_option.
If for these tables no condition_id (new system) is provided, the old conditions will still be used
* Add a small helper python script to contrib/convertConditions, see README there for details
* Add new command to reload the `conditions` table (.reload conditions)
* Add two Meta-Condition types CONDITION_AND (-1) and CONDITION_OR (-2) which are used as:
value1 (as condition_entry) AND / OR value2 (as condition_entry)
With these meta-conditions it is possible to create tree like and very complicated combined conditions (like HasAura && (HasItem || HasQuest))
NOTE about conversion:
For easier convertion all the old table data is still preserved, but will be removed eventually (within a circle of the moon approximately)
The python script will not create an optimal initial fill of the `conditions` table. You might want to tweak it manually or suggest some optimized algorithm :)
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
Thanks to Silverice for feedback!
This system interprets the content of the table `creature_linking_template`. To trigger different actions on different events of the npcs that are linked together.
Possible event/ action combinations can be taken form the flags in CreatureLinkingMgr.h::CreatureLinkingFlags
Thanks to Chris K, cyberium, Dolomit6, grether, Kerbe, Naicisum, Paradox, Xeross
and other contributers for creating, long time improvments and patch up-to-date state support.
AHBot disabled by default. For enable it you need have ahbot.conf
in same dir where mangosd.conf placed and enable options:
AuctionHouseBot.Seller.Enabled and/or AuctionHouseBot.Buyer.Enabled
Original version ahbot.conf can be found by path:
src/game/AuctionHouseBot/ahbot.conf.dist.in
Note: chat commands from patch not included in commits and will added later after
additional work.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
As part changes move to int32 list as expected by values:
* CONFIG_INT32_QUEST_HIGH_LEVEL_HIDE_DIFF
* CONFIG_INT32_QUEST_LOW_LEVEL_HIDE_DIFF
Please report if mangosd will report unexpected error (< 0) for some signed config option.
I check manually but maybe miss some...
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Example: items 44623->44625->44627 convertion chain
* New table `item_enchantment_template` store original->final item pairs
Original item must have duration setup.
* Small change in GetItemConvert for consistence (now 0 returned if no convert pair instead original entry id)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* Show race/class specific min level in trainer list (for weapon master for example)
and use it for check spell traing possibility.
* Hide for specific race/class some spells marked by flag ABILITY_SKILL_NONTRAINABLE
This possible in cases when spell available for race/class but learned from talent/etc
and then don't must be show for race/calss pair in trainer list. Single case in 3.3.5a.
* Add to code tables for profession ranks for seelct correct rank related reqlevel
and check DB side data for it. Note: DB reqlevel values redundant for profession rank
spells now.
* Use for reqlevel selection (if DB value not provided) learned spell insteed cast-spell
spellLevel field. This let in more cases select training reqlevel without provided DB value.
For LogFilter_DbStrictedCheck = 0 mode output data about like redundant reqlevel values
in traner tables.
Reserve at server startup some guods follow last used in static DB spawns guid
for creatures/gameobjects for use in .npc add/.gobject add commands.
This allow safe select guids not used in all map copies. Guids for temporary spawns
used from range frollow after reserved guids range.
This also let select new static spawns guids (added in game chat command) near to already used static guids.
So it let avoid gaps in static guids lists.
Amount reserved guids set in new GuidReserveSize.* config options.
You need to update your config file, new "Visibility.RelocationLowerLimit" and "Visibility.AIRelocationNotifyDelay' options added
Special thanks to Ambal for code hints and advices
Thanks to Undergarun and kero99 for making tests
Un-instenceable maps shared pool system state, that initilized once.
For proper initilized pools in like case need have all mon-instanceable maps states created
before it.
* Direct store pool system dynamic data in sPoolMgr replaced by
shared pool system data object (for all non instanceable maps)
into WorldPersistentState, and own copies of pool system data
object in DungeonPersistentState/BattlegroundPersistentState.
This let have pools with object at many non-instanceable maps,
and single map pools with unique state for each instance.
* Avoid direct global grid data modify from pool system, and use for this also
recently added local for MapPersistentState grid spawn data.
* Implemented proper API for update pool system data in MapPersistentStates
from GameEvent system.
* Initialize pool system state at MapPersistendState creating.
For shared pool system state for non-instanceable maps initilized at first map state
creating.
Now pool system propertly work in instance also!
* For better fit name to related map type class InstanceMap renamed -> DungeonMap.
This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps.
* InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes:
- MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable())
- DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen())
- BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena())
Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it.
* Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version
return DungeonPersistentState (same pointer in fact with proper subcalss type)
* InstanceResetScheduler renamed to DungeonResetScheduler
* New table added for non-instanced maps (except BG/arena):
- `mangos`.`world_template` (script mapping to non instanced data)
- `characters`.`world` (saved script data string storage)
* InstancedData created for any map types including BGs/arenas, that allow have scripts
state for any maps, but BG/arena instance data not saved.
Note: Possible structures will renamed later for clarify apply to any type maps,
but avoid for now for simplify changes and hard affect to script library sources.
UPDATE YOUR CONFIGS!
Defaults:
LoginDatabaseConnections = 1
WorldDatabaseConnections = 1
CharacterDatabaseConnections = 1
If you are not using <mtmaps> patch do not change the default settings - this is useless. You can try following option in your MySQL config to squeeze even more performance from your DB:
[mysqld]
transaction-isolation = READ-COMMITTED
Great thanks to Undergarun, kero99 and selector for making tests and providing very useful feedback and DB statistics! Have fun :)
Signed-off-by: Ambal <pogrebniak@gala.net>
* Fishing now prowide junk loot at fail skill check.
This can be disabled for old way work using SkillFail.Loot.Fishing option.
Junk loot expected to be listed in fishing_loot_template entry 0.
* Fishing can gain skill grow at skill fail check case.
Controlled by SkillFail.Gain.Fishing option.
* Fishing from fishing pool gameobject can't be fail.
Controlled by SkillFail.Possible.FishingPool
Also clarify context for remove ghost auras place after set alive state.
This let get more expected results at remove ghost speed aura.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
It expected to be used in 2 case: some gameevent must send mails at start/end,
and this can be useful in game commands. Both case wil implemented in later commits.
* New MassMailMgr can accept tasks for send mass mails in safe way for map update threads context/etc.
* It work in way:
- By provided race mask or more generic SQL query string in async query selected affected characters
- At query result ready at next world tick update in safe common part of tick code some from mails
from queued mas mail tasks send.
- Amount mails limited MassMailer.SendPerTick confir option (10 by default). This done for prevent
high server load/lags at send too many mails in one tick (mail send all existed characters in DB
who match to seelction criteria)
- Manager not persistant for server shutdowns so any not send mails in queue lost at shutdown.
But with default setting 10K mail send in 20 secs (10000/50/10). Adding more safe execution
for this case will make related code lot more slow and req. many DB tables and code support.