Files
TrinityCore/src/server/game/Skills/SkillDiscovery.cpp
Shauren 9894f6b802 Core/Random: Changed random functions returning doubles to return floats
* They were all cast to float at use anyway
* Improves roll_chance_f performance (rand32() is now called internally by uniform_real_distribution once instead of twice)
2023-10-31 20:20:00 +01:00

262 lines
10 KiB
C++

/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; 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, see <http://www.gnu.org/licenses/>.
*/
#include "SkillDiscovery.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "Log.h"
#include "Player.h"
#include "Random.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
#include "World.h"
#include <map>
#include <sstream>
struct SkillDiscoveryEntry
{
uint32 spellId; // discavered spell
uint32 reqSkillValue; // skill level limitation
float chance; // chance
SkillDiscoveryEntry()
: spellId(0), reqSkillValue(0), chance(0) { }
SkillDiscoveryEntry(uint32 _spellId, uint32 req_skill_val, float _chance)
: spellId(_spellId), reqSkillValue(req_skill_val), chance(_chance) { }
};
typedef std::list<SkillDiscoveryEntry> SkillDiscoveryList;
typedef std::unordered_map<int32, SkillDiscoveryList> SkillDiscoveryMap;
static SkillDiscoveryMap SkillDiscoveryStore;
void LoadSkillDiscoveryTable()
{
uint32 oldMSTime = getMSTime();
SkillDiscoveryStore.clear(); // need for reload
// 0 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
if (!result)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
return;
}
uint32 count = 0;
std::ostringstream ssNonDiscoverableEntries;
std::set<uint32> reportedReqSpells;
do
{
Field* fields = result->Fetch();
uint32 spellId = fields[0].GetUInt32();
int32 reqSkillOrSpell = fields[1].GetInt32();
uint32 reqSkillValue = fields[2].GetUInt16();
float chance = fields[3].GetFloat();
if (chance <= 0) // chance
{
ssNonDiscoverableEntries << "spellId = " << spellId << " reqSkillOrSpell = " << reqSkillOrSpell
<< " reqSkillValue = " << reqSkillValue << " chance = " << chance << "(chance problem)\n";
continue;
}
if (reqSkillOrSpell > 0) // spell case
{
uint32 absReqSkillOrSpell = uint32(reqSkillOrSpell);
SpellInfo const* reqSpellInfo = sSpellMgr->GetSpellInfo(absReqSkillOrSpell, DIFFICULTY_NONE);
if (!reqSpellInfo)
{
if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
{
TC_LOG_ERROR("sql.sql", "Spell (ID: {}) has a non-existing spell (ID: {}) in `reqSpell` field in the `skill_discovery_template` table.", spellId, reqSkillOrSpell);
reportedReqSpells.insert(absReqSkillOrSpell);
}
continue;
}
// mechanic discovery
if (reqSpellInfo->Mechanic != MECHANIC_DISCOVERY &&
// explicit discovery ability
!reqSpellInfo->IsExplicitDiscovery())
{
if (reportedReqSpells.find(absReqSkillOrSpell) == reportedReqSpells.end())
{
TC_LOG_ERROR("sql.sql", "Spell (ID: {}) does not have any MECHANIC_DISCOVERY (28) value in the Mechanic field in spell.dbc"
" nor 100% chance random discovery ability, but is listed for spellId {} (and maybe more) in the `skill_discovery_template` table.",
absReqSkillOrSpell, spellId);
reportedReqSpells.insert(absReqSkillOrSpell);
}
continue;
}
SkillDiscoveryStore[reqSkillOrSpell].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
}
else if (reqSkillOrSpell == 0) // skill case
{
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
if (bounds.first == bounds.second)
{
TC_LOG_ERROR("sql.sql", "Spell (ID: {}) is not listed in `SkillLineAbility.dbc`, but listed with `reqSpell`= 0 in the `skill_discovery_template` table.", spellId);
continue;
}
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
SkillDiscoveryStore[-int32(_spell_idx->second->SkillLine)].push_back(SkillDiscoveryEntry(spellId, reqSkillValue, chance));
}
else
{
TC_LOG_ERROR("sql.sql", "Spell (ID: {}) has a negative value in `reqSpell` field in the `skill_discovery_template` table.", spellId);
continue;
}
++count;
}
while (result->NextRow());
if (!ssNonDiscoverableEntries.str().empty())
TC_LOG_ERROR("sql.sql", "Some items can't be successfully discovered, their chance field value is < 0.000001 in the `skill_discovery_template` DB table. List:\n{}", ssNonDiscoverableEntries.str());
// report about empty data for explicit discovery spells
for (SpellNameEntry const* spellNameEntry : sSpellNameStore)
{
SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spellNameEntry->ID, DIFFICULTY_NONE);
if (!spellEntry)
continue;
// skip not explicit discovery spells
if (!spellEntry->IsExplicitDiscovery())
continue;
if (SkillDiscoveryStore.find(int32(spellEntry->Id)) == SkillDiscoveryStore.end())
TC_LOG_ERROR("sql.sql", "Spell (ID: {}) has got 100% chance random discovery ability, but does not have data in the `skill_discovery_template` table.", spellEntry->Id);
}
TC_LOG_INFO("server.loading", ">> Loaded {} skill discovery definitions in {} ms.", count, GetMSTimeDiffToNow(oldMSTime));
}
uint32 GetExplicitDiscoverySpell(uint32 spellId, Player* player)
{
// explicit discovery spell chances (always success if case exist)
// in this case we have both skill and spell
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
if (tab == SkillDiscoveryStore.end())
return 0;
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
uint32 skillvalue = bounds.first != bounds.second ? player->GetSkillValue(bounds.first->second->SkillLine) : uint32(0);
float full_chance = 0;
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (item_iter->reqSkillValue <= skillvalue)
if (!player->HasSpell(item_iter->spellId))
full_chance += item_iter->chance;
float rate = full_chance / 100.0f;
float roll = rand_chance() * rate; // roll now in range 0..full_chance
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (item_iter->reqSkillValue > skillvalue)
continue;
if (player->HasSpell(item_iter->spellId))
continue;
if (item_iter->chance > roll)
return item_iter->spellId;
roll -= item_iter->chance;
}
return 0;
}
bool HasDiscoveredAllSpells(uint32 spellId, Player* player)
{
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
if (tab == SkillDiscoveryStore.end())
return true;
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (!player->HasSpell(item_iter->spellId))
return false;
return true;
}
bool HasDiscoveredAnySpell(uint32 spellId, Player* player)
{
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
if (tab == SkillDiscoveryStore.end())
return false;
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
if (player->HasSpell(item_iter->spellId))
return true;
return false;
}
uint32 GetSkillDiscoverySpell(uint32 skillId, uint32 spellId, Player* player)
{
uint32 skillvalue = skillId ? player->GetSkillValue(skillId) : uint32(0);
// check spell case
SkillDiscoveryMap::const_iterator tab = SkillDiscoveryStore.find(int32(spellId));
if (tab != SkillDiscoveryStore.end())
{
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld->getRate(RATE_SKILL_DISCOVERY)) &&
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}
return 0;
}
if (!skillId)
return 0;
// check skill line case
tab = SkillDiscoveryStore.find(-(int32)skillId);
if (tab != SkillDiscoveryStore.end())
{
for (SkillDiscoveryList::const_iterator item_iter = tab->second.begin(); item_iter != tab->second.end(); ++item_iter)
{
if (roll_chance_f(item_iter->chance * sWorld->getRate(RATE_SKILL_DISCOVERY)) &&
item_iter->reqSkillValue <= skillvalue &&
!player->HasSpell(item_iter->spellId))
return item_iter->spellId;
}
return 0;
}
return 0;
}